diablo ii rpg - web tables

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Attack: d20+(Attack Bonus). At or above (target's AC) hits. Natural 1 counts as a roll of -10; natural 20 automatically hits. Initiative: d20+(Initiative Modifier). Highest goes first; one initiative per combat. Saving Throw: d20+(Save Modifier). At or above difficulty score succeeds. Skill Check: d20+(Skill Modifier). At or above difficulty score succeeds. Random Rooms: (roll 1d6) 1: Short Corridor (2x3) 2: Medium Corridor (2x6) 3: Long Corridor (2x9) 4: Small Room (3x4) 5: Large Room (4x5) 6: Special Room (stairs or quest room) Treasure Tables Kill List List of Difficulties Encounter Levels Sorcerer Level One Characters: Chartan Level 3 Sorcerer Current normal items for sale: 5 gp - Cap +1AC (not cumulative with any protection) 5 gp - Leather Armor +1AC (not cumulative with armor) 10 gp - Skull Cap +1AC (not cumulative with armor) 10 gp - Mace (light) 1d6, crit x2, 6 lbs., Small, Bludgeoning 20 gp - Robe +1AC 30 gp - Saber 1d6, crit (19-20)x2, 4 lbs., Medium, Slashing 40 gp - Long Spear 1d8(2h), crit x3, 9 lbs., Large, Current magic items for sale: 1,600 gp - Book of (spell name) Random 3rd level spell 2,520 gp - Bronze Scepter 1d6, crit x2, 4 lbs., Small, Blugeoning +1 attack 5,020 gp - Mask of Protection +1AC (not cumulative with armor) -2 damage taken from each attack 7,510 gp - Skull Cap of Absorption +1AC (not cumulative with armor) -3 damage taken from each attack 7,511 gp - Bolts of Quickness (11) +4 speed initiative bonus 7,515 gp - Kris of the Leech 1d4, crit (18-20)x2, 2 lbs., Tiny, Piercing Successful hit heals user 1d4 hit points

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AD&D Diablo II RPG

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Page 1: Diablo II RPG - Web Tables

Attack: d20+(Attack Bonus). At or above (target's AC) hits. Natural 1 counts as a roll of -10; natural 20automatically hits.

Initiative: d20+(Initiative Modifier). Highest goes first; one initiative per combat.

Saving Throw: d20+(Save Modifier). At or above difficulty score succeeds.

Skill Check: d20+(Skill Modifier). At or above difficulty score succeeds.

Random Rooms: (roll 1d6)1: Short Corridor (2x3)2: Medium Corridor (2x6)3: Long Corridor (2x9)4: Small Room (3x4)5: Large Room (4x5)6: Special Room (stairs or quest room)

Treasure TablesKill List

List of DifficultiesEncounter Levels

Sorcerer Level One

Characters:Chartan Level 3 Sorcerer

Current normal items for sale:5 gp - Cap +1AC (not cumulative with anyprotection)5 gp - Leather Armor +1AC (not cumulative witharmor)10 gp - Skull Cap +1AC (not cumulative witharmor)10 gp - Mace (light) 1d6, crit x2, 6 lbs., Small,Bludgeoning20 gp - Robe +1AC30 gp - Saber 1d6, crit (19-20)x2, 4 lbs., Medium,Slashing40 gp - Long Spear 1d8(2h), crit x3, 9 lbs., Large,

Current magic items for sale:

1,600 gp - Book of (spell name)Random 3rd level spell

2,520 gp - Bronze Scepter 1d6, crit x2, 4 lbs.,Small, Blugeoning+1 attack

5,020 gp - Mask of Protection +1AC (notcumulative with armor)-2 damage taken from each attack

7,510 gp - Skull Cap of Absorption +1AC (notcumulative with armor)-3 damage taken from each attack

7,511 gp - Bolts of Quickness (11)+4 speed initiative bonus

7,515 gp - Kris of the Leech 1d4, crit (18-20)x2, 2lbs., Tiny, PiercingSuccessful hit heals user 1d4 hit points

