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Encounters

Whenever a player character meets am NPC (non-player character), fights a monster, or even discovers a mysterious fountain in the woods, he is having an encounter. An encounter is any significant thing a character meets, sees, or interacts with during the course of a game. When a player character discover the fountain of blue flame in the midst of the forest, its very strangeness forces the character to react and the player to think. Why is it here? Does it have a purpose? Is it beneficial or dangerous? Few characters are going to pass this by as just another flaming fountain in the forest.

Encounters are vital to the AD&D® game, for without them nothing can really happen to the player character. An adventure without encounters is like sitting in a room all day with no one to talk to and little to look at. It certainly wouldn’t be very exciting. And who wants to play an unexciting role-playing game? Encounters provide danger, risk, mystery, information, intrigue, suspense, humor, and more.

For an encounter to provide excitement, it must also have an element of danger. A good deal of this comes from the fact that player characters don’t know how the encountered beings will react to them. Your DM is not going to say, “You meet a group of peasants and they are friendly.” (If he does say this, you ought to be suspicious.) Instead, he will say something like, “As you ride around the bend, you come upon an ox-cart lumbering down the road. A young man in rough clothes is leading the cart. Peering over the sides are a woman and several dirty children. When the man sees you he nods, smiles, and says, ‘Hail, strangers. Have you news of Thornhampton-on-the-Hill?’ ” You can probably guess they are peasants and they seem friendly, but your DM didn’t come out and said so. Not knowing for sure is what keeps you on your toes. They could be anything!

When your character travels or explores a dungeon, your DM will have prepared two general types of encounters. The first are specific (planned) encounters. These are meetings, events, or things the DM has chosen to place in the adventure to build on the story of the adventure.

For example, upon sneaking into the bugbear stronghold, your characters find a squalid cell filled with humans and elves. Your DM has placed them here for your character to rescue. Of course, he could also be playing a trick and the prisoners could actually be evil dopplegangers (creatures able to change their appearances at will).

Later, while in the hallway, your group bumps into a bugbear patrol. This is the second type of encounter, a random encounter, also called a wandering encounter. In this case, your DM has made die rolls to see if you come upon something and, if so, just what that something is.

Specific encounters generally have more choices of action – your DM may want you to discover some important information or set up a particularly difficult battle. Specific encounters usually yield greater treasures and more magical items. Creatures may be placed by the DM to guard the armory or prevent the characters from reaching the throne room.

Random encounters normally involve simple choices – run away, fight, or ignore. Sometimes characters can talk to creatures in random encounters and learn valuable information, but not often. Random encounters also tend to have little or no treasure. A patrol of city guardsmen does not carry as many valuable items on its rounds as it would have in its barracks. Random encounters are most often used to weaken PCs, raise an unexpected alarm, hurry them along, or just make their lives difficult.

Sometimes encounters are not with peo­ple or monsters but with things. The fountain in the forest is an encounter, but your characters cannot fight it or talk to it (well, maybe not). So what are you supposed to do? In these cases, the encounter is more of a puzzle. You have to figure out why this fountain is here, what it can do, and if it is important to your adventure. It may be a red herring – something placed there just to confuse you; it may be a set up for a future adventure – later on your characters may learn that the flaming fountain they saw is important to their latest mission. It may be a deadly trap. To find out, though, you will have to deal with the thing in some way. You could throw stones into the pool, drink the glowing water, try to walk through the flames, or use spells to learn more. By doing these things, you may get more information from your DM. Of course, you may not like the answer! (“You drank the water? Oh dear. Tsk, tsk, tsk.”)

The Surprise Roll

Sometimes an encounter, either random or planned by the DM , catches one of the two groups involved totally off guard. This is called surprise and is determined by rolling 1d10 for each side (or only one side if the DM has decided that one of the sides cannot be surprised, for some reason}. If the die roll is a 1, 2, or 3, that group or character is surprised (for effects, see the ”Effects of Surprise” section). Naturally, surprise does not happen all the time. There are many easy and intelligent ways it can be prevented. The most obvious is if the player characters can see those they are about to encounter well before getting close. For example the characters may see the dust of a group of horsemen coming their way, or notice the lanterns of a group of peasants coming through the woods, or hear the grunting barks of a gnoll war party closing through the trees . In these cases there is no way the characters are going to be surprised by the encounter. But if a leopard leaped upon one of the group while he was intently watching the approaching riders, or if a group of goblins suddenly sprang from the darkness, then the characters would have to roll to see if they were surprised. They were unprepared for these threats and so could be taken off guard.

The DM decides when a check for surprise must be made. He can require that one roll be made for the entire party, that a separate check be made for each character, or that only specific characters check. This depends entirely upon the situation.

For example, the entire party is intently watching the band of approaching riders. Then a leopard leaps from the branches of a tree overhead. The DM knows that no one in the group was particularly paying attention to the treetops, so he has one person in the group roll the surprise die for the entire party. The roll is a 2, the PCs are surprised, the leopard gets a free round of attacks, and there is mass confusion as the clawing, biting creature lands in their midst! If two of the characters had been on a general watch, the DM could have had these characters roll for surprise instead of the entire group. If both were surprised, the entire grcup would have been unprepared for the leopard’s attack. Otherwise, one or both of the guards might have noticed the creature before it pounced. Experienced player characters quickly learn the value of having someone on watch at all times.

The surprise roll can also be modified by Dexterity, race, class, cleverness, and situation. The DM has the listing of modifiers that apply to given situations. Modifiers can affect either your character’s chance of being surprised or his chance of surprising others. A plus to your die roll reduces the odds that you are surprised; a minus increases those odds. Likewise, a minus to the enemy’s die roll means that the modifier is in your favor, while a plus means that things are going his way. High Dexterity characters are virtually unsurpriseable, caught off guard only in unusual situations.

It is important to bear in mind that surprise and ambush are two different things. Surprise works as explained above. An ambush is prepared by one group to make an unexpected attack on another group and works only if the DM decides the other group cannot detect the ambush. A properly set ambush gives the attackers the opportunity to use spells and normal attacks before the other side reacts. If the ambush succeeds, the ambushing group gets its initial attack and the other group must roll for surprise in the next round so the ambushing group may get two rounds of attacks before the other group can reply.

Effects of Surprise

Characters and monsters that are surprised all suffer the same penalty. They are caught off guard and thus cannot react quickly. The surprising group receives one round of attacks with melee, missile, or magical items. They cannot use these moments of surprise to cast spells.

A ranger on the unsurprised side could fire his long bow twice (two attacks per round) before his opponents could even hope to react. A fighter able to attack twice per round could attempt both hits before any initiative dice are rolled. A mage could unleash a bolt from his wand of lightning before the enemy knew he was there. Of course, what applies to player characters also applies to monsters, so that the leopard in the earlier example could claw and bite before the characters even knew what was happening.

The second effect of surprise is that the surprised characters lose all AC bonuses for high Dexterity during that instant of surprise. The surprised characters are dumbfounded by the attack. Instead of ducking and countering, they’re just standing there rather flat-footed (maybe even with dumb expressions on their faces). Since they don’t grasp the situation, they cannot avoid the hazards and dangers very well.

Surprise can also be used to avoid an encounter. Unsurprised characters can attempt to flee from a surprised group before the other group reacts. Of course, this is not always successful, since escape is greatly dependent upon the movement rates of the different creatures.

If both groups manage to surprise each other, the effects of surprise are cancelled. For example, Rath runs around the corner straight into some lounging guardsmen. Taken by surprise, he stops suddenly and frantically looks for someplace else to run. The guardsmen in turn look up rather stupidly, trying to figure out why this dwarf just raced around the corner. The surprise passes. Rath spots another alley and the guards decide that since he’s running, Rath must be a criminal. Initiative rolls are now made to see who acts first.

Encounter Distance

Once your character or party has an encounter and it has been determined whether or not anyone was surprised, your DM will tell you the range of the encounter – the distance separating you from the other group. Many factors affect encounter distance. These include the openness of the terrain, the weather conditions, whether surprise occurred, and the time of day, to name a few. Although you do not know the exact distance until your DM tells you, surprise, darkness, or close terrain (woods, city streets, or narrow dungeons) usually results in shorter encounter distances, while open ground (deserts, plains, or moors), good light, or advance warning results in greater encounter distances (see Chapter 13).

Encounter Options

Once an encounter occurs, there is no set sequence for what happens next. It all depends on just what your charcacters have encountered and what they choose to do. That’s the excitement of a role-playing game once you meet something, almost anything could happen. There are some fairly common results of encounters, however.

Evasion: Sometimes all you want is for your characters to avoid, escape, or otherwise get away from whatever it is you’ve met. Usually this is because you realize your group is seriously outmatched. Perhaps returning badly hurt from an adventure, your group spots a red dragon soaring overhead. You know it can turn your party to toast if it wants. Rather than take that risk, your group hides, waiting for it to pass. Or, topping a ridge, you see the army of Frazznargth the Impious, a noted warlord. There are 5,000 of them and six of you. Retreat seems like the better part of valor, so you turn your horses and ride.

Sometimes you want to avoid an encounter simply because it will take too much time. While riding with an urgent message for his lord, your character rides into a group of wandering pilgrims. Paying them no mind, he lashes his horse and gallops past.

Evading or avoiding an encounter is not always successful. Some monsters pursue, others do not. In the examples above, Frazznargth the Impious (being a prudent commander) orders a mounted patrol to chase the characters and bring them in for questioning. The pilgrims, on the other hand, shout a few oaths as your galloping horse splashes mud on them and then continue on their way. Your character’s success at evading capture will depend on movement rates, determination of pursuit, terrain, and just a little luck. Sometimes when he really should be caught, your character gets lucky. At other times, well, he just has to stand his ground.

Talk: Your character doesn’t run from encounters all the time, and attacking everything you meet eventually leads to problems. Sometimes the best thing to do is talk, whether it’s casual conversation, hardball negotiation, jovial rumor-swapping, or intimidating threats. In fact, talking is often better than fighting. To solve the problems your DM has created for your character, you need information. Asking the right questions, developing contacts, and putting out the word are all useful ways to use an encounter. Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to creatures.

