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Pool of Radiance Rule Book

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Version: 1.1
From: SSI

Uploader: DataWiz 6502 Crew
datawiz@magpage.com

Primary-site: Asimov
Docs included in download from Emunation



Table of Contents

Introduction                              1
   What comes with this game              1
   Getting started quickly                2
   Reading the rule book                  2
Characters and the Party                  3
   What are the characters?               3
Playing the Game                          6
   Creating a party of characters         6
   Non-Player Characters (NPCs)           7
Viewing a Character                       8
   The character screen                   8
   View points                            9
   Missions                               10
   Points of view                         10
   Moving around                          11
   Civilization                           11
Adventure Menu                            13
   Move                                   13
   View                                   13
   Cast                                   13
   Area                                   13
   Encamp                                 13
   Search                                 13
   Look                                   13
Encamp                                    14
   Save                                   14
   View                                   14
   Magic                                  14
   Rest                                   14
   Alter                                  14
Encounters                                16
   Combat                                 16
   Wait                                   16
   Flee                                   16
   Advance                                16
   Parlay                                 16
Combat                                    17
   Hitting the target                     17
   Using missile weapons                  17
   Beginning combat                       18
   Executing combat                       18
   If the party flees                     20
   If the party dies                      20
   After Combat                           20
Magic                                     21
   How magic works                        21
   The spells                             23


Pool of Radiance Rule Book

INTRODUCTION

Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product,
POOL OF RADIANCE a FORGOTTEN REALMS fantasy role-playing epic.  This
adventure game is based on the rules and background created by TSR,
Inc., with a storyline created especially for this game.

The POOL OF RADIANCE adventure begins in the ruined city of Phlan on
the northern shore of the Moonsea, where adventurers from the
civilized nations are trying to rebuild this once-proud city.  Your
adventurers start out as beginning characters at the first level of
experience and can advance to higher levels as they help bring back
Phlan to its former glory.

WHAT COMES WITH THIS GAME:
In addition to the game disks, you should find four other items in
your game.

THE RULE BOOK
This is what you are reading.  If you have game play questions during
the course of the game, refer to this book.

THE ADVENTURER'S JOURNAL
This contains background and introduction to the Forgotten Realms and
the scenarios, plus maps, rumors, and stories that may be true or
false.  It also contains Appendices, tables and reference information,
to help speed game play, You will confirm the true rumors and expose
the false ones during the game.

THE QUICK START CARD
This explains how to start the game, make menu choices, and indicate
items using your computer.  It also lets you get right into the game
without having to read through the rules.

THE TRANSLATION WHEEL
As your characters progress through the Forgotten Realms, they will
occasionally find Dethek (Dwarvish) and Espruar (Elvish) runes.  The
wheel is a method of translating those runes into English words so you
can understand them.  The Translation Wheel has four parts:

Espruar (Elvish) Runes.  Around the outside rim are the elvish runes.

Dethek (Dwarvish) Runes.  Just inside the elvish runes are the
dwarvish runes.

Three Paths.  Spiralling out from the inside are three paths
identified graphically as:

.....
_.._.._
----

Six Rings.  Six numbered rings, each with three holes showing letters,
are located inside of the dwarvish runes.

USING THE WHEEL

You can get many kinds of information from the wheel:  Five or six
letter Code Words.  The computer displays 2 runes and a path.  Match
up the two runes and read the letters from rings 1 through 6.  If the
first character is a number, ignore it and read the letters from rings
2 through 6.

Example: Elvish , Dwarvish ,
Read along the .....Path.  Code word is BEWARE.

Three Letter Code Words.  The computer display 2 runes and a ring
number.  Match up the two runes and read the letters on that ring
clockwise from the .....Path.

Example: Elvish , Dwarvish ,
Read Around Ring 2.  Code word is LUX.

Translate Elvish (Espruar) to English or Dwarvish (Dethek).  The
computer displays a list of Elvish runes.  Match the Translate Espruar
Tab to each Elvish Rune, one at a time.  Read the English letter in
Ring 1 of the .....Path.  Read the Dwarvish rune at the Translate
Dethek Tab.

Translate Dwarvish (Dethek) to English or Elvish (Espruar).  The
computer displays a list of Dwarvish runes.  Match the Translate
Dethek Tab to each Dwarvish Rune, one at a time.  Read the English
letter in Ring 1 of the .....Path.  Read the Elvish Rune at the
Translate Espruar Tab..  Some Dethek runes have more than one
translation; try each when translating words.

GETTING STARTED QUICKLY:
You can get right into playing POOL OF RADIANCE by using the
instructions on your Quick Start Card and using the characters
provided.  Of you have any questions as you play, refer back to these
rules for a complete explanation.

READING THE RULE BOOK:
This book is divided into sections describing how to manipulate the
game by using the menus on the screen.  The menus are lists of
commands that you choose according to the instructions on your Quick
Reference Card.

Central to the game is the concept of the 'active character.' The
active character is highlighted on the character display.  Any command
that affects a single character affects the active character. commands
that affect the whole party do not require an active character.

In combat the active character is picked automatically according to
the characters initiative.  From other menus the active character may
be changed before choosing any commands.

All commands are menu based.  If a command affects the whole party,
indicate the command as listed in you Quick Reference Card.  If the
command affects one character, indicate the character and then the
command.

Example: To look at a character's items, indicated the character,
choose View, and then choose Items.  The computer displays a list of
the character's items and the items' readied status for combat.

Menus are displayed either vertically or horizontally.  Vertical menus
are used to make a choice of someone to act, such as a member of an
adventuring party, or something to act upon, such as one item out of
several carried.  If there are more choices than will fit on the
screen at once you can change pages using Next and Prev commands (or
the PG UP and Pg Dn keys.)

Horizontal menus are lists of commands giving the options of what the
character can do or what you can do to the character.  When space
permits, each horizontal menu is preceded by the menu title.  This is
set off by a colon and is not an option on the menu.  Menus are shown
with their title and each command in the rules.  As an example, the
Encamp Menu contains commands for Save, View, Magic, Rest, Alter,
Pool, and Exit.  It is shown as:

Encamp Menu

ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT

Unless otherwise specified the Exit command on any menu returns you to
the next higher level menu.  On many computers the Escape key acts as
an Exit command from any menu.


CHARACTERS AND THE PARTY

WHAT ARE THE CHARACTERS?
You create characters to accomplish quests in the Forgotten Realms.
Characters are differentiated by their Race, Ability, Scores, and
Class.  Several characters are needed to accomplish the missions
presented here.  These characters make up a Party.  For maximum
flexibility, you should have a balanced party with characters of
different classes and races.

THE SIX PLAYER RACES IN POOL OF RADIANCE

Dwarf.  This is a cunning race of sturdy workers and craftsmen.  They
have no magic of their own, but are resistant to magic.  Dwarves can
advance up to 9th level as fighters, and any level as thieves.  They
can be fighters and thieves at the same time.  Dwarves can see in the
dark using infravision.

Elf.  This is a long-lived race.  As tall as humans but slimmer, they
can be fighters, magic-users, thieves, fighter/magic-users,
fighter/thieves, magic-user/thieves, and fighter/magic-user/thieves.
They can advance to 7th level as fighters and 11th level as
magic-users, and any level as thieves.  Elves also have a better
chance of finding hidden objects and can see in the dark using
infravision.

Gnome.  Members of this race are shorter and slimmer than their
cousins the dwarves.  They con go up to 6th level as fighters, and any
level as thieves.  They can be fighter/thieves.

Half-Elf.  These hybrids have many of the virtues of both humans and
elves.  Like elves, they can be more than one class at once, though
they can advance only to 8th level as magic-users and 8th level as
fighters.  Like humans, half-elves can be clerics, and unlike humans,
half-elves combine that class with other classes.

Halfling.  These folk are about half the size of a human, hence their
name.  They have little ability with magic, but are resistant to its
influences.  They can be fighters, thieves, and fighter/thieves.  They
are limited to becoming 6th level fighters, but have no limits as
thieves.  Humans.  This is the most common player-race in the
Forgotten Realms.  They have unlimited progression as fighters,
magic-users, clerics, and thieves.

ABILITY SCORES

The computer randomly generates the ability scores that every
adventurer has.  There are six ability scores; all have some effect on
the play of the character.  Ability scores are based on a range from 3
(low) to 18 (high).  Each Character Class (see below) has a Prime
Requisite ability score.  A Prime Requisite of 15 or more increases
the amount of Experience (see below) the character gets from
adventures.