Page 2: Diablo II RPG - Web Tables

Piercing40 gp - Hard Leather Armor +3AC100 gp - Long Sword 1d8, crit (19-20)x2, 4 lbs.,Medium, Slashing150 gp - Crystal Sword 1d8, crit (18-20)x3, 5 lbs.,Medium, Slashing

10,005 gp - Wearying Leather Boots +1AC (notcumulative with armor)Chosen foe flatfooted 1d4; Will save (DC20)negates

10,100 gp - Slayer's Flawed Diamond ofAbsorption+1 melee attack and rank with class skills(Barbarians only)-3 damage taken from each attack

Power Item (rolled at party level +10): 15,010 gpHeavy Boots of the Tiger +1AC (not cumulativewith armor)+15 hit points

Page 3: Diablo II RPG - Web Tables

I'm typing out the treasure table for our Diablo II AD&D game. So far, ? pages of fourteen done.

Base Treasure Table (roll d20):

1 Trap (roll 1d20+CR)

1-15: 1d6 points of fire damage per level to all within 5 feet; Reflex save for half damage(DC=10+level)

16-19: Missile deals 1d4 points of damage, +1 damage per level; Reflex save for half damage(DC=10+level)

20: Gas (1d3: 1 Choking, 2 Rancid, 3 Strangling)2-10 no treasure11 Healing Potion (roll 1d20+CR) 1-5: Minor Healing (1d4+1) 6-10: Light Healing (2d8+3) 11-20: Healing (4d8+7) 21-30: Greater Healing (6d8+12) 31+: Super Healing (8d8+15)12 Mana Potion (roll 1d20+CR) 1-5: Minor Mana (1 spell level) 6-10: Light Mana (2 spell levels) 11-20: Mana (4 spell levels) 21-30: Greater Mana (6 spell levels) 31+: Super Mana (8 spell levels)13-17 (d20 x CR) gold pieces18-20 Item (roll 1d20+CR) 1-15: roll d60 on base item table 16-17: roll d100 on base item table, then for appropriate prefix. 18-19: roll d100 on base item table, then for appropriate suffix. 20+: roll d100 on base item table, then for appropriate prefix and suffix.

Base Item Table (roll d100):

1-8 body armor (d20+CR, uses d60 on prefix/suffix tables)9-13 head protection (d20+CR, uses d60 on prefix/suffix tables)14-16 foot protection (d20+CR, uses d60 on prefix/suffix tables)17-18 hand protection (d20+CR, uses d60 on prefix/suffix tables)19-20 belts (d20+CR, uses d60 on prefix/suffix tables)21-25 shields (d20+CR, uses d60 on prefix/suffix tables)26-30 daggers (d20+CR, uses d60+25 on prefix/suffix tables)31-40 swords (d20+CR, uses d60+25 on prefix/suffix tables)41-44 clubs (d20+CR, uses d60+25 on prefix/suffix tables)45-48 spears (d20+CR, uses d60+25 on prefix/suffix tables)49-50 polearms (d20+CR, uses d60+25 on prefix/suffix tables)51-55 axes (d20+CR, uses d60+25 on prefix/suffix tables)56-63 bows (d20+CR, uses d60+30 on prefix/suffix tables)64-65 crossbows (d20+CR, uses d60+30 on prefix/suffix tables)66-70 wands (d20+CR, uses d60+40 on prefix/suffix tables)71-75 staves (d20+CR, uses d60+40 on prefix/suffix tables)76-79 accessories (d20+CR, uses d40+30 on prefix/suffix tables)80 gems (d20+CR, uses d40+30 on prefix/suffix tables)81-90 inscribed spells (d20+CR, uses d10+90 on prefix/suffix tables)

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91-00 perishables (see perishables table)

Prefixes:

1-20 improves armor class (d20+CR)21-35 improves saving throws (d20+CR)36-39 affects foe's reaction (d20+CR)40 affects fatigue (d20+CR)41-45 improves skills and spells (d20+CR)46-49 cursed (roll base item's prefix roll again)50 capricious (roll again on prefix table using d100)51-55 affects visibility (d20+CR)56-60 affects number of castable spells (d20+CR)61-62 affects magical items (d20+CR)63-70 affects user's stats (d20+CR)71-77 improves attack scores (d20+CR)78-82 improved damage (d20+CR)

83-90improves attack scoresand improves damage

(d20+CR)

91-00 affects item's charges (d20+CR)

Suffixes:

1-20 reduces damage taken (d20+CR)21-25 effect when attacked (d20+CR)26-27 improves durability (d20+CR)28-30 affects movement (d20+CR)31-35 increases hit points (d20+CR)36-45 improves skills and spells (d20+CR)46-49 cursed (roll base item's prefix roll again)50 capricious (roll again on prefix table using d100)51-53 improves recovery (d20+CR)54-56 affects spell preparation (d20+CR)57-60 affects casting in combat (d20+CR)61-63 improves treasure finding (d20+CR)64-67 improves light sources (d20+CR)68-70 reduces effects of hazards (d20+CR)71-73 increases damage (d20+CR)74-75 improves minimum damage (d20+CR)76-77 affects attack speed (d20+CR)78-80 adds damage effect (d20+CR)81-82 restores on a successful hit (d20+CR)83-84 damages armor or weapons (d20+CR)85 affects weapon proficiencies (d20+CR)86-90 affects available uses (d20+CR)

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Armor (roll d20+level, use d60 on prefix/suffix tables)

XP GP1-4 Cape AC 10 0 55-6 Rags AC 10 0 107-9 Cloak AC 10 0 1510-12 Robe AC 10 0 2013-14 Quilted Armor AC 8 0 2515-17 Leather Armor AC 8 0 3018 Hard Leather Armor AC 7 0 4019-21 Studded Leather Armor AC 7 0 5022-23 Ring Mail AC 7 0 10024-25 Scale Mail AC 6 0 12026-27 Chain Mail AC 5 0 15028 Breast Plate AC 5 0 20029 Light Plate AC 4 0 20030 Splint Mail AC 4 0 25031-32 Plate Mail AC 3 0 60033 Field Plate AC 2 0 2,00034 Ancient Armor AC 2, absorbs 1 hp of damage per attack 0 3,75035 Gothic Plate AC 1 0 4,00036+ Full Plate AC 1 0 5,000

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Headgear (roll d20+level, use d60 on prefix/suffix tables)

XP GP1-10 Cap AC 9 for head shots 0 511-14 Skull Cap AC 8 for head shots 0 1015-18 Helm AC 7 for head shots 0 1519 Mask AC 6 for head shots 0 2020-23 Full Helm AC 5 for head shots 0 3024-27 Great Helm AC 4 for head shots 0 5028 Bone Helm AC 3 for head shots 0 20029+ Crown AC 2 for head shots 0 250

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Accoutrements (roll d20+level, use d60 on prefix/suffix tables)

XP GP1-5 Gloves AC 8 for hand shots 0 56-7 Sash AC 8 for waist shots 0 58-10 Leather Boots AC 8 for foot shots 0 511-15 Bracers AC 5 for hand shots 0 1516-17 Belt AC 5 for waist shots 0 1518-20 Chain Boots AC 5 for foot shots 0 1521-25 Gauntlets AC 3 for hand shots 0 4026-27 Girdle AC 3 for waist shots 0 4028+ Plate Boots AC 3 for foot shots 0 40

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Shields (roll d20+level, use d60 on prefix/suffix tables)

XP GP1-10 Buckler -1 AC for one attack per round 0 1011-16 Small Shield -1 AC for two attacks per round 0 1517-21 Large Shield -1 AC 0 2022-25 Kite Shield -1 AC 0 5026 Spiked Shield -1 AC, off-hand attack for 1d4/1d4 0 10027 Bone Shield -2 AC for melee attacks 0 15028-30 Tower Shield -1 AC, -2 AC vs. missile attacks 0 25031+ Gothic Shield -2 AC, minimum STR 18 0 500