Fight: Of course, there are times when you don’t want to or can’t run way. (Running all the time is not that heroic.) And there are times when you know talking is not a good idea. Sooner or later, your character will have to fight. The real trick is knowing when to fight and when to talk or run. If you attack every creature you meet, the first thing that will happen is that nobody will want to meet with your character. Your character will also manage to kill or chase off everyone who might want to help him. Finally, sooner or later your DM is going to get tired of this and send an incredibly powerful group of monsters after your character. Given the fact that you’ve been killing everything in sight, he’s justified in doing this.

So it is important always to know who you are attacking and why. As with the best police in the world today, the trick is to figure out who are the bad guys and who are the good guys. Make mistakes and you pay. You may kill an NPC who has a vital clue, or unintentionally anger a baron far more powerful than yourself. NPCs will be reluctant to associate with your character, and the law will find fewer and fewer reason to protect him. It is always best to look on combat as a last resort.

Wait: Sometimes when you encounter another group, you don’t know what you should do. You don’t want to attack them in case they are friendly, but you don’t want to say anything to provoke them. What you can do is wait and see how they react. Waiting is a perfectly sensible option. However, there is the risk that in waiting, you lose the advantage should the other side suddenly decide to attack. Waiting for a reaction so that you can decide what to do causes a +1 penalty to the first initiative roll for your group, if the other side attacks.

Of course, in any given encounter, there may be many other options open to your character. The only limit is your imagination (and common sense). Charging a band of orcs to break through their lines and flee may work. Talking them down with an elaborate bluff about the army coming up behind you might scare them off. Clever use of spells could end the encounter in sudden and unexpected ways. The point is, this is a role-playing game and the options are as varied as you wish to make them.

Treasure

Hidden out there in the campaign world are great treasures awaiting discovery. Ancient dragons rest on huge hordes of gold, silver, and gems. Orc chieftains greedily garner the loot from the latest raid. Mindless jellies ooze through the bones and armor of unfortunate souls. Foul lords of darkness cunningly leave small fortunes apparently unguarded like spiders luring in the flies. Stooped wizards assemble shelves of arcane magical items. Some treasures, like those of dragons, are gathered and horded for reasons fully understood only by their collectors. Others are gathered for more mundane purposes – power, luxury, and security. A rare few troves date from eons before, their owners long dead and forgotten. Some treasure hordes are small, such as the pickings of a yellow mold. Others are enormous, such as the Tyrant King’s treasury. Treasures may be free for the taking or fiercely trapped and watched over.

Treasure Types

Treasure comes in many different forms and sizes, ranging from the mundane to the exotic. There are of course coins of copper, silver, gold, electrum, and platinum. But precious metals can also be shaped into gilded cups, etched bowls, or even silverware. Characters know the value of coins and will have no difficulty establishing their worth in most cases. However, ancient treasure hordes may contain coins no longer used. It may be that these can be sold only by their weight. Objects made of valuable metal are even more difficult to appraise. Either the characters must find a goldsmith who can value the item and a buyer willing to pay a fair price, or these too must be melted down for their metal. In large cities this is not too difficult. There are always appraisers and fences handy, although getting full value might be difficult. (Accusations of theft are another small problem.) Characters must be aware of cheats and counterfeiters though. An apparently valuable bowl could actually be base metal plated in silver. The metal of coins could be debased with copper or brass. Weights could be rigged to give false prices. Characters must find merchants they can trust.

Gems are another common form of treasure and here player characters are even more dependent on others. Unless the party has a skilled appraiser of precious stones, they’re going to have to trust others. After all, those red stones they found in the last treasure could be cheap glass, richly colored but only marginally valuable quartz, semi-precious garnets, or valuable rubies. Again, the player characters are going to have to find a jeweler they  can trust and be watchful for cheats and scams. However, truly tricky DMs might present your characters with uncut gems. These are almost impossible for the untrained eye to spot or appraise. Most characters (and most players) are not going to realize that a piece of unremarkable stone can be a valuable gem when properly cut.

Perhaps the most difficult of all treasure items to appraise are objects of artistic value. While gems cut or uncut are valuable, their worth can be greatly increased when used in a piece of jewelry. Gold is valuable by weight, but even more so when fashioned into a cup or pin. Dwarven craftsmen from hidden communities practice the finest arts of gem-cutting, while  gnomish artisans in earthen burrows labor away on elaborate gold and silver filigrees. Ancient elven carvings, done in exquisitely grained woods, stand side by side with the purest of statues chiseled by man. All of these have a value that goes far beyond their mere materials.

But artistic creations seldom have a fixed value. Their price depends on the player characters finding a buyer and that person’s willingness to buy. A few large cities may have brokers in arts, merchants who know the right people and are willing to act as go-betweens. Most of the time, however, the player characters have to go to the effort of peddling their wares personally. This requires tact and delicacy, for such items are seldom bought by any but the wealthy and the wealthy often do not like stooping to business negotiations. Player characters must carefully avoid giving insult to the barons, dukes, counts, and princes they might deal with.

Finally, there are the truly unusual things your character can find – furs, exotic animals, spices, rare spell components, or even trade goods. As with art objects, the values of these items are highly subjective. First the player characters have to find a buyer. This is not too difficult for everyday things, such as furs or trade goods, but it can be a tremendous enterprise if you have a spell component that is useful only to the most powerful of wizards. Next the PCs must haggle about the price. Furriers and merchants do this as a matter of course. Others haggle because they hope the PCs do not know the true value of what they hold or because they themselves do not know. After all this, the PCs might be able to sell their goods. However, if you enter into this in the true spirit of role-playing and see it as part of the adventure, the whole process is enjoyable.

Magical Items

The treasures mentioned thus far are all monetary. Their usefulness is immediate and obvious. They give characters wealth, and with wealth comes power and influence. However, there are other treasures, very desirable ones, that your characters will not want to sell or give away. These are the magical items that your characters find and use.

Although priests and wizards can make magical items (according to the guidelines your DM has for magical research), it is far more common for characters to find these items during the course of adventures. Magical items are powerful aids for characters. With them, characters can gain bonuses in combat, cast spells with the mere utterance of a word, withstand the fiercest fire, and perform feats impossible by any other known means. Not all magical items are beneficial, however. Some are cursed, the result of faulty magical construction or, very rarely, the deliberate handiwork of some truly mad or evil wizard.

A very few magical items are artifacts – items created by beings more powerful than the greatest player characters. These are perilously dangerous items to use. There are only three methods to determine how to use artifacts – dumb luck, trial and error, and diligent research.

There are many different magical items your character can find, but they all fall into a few basic categories. Each type of magical item has properties you should be aware of.

Magical Weapons: There can be a magical version of nearly any type of normal weapon, although there are admittedly few magical bardiches or guisarme-voulges. By far the most common magical weapons are swords and daggers. A magical weapon typically gives a +1 or greater bonus to attack rolls, increasing a character’s chance to hit and cause damage. Perhaps magical swords are quicker on the attack, or maybe they’re sharper than normal steel – the explanation can be whatever the DM desires. Whatever the reason, magical weapons give results far beyond those of even the finest-crafted non-magical blade.

When you find a magical weapon, more than likely you do not know its properties. Some functions, such as the advantage it gives you in combat, can be learned by trial and error. Other properties must be learned through research and spells. Ancient histories and legend lore spells can provide information on the properties of your weapon. On rare occasions, properties are discovered through blind luck. Simply commanding the weapon to activate one power after another (hoping it will suddenly spring to life) works only for the most minor abilities – detecting danger, spotting secret doors, or locating treasure. Greater abilities require that specific commands be uttered, perhaps in long-forgotten languages.

Magical Armor: Enchanted armors are the complements to magical weapons. These armors have a +1 or better bonus to their normal Armor Class, being made of stuff stronger and finer than non-magical armor. Furthermore, these armors grant some measure of protection against attacks that normal armors would not stop. Chain mail +1, for instance, improves the character’s saving throw against the fiery breath of a dragon by 1, thus providing more than just a physical shield. In rare instances, armor may possess extraordinary powers. Although such armors are generally finely made and elaborately engraved, characters can discover the armor’s powers only by the same methods they use to discover the powers of magical weapons.

Potions and Oils: Magical potions and oils are easily found but hard to identify. They come in small bottles, jugs, pots, or vials and dearly radiate magic if a detection spell is used. However, the effect of any potion is unknown until some brave soul tries a small sample. The results can be quite varied. The imbiber may discover he can float or fly, resist great heat or cold, heal grievous wounds, or fearlessly face the greatest dangers. He may also find himself hopelessly smitten by the first creature he sees or struck dead by a powerful poison. It is a risk that must be taken to learn the nature of the potion.

Scrolls: Scrolls are a convenience and luxury for spellcasters. By reading the incantation written on the pages, the priest or wizard ean instantly cast that spell. He does not need to memorize it, have the material components handy, or do any of the things normal spellcasting requires. Experienced and powerful wizards normally spend their evenings preparing such scrolls for their own adventuring use.

Some scrolls are usable by all characters, granting special but temporary protections from various dangers – evil creatures, werewolves, powerful beings from other planes, etc. Other scrolls bear hideous or humorous curses, brought into effect at the mere reading of their titles. Unfortunately, the only way to know what a scroll contains is to silently scan its contents. For scrolls containing wizard spells, this requires the use of a read magic spell. Other scrolls can be read by all. This scan does not cast the spell written on the scroll, but it tells the character what is written there (and exposes him to the effects of curses). Once the scroll is read, it can be used at any time in the future by that character.

Rings: Magical rings are usable by many different classes and bestow a wide range of powers, from pyrotechnic displays to wishes. While the aura of a magical ring can be detected, its properties cannot be discovered until it is worn and the command word is uttered. (The command word is most commonly found inscribed on the inside of the band.) As with all magical items, some rings can harm your character. Worse still, cursed rings can be removed only wtth the aid of spells!

Wands, Staves, and Rods: These are among the most powerful of standard magical items. Wands are commonly used by wizards, allowing them to cast powerful spells with the flick of a wrist. Staves can be used by either a wizard or a priest. Staves can be truly destructive, dwarfing even the potential of a wand. Rods are the rarest of all, the accouterments of witch-kings and great lords. With rods come dominance and power.

