Dungeons of the Necromancer's Domain was created when TSR sent Bill Knight a cease and desist order due to the name "DND" being too similar to their trademark on "D&D". The new game still has the intials "DND" and reuses most of DND's code, the version number starts at 2.0, and the copyright information still begins in 1984, but the "new" game features five new dungeons and uses the Extended ASCII character set to draw the walls with box drawing symbols instead of letters. The number of clerical spells increases from 16 to 24. Most of the additional clerical spells are magic spells that could previously only be cast by a Magician or a Fighter (by finding a Magic Wand), reducing the difference between the three classes.
The new dungeon format, .DGN, is the same as DND's .BIN format, except that it now begins with a header that lists the dungeon's name. This was allowed users to create their own dungeons using a program called "The Domain Master" which was available to registered users. Instead of hard-coding the list of dungeons, Dungeons of the Necromancer's Domain searches for .DGN files and reads the names from the headers. This necessitated another change to the PLAYERS.DAT format, since the dungeon the player is in must list a filename instead of a number. Since it had to change anyway, Knight changed a number of other fields in PLAYERS.DAT to be 16-bits, though most of them can't take a value larger than 8 bits.
Spells are classified two ways: combat/non-combat and immediate/duration. Combat spells can only be used in battle and have an effect on the monster. Non-combat spells take effect on the player. An immediate spell does something once, like teleporting to another room or hitting a monster with lightning, whereas a duration spell has a lasting effect, like making the player stronger or putting a monster to sleep for several moves. Most non-combat spells are of the duration variety. The game lists all combat spells as being immediate, which simply isn't true; many combat spells change a monster's status for several moves.
The spells in the first table can be cast a Magician, or by a Fighter by finding a magic wand. Clerical spells can only be cast by Clerics. Both tables' contents are from the in-game documentation, except for the Notes column. Duration combat spells are listed in bold due to their persistence differing from the official documentation.
Magic spells
#
Name
Type
Persistence
Description
Notes
Level 1
1
Magic Missile
Combat
Immediate
Fires a magical dart from the caster's finger. This does not miss, and does (level)+ 1-10 points of damage.
2
Charm Monster
Combat
Duration?
Basically, this hypnotises the caster's opponent, which therefore neither attacks nor dodges. This spell is easily broken, however.
3
Shield
Non-combat
Duration
Creates an invisible wall around the caster, causing any monster attacking to do so at a disadvantage.
4
Sleep
Combat
Duration?
Puts the caster's opponent into a deep sleep. While sleeping, it neither attacks nor dodges (obviously).
5
Protection from Evil
Non-combat
Duration
Causes the caster's opponent to attack at a disadvantage.
6
Light
Non-combat
Duration
Creates a point-source light, equivalent to one torch, over the caster's head. Effects are cumulative.
Level 2
1
Phantasmal Forces
Combat
Immediate
Causes the caster's opponent to believe it is confronting a creature much mightier than itself. This often causes flight.
2
Web
Combat
Duration?
Entangles the caster's opponent in a magical net, making it helpless to attack or defend itself.
Stronger version of Sleep
3
Lightning Bolt
Combat
Immediate
Delivers (level) + 2-16 points of electrical damage to the caster's opponent.
Causes the caster to float (level) feet off the floor, making him/her harder to hit.
6
Invisibility
Non-combat
Duration
Strangely enough, causes the caster to fade from sight. This puts monsters at a decided disadvantage.
Level 3
1
Fireball
Combat
Immediate
Causes a fiery explosion in the vicinity of the caster's opponent. Does (level) + 4-24 points of fire damage.
Stronger version of Lightning Bolt
2
Confusion
Combat
Duration
Causes the caster's opponent to lose clarity of mind, with attendant co-ordination. It cannot attack. Spell lasts for (level) + 1-6 rounds.
3
Pass Wall
Non-combat
Immediate
Shifts the molecular structure of the desired wall such that it becomes as air, allowing passage through it.
4
Hold Monster
Combat
Duration?
Mesmerizes the caster's opponent so that it cannot attack or dodge.
Stronger version of Web
5
Fear
Non-combat
Duration
Causes the caster's opponent to become fearful of him/her, and attack at a disadvantage.
6
Continual Light
Non-combat
Duration
Same as a Light spell (qv), save that this is twice as bright and lasts for the duration of the adventure.
Level 4
1
Teleport
Non-combat
Immediate
Transports, instantly, the caster from where he is to somewhere else. The caster has no control of the destination.