Page 10: Diablo II RPG - Web Tables

Knives (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-10 Dagger 1d4/1d3, 10/20/30 (ROF 2/1) 0 511-14 Throwing Knife 1d3/1d3, 10/20/30 (ROF 3/1) 0 1015-20 Blade 1d4/1d4, 10/20/30 (ROF 1/1) 0 2021+ Kris 1d4+1/1d4, 10/20/30 (ROF 1/1) 0 40

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Swords (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-5 Dagger 1d4/1d3, 10/20/30 (ROF 2/1) 0 56-10 Short Sword 1d6/1d8 0 1011-13 Sabre 1d6+1/1d8 0 2014-15 Blade 1d6+1/1d8+1 0 2516-17 Scimitar 1d8/1d8 0 3018 Falchion 2d4/1d6 0 3519-23 Long Sword 1d8/1d12 0 5024-27 Broad Sword 2d4/1d6+1 0 7528 Claymore 1d8+1/1d12+ 0 10029-31 Bastard Sword 1d8/1d12 one-handed, 2d4/2d8 two-handed 0 15032-35 Two-Handed Sword 1d10/3d6 0 30036+ Great Sword 1d12/2d8 two-handed, minimum STR 18 0 500

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Clubs (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-8 Club 1d6/1d3, 10/20/30 (ROF 1/1) 0 19-10 Spiked Club 1d6/1d6, 10/20/30 (ROF 1/1) 0 511-17 Mace 1d6+1/1d6 0 1018-21 Morning Star 2d4/1d6+1 0 2022-24 Flail 1d6+1/2d4 two-handed 0 5025-30 War Hammer 1d8/1d8 two-handed 0 6031-32 Maul 1d10/1d8+1 two-handed, minimum STR 18 0 20033+ Malus 1d10/1d10 two-handed, minimum STR 18 0 200

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Spears (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-8 Javelin 1d6/1d6, 20/40/60 (ROF 1/1) 0 59-15 Spear 1d6/1d8, 10/20/30 (ROF 1/1) 0 1016-17 Pilum 1d6+1/1d8, 10/20/30 (ROF 1/1) 0 2518-21 Glaive 1d8/1d8, 10/20/30 (ROF 1/1) 0 3022-24 Trident 1d6+1/3d4 0 3025-30 Pike 1d6/1d12, x2 damage when set for charge 0 4031+ Brandistock 1d10/2d6, minimum STR 18, cannot be disarmed 0 100

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Polearms (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-8 Bardiche 2d4/2d6 two-handed 0 209-15 Scythe 1d10/1d12 two-handed, minimum STR 18 0 4016-19 Poleaxe 1d10/1d12 two-handed, minimum STR 18 0 5020+ Halberd 1d10/2d6 two-handed, minimum STR 18 0 80

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Axes (roll d20+level, use d60+25 on prefix/suffix tables)

XP GP1-9 Small Axe 1d6/1d4 0 510-12 Throwing Axe 1d4/1d4, 10/20/30 (ROF 1/1) 0 1013-17 Axe 1d6/1d6 0 1018-21 Large Axe 1d6/1d6 0 1522-24 Broad Axe 1d6+1/1d6+1 0 2025-30 Battle Axe 1d8/1d8 two-handed 0 5031-32 Great Axe 1d10/1d10 two-handed, minimum STR 18 0 20033+ Giant Axe 1d12/2d8 two-handed, minimum 18/00 0 200

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Bows (roll d20+level, use d60+30 on prefix/suffix tables)

XP GP1-5 Arrows (1d12) damage as per bow 0 36-9 Short Bow 1d6/1d6, 50/100/150 (ROF 2/1) 0 3010-11 Hunter's Bow 1d8/1d8, 50/100/160 (ROF 2/1) 0 5012-17 Long Bow 1d8/1d8, 50/100/170 (ROF 2/1) 0 7518-21 Composite Bow 1d8/1d8, 40/80/170 (ROF 2/1) 0 10022-24 Short Battle Bow 1d8/1d8+1, 50/100/150 (ROF 2/1) 0 15025-29 Short War Bow 1d8+1/1d8+1, 50/100/150 (ROF 2/1) 0 25030-31 Long Battle Bow 1d8+1/1d8+1, 50/100/170 (ROF 2/1) 0 30032+ Long War Bow 1d8+1/1d8+1, 50/100/170 (ROF 2/1) 0 500