Fortunately for your character, few of these items are cursed or dangerous to handle. But all must be operated by a command word – a specific word or phrase that triggers the power within. No wand, stave, or rod shows any indication of its powers by mere sight or handling. Careful research and probing are most often needed to tap the potential stored within.

Wands, staves, and rods are not limitless in their power. Each use drains them slightly, using up a charge. There is no power gauge or meter showing what is left. A character discovers his wand is drained only when it no longer functions or suddenly crumbles into useless dust.

Miscellaneous Magic: Miscellaneous magical items are where the true variety of magical treasures lies. Each item possesses some unique power. There are horseshoes to make your horse go faster. brooms to ride, sacks that hold more than they should, paints that create real things, girdles that grant great strength, caps to make your character smarter, books that increase ability scores, and much, much more. Each item is different and not all can be identified in the same way. The effects of some become obvtous the instant the item is handled, donned, or opened. Others require research and questioning to learn the command word needed to activate them. All are quite valuable and rare.

Artifacts and Relics: Finally. there are artifacts and relics. Don’t count on your PC ever finding one of these rarest of all magical items. Even if your character does find one, think carefully before you decide to let him keep it permanently. Artifacts are the most powerful magical items in the game. Indeed, many are powerful enough to alter the course of history! They are all unique and have unique histories. You can never find more than one Hand of Vecna in a world. Because it is so unique, each artifact has special and significant powers. Artifacts never appear by accident; they are always placed by the DM.

Finding artifacts is always the result of a very special adventure. Your DM has placed that artifact for a reason. It is not likely that he really intends for your characters to keep it. Instead, he has something arranged in which you need that artifact for a specific purpose. The problem with keeping artifact is that they are too powerful. Not only do they unbalance your character in the short run, they also eventually corrupt and destroy him. The magical power of artifacts is such that they destroy their owners sooner or later. There is a price to be paid for power, and it is not a cheap one.

Dividing and Storing Treasure

Once your group completes a successful adventure, it is almost certain to have collected some treasure. Therefore, it helps to have some prearranged agreement about how this treasure is to be divided among the different player characters and their henchmen. This is a true role-playing decision that must be reached among all the players at the table. There arc no rules about how your characters should divide treasures.

However, there are some suggested methods and reasons to make or not make some agreements. If you bear these in mind, you will have fewer arguments and bad feelings between the different players and their characters in your group.

Cash treasure is the easiest. The most direct and simplest method is equal shares for all player characters and full or half shares for all henchtnen. A player may argue that his character’s contribution was greater than that of other characters, but these things average out in the long run. Besides, that player has no real idea of the contribution of others. A character who guarded the rear may have discouraged hidden opponents from springing an ambush on the group, something that only the DM knows.

Additional considerations include extraordinary costs. Some adventuring groups establish a special fund to pay the costs (if there are any) of healing, resurrecting, or restoring fellow player characters. Again this works on the principle that all faced the danger and therefore all should share equally in the expenses. Other groups make allowances for differing character levels (higher level characters assumedly shouldered more of the burden of the adventure, and so should be rewarded proportionately.) Some parties give special rewards to those who took greater chances or saved others. These encourage everyone in the group to take part.

Magical treasure is more difficult to divide up, since there is rarely enough to give a useful item to every character, nor are all items of equal value or power. Here you must rely more on your sense of fairness if you wish to maintain party harmony. Since magical items are worthwhile to a party only if they can be used, your first concern should normally be to get the right item into the right hands. A magical sword in the possession of a wizard is not nearly as useful as it would be in the hands of a fighter. Likewise, a wand does a fighter little good but could be a potent addition to a wizard. Therefore it is a good idea to match items to characters.

Alternatively, your party could determine the price an item would sell for, and then make it available to any PC who is willing to give the rest of the party that amount of money. If more than one player is willing to pay the price, the interested players could roll dice to see who gets the item. Or, for items that several characters could all use equally well (such as a potion of healing that is useful to all), the characters can bargain with each other and roll dice for choices. A player character may relinquish a claim on one magical item in exchange for another. A character who has already received a magical item may not be allowed another choice if there are not enough pieces to go around. If no other agreement can be reached, the players can roll dice and have their characters pick in descending order. It is a fair method (since people cannot rightfully complain about a random roll), but it can create imbalances. One or two characters could wind up with the bulk of the magical items over the course of several adventures. At this point, they would be wise to voluntarily withdraw from the selection process.

There are tactical issues to think about when distributing treasure. It is simply not wise for one or two character to carry the bulk of the party’s magical items. Successful adventurers spread their gear throughout their party. (This holds true even for explorers and specific forces in the real world.) This way, if one character falls off the cliff and disappears forever or is spirited away by an invisible stalker, the party has not lost everything. To illustrate another consideration, you are better off to have the fighters, thieves, and mages carry the healing potions rather than let the cleric do it, since he has healing spells. If he has both the healing spells and the potions and should disappear into the mist, your party has lost all its healing ability. If it is spread around through the group, at worst you might lose the potions or the spells, but not both (unless disaster really strikes, in which case there is no way to prevent it anyway). In the end, you will find that it does not pay to be too greedy.

Once your characters have assembled a sizeable amount of treasure, they have to find some place to keep it. If your DM is running a fairly medieval campaign, one thing PCs are not going to find is a bank like today’s. Instead, your characters must find other ways to keep their money secure. Chests with strong locks are a good start, but there are still better methods. One choice is to make the treasure small enough that you can carry it with you at all times. (Of course, one good mugging and you’re broke.) There is also the difficulty of buying a drink with a 1,000-gp gem. A second choice is to place your money in the hands of someone you think you can trust. We all know what the risks are there. You could have your character give his fortune to a local lord or church and then hope to call in favors at a future date. This is not quit as foolish as it sounds. If the beneficiary of your largess refuses to honor your agreement, you’ll never give him money again and neither will anyone else, most likely. If no one gives himany money, where will he find the funds to support his life-style? No, such a person must seriously try to honor his commitments. Of course, he may not do as much as you would like. The best solution is that used throughout history – buy goods and chattels. Land, livestock, and trade goods are harder to steal and harder to lose. If you must keep a large fortune, it is best to keep it in something that can be carried easily and is unlikely to be stolen.

Combat

The AD&D game is an adventure game designed to give players a feeling of excitement and danger. Characters brave the unknown perils of moldering dungeons and thorn-covered wilderness, facing off against hideous monsters and evil villains. Thus, it is important for all players to know the basic rules for handling combat.

To create the proper sense of danger and excitement, the rules for combat must be thorough, but they must also be playable and exciting enough to create a vivid picture in the minds of the players. Combat in the AD&D game has to allow many different actions and outcomes as many as the imagination can produce. Knowing that anything could happen next (because the rules allow it) creates excitement for everyone.

More Than Just Hack-and-Slash

As important as fighting is to the AD&D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat in this chapter.

In addition to explaining the basic mechanics of hitting and missing, there are rules here for turning undead, special ways to attack and defend, poison, heroic feats, and more.

Definitions

Many game terms are used throughout the combat rules. To understand the rules, players must understand these terms, so brief explanations appear below. Further details are provided throughout this chapter.

Armor Class (AC) is the protective rating of a type of armor. In some circumstances, AC is modified by the amount of protection gained or lost because of the character’s situation. For instance, crouching behind a boulder improves a character’s Armor Class, while being attacked from behind worsens his AC.

Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task.

Armor Class is measured on a scale from 10, the worst (no armor), to -10, the best (very powerful magical armors). The lower the number, the more effective the armor. Shields can also improve the AC of a character (see page 75).

Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. But even a character with a Dexterity bonus can have this bonus negated if he is attacked from the rear.

Damage is what happens to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points. Each time a character is hit, he suffers points of damage. It could be as little as 1 point to as many as 80 or more. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead.

Initiative determines the order in which things happen in a combat round. Like so many things in the world, initiative is determined by a combination of ability, situation, and chance.

At the start of each round of a battle, an initiative roll is made by both sides. This roll can be modified by the abilities of the combatants and by the situation. The person or side with the lower modified die roll acts first.

Melee is any situation in which characters are battling each other hand-to-hand, whether with fists, teeth, claws, swords, axes, pikes, or something else. Strength and Dexterity are valuable assets in melee.

Missile combat is defined as any time a weapon is shot, thrown, hurled, kicked, or otherwise propelled. Missile and melee combat have the same basic rules, but there are special situations and modifiers that apply only to missile combat.

Saving throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level; Dexterity and general mental fortitude aid in honing combat senses. Experience makes saving throws easier.

Surprise can happen any time characters meet another group unexpectedly (monsters, evil knights, peasants, etc.). Surprise is simply what happens when one side – a person or party – is taken unawares, unable to react until they gather their wits. Their opponents, if unsurprised, are allowed a bonus round of action while the surprised characters recover. It’s entirely possible for both sides in a given situation to be surprised!

Attacking with surprise gives bonuses to the attack roll (see Table 51). A surprised character also has a decreased chance of rolling a successful saving throw, if one is needed.

Surprise is determined by a die roll and is normally checked at the beginning of an encounter. Surprise is very unpredictable, so there are very few modifiers to the roll.

THAC0 is an acronym for “To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THAC0 depends on a character’s group and level (see Table 53 on page 91). The THAC0 number can be used to calculate the number needed to hit any Armor Class. THAC0 is refigured each time a character increases in level. Using THAC0 speeds the play of combat greatly.

The Attack Roll

At the heart of the combat system is the attack roll. This is the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to-hit” number.

Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, tackling, and other hand-to-hand attacks. Attack rolls are also used to resolve a variety of potentially injury-causing actions that require accuracy (e.g., throwing a rock at a small target or tossing a sword to a party member in the middle of a fight).

Figuring the To-Hit Number

The first step in making an attack roll is to find the number needed to hit the target. Subtract the Armor Class of the target from the attacker’s THAC0. (Remember that if the Armor Class is a negative number, you add it to the attacker’s THAC0.) The character has to roll the resulting number, or higher, on 1d20 to hit the target.