Strength (Str).  This is the measure of how much a character can carry
and how much damage he can do in a fight.  The Prime Requisite for
fighters is strength.  Fighters with an 18 strength also have a
percent value from 1 to 100 (listed as 01-00), denoting the highest
possible natural character strength.

Intelligence (Int).  This is the measure of how much a character can
ultimately memorize.  The Prime Requisite for magic-users is
intelligence.

Wisdom (Wis).  This is the measure of a character's ability to
understand the ways of the world and interact with it.  The Prime
Requisite for clerics is wisdom.

Dexterity (Dex).  This is the measure of the manual dexterity and
agility of the character.  The Prime Requisite for thieves is
dexterity.

Constitution (Con).  This is the measure of the overall health of a
character.  It influences both Hit Points (see below) and the
character's chance of surviving the effects of a raise-dead spell.

Charisma (Cha).  This is the measure of how well the character
interacts with other characters.  It is sometimes a factor when the
character has an encounter with Non-Player Characters, usually called
NPCs.

Each character also has two other important values: Hit Points and
Experience Points.

Hit Points (HP).  This characteristic is derived from a character's
constitution (he gains a bonus to his Hit Points per level if his
constitution is over 14), his level, and his character class (see
below).  Every time a character is hit in combat, he loses HP.  A
character with many HP can survive far longer in combat than one with
few HP.  When a character reaches 0 HP he is Unconscious and may be
Dying or Dead, depending on how much damage he has taken.

Experience Points (XP).  As a character has adventures, kills
monsters, and accumulated treasure, he gains Experience Points.  When
he has enough XP he can increase in level, becoming more proficient in
his class.  The computer keeps track of XP.  Every character starts at
first level with 0 XP.


CHARACTER CLASSES

An adventurer must be at least one of the following character classes.
A human adventurer can only be one class, nonhumans can combine
classes.  A character with combined classes has more playing options,
but he advances more slowly in his professions because he is doing
more that one thing at a time and his XP are divided up among his
classes.

Cleric.  The cleric is a holy crusader who fights for the causes of
his religion.  Due to religious restrictions, he cannot use a cutting
weapon that draws blood, such as a sword or an arrow, but he can use
any form of armor and use crushing weapons, such as a mace.  He casts
holy spells that can heal and support his friends and also uses his
natural holy power to drive away undead.  Some magic items are
actually holy objects that only a cleric can use.  A cleric gains 1-8
HP with every advance in level to 9th level, plus any constitution
bonus.  From 10th level on, he adds 2 HP per level, without
constitution bonus.

Fighter.  The fighter can use any form of armor or weapon including
magic ones, but most other magical items, and all magical spells, are
beyond him.  A fighter gains 1-10 HP plus constitution bonus with each
advance in level through 9th level.  With the 10th level, he gains 3
HP per level without constitution bonus.

Magic-user.  The magic-user is potentially the most powerful character
class, but he starts out weak.  Initially, he has very few HP.  In
addition, he cannot memorize many spells, and must carefully husband
his few spells until he gains more through advancement in level.

The beginning magic-user is given four first-level spells in his magic
book.  He can add one additional spell to his magic book every time he
advances a level.  He can also scribe spells into his magic book from
scrolls he finds in the course of his adventures.

In this game, magic-users cannot use any form of armor or any weapon
other than a dagger or staff.  However, there are many magic items
only a magic-user can use.  A magic-user gains 1-4 HP with every
advance in level through 11th level, plus constitution bonus.  At 12th
level and beyond he gains only 1 HP per further level.

Thief.  This is the thief of the sagas, who uses trickery and
misdirection - instead of brute force - to win his objective.  This is
the only professions in which demi-humans may climb as far as any
human.  Indeed, halflings and elves are especially adept in this
craft.  To be a proficient thief, a character must have a high
dexterity.

Thieves must stick to leather-based armor and have a restricted list
of weapons.  A thief gains 1-6 HP with every advance in level, plus
constitution bonus, through 10th level.  They gain 2 HP, without
constitution bonus, per level thereafter.

Multiple Classes.  Non-human races can sometimes be a combination of
classes.  When a character is more than one class, his HP per level
are averaged among the classes involved.  However, his experience is
split between the two classes even when he cannot further advance in
one of them.  He gains all the benefits of both classes in regard to
weapons and equipment.


ALIGNMENTS

Alignment is the philosophy a character lives by.  While the actions
of a character are under your control, the character's alignment can
affect how NPC's in the game view him.  The computer provides all the
possible Alignments for a character and you can choose any of those
you wish.

Lawful Good.  Followers of this alignment strictly interpret law and
order, but they use these principles to bring all the benefits to the
society.

Lawful Neutral.  Followers of this alignment view regulation as
all-important, taking a middle road between good and evil.

Lawful Evil.  Followers of this alignment believe in the rulership of
the strong and the enslavement of the weak.

Neutral Good.  The follower of this alignment believes there must be
some regulation in combination with freedoms if the best is to be
brought to the world.

True Neutral.  A follower of this alignment believes that everything
must be kept in balance - law and chaos - and good and evil - to
maintain world harmony.

Neutral Evil.  The follower of this alignment considers law and chaos
to be minor considerations as long as evil is brought to the world.

Chaotic Good.  Followers of this alignment value randomness and
freedom, but also value life and individual welfare.

Chaotic Neutral.  Followers of this alignment value randomness and
disorder over either evil or good.

Chaotic Evil.  The Chaotic Evil character disdains laws and order,
kindness and good deeds.  He seeks positions of power, glory, and
prestige in a system ruled by his own whims.


STARTING EQUIPMENT

Each character is assumed to have starting equipment including
clothes, boots, backpack, money pouch, food, water, tinderbox, and
flint and steel.  The character's on-screen list of items only
includes important items such as weapons, armor and magic items.


PLAYING THE GAME

To play POOL OF RADIANCE you need a party of characters.  You can use
the party of characters provided or you can create your own.

CREATING A PARTY OF CHARACTERS;

A party is a group of characters you have generated and saved to the
save game disk for use in missions. you may have up to 6 Player
Characters (called PCs or characters) in your party at a time.  You
can control up to 8 characters in a game, but the remaining two slots
are left open for NPCs your characters may fire or meet along the way.

When starting a game, the first screen you see is one with positions
for the vital information about the characters in the party and a menu
with all the ways of putting together an adventuring party.  This is
the Party Creation Menu.

Party Creation Menu:
Create New Character
Drop Character
Modify Character
Train Character
View Character
Add Character To Party
Remove Character From Party
Load Saved Game
Save Current Game
Begin Adventuring
Exit to DOS

The following describes the results of using each command.

CREATE NEW CHARACTER

This is the opportunity to build an adventurer from scratch.  This
leads you through a series of menus to help you define the character.

Pick Race Menu.  This gives you the choice of the six races a
player-character can be in the Forgotten Realms.

Pick Gender.  After you pick a character's race, you pick their
gender.  Gender affects the possible strength of a character and what
sort of portraits you will have to choose from to represent the
character.

The computer then randomly generates the ability scores that every
adventurer has.  Once you have seen the ability scores, you may have
the computer roll again and it will randomly generate a different
character.  Otherwise, you may accept the rolls, and take the
character as generated.

If you accept the rolls. you still have the opportunity to alter the
character to match your own character from the AD&D game by using the
Modify Character command described later.

Pick Character Class.  This gives you the choice of the class or
classes you character is qualified for based on his race and ability
scores.

Pick Alignment.  From this menu the computer provides all the possible
Alignments for a character.  You can choose the one you wish.

Name Character.  Your choice of name for a character is entirely up to
you.  You cannot use more than 15 letters in a name.

The computer displays the complete character screen and gives you a
chance to save the character.  If you save the character, it is
written to the save game disk to become one of the regular characters
you play.

At this time the computer generates a portrait of your character.  You
can choose both the head and the body of your character's portrait.
You then choose the weapon, head, and colors for you character's
combat icon (the figure that represents the character in combat).
Refer to the Encamp section for instructions on how to alter combat
icons.

Exit.  From any of these menus this command brings you back to the
Party Creation Menu.


DROP CHARACTER

This command is only used when you never want to play with a
particular character again.  It eliminates the character's record from
the save game disk and leaves a space in which you can create a new
character to fill.

MODIFY CHARACTER

You may bring you favorite beginning AD&D character into the POOL OF
RADIANCE.  Create a character of the proper race and class and then
modify it to match your non-computer AD&D character.  You can adjust
the created character's ability scores and HP.  The character must
start at 0 XP and with no items beyond those he can buy with his
initial gold allowance.