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Crossbows (roll d20+level, use d60+30 on prefix/suffix tables)

XP GP1-5 Bolts (1d20) damage as per crossbow 0 36-12 Light Crossbow 1d4/1d4, 60/120/180 (ROF 1/1) 0 4013-18 Crossbow 1d4/1d6, 70/140/210 (ROF 1/1) 0 80

19 Repeating Crossbow1d3/1d3, 40/60/80 (ROF up to 5/1), one round toreload

0 200

20+ Heavy Crossbow 1d4+1/1d8+1, 80/160/240 (ROF 1/2) 0 50

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Wands (roll d20+level, use d60+40 on prefix/suffix tables)

XP GP1-10 Wand 1d2/1d2 0 10

11 Torch1d3/1d2 fire damage when lit, can be reused, lightradius 30'

0 20

12 Bone Wand 1d3/1d2, Necromancers only 0 7013 Yew Wand 1d2/1d3, Sorcerers only 0 8014+ Scepter 1d3/1d3 0 100

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Staves (roll d20+level, use d60+40 on prefix/suffix tables)

XP GP1-9 Short Staff 1d4/1d4 0 1010-18 Long Staff 1d6/1d6 two-handed 0 2519-21 Gnarled Staff 1d6/1d6+1 two-handed 0 3022-24 Composite Staff 1d6+1/1d6+1 two-handed 0 5025-30 Battle Staff 1d6+1/1d8 two-handed 0 7531+ War Staff 1d8/1d8 two-handed 0 100

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Accessories (roll d20+level, use d40+30 on prefix/suffix tables)

XP GP1-6 Charm effect active if carried on person 0 507-17 Ring worn on hand, one per character 0 7518 Flag draped over body, one per character 0 100

19 Orbworn on arm, cannot wear shield, one percharacter

0 150

20+ Amulet worn on neck, one per character 0 200

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Gems (roll d20+level, use d40+30 on prefix/suffix tables)

XP GP1-7 Chipped Jewel roll 1d6 0 508-13 Flawed Jewel roll 1d6 0 10014-19 Jewel roll 1d6 0 25020-25 Flawless Jewel roll 1d6 0 50022-24 Perfect Jewel roll 1d6 0 1,000

Use the 1d6 rolled above to determine the type of gem found; 1: amethyst, 2: diamond, 3: emerald, 4:ruby, 5: sapphire, 6: topaz.

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Inscribed Spells (roll d20+level, use d10+90 on suffix table only)

XP GP1-17 Scroll one use at minimum level to cast spell 0 2518 Rune set once (as glyph of warding) 0 50

19+ Bookread once to gain spell, allows one improvementclass for spell

0 100

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improves armor class (roll d20+level)

XP GP1-5 Sturdy -1 to AC (weighs same as normal) 400 2,0006-10 Fine -1 to AC 500 2,50011-12 Strong -1 to AC, -2 against missiles 750 3,75013-16 Grand -2 to AC 1,000 5,00017-18 Valiant -2 to AC, -3 against missiles 1,250 6,25019-21 Glorious -3 to AC 1,500 7,50022-23 Blessed -3 to AC, -4 against missiles 1,750 8,75024-25 Awsome -4 to AC 2,000 10,00026-27 Saintly -4 to AC, -5 against missiles 2,500 12,50028-29 Holy -5 to AC 3,000 15,00030+ Godly -5 to AC, -6 against missiles 3,500 17,500

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improves saving throws (roll d20+level)