2
Power Word KILL
Combat
Immediate
Your basic Death Spell. Causes the caster's opponent to drop dead on the spot.
3
Prismatic Wall
Combat
Immediate
Encases the caster in a multicolored sphere with remarkable powers of monster-damaging. Does 5-40 points of damage to the caster's antagonist.
4
Time Stop
Non-combat
Duration
Freezes Time in the caster's vicinity, while permitting him/her to move freely. Monsters cannot fight back.
5
Pillar of Fire
Combat
Immediate
Causes the caster's target to be immolated in a pillar of flames, causing (level)+ 3-18 points of fire damage.
Stronger version of Fireball
6
Summon Demon
Combat
Immediate
Calls one of Hell's denizens to the caster's aid. The demon will attempt to drag the caster's antagonist back to Hell with it.
Clerical spells
#
Name
Type
Persistence
Description
Notes
Level 1
1
Protection from Evil
Non-combat
Duration
Causes monsters to be at a disadvantage on attacks.
2
Light
Non-combat
Duration
Creates a point-source of light, equivalent to one torch, to appear over the caster's head. Multiple applications of this spell increase visibility.
3
Cure Light Wounds
Non-combat
Immediate
Heals 2-7 points of damage incurred by the caster. In no event will this increase hit points past their base value.
4
Turn Undead
Combat
Immediate
Causes Vampires and Ghouls to run away in sheer terror.
5
Shield
Non-combat
Duration
Creates an invisible wall around the caster, causing any monster attacking to do so at a disadvantage.
6
Baptize Monster
Combat
Duration
Basically, this mollifies the caster's opponent, which therefore neither attacks nor dodges. This spell is easily broken, however.
Level 2
1
Detect Traps
Non-combat
Duration
Increases, for the duration of the spell, the caster's ability to find traps in loot, such as an exploding Chest.
2
Silence
Non-combat
Duration
Puts attacking monsters at a disadvantage, and lowers the probablity of encountering Wandering Monsters.
3
Pray(er)
Non-combat
Duration
Gives the caster the advantage when attacking; i.e., makes it easier for him/her to hit his/her opponent.
4
Hold Monster
Combat
Duration?
Causes the caster's opponent to be HELD (temporarily placed in stasis). A HELD monster cannot fight back, nor can it dodge.
Stronger version of Baptize Monster
5
Hold Monster
Non-combat
Duration
Strangely enough, causes the caster to fade from sight. This puts monsters at a decided disadvantage.
6
Lightning Bolt
Combat
Immediate
Delivers (level) + 2-16 points of electrical damage to the caster's opponent.
Level 3
1
Cure Serious Wounds
Non-combat
Immediate
Heals 4-14 points of damage to the caster.
Stronger version of Cure Light Wounds
2
Dispell Undead
Combat
Immediate
Causes Vampires or Ghouls to be utterly annihilated.
Stronger version of Turn Undead
3
Continual (Bright) Light
Non-combat
Duration
Causes a bright point-source of light to appear above the caster's head. This light will remain for the duration of the adventure. See also LIGHT (1st Level).
4
Plague
Combat
Immediate
Causes the caster's opponent to contract a combination of several deadly diseases, which will kill it in one round. CAUTION: THE CASTER MAY CONTRACT THE PLAGUE AS WELL!!!
5
Pass Wall
Non-combat
Immediate
Shifts the molecular structure of the desired wall such that it becomes as air, allowing passage through it.
6
Fire and Brimstone
Combat
Immediate
Causes a fiery explosion in the vicinity of the caster's opponent. Does (level) + 4-24 points of fire damage.
Stronger version of Lightning Bolt
Level 4
1
Holy Word
Combat
Immediate
Banishes the caster's opponent to eternal damnation.
2
Finger of Death
Combat
Immediate
Imbues the caster's finger (which is immediately applied to the opponent) which such unspeakable God-granted power that living things cannot contain it. Therefore, they die instantly.
3
Blade Barrier
Combat
Immediate
Causes a circular wall of flashing, moving swords to appear around the caster. This wall increases in diameter with great rapidity, catching and destroying any attacking monster.
4
Heal
Non-combat
Immediate
Totally cures ALL damage the caster has incurred.
Stronger version of Cure Serious Wounds
5
Time Stop
Non-combat
Duration
Freezes Time in the caster's vicinity, while permitting him/her to move freely. Monsters cannot fight back.
6
Pillar of Fire
Combat
Immediate
Causes the caster's target to be immolated in a pillar of flames, causing (level) + 3-18 points of fire damage.