TRAIN CHARACTER

Use this command when a character had attained enough experience to
advance a level (see Appendices).  This is available at the start of
an adventure and when the party travels to the Guild to get training.

The computer asks who is to train, and checks the current XP of the
character.  If he has sufficient points, the computer subtracts the
cost of the training from the character's current money and the
character advances a level.  This takes no game time.

A character can only advance as high as the highest level character
willing to train him.  In the Training Hall of Phlan, the maximum
limits are 8th level fighter, 9th level thief, and 6th level cleric
and magic-user.

VIEW CHARACTER

This allows you to View a Character, as described under that heading
below.

ADD CHARACTER TO PARTY

This command allows you to pick party members from previously used
characters that are on a save game disk.

REMOVE CHARACTER FROM PARTY

Since a party may only include 6 player characters, you can use this
command to write a character to the save game disk and then substitute
another with the Add Character To Party command.  The Saved character
will replace the previous entry for that character on the save game
disk.

LOAD SAVED GAME

This command brings up a previous adventuring party from the save game
disk.

SAVE CURRENT GAME

This command puts the group you are currently constructing onto the
save game disk for future reference.  Then some versions will allow
you to exit the game.

BEGIN ADVENTURING

When your party is ready to go, use this command to return to the
game.  Follow the on-screen messages to get back into the game and you
are ready to go with your new party of adventurers.

NON-PLAYER CHARACTERS (NPCs)

In the course of a game, the party can run into many characters
controlled by the computer.  They may talk to the party, attack the
party, and even offer to join the party.  These are known as
Non-Player Characters, or NPCs.

There are three kinds of NPCs: those you can hire at the Training Hall
to adventure with your party, filling in the two slots possible in a
party that you cannon fill with player characters; those who volunteer
to join the party for a specific mission or quest; and those who won't
join the party but will give either information or a fight.

WHAT YOU CAN DO WITH NPCs

NPCs that want to join you are treated like your player characters,
with a few differences.  Remember that you only have room for 2 NPCs
if you have a full party of 6 player characters.  During an adventure
you may find NPCs that you want to add to your party.  You should
seldom have more than 7 characters in your party so there is room to
add the NPC.

The computer commands NPCs in battle.  They have Morale.  If things
are going badly for the party, they may run, even if you don't want
them to.  You can give NPCs treasure, which may help their Morale, but
you cannot trade their items to other characters.  If they die,
however, you can use the Trade Items function to take their items.

LOYALTY

NPCs can also be traitors insinuated into your party, depending on the
way the adventure goes.  They can spy on you and give information to
your enemies, and even turn on you in battle.  NPCs can be a big help,
but don't trust them in every situation.

VIEWING A CHARACTER

THE CHARACTER SCREEN:

The character screen appears whenever you use the View command.  The
character screen displays the character's name, race, and age.  It
also displays his alignment, character class, and ability score.  The
current wealth of the character is also shown.  Initially, the
computer generates a random number between 30 and 180 in gold pieces,
which the character can use in buying his equipment.  Later, as the
character accumulates wealth through his adventuring, there are
several entries on the screen showing the copper pieces (cp), silver
pieces (sp), electrum pieces (ep), gold pieces (gp), platinum pieces
(pp), gems and jewelry.  The value of coins are listed in the
Appendices, the value of gems and jewelry vary and are found when they
are appraised.

The screen also shows the character's current level, his earned XP,
and his current HP.  If the HP are highlighted, the character has
taken damage that has not been healed.  The number shown is his
current HP, not his normal HP.  Once the character has healed all the
damage, the number reverts to normal.

The Armor Class is shown as AC; the lower the AC number, the better
the armor.  Then it shows the character's Ready weapon and what armor
he is wearing.  This is followed by the character's To Hit AC 0
(THACO).  The lower the character's THACO, the better fighter he is.
This is followed by the damage the character does, which depends on
his strength and the weapon he has ready.

The last entry is the Character Status.  This is an indication of the
current health of the character.  The Character Status can be:

OK

The character has positive HP and can move an fight normally.


UNCONSCIOUS

The character has exactly 0 HP.  He cannot move or fight, but is in no
danger of dying.

DYING

The character will die in a short period of time unless the character
is bandaged or healing magic is applied.  If the character is bandaged
his status changes to Unconscious.  Healing magic will make him OK
again.  In the course of a combat, a character who is Dying has a
chance of becoming Dead unless he is bandaged (see Combat).  A
character who survives a combat in Dying status is automatically
assumed to have his wounds bandaged after combat and becomes
Unconscious.

DEAD

The character has died.  He will be brought with the party (assume he
is set down during any combat) and can possibly be resurrected with a
raise dead spell from an NPC cleric.  The character's actual chance of
being raised when the spell is used depends on his constitution.

FLED

The character fled from the previous battle.  After a battle is over,
he can rejoin the party as if nothing had happened, and regain his
previous status.

GONE
The character has been destroyed by dragon flame, a disintegrate
spell, or some other form of total destruction.  He cannot be Raised
from the Dead.

VIEW OPTIONS:
to inspect the active character choose the View command.  This brings
up the View Menu.

View Menu:
VIEW: ITEMS SPELLS TRADE DROP EXIT

ITEMS
Using this command allows you to see what items the character is
carrying.  The character's items and their combat ready status are
displayed.  An item that is not Ready cannot be used.  Not all
commands in the Item Menu are always available.

Item Menu:
READY USE TRADE DROP HALVE JOIN SELL ID EXIT

Ready.  If you want to ready or unready or unready an Item, you can
use the Ready command to change the status of the weapon, armor, or
other item.  A character has several restrictions on what he can use.
Basically, he cannot use more than two hand-held items at once.  Thus,
he cannot have ready a sword, a shield, and a bow at the same time.
Arrows are assumed to be in a quiver and can Readied at all times,
though they cannot be used unless a bow is Readied as well.

Use.  This command means the character is going to use an item.  In
Combat, you will be asked to indicate the target (see Combat for
targeting) and proceed back to the Combat Menu.

Trade.  If you use this command, the screen switched to the Party
Screen and asks which character you are trading with.  Indicate the
character and the screen switches back to the Items Screen.  Indicate
which item (you can trade multiple items in one transaction) is to go
to the other character and the item disappears from the trading
character's list and reappears on the item list of the receiving
character.  Remember that an NPC does not give up an item once he has
it, unless he is dead.

Drop.  If this command is used on an item, the item is gone.  It
cannot be retrieved.  Do not use this if you want to give the item to
someone else, that's what the Trade command is for.

Halve.  Multiple items such as arrows are often combined onto one
line, such as 42 Arrows.  Halve creates two lines, each with half the
number of items; such as two lines each with 21 Arrows.  Only items
like arrows, that are shown as several items on one line, can be
halved.

Join.  This is the opposite of Halve.  If you have several lines of
arrows or a similar item on the items screen, you can use this command
on one line and all similar lines are joined with it.  The number of
items shown is the total of the numbers in all the former lines.  No
more than 250 of an item can be joined on one line.  NOTE: The Ready
status (Yes or No) of the item depends on the line that all the others
are joined with.

Sell.  This command is described under the Shop Menu.

ID.  This command is described under the Shop Menu.

SPELLS
This is a long listing of what spells a magic-user or cleric has
memorized and is ready to cast (see Magic Menu).

TRADE
This command is used when you want to transfer money from one
character to another.  Indicate which character you are trading with,
and then indicate which coins and how much are to go to the other
character.  The coins disappear from the trading character's list and
reappear on the money record of the receiving character.

DROP
If this command is used on money, the money is gone.  It cannot be
retrieved.

After you create your party, you appear in the civilized section of
Phlan.  The party is ready to begin adventuring.


MISSIONS:
Phlan is a very dangerous place.  The civilized nations are only now
gaining a foothold.  You can either wander around town and run across
dangerous situations, or report to the City Council of Phlan.  They
will assign the party missions and give rewards when the missions are
completed.  Initial missions are local in nature, later ones are more
ambitious to match both your increased expertise and their opinion of
you.  Phlan is split into two sections; the civilized section is
controlled by monsters.  After you clear all the monsters from a
block, settlers move in and it becomes civilized.

POINTS OF VIEW:
As you move around the town and the wilderness, there are three
different points of view: 3-D, Are, and Wilderness.

3-D
This appears with the Adventure Menu any time you are in town,
underground, or in any other built-up area.  It shows a view of the
surrounding area as seen by the party.  It only shows one direction at
a time, so you must rotate the party using the directional controls
(see Adventure Menu) to see in each direction.  At the same time, the
screen shows what compass direction the party is facing and the
coordinates of their location in their current block.