XP GP1 Tawny +1 save vs. acid 400 2,0002 Azure +1 save vs. cold 400 2,0003 Crimson +1 save vs. fire 400 2,0004 Ocher +1 save vs. lightning 400 2,0005 Pearl +1 save vs. mind spells and effects 400 2,0006 Beryl +1 save vs. poison 400 2,0007 Coal +1 save vs. spell 400 2,0008 Jasmine +2 save vs. acid 800 4,0009 Lapis +2 save vs. cold 800 4,00010 Burgundy +2 save vs. fire 800 4,00011 Tangerine +2 save vs. lightning 800 4,00012 Ivory +2 save vs. mind spells and effects 800 4,00013 Jade +2 save vs. poison 400 2,00014 Jet +2 save vs. spell 800 4,00015 Pyrite +3 save vs. acid and -25% damage from acid 1,200 6,00016 Cobalt +3 save vs. cold and -25% damage from cold 1,200 6,00017 Garnet +3 save vs. fire and -25% damage from fire 1,200 6,000

18 Coral+3 save vs. lightning and -25% damage fromlightning

1,200 6,000

19 Crystal +3 save vs. mind spells and effects 1,200 6,00020 Viridian +3 save vs. poison and -25% damage from poison 1,200 6,00021 Ebony +3 save vs. spells and -25% damage from spells 1,200 6,00022 Crysolite +4 save vs. acid and -50% damage from acid 1,600 8,00023 Sapphire +4 save vs. cold and -50% damage from cold 1,600 8,00024 Ruby +4 save vs. fire and -50% damage from fire 1,600 8,000

25 Amber+4 save vs. lightning and -50% damage fromlightning

1,600 8,000

26 Diamond +4 save vs. mind spells and effect 1,600 8,00027 Emerald +4 save vs. poison and -50% damage from poison 1,600 8,00028 Obsidian +4 save vs. spells and -50% damage from spells 1,600 8,00029 Topaz +2 on all saves 2,000 10,00030+ Prismatic +3 on all saves 3,000 15,000

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affects foes's reactions (roll d20+level)

XP GP

1-6 Subduingfoe saves or gets +5 initiative penalty for 1d4rounds

1,500 7,500

7-10 Wearying foe saves or loses initiative for 1d4 rounds 2,000 10,00011 Phasing foe saves or next attack is at 50% damage 2,000 10,00012-16 Depleting foe saves or loses initiative 2d4 rounds 2,000 10,000

17-19 Howlingfoe saves or suffers fear for 1d4 rounds (if 4hd orless)

2,500 12,500

20 Chaoticfoe saves or changes to random alignment for1d4+1 rounds

2,500 12,500

21-23 Subjugating foe saves or loses initiative for 4d4 rounds 2,500 12,50024-26 Fatiguing foe saves or is slowed for 1d4 rounds 2,500 12,50027-29 Exhausting foe saves or is slowed for 2d4 rounds 3,000 15,00030+ Overwhelming foe saves or is slowed for 3d4 rounds 3,500 17,500

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Here is a list of the evil we have cleared from our reality. The subsequent shift in reality has forced us toreasses our success. We have started our list over.

Bone Warrior (Skeleton) - 9Dark One (Fallen One) - 2Hungry Dead (Zombie) - 3Returned Mage (Skeleton) - 2Shadow Beasts (Scavengers) - 6

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Action Type of Roll Difficulty ClassBalance on uneven floor Balance Skill 10Balance on 7-12 inch wide surface Balance Skill 10Balance on 2-6 inch wide surface Balance Skill 15Balance on surface less than 2 inches wide Balance Skill 20Balance on angled surface +5Balance on slippery surface +5Climb knotted rope and wall Climb Skill 0Climb rope and wall, knotted rope Climb Skill 15Climb ruined wall of tower Climb Skill 15Climb uneven surface with narrowhandholds (typical dungeon or ruins)

Climb Skill 20

Climb rough surface (natural rock or brickwall)