Here’s a simple example: Rath has reached 7th level as a fighter. His THAC0 is 14 (found on Table 53), meaning he needs to roll a 14 or better to hit a character or creature of Armor Class 0. In combat, Rath, attacking an orc wearing chainmail armor (AC 6), needs to roll an 8 (14 – 6 = 8) to hit the orc. An 8 or higher on 1d20 will hit the orc. If Rath hits, he rolls the appropriate dice (see Table 44) to determine how much damage he inflicts.

The example above is quite simple – in a typical AD&D® game combat situation, THAC0 is modified by weapon bonuses, Strength bonuses, and the like (the next section “Modifiers to the Attack Roll” lists the specifics of these modifiers). Figure Strength and weapon modifiers, subtract the total from the base THAC0, and record this modified THAC0 with each weapon on the character sheet. Subtract the target’s Armor Class from this modified THAC0 when determining the to-hit number.

Here’s the same example, with some common modifiers thrown in: Rath is still a 7th-level fighter. He has a Strength of 18/80 (which gives him a +2 bonus to his attack roll). He fights with a long sword +1. His THAC0 is 14, modified to 12 by his Strength and to 11 by his weapon. If attacking the orc from the earlier example, Rath would have to roll a 5 or higher on 1d20 in order to hit (11 – 6 = 5). Again, Table 44 would tell him how much damage he inflicts with his weapon (this information should also be written on his character sheet).

The DM may also throw in situational modifiers, (e.g., a bonus if the target is struck from behind, or a penalty if the target is crouching behind a boulder). If the final, modified die roll on 1d20 is equal to or greater than the number needed to hit the target, the attack succeeds. If the roll is lower than that needed, the attack fails.

Modifiers to the Attack Roll

In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll.

Strength Modifiers: A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a spear or an axe).

A positive Strength modifier can be applied to bows if the character has a special bow made for him, designed to take advantage of his high Strength. Characters with Strength penalties always suffer them when using a bow weapon. They simply are not able to draw back the bowstring far enough. Characters never have Strength modifiers when using crossbows – the power of the shot is imparted by a machine, not the player character.

Magical items: The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one. A suit of chain mail +1 improves the Armor Class of the character by one (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class.

There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll.

Table 51 lists some standard combat modifiers. Positive numbers are bonuses for the attacker; negative numbers are penalties.

Table 51: COMBAT MODIFIERS
Situation Attack Roll Modifier
Attacker on higher ground +1
Defender invisible -4
Defender off-balance +2
Defender sleeping or held Automatic*
Defender stunned or prone +4
Defender surprised +1
Missile fire, long range -5
Missile fire, medium range -2
Rear attack +2

*If the defender is attacked during the course of a normal melee, the attack automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically.

Weapon Type vs. Armor Modifiers (Optional Rule)

Not all weapons perform the same. If they did, there would be no need for the wide variety of weapons that exists. Only one form of each weapon-type, the most useful one, would be used throughout the world. This is obviously not the case.

Aside from the differences in size, weight, length, and shape, certain types of weapons are more useful against some types of armor than others. Indeed, the different armors and weapons of the world are the result of an ancient arms race. Every new weapon led to the development of a new type of armor designed to counter it. This led to new weapons, which led to new armor, and so on.

The Various Types of Weapons

In the AD&D® game, weapons fall into several categories, based on how they are used. The basic categories are slashing, piercing, and bludgeoning.

Slashing weapons include swords, axes, and knives. Damage is caused by the combination of weight, muscle, and a good sharp edge.

Piercing weapons (some swords, spears, pikes, arrows, javelins, etc.) rely on the penetrating power of a single sharp point and much less on the weight of the weapon.

Bludgeoning weapons (maces, hammers, and flails) depend almost entirely on the impact caused by weight and muscle. A few weapons, particularly some of the more exotic polearms, fall into more than one of these categories. A halberd can be used as a poll-axe (a slashing weapon) or as a short pike (a piercing weapon). The versitality of these weapons provides the user with a combat advantage, in that the mode most favorable to the attacker can be used, depending upon the situation.

Natural weapons can also be classified according to their attack type. Claws are slashing weapons; bite pierces; a tail-attack bludgeons. The DM must decide which is most appropriate to the creature and method of attack.

Armor types, in turn, have different qualities. Field plate is more effective, overall, than other armors by virtue of the amount and thickness of the metal, but it still has specific weaknesses against certain classes of weapons.

Table 52 lists the weapon vs. armor modifiers applied to the attacker’s THAC0, if this optional system is used. To use this table, the actual armor type of the target must be known in addition to the target’s Armor Class. The bonuses of magical armor do not change the type of armor, only the final Armor Class.

This system is used only when attacking creatures in armor. The modifiers are not used when attacking creatures with a natural Armor Class.

Table 52: WEAPON TYPE VS. ARMOR MODIFIERS
Armor Type Slash Pierce Bludgeon
Banded mail +2 0 +1
Brigandine +1 +1 0
Chain mail * +2 0 -2
Field Plate +3 +1 0
Full Plate +4 +3 0
Leather armor * * 0 -2 0
Plate mail +3 0 0
Ring mail +1 +1 0
Scale mail 0 +1 0
Splint mail 0 +1 +2
Studded leather +2 +1 0

* Includes bronze chain mail
* * Includes padded armor and hides

Impossible To-Hit Numbers

Sometimes the attacker’s to-hit number seems impossible to roll. An attack may be o difficult it requires a roll greater than 20 (on 20-sided die!), or so ridiculously easy it can be made on a roll less than 1. In both cases, an attack roll is still required!

The reason is simple: With positive die roll modifiers (for magic, Strength, situation, or whatever), a number greater than 20 can be rolled. Likewise, die roll penalties can push the attack roll below 0. No matter what number a character needs to hit, a roll of 20 is always considered a hit and a roll of 1 is always a miss, unless the DM rules otherwise. Under most circumstances, a natural 20 hits and a natural 1 misses, regardless of any modifiers applied to the die roll.

Thus, even if a character’s chance to hit a monster is 23 and the character has a -3 penalty applied to the die roll, he might be able to score a hit – but only if the die roll is a 20 before any modifiers are applied. Likewise, a character able to hit a monster on a 3 or better, waving a sword +4, could still miss if a 1 is rolled on the die.

There are no sure things, good or bad, in the unpredictable chaos of combat situations.

Calculating THAC0

To make an attack roll, the character’s THAC0 must be known. This depends on the group and level, if the attacker is a player character or NPC, or the Hit Dice if the attacker is a monster or an animal. All 1st-level characters have THAC0s of 20, regardless of class.

For a character of level 1 through level 20, consult Table 53. This table lists the THAC0 number of each group through 20th level, so players don’t have to perform any calculations.

For a character higher than 20th level, find the Improvement Rate for the character’s group in Table 54. There you’ll find the number of levels a character must advance to reduce his THAC0 by 1 (or more) points. Calculate the character’s THAC0 according to his level.

The DMG contains the information on monster THAC0s.

Table 53: CALCULATED THAC0S
  Level
Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
Warrior     20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14

Table 54: THAC0 ADVANCEMENT
  Improvement Rate
Group Points/Level
Priest 2/3
Rogue 1/2
Warrior 1/1
Wizard 1/3

Combat and Encounters

Encounters are the heart of the AD&D game. Since encounters with monsters and NPCs often lead to combat, an understanding of what happens during battles is vital for everyone. There are several factors the DM will consider in any combat, most of which arise from the circumstances of the encounter. Is anyone surprised? How far apart are the opponents? How many of them are there? Answers to these questions are found in the Encounter section of the DMG. These are questions common to all encounters, whether combat occurs or not.

The Combat Round

If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important). A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a tum equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds.

But these are just approximations – precise time measurements are impossible to make in combat. An action that might be ridiculously easy under normal circumstances could become an undertaking of truly heroic scale when attempted in the middle of a furious, chaotic battle.

Imagine the simple act of imbibing a healing potion. First, a character decides to drink the potion before retiring for the night. All he has to do is get it out of his backpack, uncork it, and drink the contents. No problem.

Now imagine the same thing in the middle of a fight. The potion is safely stowed in the character’s backpack. First, he takes stock of the situation to see if anyone else can get the potion out for him, but, not surprisingly, everyone is rather busy. So, sword in one hand, he shrugs one strap of the pack off his shoulder. Then, just as two orcs leap toward him, the other strap threatens to slip down, entangling his sword arm. Already the loose strap keeps him from fully using his shield.

Holding the shield as best as possible in front of him, he scrambles backward to avoid the monsters’ first wild swings. He gets pushed back a few more feet when a companion shoulders past to block their advance. His companion bought him a little time, so he kneels, lays down his sword, and slips the backpack all the way off. Hearing a wild cry, he instinctively swings his shield up just in time to ward off a glancing blow.

Rummaging through the pack, he finally finds the potion, pulls it out, and, huddling behind his shield, works the cork free. Just then there is a flash of flame all around him – a fireball! He grits his teeth against the heat, shock, and pain and tries to remember not to crush or spill the potion vial. Biting back the pain of the flames, he is relieved to see the potion is still intact.

Quickly, he gulps it down, reclaims his sword, kicks his backpack out of the way, and runs back up to the front line. In game terms, the character withdrew, was missed by one attacker, made a successful saving throw vs. spell (from the fireball), drank a potion, and was ready for combat the next round.

What You Can Do In One Round

Whatever the precise length of a combat round, a character can accomplish only one basic action in that round, be it making an attack, casting a spell, drinking a potion, or tending to a fallen comrade. The basic action, however, may involve several lesser actions.

When making an attack, a character is likely to close with his opponent, circle for an opening, feint here, jab there, block a thrust, leap back, and perhaps finally make a telling blow. A spell caster may fumble for his components, dodge an attacker, mentally review the steps of the spell, intone the spell, and then move to safety when it is all done. It has already been shown what drinking a potion might entail. All of these things might happen in a bit less than a minute or a bit more, but the standard is one minute and one action to the round.

