| 
    
     | 
  
  
     
 Art
      by Clyde Caldwell  | 
    A very old Suel Power is referred to as "Prince of
Time and Tedium". Lendor's worshippers are sages, old men, and others distant from
everyday concerns. The priesthood is preoccupied with ritual, formalities, and unswerving
devotion to lawful neutrality. 
- taken from: From the Ashes, Atlas of the Flanaess | 
  
  
     
    
      
        The
        spell point system is an alternative way to use the AD&D magic
        system. Spell points are also known as mana or astral energy or similar
        terms. Basically, each character is allotted a "pool" of spell
        points that he or she uses to power spells. Each spell has requires a
        certain number of spell points to cast, depending on its power. With
        this pool of spell points the character can cast any spell that he has
        in his or her repertoire.
         
         | 
       
     
    
     | 
  
  
     
    
      
        These
        poison rules have been devised by me to provide an alternative way to
        deal with poison in the AD&D game. Although poison often introduces
        an element of tension into an adventure, its use also carries some risks
        with it. With many poisons dying or surviving all boils down to making
        or failing a single die roll. Some DM's are hesitant to use poison in
        their campaigns and players sometimes feel treated unfairly when
        poisoned because of this. This new game mechanism tries to alleviate
        this problem. Two new elements are introduced: the first element is a
        staggered damage system, which increases tension but decreases the risk
        of freak accidents, and the second element is a differentiation in the
        effects of the saving throw, so that poison does not always comes down
        to an all or nothing affair.
         
         | 
       
     
    
     | 
  
  
     
    
      
        These
        unarmed combat rules were designed to provide more options, more realism
        and above all, more fun when using unarmed combat. In the AD&D 2nd
        Edition there were two primary options (that I know of), those for
        punching and wrestling provided in the PHB and those additional rules
        for the martial artist provided in the CFH. martial arts. The PHB system
        was rather arbitrary and not a lot of fun, not very realistic (ever try
        to get out of a wrestling hold? - its more luck than anything else) but
        relatively easy to use. The CFH did add some realism, but the rules were
        scattered, cumbersome and still not a lot a fun. Something had to be
        done. I went back towards the martial arts rules from the 1st Edition
        Oriental Adventures, which had always inspired me as far as martial arts
        go, and I used some of the ideas there to form the basis for a new
        comprehensive system of unarmed combat rules - and here it is. 
        
         | 
       
     
    
      
          | 
       
     
     | 
  
  
     
    
      
        An
        easy to use but more fun alternative to the standard fumble rules. 
        
          
         | 
       
     
    
      
    
    
      
        More
        balanced and more extensive alternatives to calculating the experience
        point worth of monsters and determining individual player awards. 
        
         | 
       
     
    
     | 
  
  
     |