Climb Skill 25

Climb slippery surface Climb Skill +5Climb bracing against perpendicular walls Climb Skill -5Climb bracing against two opposite walls Climb Skill -10Counterspell Spellcraft Skill 15+(spell level), then cast same spellOpen door: simple wooden door Strength Check 13Open door: good wooden door Strength Check 18Open door: strong wooden door Strength Check 23Open door: iron-barred wooden door Strength Check 25Open door: iron door Strength Check 28Open door: Hold Portal or Arcane Lock +5 or +10Save against spell d20+(save modifier)10+(spell level)+(caster's ability bonus)Spell Resistance d20+(caster level) (Creature's Spell Resistance)

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This table is lifted directly from the Dungeon Master's Guide (table 4-1). Now that I know how to use itproperly, I can make sure we're not taking on encounters three or four levels too high.

EncounterLevel One Two Three Four

Fiveor Six

Sevento Nine

Tento Twelve

1 1 or 2 1/2 1/3 1/4 1/6 1/8 1/82 2 or 3 1 1/2 or 1 1/2 1/3 1/4 1/63 3 or 4 1 or 2 1 1/2 or 1 1/2 1/3 1/44 3, 4, 5 2 1 or 2 1 1/2 or 1 1/2 1/35 4, 5, 6 3 2 1 or 2 1 1/2 1/26 5, 6, 7 4 3 2 1 or 2 1 1/27 6, 7, 8 5 4 3 2 1 1/28 7, 8, 9 6 5 4 3 2 19 8, 9, 10 7 6 5 4 3 210 9, 10, 11 8 7 6 5 4 311 10, 11, 12 9 8 7 6 5 412 11, 12, 13 10 9 8 7 6 513 12, 13, 14 11 10 9 8 7 614 13, 14, 15 12 11 10 9 8 715 14, 15, 16 13 12 11 10 9 816 15, 16, 17 14 13 12 11 10 917 16, 17, 18 15 14 13 12 11 1018 17, 18, 19 16 15 14 13 12 1119 18, 19, 20 17 16 15 14 13 1220 19+ 18 17 16 15 14 13

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Sorcerer Spells Level OneFire Bolt (S1)Range: 90 feetArea: one creatureDuration: InstantaneousSave: half damageA small bolt of fire flies from the caster's fingertips to the creature in range, inflicting 1d6 points perlevel of fire damage. Maximum damage for a fire bolt is 10d6 points of damage.

Frost (S1)Range: 0Area: 10-foot radiusDuration: 1 round/levelSave: specialSolid ground in a 60-foot radius around the caster freezes over, except for a 15-foot diameter "eye" in thecenter of the effect, forming a slick blue-tinged surface. Any creature trying to move on the icy surfacecan choose to move carefully, moving and attacking at half their normal rate. Those choosing to move orattack normally most make a successful saving throw vs. spell each round or fall.

Frozen Armor (S1)Range: 0Area: casterDuration: 1 turn/levelSave: noneIce coalesces, forming a frigid iceball that orbits around the caster. The ice satellite absorbs the first 1point of damage taken by the caster, before shattering. Every 2 levels beyond first level achieved by thecaster allows the creation of an additional iceball, which all work together to protect the caster. A castercan be protected by a maximum of 10 iceballs.

Ice Bolt (S1)Range: 90 feetArea: one creatureDuration: instantaneousSave: specialA small shard of ice flies from the caster's fingertips to the creature in range, inflicting 1d4 points of colddamage per level of caster (save vs. spell for half). Those who fail their saves move as if slowed for 3rounds, while those who make their saves move as if slowed for 1 round. Maximum damage is 10d4points of damage.

Identify Item (S1, N1)Range: 0Area: 1 item/levelDuration: 1 round/levelSave: noneThe identify item spell allows one magical item from the world of Diablo to be positively identified by

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full name and function. All combat bonuses, powers, and charges are revealed. Most magical items(including scrolls) in the world of Diablo cannot be used until this spell is employed to unlock theirsecrets; however, potions of healing and mana can be recognized and used without recourse to this spell.Certain quest items also may not yield to this spell - in such cases, the services of a powerful sage orsimilar entity may be required.