AREA
This option is given in the Adventure Menu when the 3-D view is shown
on the screen.  This view shows the position of the party and an
overhead view of the surrounding area.  It can only be obtained in a
3-D view.  It does not appear in the Wilderness.  There is no real
detail, just the position of all major obstructions such as walls,
trees, water, etc.  A cursor shows the position of the party.


WILDERNESS
This screen shows when the party is traveling in the Wilderness.  It
displays an image of the party moving through a map-like wilderness.
It shows the area around the party for 2 moves in each direction.  If
there is an encounter in the wilderness, an image of the encountered
monster appears next to the icon showing the location of the party.
You will be given all the usual options for the encounter (see
Encounters).

BLOCKS
Most adventures take place in one or more blocks of 16 squares by 16
squares.  The party moves from block to block by moving into a long
corridor with a low ceiling.  Stairs and caves with low ceilings may
also move the party from one block to another.

TIME AND THE PARTY
From the moment the party begins its adventures in Phlan, the clock is
ticking.  The longer it takes a party to complete a mission, the
harder it becomes.

MOVING AROUND:
The first thing a new party must do is equip itself from the Shops.
Then it has to get into the scene of its adventures.  There are two
ways of doing this.

TOWN TRAVEL
You can walk the party to in-town missions, having encounters along
the way.

WILDERNESS TRAVEL
Some missions involve locations away from Phlan.  The party travels in
the Wilderness Point of View until they reach the location of the
mission.  The computer keeps track of the time traveled.

CIVILIZATION:
The civilized section of Phlan contains a number of locations of
interest to the party.  In the civilized section the party can find
out information, train, rest and heal, and buy and sell equipment.

THE CITY COUNCIL
This is where the characters meet the Council and receive missions and
news.

THE DOCKS
The party may catch a boat at the docks to take them to otherwise in
accessible blocks and into the wilderness.

THE INNS
Theses give a safe haven in which to Rest (using the Encamp Menu).
Each stay at an Inn costs money, but once you begin your stay you can
rest as long as you like.

THE TAVERNS
These are rowdy places full of gossip, stories, and information.

THE TRAINING HALL
This is where the characters can receive training from NPCs of higher
level and add starting PCs.  This displays the Party Creation Menu so
that you can use the Train Character command.

THE SHOPS
Here the characters can buy their initial equipment and later sell
some of their treasure and upgrade their equipment.  When you enter a
Shop, you are presented with the Shop Menu.

Shop Menu

BUY VIEW TAKE POOL SHARE APPRAISE EXIT

Buy.  If you use this command, the computer displays a list of items
available and their cost.  Of you try to buy something you do not have
the money for, the computer tells you so.  If you try to buy something
that will overload you, the computer tells you that, too.

View.  This is the same screen as shown for this command in other
menus with the addition of the Appraise command in the View Menu, and
the Sell and ID commands in the Items Menu.

Sell.  Use the cursor to highlight any item you want to sell.  The
Shop will make an offer and you can either sell or not.  If you decide
to sell, the screen asks you one more time to be sure, then the item
is gone.

The shops in Phlan are very busy; no item sold to a merchant remains
for long.  If you sell an item, it won't be there when you go back.

ID.  This command is used to get a magical evaluation of a magic item.
The shop charges you for the service of identifying the magic on an
item.

Take.  If you have left money through the Pool or Drop commands, you
can use this command to pick it up again.  Indicate that you want to
take money and who will take it.  The computer than displays each type
of coin available and how many of each coin there are.  You indicate
how many of the coins the character takes.  One character can take all
of the coins if he has the strength to do so, or you can allow each
character to take a share.

If you try to pick up more than the character can carry, the screen
displays a message saying "The character is overloaded" and will not
let any more coins be put on the character.  Remember, carrying lots
of coinage slows a character down in combat.

Pool.  This command makes all the party members drop all of their
money into one pool of money.  All purchases made at the shop come out
of this central pool.  Anything left over can be picked up again using
the Take Menu.

Share.  This command picks up all the money in the pool, divides it
into shares and distributes it among the characters.

Appraise.  This is used in Shops to get an appraisal of any gems and
jewelry the character has.  The computer asks what gems and jewelry
are to be appraised, and offers a price on the indicated gem or
jewelry.  Once you have received a price, you may take it and the item
is sold.  The money is immediately put in your money record.  If you
do not want to sell immediately (gems and jewelry are a lot easier to
carry than coins), the gems and jewelry become items and go from the
money record on the Character Screen to the items list, and can be
sold off of that list like any other item.


THE TEMPLES
The temple will cast clerical healing spells for a price.  When you
enter the temple, the Temple Menu is presented.  Except for Heal, the
commands on the Temple Menu are the same as those on the Shop Menu.

Temple Menu:
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT

Heal.  This command displays a list of the healing spells the clerics
will cast.  Indicate the spell you want cast.  The computer displays
the cost and asks you to confirm that you still want them to cast the
spell.  The cost of a spell may vary depending on the recipient and
circumstances.


ADVENTURE MENU

The Adventure Menu allows access to all of the main functions in the
POOL OF RADIANCE.  This menu shows either the current 3-D picture of
the area in front of the party and the status of the party (if in a
town adventure), or the area around the part (if in the wilderness).
If any party members are injured, their hit point numbers (showing how
many they have now) are highlighted for easy recognition.  There are
several commands available to you from this menu.


Adventure Menu:
MOVE VIEW CAST AREA ENCAMP SEARCH LOOK

MOVE:
This is the command to move the party.  How the party moves is shown
on the Quick Reference Card provided with the game for your computer.

In 3-D travel, the Party can move forward, move backwards, turn right,
or turn left.  Normally, each movement forward or back puts the party
into another square and takes one minute of game time.  Turning keeps
the party in the same square and takes no game time.  If the party has
Search on, moving one square takes 10 minutes.

In the Wilderness, the party can move in any of eight directions.
Moving one square takes a half a day of game time.  Search mode has no
effect in the wilderness.

VIEW:
This displays the Character Screen, as described in Viewing a
Character.

CAST:
This command sends you to the Cast Menu so your active character can
throw a magic spell.  See the section on Magic for a description of
how to cast spells and their effect.

AREA:
This shows an overhead view of the area around the party.  If the
party is lost or in unfamiliar territory this command may not be
available.

ENCAMP:
This command sends you to the Encamp Menu.  This is a very important
part of the game, and is described in detail in its own section.

SEARCH:
A party can move in Search Mode, which takes 10 minutes of game time
per move.  This allows the party to carefully search the area they are
passing, but also gives wandering monsters a greater chance to find
them.  You only need to hit the Search command once to start the party
moving at Search speed, then hit the command again later to reset them
to normal movement.  You do not need to hit Search for every move.

In Search you are assumed to be checking for secret doors, mapping,
moving as silently as possible, hiding in any available shadows, and
generally being as careful as possible.

If you never go to Search mode, you will run into fewer wandering
monsters (because you are moving faster) but have much less chance of
finding concealed treasures or traps before they are sprung.

LOOK:
This command is used to look at a square more closely, as if your
party moved into the square again.  If the party is moving at normal
rate, then a Look command treats that particular square as if they
party moved into it in Search mode.


ENCAMP
This command is used in several menus to take time off and try to
rebuild characters and the party.  It is used to handle day-to-day
functions such as saving the game, resting to heal, or memorize spells
(described under Magic Menu), and changing game items such as game
speed or party order.

Encamp Menu:
ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT

SAVE:
This command saves the characters and game as they are.  Check the
Quick Reference Card for any system specific details of how to save
your game.

VIEW:
This displays the View Menu, as described under Viewing a Character.
In camp, this does not display the Sell Item or ID commands.

MAGIC:
Magic is a very important part of POOL OF RADIANCE and is described
later under its own heading.  Magical Spells can only be memorized
while the party is in camp.

REST:
One of the most important aspects of the Encamp Menu is the chance to
rest.  Characters catch their normal sleep without having to go to
camp.  However, to memorize spells or heal naturally, specific rest
time is necessary/

For every 24 uninterrupted hours of resting in camp, every wounded
character regains one hit point above and beyond any recovery gained
from healing magics.

The initial resting time is established by anyone who is memorizing
spells.  The screen will show the days, hours, and minutes necessary
for the spell-using members of the party to memorize (or pray for) the
spells they want to memorize.

Memorizing any spells at all takes a minimum of four hours.  Third
level spells take a minimum of six hours.  See the Magic Menu for
further description of memorizing spells.