Some examples of the actions a character can accomplish include the following:

  • Make an attack (make attack rolls up to the maximum number allowed the character class at a given level)
  • Cast one spell (if the casting time is one round or less)
  • Drink a potion
  • Light a torch
  • Use a magical item
  • Move to the limit of his movement rate
  • Attempt to open a stuck or secret door
  • Bind a character’s wounds
  • Search a body
  • Hammer in a spike
  • Recover a dropped weapon

There are also actions that take a negligible amount of time, things the character does without affecting his ability to perform a more important task. Examples of these include the following:

  • Shout warnings, brief instructions, or demands for surrender, but not conversations where a reply is expected.
  • Change weapons by dropping one and drawing another.
  • Drop excess equipment, such as backpacks, lanterns, or torches.

The Combat Sequence

In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus combats are filled with unknowns – unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions that occur. Within a combat round, there is a set series of steps that must be followed. These steps are:

  1. The DM decides what actions the monsters or NPCs will take, including casting spells (if any).
  2. The players indicate what their characters will do, including casting spells (if any).
  3. Initiative is determined.
  4. Attacks are made in order of initiative.

These steps are followed until the combat ends – either one side is defeated, surrenders, or runs away.

NPC/Monster Determination: In the first step, the DM secretly decides in general terms what each opponent will do – attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters actions.

Player Determination: Next, the players give a general indication of what their characters are planning to do. This does not have to be perfectly precise and can be changed somewhat, if the DM decides circumstances warrant.

If the characters are battling goblins, a player can say, “My fighter will attack” without having to announce which goblin he will strike. If the characters are battling a mixed group of goblins and ogres, the player has to state whether his character is attacking goblins or ogres.

Spells to be cast must also be announced at this time and cannot be changed once the initiative die is rolled.

Before moving on, the DM will make sure he has a clear idea of not only what the player characters are doing, but also what actions any hirelings and henchmen are taking. Once he has a clear view of everything that’s likely to happen, the DM can overrule any announced action that violates the rules (or in the case of an NPC, is out of character).

He is not required to overrule an impossible action, but he can let a character attempt it anyway, knowing full well the character cannot succeed. It is not the DM’s position to advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters.

Initiative: In the third step, dice are rolled to determine initiative, according to the rules for initiative (this page).

Resolution: In the last step, PCs, NPCs, and monsters make their attacks, spells occur, and any other actions are resolved according to the order of initiative.

The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM’s word is final.

Here’s an example of the combat sequence in action: Rath is leading a party through the corridors of a dungeon. Right behind him are Rupert and Delsenora. Rounding a bend, they see a group of orcs and trolls about 20 feet away. No one is surprised by the encounter.

The DM has notes telling him the orcs are hesitant. He secretly decides that they will fall back and let the trolls fight. The trolls, able to regenerate, are naturally overconfident and step forward to the front rank (cursing the orcs at the same time) and prepare to attack. Turning to the players, the DM asks, “What are you going to do?”

Harry (playing Rath, a dwarf who hates orcs): “Orcs?-CHARGE!”
Anne (playing Delsenora the Mage): “Uh – what!? Wait – don’t do that… I was going to… now I can’t use a fireball.”
DM: ”Rath is charging forward. Quick – what are you doing?”
Jon (playing Rupert, the half-elf, to Anne): “Cast a spell! (To DM) Can I fire my bow over him?”
DM: “Sure, he’s short.”
Jon: “OK, I’ll shoot at orcs.”
DM: “Anne, tell rne what Delsenora’s doing or she’ll lose the round trying to make up her mind!”
Anne: “I Got it! – Acid arrow spell at the lead troll.”
DM: “Fine. Harry, Rath is in front. Roll for initiative.”

Initiative

The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another.

Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s).

There are also two optional methods that can be used to determine initiative. Each of these optional methods breaks the group action down into more individual initiatives. However, the general method of determining initiative remains the same in all cases.

Standard Initiative Procedure

To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative.

If both (or all) sides roll the same number for initiative, everything happens simultaneously – all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a mage to be slain by goblins who collapse from his sleep spell at the end of the round.

Initiative Modifiers

Situational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.

Table 55: STANDARD MODIFIERS TO INITIATIVE
Specific Situation  Modifier
Hasted -2
Slowed +2
On higher ground -1
Set to receive a charge -2
Wading or slippery footing +2
Wading in deep water +4
Foreign environment * +6
Hindered (tangled, climbing, held) +3
Waiting (see p. 112) +1

* This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free movement, for example).

Everyone in the party who will be involved in the round’s action must qualify for the modifier. For example, all members of a party must be on higher ground than the opposition in order to get the higher ground modifier. The DM will probably ask each player where his character is standing in order to clarify this.

The side with the lowest modified roll on 1d10 has the initiative and acts first.

Continuing the example above, the DM decides that one initiative roll is sufficient for each group and no modifiers are needed for either group. (Although Rath is charging. the orcs and trolls are too busy rearranging their lines to be set to receive his charge and so the -2 to receive charge is not used.)

Harry, rolling for the player characters, gets a 7 on a 10-sided die. The DM rolls a 10. The player characters, having the lowest number, act first. Delsenora’s acid arrow strikes one of the trolls just as Rath takes a swing at the last of the fleeing orcs. A bowshot from Rupert drops another one of the creatures as it takes its position in the second rank. Now the monsters strike back.

The orcs manage to finish forming their line. Enraged by the acid, the lead troll tears into Rath, hurting him badly. The others swarm around him, attempting to tear him limb from limb.

Group Initiative (Optional Rule)

Some people believe that using a single initiative roll for everyone on the same side is too unrealistic. It is, admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative.

Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56.

Table 56: OPTIONAL MODIFIERS TO INITIATIVE
Specific Situation Modifier
Attacking with weapon Weapon speed
Breath weapon +1
Casting a spell Casting time
Creature size (Monsters attacking with natural weapons only) *  
– Tiny 0
– Small +3
– Medium +3
– Large +6
– Huge +9
– Gargantuan +12
Innate spell ability +3
Magical Items * *  
– Miscellaneous Magic +3
– Potion +4
– Ring +3
– Rods +1
– Scroll Casting time of spell
– Stave +2
– Wand +3

* This applies only to creatures fighting with natural weapon – claws, bites, etc. Creatures using weaponry use the speed factor of the weapon, regardless of the creature’s size.
* * Use the initiative modifier listed unless the item description says otherwise.

Some of the modifiers depend on ability, spell, and weapon. Characters casting spells (but not monsters using innate abilities) must add the spellcasting time to the die roll. Character attacking with weapons add the weapons’ speed factors to the die roll (see pages 68 and 69). All other modifiers are applied according to each individual’s situation.

Example: In the second round of the combat, the DM decides to use the modified group initiative. Rath is surrounded by trolls and not in the best of health. The rest of the party has yet to close with the monsters.

The DM decides that one troll will continue attacking Rath, with the help of the orcs, while the other trolls move to block reinforcements. In particular, the troll burned by the acid arrow is looking for revenge. The DM then turns to the players for their actions.

Players (all at once): “I’m going to…” “Is he going?…” “I’m casting a…”
DM (shouting): “One at time! Rath?”
Harry: “I’ll blow my horn of blasting.”
DM: “It’ll take time to dig it out.”
Harry: ”I don’t care, I’m doing it.”
]on: “Draw my sword and attack one of the trolls!”
DM: “Anne?”
Anne (not paying attention to the other two): “Cast a fireball.”
Harry and Jon: “NO! DON’T!”
DM: “Well, is that what you’re doing? Quickly!”
Anne: “No, I’ll cast a haste spell! Centered on me, so Rupert and Rath are just at the edge.”
DM: “Okay. Harry, roll initiative and everyone modify for your actions.”

Harry rolls 1d10 and gets a 6. The DM rolls for the monsters and gets a 5. Each person’s initiative is modified as follows:

Rath is using a miscellaneous magical item (modifier +3). His modified initiative is 9 (6 + 3 = 9).
Rupert is using a bastard sword +1 with two hands (weapon speed 7 instead of 8 because of the +1). His modified initiative is 13 (6 + 7 = 13).
Delsenora is Casting a spell (haste spell, casting time 3). Her modified initiative is the same as Rath 5, 9.
The trolls are attacking with their claws and bites (large creatures attacking with natural weapons +6). Their modified initiative is 11 (5 + 6 = 11).
The orcs are using long swords (weapon speed 5). Their modified initiative is 10 (5 + 5 = 10).

After all modified initiatives are figured, the combat round goes as follows:

Delsenora (initiative 9) completes her spell at the same time that Rath (9) brings the house down on the orcs with his horn of blasting.
The orcs (initiative 10) would have gone next, but all of them have been crushed under falling rock.
The three trolls (initiative 11) are unfazed and attack, one at Rath and the other two springing forward, hitting Delsenora and missing Rupert.
Finally, Rupert (initiative 13) strikes back. He moved too slowly to block one troll’s path to Delsenora, but manages to cut off the second. Things look very grim for the player characters.

 

Individual Initiative (Optional Rule)

This method of determining initiative is the same as that just given earlier, except that each PC, NPC, and monster involved in the fight rolls and then modifies his own initiative roll. This gives combat a more realistic feel, but at the expense of quick play.

To players, it may not seem like too much for each to roll a separate initiative die, but consider the difficulties: Imagine a combat between six player characters (each controlled by a player) and five hirelings and henchmen against 16 hobgoblins and five ogres (all of which must be rolled by the DM).

Furthermore, each die roll must be modified according to each individual’s actions. The resulting rolls make every combat round a major calculation.

This method is not recommended for large-scale combats. It is best used with small battles in which characters on the same side have vastly different speeds.

Example: In the third round of combat, the DM decides to use individual initiatives. Each character is involved in his own fight and there aren’t too many to deal with. Cut off from retreat by fallen rock, the trolls attack. The DM asks the players their intentions.

Harry: “Hit him with my hammer +4!”
Rupert: “Chop him up.”
Anne (now in serious trouble): “Cast a burning hands spell.”

