This is a book that I don't feel gets enough discussion and love. This was produced in the UK like the Fiend Folio and may catch some unwarranted feelings from that book. That being said I liked the Fiend Folio so my appreciation of this book is not tainted in that way.
This book describes over 200 creatures that may have previously only been available through modules. In addition is serves as an index for all of the monsters that had previously been released through other materials at that time. I just wish it had gone further and included entries for them as well.
The book takes a different approach in organization. It takes the entries and beaks them down into six categories first. These are Animals, Conjurations, Humanoids, Lowlife, Monsters and Undead. The individual entries are then alphabetized in each section.
The entries themselves are each illustrated which is nice. The illustrations run the gambit from so-so to very good. There is a definite White Dwarf feel to the illustrations though and many of the entries as well. This again is not a bad thing in my world but if you didn't like the Fiend Folio you may not like this.
Published 1986
Pages 96
From the back cover:
"Are you ready to face the horror of the Hivebrood, the gruesome Geonid or the dread Dusanu? These and many other baleful beasts lurk within the pages of this manual, waiting to challenge even the mightiest adventurers!
The Creature Catalogue is the first major expansion to the range of D&D game monsters. Within its covers have been collected all the curious creatures first presented in the official D&D adventure modules, plus many more new nasties, designed to challenge and perplex the heartiest heroes. Also included is a comprehensive index of all D&D monsters found in the Basic, Expert, Companion and Master rule sets.
Whether your players' characters are 1st, 21st, or 31st level, this tome contains many fantastic creatures with which to test their mettle. Armed with the Creature Catalogue, you will be able to find the right fearsome foe to confront even the most foolhardy fellow."
Spell:
Sacrifice Magic
Level: Zero
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user is able to sacrifice a single magic item and convert its energies into a spell. The level of the spell gained will need to be commensurate to the level of the item sacrificed.
The caster will not be able to use potions or scrolls to power this spell. It can also not be used or items such as artifacts or relics as a means of destroying them. If the caster tries to use the spell of such powerful items it is suggested that the DM have the power of the item defend itself and have there be ramifications from the attempt. This can not be used on cursed items.
This ability can be used to allow the caster to have more spells than they would normally be allowed to cast in a day or at a specific level. The item must be in the casters possession for them to use it for this spell. If the caster is not the owner of the item then they must be in possession of it for a full round before it can be used.
The DM will need to determine if the item destroyed is satisfactory to power the spell it is being used for. They player will need to declare this before the spell is cast so as to not waste a magic item. They will have a feeling about this as they cast the spell and may need to alter the intended result.
The material component of this spell will be the item that is being sacrificed.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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