Rest can be interrupted by any random encounter.  Only take long rests
in safe places, such as inns, hideouts, or secure buildings.

Rest Menu:
REST INCREASE DECREASE EXIT

REST
Once you have determined the full time you want the party to rest,
this command starts them Resting.

INCREASE
This command adds to the time that the party will stay in camp,
usually for resting to regain lost hit points.  Every 24 uninterrupted
hours in camp restores 1 HP to every injured member of the group.

DECREASE
This command decreases the time to be spent in camp.  This may mean
that characters do not memorize all the spells they want or that
characters may not recover all their hit points, but sometimes time
constraints are part of the adventure, and the party cannot spend all
the time it wants resting.

ALTER:
This command is used to change the basic makeup of both the party and
the characters who are part of it.  You are given the following menu:

Alter Menu:
ALTER: ORDER DROP SPEED ICON PICS EXIT


ORDER
This command allows you to reorganize your characters in the first or
second rank.  The first four characters are in the first rank, where
they will meet enemies hand-to-hand, the rest are in the second rank,
where they can use spells and missile weapons.

The computer asks who takes position number 1, etc. and reforms the
group, with position #1 on top, when all the choices are made.
Position of NPCs can be changed with this command.

DROP
This command allows you to permanently drop a character or NPC from
the party.  Once dropped, the character is gone from the party and his
current version will not be saved if you then use the Save command to
save the game.

SPEED
This command controls the speed of messages presented on the screen.
If you are having trouble reading messages before they disappear, use
the Slower command.  If massages seem to take forever to get off the
screen, use the Faster command.  Note that once you have used this
command, it affects all subsequent messages, and you may have to
re-use the command if later massages are too fast or slow.

Speed Menu:
SPEED: SLOWER/FASTER EXIT

ICON
When a character is created, he is given a combat icon.  When the
party is in combat, each party member's icon designates his position
and general facing on the screen.

The icon command is used to change the character's icon.  You can
customize this icon to represent the character's favorite weapons,
armor, and colors.  You may want to do this when the character picks
up a new weapon.

Icon Menu:

ICON: PARTS COLOR SIZE EXIT

Parts. you can alter the weapon (which controls the rest of the body
shape) or the head of the icon.  You are shown both the Ready Icon
character and the character's Action Icon (which shows the character
attacking).

When you are done choosing the weapon and head, you can reject the new
form or accept it.  The screen shows you the new and old versions of
the Ready and Action Icons


Parts Menu:

PARTS: WEAPON HEAD EXIT

Color.  You use Color to alter the color of virtually every part of
the Icon, as shown on the screen.  Some of the areas you can alter on
the Icons do not correspond to the terms given in the menu.  For
instance, changing the shied color for a character with a bow or
crossbow actually changes the color of the arrows or quarrels.  Play
with the Icons commands until you get a feel for how these variables
work.

Color Menu:

    WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT

Size.  Large size Icons are usually used for humans, elves, and
half-elves.  Small size Icons are usually used for dwarves, gnomes,
and halflings.

Size Menu:

SIZE: LARGE/SMALL EXIT

Exit.  When you are done, use this command.  The computer will ask you
to confirm any changes to your icons.  Make your choice and the
computer returns to the Alter Menu.


PICS
This command governs when character and encounter pictures will be displayed.

Pics Menu:

PICS: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT

Characters On/Off.  This command governs the portraits displayed with
the character statistics when you use the View command.  Characters On
shows the pictures when you view a character; Characters Off hides the
pictures.  Having the characters hidden slightly speeds up the game
since the computer does not have to take the time to load or draw the
portrait each time.

Monsters On/Off.  This command governs the pictures that appear during
encounters.  Monsters On shows the animated picture when the monsters
get to the closest range in an encounter; Monsters Off hides the
animated pictures.

ENCOUNTERS
When a party comes across NPCs of any kind, there is an encounter.
The computer provides a quick glimpse of who the party has
encountered, then asks what you want to do.

The computer determines whether both parties see each other, the NPCs
surprise the party, or the party surprises the NPCs.

If the party surprised the NPCs, the party can attack immediately,
getting a free round to attack in which the NPCs cannot retaliate.
This opportunity must be taken at once or surprise is lost.

If hostile NPCs surprise the party, the NPCs can attack immediately
and get a series of attacks in without retaliation by the party.  If
the NPCs do not surprise the party, the computer offers these
commands.

Encounter Menu:

ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY

COMBAT:
The party attacks the NPCs.  Who goes first is decided on the basis of
initiative, which is explained in the Combat Section.

WAIT:
This command allows the NPCs to decide what to do.  The may wait,
combat, flee, advance (if more than a square away) or parlay (if in
the same square).

FLEE:
If you see NPCs you think your party cannot fight successfully, use
this command to run away.  If successful, you may flee wildly, risking
getting lost.  If unsuccessful (because the NPCs can move faster than
you do) you go to combat.

ADVANCE:
If the NPCs are far away use this command to approach them.  Once the
NPCs are adjacent to the party the Advance command will be replaced
with the Parlay command.

PARLAY:
Use this command to speak with NPCs that are adjacent to the party.
Choose a character to speak for the party.  Pick the character who you
think will make the best impression on the NPCs.  Then, choose one of
five possible attitudes for dealing with the NPCs.


Parlay Menu:

PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE

HAUGHTY
You try to demonstrate your superiority to the inferior creatures you
are dealing with.  Some encounters only respect an air of superiority
and are impresses enough to cooperate; this is also a good way to make
them resentful and attack.


SLY
You try to get information out of the NPCs without them realizing you
are doing so.  Some NPCs will realize you are trying to get something
out of them and will become hostile.

MEEK
You are mild and unassuming in hopes that the NPCs will think you are
not worth attacking.  Of course, some NPCs attack meek opponents,
because they are easy pickings.

NICE
You try to be friendly in hopes the NPCs are friendly to you.  Some
NPCs do not choose to be friendly to anyone.

ABUSIVE
You try to browbeat information out of the NPCs.  It is best not to do
this unless you have the power to back up your threat.

The computer assumes you are as effective as possible in the attitude
you call for.


COMBAT
In many adventures the party will have to fight to defeat the enemy.
In combat the computer determines which characters (both player
characters and NPCs) have initiative (i.e., which goes first) and
depicts that person and his nearby compatriots.

If the character is a PC then the player will control his actions.  If
the character is an NPC, or a PC under computer control using the
Quick command, the computer determines his actions.

HITTING THE TARGET:
The ability of an attacker to hit a target with a melee weapon (such
as a sword, spear, or fist) or a missile weapon (such as a bow or
crossbow) depends on the chance the attacker has of hitting the Armor
Class of the target.  This is represented by a number called the
THACO.  The lower the THACO the better the chance to hit.

A target's defense is his Armor Class, or AC.  This is influenced by
the armor worn, plus the dexterity of the target and any benefit
various magic spells may have. (Magic has another method of hitting a
target; see the Magic rules).  The lower the Armor Class number, the
better the armor.

The number needed for an attacker to hit a target is the attacker's
THACO minus the target's Armor Class.  The attacker hits if a random
number from 1-20 is greater than or equal to this number.  Thus, a
person with a THACO of 18 needs a 14 or more to hit Armor Class 4.
Armor classes can go into negative numbers, so the same character
trying to his Armor Class -1 would need to get a 19 or better.

In a combat, the first and second attackers strike at the defender's
front.  The third attacker strikes at the defender's rear, unless all
the attackers are adjacent.  The fourth and any additional attackers
strike at the defender's rear.  The defender's AC is substantially
reduced against rear attacks.

A thief forms the only exception to the automatic facing rules.  If
the thief attacks from exactly opposite the first attacker, he can
backstab.  A backstab has a better chance of hitting the defender, and
does additional damage when it does hit.

USING MISSILE WEAPONS:
A character may not use a missile weapon if he has an opponent next to
him.  If he has no opponent next to him, he can fire a missile at
anyone in his line of sight.  The Next and Prev commands will only aim
at targets in the attacker's line of sight.


BEGINNING COMBAT:
Each character can be controlled manually or by the computer.  At the
beginning of combat each character is controlled the same as he was in
the previous combat.  Any character under manual control may be turned
over to the computer using the Quick command.  All characters may also
be simultaneously switched to manual control or computer control.
Check your Quick Reference Card for the commands used on your system.