Each character or monster now rolls 1d10. The rolls and modified results are:

Rath rolls a 2 and is attacking with his hammer (weapon speed 0 instead of 4 due to +4) and is hasted (-2), so his modified initiative is 0.
Rath’s troll rolls a 1 and is attacking with natural weapons (+6 modifier) for a total of 7 (1 + 6 = 7).
Rupert rolls a 2 and has a weapon speed of 7 and is hasted (-2) for a modified initiative of 7 (2 + 7 – 2 = 7).
Rupert’s troll rolls a 5 and modifies this by +6 for an 11 (5 + 6 = 11).
Delsenora is very unlucky and rolls a 9. Since she is casting a spell, she gains no benefit from the haste spell this round. She has a casting time of 1 for a total of 10 (9 + 1 = 10).
The troll fighting Delsenora is very quick and rolls a 1, modified to 7 (1 + 6 = 7.)

The order of attacks is: Rath (initiative 0) strikes with his hammer. Rupert and the two trolls (attacking Rath and Delsenora, all initiative 7) attack immediately after. Rupert hits. The troll attacking Rath misses, but Delsenora is hit. Delsenora’s spell (initiative 10) would normally happen next, but instead it fizzles, her concentration ruined by the blow from the troll. Next, Rupert’s troll attacks and misses. Because of the haste spell, Rath and Rupert now attack again (in order of initiative), Rath first, then Rupert.

Multiple Attacks and Initiative

Often combat involves creatures or characters able to attack more than once in a single round. This may be due to multiple attack forms (claws and bite), skill with a weapon, or character level. No matter what the reason, all multiple attacks are handled by one of two methods.

When multiple attacks are the result of different attack forms – claws and a bite or bite and tail or a ranger with his two-weapon combat ability for example – the attacks all occur at the same time. The creature resolves all of its attacks in initiative order.

When the attacks are true multiples – using the same weapon more than once – as in the case of a highly skilled fighter, the attacks are staggered. Everyone involved in the combat completes one action before the second (or subsequent) attack roll is made.

Take, for example, a fighter who can attack twice per round, and say he’s battling creatures that can only make one attack. The fighter wins initiative. He makes his first attack according to the rolled initiative order. Then each creature gets its attack. Finally, the fighter gets his second attack.

If fighters on both sides in a battle were able to attack twice in the round, their first attacks would occur according to the initiative roll. Their second attacks would come after all other attacks, and would then alternate according to the initiative roll.

Spellcasting and Initiative

Casting times for spells can modify initiative rolls, creating a realistic delay for the spellcaster. When a spell’s ”Casting Time” parameter is given as a number without any units (e.g., rounds or turns), then that number is added to the caster’s initiative roll to determine his modified initiative. When a spell requires a round or more to cast, a norrnal initiative roll is not made – a spell requiring one round to cast takes effect at the end of the current round, after all other actions are completed.

Spells that require more than one round to cast involve some bookkeeping. The DM or one of the players must keep track of the rounds spent in casting. If the spellcasting character is disturbed during this time, the spell is lost. If all goes well, the spell takes effect at the very end of the last round of the required casting time. Thus, a spell requiring 10 minutes to cast would require 10 combat rounds, and wouldn’t take effect until the very end of the 10th round.

Weapon Speed and Initiative (Optional Rule)

Each time a character swings a weapon, he places himself out of position to make his next attack. Swinging a hammer is not as simple as tapping in a nail. A war hammer is heavy. Swing it in one direction and it pulls in that direction. It has to be brought under control and repositioned before it can be swung again. The user must regain his balance and plant his feet firmly. Only after doing all this is he ready for his next attack.

Compare how quickly someone can throw a punch to the amount of time required to swing a chair to get a good idea of what weapon speed factors are about.

Weapon speed factors slow the speed of a character’s attack. The higher the weapon speed factor, the heavier, clumsier, or more limited the weapon is. For the most part, weapon speed factors apply to all creatures using manufactured weapons. The speed factor of a weapon is added to the initiative roll of the character to get his modified initiative roll.

Thus, if the DM decides to use weapon speed factors for player characters, they should also be used for giants, orcs, centaurs, and the like. Otherwise the DM isn’t being fair to the players. However, creatures with natural weapons are not affected by weapon speed. Their attacks are natural extensions of their bodies, giving them much faster recovery and reaction times.

Magical Weapon Speeds

Magical weapons are easier to wield in combat than ordinary ones. Maybe the weapon is lighter or better balanced than normal; maybe it just pulls the character into the proper position of its own volition. Whatever the cause, each bonus point conferred by a magical weapon reduces the speed factor of that weapon by 1. (A sword +3 reduces the weapon speed factor by 3, for example.) When a weapon has two bonuses, the lesser one is used. No weapon can have a speed factor of less than 0.

Attacking with Two Weapons

A tricky fighting style available only to warriors and rogues is that of fighting with two weapons simultaneously. The character chooses not to use a shield in favor of another weapon, granting him a greater number of attacks, with a penalty to his attack rolls (rangers are exempt from the attack roll penalty).

When using a second weapon in his off-hand, a character is limited in his weapon choice. His principal weapon can be whatever he chooses, provided it can be wielded with one hand. The second weapon must be smaller in size and weight than the character’s main weapon (though a dagger can always be used as a second weapon, even if the primary weapon is also a dagger). A fighter can use a long sword and a short sword, or a long sword and a dagger, but he cannot use two long swords. Nor can the character use a shield, unless it is kept strapped onto his back.

When attacking, all characters but rangers suffer penalties to their attack rolls. Attacks made with the main weapon suffer a -2 penalty, and attacks made with the second weapon suffer a -4 penalty. The character’s Reaction Adjustment (based on his Dexterity, see Table 2) modifies this penalty. A low Dexterity score will worsen the character’s chance to hit with each attack. A high Dexterity can negate this particular penalty, although it cannot result in a positive modifier on the attack rolls for either weapon (i.e., the Reaction Adjustment can, at best, raise the attack roll  penalties to 0).

The use of two weapons enables the character to make one additional attack each combat round, with the second weapon. The character gains only one additional attack each round, regardless of the number of attacks he may normally be allowed. Thus a warrior able to attack 3/2 (once in the first round and twice in the second) can attack 5/2 (twice in the first round and three times in the second).

Attacking Without Killing

There are times when a character wants to defeat another being without killing it. A companion may have been charmed into attacking his friends (and his friends don’t want to kill him to save themselves!); an enemy may have information the PCs can get only by subduing him; characters may simply see the monetary value of bringing back a real, live monster. Whatever the case, sooner or later characters are going to try.

There are three types of nonlethal attacks – punching, wrestling, and overbearing. Punching is basic bare-fisted fighting. Wrestling is the classic combination of grappling, holds, and throws. Overbearing is simply trying to pull down an opponent by sheer mass or weight of numbers, pinning him to the ground.

Punching and Wrestling

These are the most basic of combat skills, unknowingly practiced by almost all children as they rough and tumble with each other. Thus all characters, regardless of class, are assumed to be somewhat proficient in both these forms of fighting.

Punching occurs when a character attacks with his fists. No weapons are used, although the character can wear an iron gauntlet or similar item. Wrestling requires both hands free, unencumbered by shields and the like.

When punching or wrestling, a normal attack roll is made. The normal Armor Class of the target is used. If a character is attempting to wrestle in armor, the modifiers on Table 57 are used (these are penalties to the attacker’s attack roll). Normal modifiers to the attack roll are also applied.

Penalties for being held or attacking a held opponent do not apply to wrestlers.

Wrestling involves a lot of holding and twisting as it is, and the damage resolution system for punching and wrestling takes this into account.

Table 57: ARMOR MODIFIERS FOR WRESTLING
Armor Modifier
Studded leather -1
Chain, ring, and scale mail -2
Banded, splint, and plate mail -5
Field plate armor -8
Full plate armor -10

If the attack roll is successful, consult Table 58 to find the result of the attack: Cross-index the character’s modified attack roll with the proper attack form. If, for example, a character successfully punched with an 18, the result would be a rabbit punch (if he rolled an 18 on a successful wrestling attempt, the result would be a kick). Punching and wrestling attacks can succeed on attack rolls of 1 or less (exceptions to the general rule).

Table 58: PUNCHING AND WRESTLING RESULTS
Attack Roll Punch Damage % KO Wrestle
20 + Haymaker 2 10 Bear hug *
19 Wild swing 0 1 Arm twist
18 Rabbit punch 1 3 Kick
17 Kidney punch 1 5 Trip
16 Glancing blow 1 2 Elbow smash
15 Jab 2 6 Arm lock *
14 Uppercut 1 8 Leg twist
13 Hook 2 9 Leg lock
12 Kidney punch 1 5 Throw
11 Hook 2 10 Gouge
10 Glancing blow 1 3 Elbow smash
9 Combination 1 10 Leg lock
8 Uppercut 1 9 Headlock *
7 Combination 2 10 Throw
6 Jab 2 8 Gouge
5 Glancing blow 1 3 Kick
4 Rabbit punch 2 5 Arm lock *
3 Hook 2 12 Gouge
2 Uppercut 2 15 Headlock *
1 Wild swing 0 2 Leg twist
Less than 1 Haymaker 2 25 Bear hug *

* Hold can be maintained from round to round, until broken.

Punch: This is the type of blow landed. In game terms, the type of blow has little effect, but using the names adds spice to the battle and makes the DM’s job of describing the action easier.

Damage: Bare-handed attacks cause only 1 or 2 points of damage. Metal gauntlets, brass knuckles, and the like cause 1d3 points of damage. A character’s Strength bonus, if any, does apply to punching attacks.

Punching damage is handled a little differently than normal damage. Only 25% of the damage caused by a bare-handed attack is normal damage. The remaining 75% is temporary. For the sake of convenience, record punching damage separately from other damage and calculate the percentage split at the end of all combat.

If a character reaches 0 hit points due to punching attacks (or any combination of punching and normal attacks), he immediately falls unconscious.

A character can voluntarily pull his punch, not caasing any hit point damage, provided he says so before the damage is applied to his enemy. There is still a chance of a knockout.

% K.O.: Although a punch does very litte damage, there is a chance of knocking an opponent out. This chance is listed on the table as “% K.O.” If this number or less is rolled on percentile dice, the victim is stunned for 1d10 rounds.