Monsters
There are 15 types of monster, each with their own strengths and weaknesses. The monsters are listed approximately weakest to strongest, but monsters have a level attribute, so one could have an easy fight against a Level 1 Dragon or a hard fight against a Level 12 Kobold, etc.
KOBOLD
A dog faced, two legged creature approximately three feet tall. They are reasonably well armed, but never-the-less, are not too difficult to kill.
GOBLIN
A short (four foot tall) creature with large forearms and hands. Their average intelligence and lack of special attacks or defenses makes them only slightly more resistant a foe than the Kobold.
ORC
This boar faced, upright creature is fierce. They are of average size (about six feet tall) but with long upper limbs. They live for about forty years.
DWARF
The dwarf is a human looking creature. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky build. They live 350 years on the average.
HARPIE
Harpies have the bodies of vultures but the upper torsos and heads of women. The touch or sound of a harpie is extremely difficult to resist. They are over average size.
TROLL
Trolls are large (nine foot tall) creatures that know no fear. Their ability to regenerate makes them especially dangerous foes.
BUGBEAR
The bugbear is approximately seven feet tall and is armed with an assorted collection of mismatched weapons and armor. They are dangerous foes however, because of their clumsy manner disguises their lightening quickness.
DOPPLEGANGER
These two-legged creatures have the ability to take on whatever shape they choose. In combat they typically will assume the appearance of their opponent. They are subject to neither SLEEP nor CHARM spells.
GHOUL
Ghouls are "undead", once human creatures which feed on human and other corpses. They are uneffected by either SLEEP or CHARM spells. The magic circle of protection from evil keeps these monsters completely at bay.
MINOTAUR
Minotaurs are large creatures having the head of a steer. They are cunning and have excellent senses.
OGRE
Ogres are over nine feet tall with low intelligence. Their great strength makes them an able opponent.
GIANT
The giant is a very large human-like creature of slow gait and questionable intelligence. Its great size and strength and its single-mindedness make it a very dangerous creature in combat.
VAMPIRE
The vampire is the most dreaded of the undead. Their great strength is derived from the blood of their victims. SLEEP, CHARM, and HOLD spells have no affect on them.
BALROG
The balrog is a reptillian humanoid of exteremely large size. They are fierce in combat and are difficult to kill.
DRAGON
The dragon is a winged snake-like creature of gigantic size. Its scales offer protection to all but magic weapons, and it is not often attacked by anything in its right senses.
Room types
Permanent objects
The following are room types found on the map that are always present.
\
Stairs going down
Takes you to the same location, one level lower in the dungeon.
/
Stairs going up
Takes you to the same location, one level higher in the dungeon.
\ /
Stairs going up and down
Takes you to the same location, one level higher or lower in the dungeon.
ALT
Holy Altar
You can worship, contribute gold, ignore, and sometimes descrate the altar, the effects of which are random.
DGN
Dragon's lair
A room containing a dragon of a much higher level than other monsters at this level of the dungeon.
ELV
Elevator
Automatically takes you up one level in the dungeon.
EXC
EXCELSIOR transporter
Takes you to another level of the dungeon, for a price.
FNT
Fountain
A fountain with randomly colored water from which you can choose to drink, the effects of which are random.
GNI
Djinn
Automatically teleports you to a random location in the dungeon.
MIR
Mirror
A mirror into which you can choose to look, which can have random consequences.
ORB
The Orb of Zot
Grants the finder immortality.
PIT
Pit
You may get to choose to climb down to the level below or walk around it, or you may fall into it, depending on your dexterity. Some pits are bottomless.
THR
Throne
Before you is a magnificient throne covered with jewels and mysterious runes. You can choose to pry out some jewels, sit on it, read the runs, or ignore it, the effects of which are random.
TPT
Teleporter
Automatically teleports you to a random location and level in the dungeon.
TRV
Treasure trove
A small door with four colored lights. You can ignore it or try to guess the combination from 16 possibilities. Guessing the correct combination wins a substantial amount of treasure, while guessing incorrectly can injure you severely.
Temporary objects
Other things you can see in the dungeon
X
You
Where you are located.
#
Monster
One of the 15 types of monster.
$
Treasure
Some kind of treasure: magic equipment, a pile of silver, a pile of gold, a pile of platinum, a pile of gems, a chest, a jewel, a book, a magic torch, a magic wand, an interesting but worthless trinket
*
Something
Having a magic torch or casting a light spell may allow you to see that something is in a nearby room but not be able to determine what it is.