EXECUTING COMBAT:
When a combat begins, the screen shows the area around the character
with the highest initiative.  The entire party may not be on the
screen at the same time, and one can rarely see all of the monsters at
one time.  The computer indicates the active character and lists his
name, current condition, armor class, and current ready weapon.

Characters and NPCs move according to each character's dexterity and a
random number generated by the computer.  This is called an Initiative
Number and changes with every combat round.  Usually higher dexterity
characters move before lower dexterity characters.

You may use the following commands to handle your side of the battle.
If a character cannot use a command (such as Turn for a non-cleric or
Cast for a fighter or thief) it does not appear.

The Combat Menu:

MOVE VIEW AIM USE CAST TURN QUICK DONE

MOVE
This is used to move a character and to attack.  You attack by moving
the character into an enemy's square.  You can even attack party
members, but the computer gives you a chance to abort such an attack.
If you disengage an enemy, he gets a free attack at your back, as do
others you move by.

Some characters may have multiple attacks in one turn.  Bows get two
attacks per turn.  High level fighters get two attacks every other
turn.  All of a character's attacks are taken against his first
target.  If the first target goes down with the first attack, you may
aim the remaining attack at another enemy.

Fighters may make a special form of multiple attacks called a sweep.
A sweep may attack several weak targets with a single blow each.

Refer to your Quick Start Cart to find out how to move the character
with your particular computer.  The number of spaces a character can
move is reduced by the weight carried.  A character weighted down with
coins or extra armor and weapons cannot move as fast as he could
without the items.  Bulky armor can also reduce movement.

A character who is faster than any enemy can run away from the fight,
eventually funning from the battlefield.  A character who is as fast
as the fastest monster, only has a 50% chance of getting away
(otherwise he must remain until the end of the fight).  A character
who is slower than any enemy cannot tun off the edge of the fighting
area.  A character who has run away is no longer part of the fight.
He returns after the fight is over.

VIEW
This is essentially the same command used any time you wish to see a
character.  Using this, you can ready appropriate weapons to meet the
fight in progress.  Some options, such as Trade, are not available in
the middle of combat.  The Use command shows up under Items to allow
you to use an item, such as a wand, in combat.


AIM
This command is used to aim an attack using the following options.

Aim Menu:

AIM: NEST PREV MANUAL TARGET EXIT

Next.  Use this command to look at all possible targets, starting with
the one closest then going to the next closest.  The computer looks at
ALL possible targets, including other party members; don't shoot
without looking. (However, the computer confirms you order first,
before shooting at a teammate.)

Prev (Previous).  This is the opposite of the Next command.  Use this
command to look at the possible targets starting with the one farthest
away and working back toward your character.  Usually this is a good
way to find a good target without working your way through all of your
PCs first.

Manual.  This command lets you aim anywhere on the map.  It is
especially useful for finding opposing leaders and targeting spells
with area effects.

Target.  If your character has a ready ranged weapon, or an item
prepared with the Use command, this command shoots at the target you
selected.

USE
This command allows the character to use any non-weapon item.  The
command brings up the same screen and menu as the Items command under
the View Menu.

CAST
This is only available to magic-users and clerics when they still have
spells available.  Using this command brings up the Cast options of
the Magic Menu (see that description of the Magic Rules).  If hit
recently, the character's concentration may be broken and you won't be
given the Cast option.

TURN
Clerics can sometimes destroy undead monsters or turn them away from
the party.  This has no effect on any other form of monster.  See the
Appendices for a cleric's minimum level to affect various forms of
undead.

QUICK
This command turns over control of the character to the computer.  It
is a good way to handle fights against hordes of less powerful
opponents.  Once you have established computer control for a
character, the computer controls him in future fights until you
interrupt it.

The computer uses ready melee or missile weapons and available spells,
switching between them to the most appropriate in the situation.  The
computer plays a very aggressive game.

DONE
This command is used when a character has finished his turn.

Done Menu:

GUARD DELAY QUIT BANDAGE SPEED EXIT

Guard.  The character can adopt this tactic and simply wait to meet
any attacker.  This means that he attacks the first foe that moves
adjacent to him before the foe attacks him.

Delay.  This command lets you delay this character's action by
reducing his initiative number by 1.  If he is the only one to be at
the next lowest number, it is his action again.  He can continue to
delay his actions until all others have had their action for that
round and then he must take an action or lose it.

Quit.  You can signify you are finished with this character by using
this Command.

Bandage.  This command only appears if a member of the party is dying.
The character for whom the command appears can use this command to
bandage the party member and keep him from dying.

Speed.  This command is described under the Alter command of the
Encamp Menu.

IF THE PARTY FLEES:
As long as any party member survives to the very end of the combat,
the bodies of unconscious or dead party members are assumed to be with
the party.  If the party flees from combat all unconscious and dead
party members are permanently lost.

IF THE PARTY DIES:
If ALL the party members are slain you will have to go back to your
last Saved Game and try again from that point.

AFTER COMBAT:
When combat is over, the screen will show some congratulatory message,
then present a menu of commands.  If a command does not apply to this
after-combat situation, it will not appear.

Treasure Menu:

VIEW TAKE POOL SHARE DETECT EXIT

VIEW
See Inspect a Character.  At this time you can use the Drop commands
in both the Items menu and in the Character Screen menu.

TAKE
This command is used to pick up treasure.

Take Menu:

TAKE: ITEMS MONEY EXIT

Items.  Use this command to produce a list of items carried by the
monsters you have overcome.  If more than one had a missile weapon,
all of their remaining missiles are lumped into one line (if there are
more than 100, 99 are on one line and the rest on another line).
Frequently, the weapons and armor used by monsters are substandard and
not worth picking up as treasure, so they are not listed.

If one character tries to pick up too many items, the computer will
say he is overloaded and will not allow the acquisition.

Money.  The computer displays each type of coin available and how many
of each coin there are.  You indicate how many of the coins the active
character takes.  One character can take all of the coins if he has
the strength to do so, or you can allow each character to take a
share.

If you try to pick up more than the character can carry, the screen
displays a message saying, "The character is overloaded," and will not
let any more coins be put on the character.  Remember, carrying lots
of coinage slows a character down in combat.


POOL
This command makes all the party members drop all of their money into
one pool of money.  It becomes part of the treasure and the party
members can use the Take Menu to reapportion their funds.

SHARE
This command picks up all the money in the treasure, divides it into
shares, and distributes it among the characters.

DETECT
This command casts a detect magic from the current active character.

EXIT
This command lets you leave the scene of the battle.  If there are
still items that can be picked up, the machine will remind you that
there is still treasure left.  You can go back to the Treasure menu or
leave the treasure and go to the Adventure Menu.


MAGIC
Magic is integral to POOL OF ROMANCE.  Both magic-users and clerics
can use magical spells.

HOW MAGIC WORKS:
A spell can exist in one of three forms: In Memory, In Spell Book, and
On a Scroll.

IN MEMORY
A magic-user or cleric who has a spell in Memory is said to have
memorized the spell.  He can cast the spell as shown in the Cast
command description.

IN SPELL BOOK
Magic- users write their spells into a Spell Book.  They can only
write those spells into the book of which they have the ability to
cast.  The books are compendiums of spells among which they choose the
ones they want to memorize.  Clerics do not keep a spell book, they
simply pray each day to get their spells.

ON A SCROLL
A spell written on an extended scroll can be read by a cleric or
magic-user, depending on the kind of spells on the scroll.  A
magic-user must cast the spell read magic to understand the spells a
scroll contains.  Once he has done that, he can read the spell aloud
at any time to cast it.  A cleric does not need a read magic spell to
read a clerical spell on a scroll, but only a cleric can read the
spell.  Once any kind of spell has been cast or scribed from a scroll,
the spell disappears.

A magic-user may scribe the scroll spell into his spell books for
future memorization.  This erases the spell from the scroll.

Spellcasters can get a list of their memorized spells from the Cast
option of the Magic Menu or from the Spells option of the View Menu.
They can get a list of their spells on scrolls from the Scribe option
of the Magic Menu.  If all you want is a list of available spells, be
sure to exit before you actually cast or scribe the spell.

The Magic Menu:

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

Cast.  Use these commands to cast spells.  In combat the spellcaster
is the current character.  In camp the spellcaster is the current
active character.

Cast Menu:

CAST NEXT PREV EXIT

The Cast Menu appears in both the Magic Menu, and the Combat Menu.  It
shows all the spells available to the active character.  Find the page
with the spell you want to cast.  Select the Cast command.  Then
select the spell to cast it.  If necessary, indicate the target of the
spell.  If you do not find the spell you want, you can Exit.  In
combat, the character can take another option.  Otherwise the
character returns to the Magic Menu.  Once cast, a spell is gone until
it is memorized again.