Wrestle: This lists the action or type of grip the character managed to get. Wrestling moves marked with an asterisk (*) are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.)

All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1 + 2 + 3 + 4 + 5 + 6). Remember, this is the equivalent of pressing hard on a full-nelson headlock for roughly six minutes!

Overbearing

Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him.

To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender (for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger).

The defender also gains a benefit if it has more than two legs: a -2 penalty to the attacker’s roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse’s four legs).

If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the prone modifier to combat (from Table 51).

If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group.

A giant and three pixies attempting to pull down a man would use the pixies’ attack roll, modified by +3 for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).

Weapons In Non-Lethal Combat

As you might expect, weapons have their place in non-lethal combat, whether a character is defending or pressing the attack.

Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.

Those involved in a wrestling bout are limited to weapons of small size after the first round of combat – it’s very difficult to use a sword against someone who is twisting your sword arm or clinging to your back, trying to break your neck. For this reason, nearly all characters will want to carry a dagger or a knife.

Non-Lethal Weapon Attacks: It is possible to make an armed attack without causing serious damage (striking with the flat of the blade, for example). This is not as easy as it sounds, however.

First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with an arrow or sling. It isn’t even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn’t cut.

Second, the character has a -4 penalty to his attack roll, since handling a weapon in this way is clumsier than usual. The damage from such an attack is 50% normal; one-half of this damage is temporary.

Non-Lethal Combat and Creatures

When dealing with non-humanoid opponents, a number of factors must be considered.

First, unintelligent creatures, as a rule, never try to grapple, punch, or pull down an opponent. They cheerfully settle for tearing him apart, limb by limb. This, to thier small and animalistic minds, is a better solution.

Second, the natural weapons of a creature are always usable. Unlike men with swords, a lion or a carnivorous ape doesn’t lose the use of his teeth and fangs just because a character is very close to it.

Finally, and of greatest importance, creatures tend to be better natural fighters than humans. All attacks for a tiger are the same as punching or wrestling. It’s just that the tiger has claws! Furthermore, a tiger can use all of its legs effectively – front and back.

Movement in Combat

Since a round is roughly a minute long, it should be easy for a character to move just about anywhere he wants during the course of the round. After all, Olympic-class sprinters can cover vast amounts of ground in a minute.

However, a character in an AD&D game is not an Olympic sprinter running in a straight line. He is trying to maneuver through a battle without getting killed. He is keeping his eyes open for trouble, avoiding surprise, watching his back, watching the backs of his partners, and looking for a good opening, while simultaneously planning his next move, sometimes through a haze of pain. He may be carrying a load of equipment that slows him down significantly. Because of all these things, the distance a character can move is significantly less than players generally think.

In a combat round, a being can move up to 10 times its movement rating (see Chapter 14) in feet. Thus, if a character has a movement rating of 9, he can move up to 90 feet in a round. However, the types of moves a character can make during combat are somewhat limited.

Movement In Melee

The basic move is to get closer for combat i.e., move close enough to an enemy to attack. This is neither a blind rush nor a casual stroll. Instead, the character approaches quickly but with caution. When closing for combat, a character can move up to half his allowed distance and still make a melee attack.

Movement and Missile Combat

Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.

Charging an Opponent

A character can also charge a foe. A charge increases the character’s movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapon(such as a lance) inflict double the rolled damage in a charge.

However, charging gives the opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class and they suffer an AC penalty of 1. Finally, if the defender is using a spear or polearm weapon and sets it against the charge (bracing the butt against a stone or his his foot), he inflicts double damage on a successful hit.

Retreat

To get out of a combat, characters can make a careful withdrawal or they can simply flee.

Withdrawing: When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to ⅓ his normal movement rate.

If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.

Fleeing: To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.

The enemy is allowed a free attack (or multiple attacks if the creature has several attacks per round) at the rear of the fleeing character. This attack is made the instant the character flees: It doesn’t count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant.

The fleeing character can be pursued, unless a companion blocks the advance of the enemy.

Touch Spells and Combat

Many spells used by priests and wizards take effect only when the target is touched by the caster. Under normal circumstances, this is no problem – the spellcaster reaches out and touches the recipient. However, if the target is unwilling, or the spell is used in the midst of a general melee, the situation is much different.

Unwilling Targets: The spellcaster must make a successful attack roll for the spell to have any effect. The wizard or priest calculates his to-hit number normally, according to the intended victim’s Armor Class and other protections. The DM can modify the roll if the victim is unprepared for or unaware of the attack. If the roll succeeds, the spellcaster touches the target and the normal spell effect occurs.

Willing Targets: When attempting to cast a spell on a willing target, the casting is automatic as long as both characters are not engaged in combat. For example, if a fighter withdraws from melee, a cleric could heal him the next round.

If the recipient of the spell attempts to do anything besides waiting for the spell to take effect, and attack roll against AC 10 must be made. However, no AC modifiers for Dexterity are applied, since the target is not trying to avoid the spell!

Whenever a touch spell is successful, the spellcaster suffers from any special defenses of his target, if they are continually in operation. A successful touch to a vampire would not result in energy drain, since the power only works when the vampire wills it, but touching a fire elemental would result in serious burns.

When a touch spell is cast, it normally remains effective only for that round. However, certain spells do specify special conditions or durations. Be sure to check each spell description carefully.

Missile Weapons in Combat

In general, missile combat is handled identically to standard melee. Intentions are announced, initiative is rolled, and attack rolls are made. However, there are some special rules and situations that apply only to missile combat.

Missile weapons are divided into two general categories. The first includes all standard, direct-fire, single-target missiles – slings, arrows, quarrels, spears, throwing axes, and the like.

The second category includes all grenade-like missiles that have an area effect, no matter how small. Thus an attack with these weapons does not have to hit its target directly to have a chance of affecting it. Included in this group are small flasks of oil, acid, poison, holy water, potions, and boulders. Hurled boulders are included because they bounce and bound along after they hit, leaving a swath of destruction.

Range

The first step in making a missile attack is to find the range from the attacker to the target. This is measured in yards from one point to the other. This distance is compared to the range  categories for the weapon used (see Table 45 in Chapter 6).

If the distance is greater than the long range given, the target is out of range; if the distance is between the long- and medium-range numbers, the target is at long range; when between the medium- and short-range numbers, medium range is used; when equal to or less than the short-range distance, the target is at short range.

Short-range attacks suffer no range modifier. Medium-range attacks suffer a -2 penalty to the attack roll. Long-range attacks suffer a -5 penalty. Some weapons have no short range since they must arc a certain distance before reaching their target. These attacks are always made with an attack roll penalty.

Rate of Fire

Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round.

Small, light weapons can be thrown very quickly, so up to three darts can be thrown in a single round. Arrows can be nocked and let loose almost as quickly, so up to two shots can be fired in a single round.

Some weapons (such as heavy crossbows) take a long time to load and can be fired only every other round.

Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in Table 45 in Chapter 6.

Ability Modifiers In Missile Combat

Attack roll and damage modifiers for Strength are always used when an attack is made with a hurled weapon. Here the power of the character’s arm is a significant factor in the effectiveness of the attack.

When using a bow, the attack roll and damage Strength modifiers apply only if the character has a properly prepared bow (see Chapter 6: Money and Equipment). Characters never receive Strength bonuses when using crossbows or similar mechanical devices.

Dexterity modifiers to the attack roll are applied when making a missile attack with a hand-held weapon. Thus, a character adds his Dexterity modifier when using a bow, crossbow, or axe but not when firing a trebuchet or other siege engine.

Firing Into a Melee

Missile weapons are intended mainly as long-range weapons. Ideally, they are used before the opponents reach your line. However, ideal situations are all too rare, and characters often discover that the only effective way to attack is to shoot arrows (or whatever) at an enemy already in melee combat with their companions. While possible, and certainly allowed, this is a risky  proposition.

When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium figure counts as 1. Small (S) figures count as ½, Large as 2, Huge as 4, and Gargantuan as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot.

For example, Tanls Bloodheart (man-size, or 1 point) and Rath (also man-size, or 1 point) are fighting a giant (size G, 6 points) while Thule fires a long bow at the giant. The total value of all possible targets is 8 (6 + 1 + 1). There’s a 1 in 8 chance that Rath is the target; a 1 in 8 chance that Tanis is hit; and a 6 in 8 chance the shot hits the giant. The DM could roll an 8-sided die to determine who gets hit or he could reduce the ratios to a percentage (75% chance the giant is hit, etc.) and roll percentile dice.

Taking Cover Against Missile Fire

One of the best ways to avoid being hit and injured is to hide behind something – a wall, a tree, a building corner, a heap of boulders or whatever happens to be available. Professional  adventurers, wishing to make this sound heroic, call this taking cover.

Taking cover doesn’t work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective tactic against missile fire.

There are two types of protection a character can have. The first is concealment, also called soft cover. A character hiding be­hind a clump of bushes is concealed. He can be seen, but only with difficulty, and it’s no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, and brambles.

The other type of protection is cover, sometimes called, more precisely, hard cover. It is, as its name implies, something a character can hide behind that will block a missile. Hard cover includes stone walls the corner of a building, tables, doors, earth embankments, tree trunks, and magical walls of force.

Cover helps a potential target by giving the attacker a negative modifier to his attack roll. The exact modifier for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. Table 59 lists the different modifiers for varying degrees of cover and concealment.

Table 59: COVER AND CONCEALMENT MODIFIERS
Target is: Cover Concealment
25% hidden -2 -1
50% hidden -4 -2
75% hidden -7 -3
90% hidden -10 -4

Cover also has an affect on saving throws, granting the character the modifier listed on Table 59 as a bonus to his saving throws against spells that cause physical damage (e.g., fireball, lightning bolt, etc.).

Furthermore, a character who has 90% cover (or more) suffers one-half normal damage on a failed save and no damag at all if a saving throw is successful. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover – a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall.

Grenade-Like Missiles

Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter.

Most grenade-like missiles are items of opportunity or necessity – rocks, flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the character and the weight of the object.