Memorize.  For a character to learn a spell, use this command, which
only appears in the Encamp Menu.  The computer displays a page from
the active character's spell book (or a list of possible clerical
spells) and you are offered the following commands.  Remember that if
a magic-user or cleric has the ability to learn more than one spell of
a level, he can learn the same spell more than once.


Memorize Menu:

MEMORIZE NEXT PREV EXIT

Find the page with the spell you want to memorize.  Select the
memorize command.  Then select the spell to memorize it.  The 'pages'
here are pages of the magic spell book, rather than just the list of
already memorized spells.

Picking a spell to memorize does not mean that a spell is memorized.
Learning a spell takes 15 minutes (game time) per level of spell, plus
a period of relaxation before starting to memorize one or more spells.
See the REST command in the Magic Menu.

Only one spell may be learned at a time, though the spellcaster need
only relax once before learning several spells.  The learning time
must be uninterrupted.  You have to go to the Rest command and spent
the time to memorize the spell.  If you have only been in camp long
enough to memorize some spells, those are learned and the others are
lost.  The spells are memorized in the order you pick them.

Example: A magic-user decides to memorize 2 uses of magic missile (a
first level spell) and 1 use of invisibility (a second level spell).
This is a total of 1 hour of time for memorization, plus 4 hours
relaxation time.  If the party is attacked before the first 4 hours
are up, no spells are learned.  If the party is attacked after 4 hours
and 15 minutes in camp, the magic-user has learned 1 magic missile
spell.  After 4 hours and 30 minutes he has learned both magic missile
spells, and after 5 hours he has learned the invisibility spell as
well.

Once you have picked all the spells for one character, you EXIT the
menu.  The computer displays the spells you have chosen and asks you
to confirm the choices.  If you confirm the choice, you go back to the
Magic Menu and can select spells for the next character who needs to
memorize them.  If you cancel the choice, all the choices are ignored
and you must re-select all the character's spells.

Scribe.  Use this command to inscribe spells the character finds on a
scroll into his spell book.

Scribe Menu:

SCRIBE NEXT PREV EXIT

The computer displays all the spells on scrolls that the magic-user
has cast read magic on.  Find the page with the spell you wish to
scribe.  Select the Scribe command.  Then select the spell to scribe
it from the scroll into your spellbook.  If a spell is of too high a
level for the character to scribe, the computer tells you so.
Scribing the spell erases it from the scroll.  Scribing takes the same
time as Memorizing a spell, and is unsuccessful if the total time is
not taken.

Display.  Use this command to find out what magic spells are currently
working on the party in camp.  This serves as a reminder of obvious
spell working on the entire party, such as bless or light, and on
individual members of the party, such as protection from evil or
invisibility.  This also reveals subtle curses (though not the nature
of the curse) on the party or individuals in the party.

Rest. to memorize spells, one must Rest.  This takes you to the Rest
Menu described in the Encamp Menu description.  Spells are not
memorized until the character has rested the necessary time.

The Exit command in this use of the Rest Menu returns you to the Magic
Menu, not the Encamp Menu.

SPELLS AVAILABLE
A beginning magic-user is given four first-level spells when he leaves
his master to adventure on his own.  These are shown in the spell book
for the magic-user.  Each time the magic-user gains a level of
experience, he gains one spell, even though the rise in level may give
him the ability to learn more than one new spell at a time.  To gain
further spells, he must find scrolls in treasures and copy spells he
is capable of casting into his spell book, using the Scribe command in
the Magic Menu.

CLERICAL MAGIC
Clerical magic is very similar to magic-user magic, but a cleric needs
no spell books.  All spells possible to his level are always available
to a cleric, he need only memorize them.  Just what spells are
available depend solely on the level of the cleric.

Therefore, when a cleric finds scrolls with clerical spells on them,
he can simply use them straight off the scroll, since they are mot
something he needs to Scribe into a spell book.

SAVING THROWS
Magic is a chancy business.  Many spells do not necessarily affect
their targets.  This is simulated with saving throws.  In POOL OF
RADIANCE the saving throw is the chance that the spell has no effect
or a lesser effect on the character it is cast on.  As a character
gains levels, his saving throws improve, and the chance that magic
affects him is decreased.  The final results of any spell are shown on
the computer screen.

Magic-users have better saving throws against cast magic or magic from
items, clerics have better saving throws against death and poison, and
dwarves and halflings have better saving throws versus any form of
magic.

THE SPELLS:
Some spells are quick and can be cast in combat, and some take an
extra long time to cast.  Those that take extra time can only be cast
when using the Magic Menu from the Encamp Menu.

TIME AND MAGIC
The duration of magic spells is important.  A spell's duration is
either:  instantaneous, as with most damage spells; measured in
rounds, as with most other combat spells; measured in turns, as with
many detection and protective spells; or permanent.

When planning use of spells to use in movement (such as a find traps),
remember that one round equals one minute of game time and one turn
equals 10 minutes of game time.

THE SPELL LIST
The spells available for characters in the POOL OF RADIANCE are:


FIRST LEVEL CLERICAL SPELLS
Bless.  This spell can only be used in camp or combat, and it only
affects those characters not in melee.  It gives a bonus of one to
their THACO for six rounds and raises the morale of friendly NPCs by
1.  Use it in camp only if you know you are going into combat
immediately afterward.

Curse.  This reversal of bless affects enemies not in melee and
modifies their THACO and their morale by 1.  Usable only in combat and
lasts 6 rounds.

Cure Light Wounds.  This can be used any time.  The caster must be
next to the target.  It heals 1-8 points of damage.

Cause Light Wounds.  This combat-only spell causes 1-8 points of
damage to one adjacent target touched by the caster.

Detect Magic.  This is similar to detect evil, but only lasts 1 turn.
It detects the presence of magic in a 1 square by 3 square area, but
gives no details on the type of magic.

Protection from Evil.  This spell can be used in combat or in camp
when you expect to go into combat shortly.  It adds 2 to the AC of the
character against evil attackers.  Any saving throws caused by attacks
of such monsters are at +2.  This spell lasts 3 rounds per level.  The
caster must touch the target (which can be himself).

Protection from Good.  This is essentially the same as protection from
evil, but it protects against the attacks of good creatures.

Resist Cold.  This spell protects the recipient against cold,
providing absolute protection against cold up to 0 Fahrenheit and an
additional saving throw against cold-based attacks.  The duration is 1
turn per level of the caster, and the caster must touch the target.


SECOND LEVEL CLERICAL SPELLS

Find Traps.  This must be cast in camp.  It makes any traps in the
direction the character is facing visible to the character.  The spell
lasts for 3 turns.

Hold Person.  This combat only spell holds immobile from 1-3 (cleric's
choice) creatures of roughly human shape and size.  The duration is 4
rounds plus 1 round per level.

Resist Fire.  This is identical to resist cold, but it works against
heat and heat attacks.

Silence 15' Radius.  This is a combat spell.  It silences any spell
casting or discussion in the radius.  If cast on a person, the radius
follows him around for the duration of the spell unless he makes a
saving throw.  If cast on an area, the spell affects everything in
that area for the duration of 2 rounds per level of the caster.

Slow Poison.  This spell can be used in camp or combat.  It revives a
poisoned person for 1 hour per level of the caster.  The target of the
spell then dies unless a neutralize poison (a high-level spell only
used by NPCs) is cast on him.

Snake Charm.  This spell can be cast in combat only.  It influences as
many hit points of snakes as the cleric has hit points.  The snakes
cease all activity for 5-8 rounds.

Spiritual Hammer.  This is a combat spell which creates a temporary
magic item, automatically Readied.  It can strike at range and does
normal hammer damage.  It strikes monsters that only magical weapons
can affect.  This lasts for 1 round per level of caster.


THIRD LEVEL CLERICAL SPELLS

Animate Dead.  This spell can be used in combat or camp.  It turns a
dead human person into a zombie to help the spellcaster.  In combat,
the zombie fights for the spellcaster, though controlled by the
computer.  This spell is permanent until the zombie is destroyed.  If
created to work with the party, a zombie becomes an NPC and there must
be room for him in the party (remember, the limit is 8 characters) or
he cannot be taken along.

Cure Blindness.  This touch-only spell is used in combat or camp to
cure the blinding effects of the cause blindness spell.

Cause Blindness.  This touch-only spell can only be used in combat.
The victim gets a saving throw.  The duration is permanent until
negated by cure blindness or dispel magic.

Cure Disease.  This spell can be used in camp only.  It cures the
diseases caused by mummies and the cause disease spell.

Cause Disease.  This is combat spell with a touch range.  There is a
saving throw.  If a character is afflicted with a disease, over time
he loses HP and Strength Points until he is down to 10 percent of his
normal values.  This disease is cured by a cure disease or dispel
magic spell.

Dispel Magic.  This spell can be used either in combat or camp.  In
combat, it affects every magic spell and item in an area.  In camp it
affects every person and item you select.  There is a percentage
chance of success with this spell depending on the level of the caster
and level of the originator of the spell to be dispelled.  If
successful, the target magic is permanently eradicated.

Prayer.  This is a combat spell that lowers all THACO's and saving
throws for friendly combatants by 1 and raises them by 1 for all
unfriendly combatants.  It has a 60' radius and lasts 1 round for each
level of the character.

Remove Curse.  This can be used in camp or combat and allows the
target to be rid of a curse (as from a curse or bestow curse spell) or
put down a cursed object.  The range is touch.

Bestow Curse.  This spell has a duration of 1 turn per level and is
used in combat.  It has variable effects determined by the computer.


FIRST LEVEL MAGIC-USER SPELLS

Burning Hands.  This touch-range combat spell causes fire damage of 1
point per level of the caster.  There is no saving throw.

Charm Person.  This spell makes a humanoid creature the caster's
friend and ally.  Any action of the caster will be seen in the most
favorable light possible.  The target gets a saving throw when the
spell is thrown and again days or weeks later, depending on its
Intelligence.  You can never be sure the effect is permanent.  For the
moment, the charmed creature can become an NPC (if there is room in
the party roster) under the command of the caster.

Detect Magic.  This spell is the same as the clerical spell: its
duration is 2 rounds per level of the caster.

Enlarge.  This spell can be used in camp or combat and lasts for 1
turn per level of the caster.  The living target increases in size by
20% per level of the caster.  It makes the humanoid target into an
ogre or giant in size and strength for combat purposes.  A target can
only be under the effect of 1 enlarge spell at a time.  Unwilling
targets get a saving throw against this effect.

Reduce.  This is the opposite of enlarge, and can be used to negate
enlarge.  Unwilling targets get a saving throw against its affect.  If
the saving throw is unsuccessful, the target is reduced in size and
loses effective strength and movement.

Friends.  This combat only spell affects everyone in a sphere that
increases with the level of the magic-user.  Everyone with that sphere
failing a saving throw thinks the caster has 2-8 more points of
Charisma.  Those who make their saving throw think he has 1-4 less
points of Charisma.  The effects last 1 round per level of caster.

Magic Missile.  This a combat spell that does 2-5 points of damage to
the target, no saving throw.  For every 2 levels, the magic-user gets
1 missile, so magic-users of the 3rd and 4th levels get 2 missiles,
and those of the 5th and 6th levels get 3 missiles.  All must be fired
at once.

Protection from Evil.  Like the clerical spell of the same name, but
is lasts for 2 rounds per level of caster.

Protection from Good.  Like the clerical spell of the same name, but
it lasts for 2 rounds per level of caster.

Read Magic.  This is only used in camp and allows the user to read any
magical (not clerical) writing.  It lasts for 2 rounds per level of
caster.  Once you use this spell to read a scroll you can cast the
spells of the scroll.

Shield.  This spell is a combat spell that improves the targets armor
class and saving throw, and negates the effect of the magic missile.
The spell lasts for 5 rounds per level of caster.

Shocking Grasp.  This combat spell does 1-8, +1 point per level of
caster, electrical damage to a target the caster touches.

Sleep.  This spell puts up to 16 targets to sleep for 5 rounds per
level of caster.  The least powerful targets are affected first, and
the bigger the monster, the fewer of them are affected.  Monsters
above a certain power are not affected at all.  No saving throw.


SECOND LEVEL MAGIC-USER SPELLS

Detect Invisibility.  This can be used in camp or combat and lasts for
5 rounds per level of caster.  This has a range of 20 feet per level
of caster.

Invisibility.  This makes the target (touch range) invisible to normal
and infravision until he ends the effect or attacks someone.

Knock.  This spell is used to open locked doors or chests.  It can be
used in camp or while moving.

Mirror Image.  This combat spell creates 1-4 illusory duplicates of
the magic-user.  If a duplicate is attacked, it disappears.  The spell
lasts 2 rounds per level of caster.

Ray of Enfeeblement.  This combat spell has a saving throw.  If the
target does not make the saving throw, he is weakened (he does less
damage for 1 round per level of caster).

Stinking Cloud.  This affects a 2 square by 2 square area.  Anyone in
the cloud gets a saving throw.  If unsuccessful, he is helpless for
2-5 turns.  He can move out of the cloud, but he is still helpless
only as long as he is in the cloud and for 1 round afterwards.  The
cloud lasts 1 round per level of caster.

Strength.  This spell is only used in camp.  It raises the strength of
the target by a variable amount depending on the class of the target.
The duration is 6 turns per level of caster.


THIRD LEVEL MAGIC-USER SPELLS

Blink.  After casting this spell, the caster can seldom be targeted
because he is blinking in and out of the area.  The spell lasts for 1
round per level of caster.

Dispel Magic.  This is just like the clerical spell of the same name.

Fireball.  This area effect spell does 1-6 points of fire damage per
level of caster to each target in the area.  A successful saving throw
cuts the damage in half.  Outdoors, a fireball has a 2 square radius.
Indoors, in a constrained area, it has a 3 square radius.

Haste.  This combat spell affects 1 person per level of caster.
Everyone affected moves twice as far and attacks twice with melee and
missile weapons, but they do not throw any additional spells per
round.  It lasts for 3 rounds plus 1 round per level of caster.

Hold Person.  This is like the clerical spell, but 1-4 people can be
affected.  The duration is 2 rounds per level of caster.

Invisibility, 10' Radius.  This is like invisibility but affects
everyone within 10 feet of the caster when it is cast.  Everyone
affected stays invisible, and comes out of it normally, but if the
caster ends his invisibility, it ends for everyone.

Lightning Bolt.  This affects everyone in its path.  It does 1-6
damage points per level of caster, a successful saving throw cuts this
damage in half.  A lightning bolt is 4 or 8 squares long in a line
away from the caster.  The bolt will rebound off walls to reach its
full length.

Protection From Evil, 10' Radius.  This is just like protection from
evil, but it affects everyone within 1 square of the target, as long
as they stay there.

Protection From Good, 10' Radius.  This is just like protection from
good, but it affects everyone within 1 square of the target as long as
they stay there.

Protection from Normal Missiles.  This keeps the target (touch range)
from being harmed by non-magical missiles for 1 turn per level of
caster.

Slow.  This combat spell affects 1 person per level of caster.
Unwilling targets get a saving throw.  Targets move a 1/2 their normal
distance each round and their number of attacks per round is halved.
If they only have 1 attack, then they have 1 attack per every other
round.  This can be used to negate haste.  Its duration is 3 rounds
plus 1 round per level of caster.

------------------------------------------------------------------------------

Following section added by Nick Nova 4/29/97

CHARACTER RACE LIMITS
----------------------
			Ability Score:
			STR	STR	INT	WIS	DEX	CON	CHA

RACE			Male	Female

Dwarf		min	8	8	3	3	3	12	3
		max	18(99)	17	18	18	17	19	16

Elf		min	3	3	8	3	7	6	8
		max	18(75)	16	18	18	19	18	18

Gnome		min	6	6       7	3	3	8	3
		max	18(50)	15	18	18	18	18	18

Half-Elf	min	3	3	4	3	6	6	3
		max	18(90)	17	18	18	18	18	18

Halfling	min	6	6	6	3	8	10	3
		max	17	14	18	17	18	19	18

Human		min	3	3	3	3	3	3	3
		max	18(00)	18(50)	18	18	18	18	18
------------------------------------------------------------------------------
max=maximum number for that ability score, min=minimum number for that ability 
score,	(xx)=maximum percentage for an 18 strength.
------------------------------------------------------------------------------

RACE		MAX LEVEL BY CLASS:

		CLERIC		FIGHTER		MAGIC-USER		THIEF

Dwarf		-		9th		-			U
Elf		-		7th		11th			U
Gnome		-		6th		-			U
Half-Elf	5th		8th		8th			U
Human		U		U		U			U
------------------------------------------------------------------------------
- = cannot be this class; U = unlimited level in this class
------------------------------------------------------------------------------

End of addition
		
*********