A missile of five pounds or less can be thrown about 30 feet. Short range is 10 feet, medium range is 20 feet, and everything beyond is maximum range. Heavier items have reduced ranges. Just how far an object can be thrown is decided by the DM.

Exceptionally heavy items can be thrown only if the character rolls a successful bend bars/lift gates check. In no case can a character throw an item heavier than his Strength would allow him to lift. Thus, the DM can rule that a character would have little trouble chucking a half-empty backpack across a ten-foot chasm, but the character would need to make a check in order to heave an orc ten feet through the air into the faces of his orcish friends.

Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there’s some doubt about whether or not a thrown object will break, the DM can require an item saving throw (this information is in the DMG) to see if it shatters or rips, spewing its contents everywhere.

The DMG contains information on how to resolve the inevitable situations in which grenade-like missiles miss their targets.

Types of Grenade-Like Missiles

Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus it is very useful against regenerating creatures such as trolls. Acid is very rare.

Holy Water affects most forms of undead and creatures from the lower planes. It has no effect against a creature in gaseous form or undead without material form.

Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures and beings from the upper planes.

Holy (or unholy) water affects creatures as does acid, causing damage that cannot be regenerated but must be healed normally.

Oil causes damage only when it is lit. This normally requires a two-step process – first soaking the target in flammable oil and then setting it afire. Thus using flaming oil often requires two successful attacks.

A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second round.

Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit, and even then only if it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about specific poison effects in the DMG.

Special Defenses

So far, the bulk of this chapter has dealt with ways to attack. Now, it’s time to turn to defense. There are several ways to avoid taking damage. Two of the most common are the saving throw and magic resistance. Somewhat less common, because its use is limited to clerics and paladins, is the ability to turn undead.

Parrying (Optional Rule)

During a one-minute combat round, each character is assumed to block many attempted attacks and see many of his own attacks blocked. In normal combat, characters parry all the time – there’s no need to single out each parry.

When a character deliberately chooses not to parry (a mage casting a spell, for instance), his chance of being hit increases. Thus, choosing to parry, in and of itself, is not a separate option under the AD&D® game rules.

At the same time, the assumption is that characters in combat are constantly exposing themselves to some risk – trying to get a clear view of a target or looking for the opening to make an attack. There are times, however, when this is not the case. Sometimes, the only thing a character wants to do is avoid being hit.

In order to make himself harder to hit, a character can parry – forfeit all actions for the round – he can’t attack, move, or cast spells. This frees the character to concentrate solely on defense. At this point, all characters but warriors gain an AC bonus equal to half their level. A 6th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). A warrior gets a bonus equal to half his level plus one. A 6th-level fighter would gain a +4 AC bonus.

Note that the benefit is not a perfect all-around defense, and it’s not effective against rear or missile attacks. It applies only to those characters attacking the defender with frontal melee attacks. This optional defense has no effect against magical attacks, so it wouldn’t do anything to protect a character from the force of a lightning bolt or fireball, for example.

The Saving Throw

The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save himself from certain destruction (or at least lessen the damage of a successful attack).

More often than not, the saving throw represents an instinctive act on the part of the character – diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins; blocking the worst of an acid spray with a shield. The exact action is not important – DMs and players can think of lively and colorful explanations of why a saving throw  succeeded or failed. Explanations tailored to the events of the moment enhance the excitement of the game.

Rolling Saving Throws

To make a saving throw , a player rolls a 20-sided die (1d20). The result must be equal to or greater than the character’s saving throw number. The number a character needs to roll varies depending upon the character’s group, his level, and what the character is trying to save himself from. A character’s saving throw numbers can be found in Table 60.

Saving throws are made in a variety of situations: For attacks involving paralyzation, poison, or death magic; petrification or polymorph; rod, staff, or wand; breath weapon; and spells. The type of saving throw a character must roll is determined by the specific spell, monster, magical item, or situation involved.

Monsters also use Table 60. The DM has specific information about monster saving throws.

Table 60: CHARACTER SAVING THROWS
    Attack to be Saved Against
Character Class Experience Level Paralyzation, Poison, or Death Magic Rod, Staff, or Wand Petrification or Polymorph* Breath Weapon** Spell***
Priests 1-3 10 14 13 16 15
  4-6 9 13 12 15 14
  7-9 7 11 10 13 12
  10-12 6 10 9 12 11
  13-15 5 9 8 11 10
  16-18 4 8 7 10 9
  19+ 2 6 5 8 7
Rogues 1-4 13 14 12 16 15
  5-8 12 12 11 15 13
  9-12 11 10 10 14 11
  13-16 10 8 9 13 9
  17-20 9 6 8 12 7
  21+ 8 4 7 11 5
Warriors 0 16 18 17 20 19
  1-2 14 16 15 17 17
  3-4 13 15 14 16 16
  5-6 11 13 12 13 14
  7-8 10 12 11 12 13
  9-10 8 10 9 9 11
  11-12 7 9 8 8 10
  13-14 5 7 6 5 8
  15-16 4 6 5 4 7
  17+ 3 5 4 4 6
Wizards 1-5 14 11 13 15 12
  6-10 13 9 11 13 10
  11-15 11 7 9 11 8
  16-20 10 5 7 9 6
  21+ 8 3 5 7 4

* Excluding polymorph wand attacks.
** Excluding those that cause petrification or polymorph.
*** Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Saving Throw Priority

Sometimes the type of saving throw required by a situation or item isn’t clear, or more than one category of saving throw may seem appropriate. For this reason, the saving throw categories in
Table 60 are listed in order of importance, beginning with paralyzation, poison, and death magic, and ending with spells.

Imagine that Rath is struck by the ray from a wand of polymorphing. Both a saving throw vs. wands and a saving throw vs. polymorph would be appropriate. But Rath must roll a saving throw vs. wands because that category has a higher priority than polymorph.

The categories of saving throws are as follows:

Save vs. Paralyzation, Poison, and Death Magic: This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). This saving throw can also be used in situations in which exceptional force of will or physical fortitude are needed.

Save vs. Rod, Staff, or Wand: As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. This saving throw is sometimes specified for situations in which a character faces a magical attack from an unusual source.

Save vs. Petrification or Polymorph: This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). It can also be used when the character must withstand some massive physical alteration of his entire body.

Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. This save can also be used in situations where a combination of physical stamina and Dexterity are critical factors in survival.

Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification.

Voluntarily falling Saving Throws

No save is made if the target voluntarily chooses not to resist the effect of a spell or special attack. This is the case even if the character was duped as to the exact nature of the spell. When a character announces that he is not resisting the spell’s power, that spell (or whatever) has its full effect.

The intention not to resist must be clearly stated or set up through trickery, however. If a character is attacked by surprise or caught unawares, he is normally allowed a saving throw. The DM can modify this saving throw, making the chance of success worse, if the situation warrants it. Only in extreme cases of trickery and deception should an unwitting character be denied a saving throw.

Ability Checks as Saving Throws

When a character attempts to avoid danger through the use of one of his abilities, an ability check can be used in lieu of a saving throw.

For example, Ragnar the thief has broken into someone’s home when he hears a grating noise from the ceiling above him. He looks up to find a five-ton block of the ceiling headed straight for him! He is going to need speedy reactions to get out of the way, so a Dexterity ability check should be rolled to see if he avoids the trap.

Modifying Saving Throws

Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw.

Modifiers that increase the chance are given as a number preceded by a plus sign. Modifiers that make success more difficult are given as a number preceded by a minus sign (-1, – 2 , etc.).

Saving throw modifiers affect a character’s die roll, not the saving throw number needed. Thus, if Delsenora needed an 11 for a successful saving throw vs. petrification and had a +1 bonus to her save, she would still need to roll an 11 or higher after all adjustments were made (but the +1 bonus would be added to her die roll, so that effectively she needs to roll only a 10 on the die to reach her saving throw number of 11).

High ability scores in Dexterity and Wisdom sometimes give saving throw bonuses. A high Wisdom protects against illusions, charms, and other mental attacks. Dexterity, if high enough, can give a character a slightly higher chance of avoiding the effects of fireballs, lightning bolts, crushing boulders, and other attacks where nimbleness may be a help. (See Tables 2 and 5.)

Magical items like cloaks and rings of protection give bonuses to a character’s saving throw (these are listed in the item descriptions in the DMG).

Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical; magical armor never gives a saving throw bonus against gas (which it cannot block), poison (which operates internally), and spells that are mental in nature or that cause no physical damage.

For example, magical armor would not help a character’s saving throw against the sting of a giant scorpion, the choking effects of a stinking cloud spell, or the transformation effect of a polymorph other spell. Magical armor does extend its protective power to saving throws against acid sprays or splashes, disintegration, magical and normal fires, spells that cause damage, and falls (if any saving throw is allowed in this case). Other situations must be handled on a case-by-case basis by the DM.

Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Often, spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions, for spells, or in the DMG‘s Magical Items section, for magical items.)

Minor poisons of verminous creatures such as giant centipedes, while dangerous, are weak and unlikely to bring about death in a healthy man. To recreate this effect in the game, a saving throw bonus is allowed for anyone affected by these poisons. The DM has this information.

Unpredictable situations are sure to crop up. When this happens, the DM must determine whether saving throw modifiers are appropriate. As a guideline, modifiers for situations should range from -4 to +4. An evil cleric attacked in his shrine could very well have a +3 bonus to all his saving throws and a -3 penalty applied to those of his enemies. The powerful evil of the place could warrant the modifier.

Magic Resistance

Some creatures or items strongly resist the effects of magic (or impart such resistance to others). This makes them more difficult to affect with magical energy than ordinary creatures or items.

A rare few creatures are extremely anti-magical – magic rolls off them like water off a duck’s back. More common are creatures especially from the outer planes of existence, that live in enchanted or sorcerous lands and are filled with powerful magical energies. These creatures eat and breathe the vapors of wizardry, and they have a high tolerance against arcane power.

Magic resistance is an innate ability – that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to  operate . Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.)

Magic resistance is also an individual ability. A creature with magic resistance cannot impart this power to others by holding their hands or standing in their midst. Only the rarest of creatures and magical items have the ability to bestow magic resistance upon another.

Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature’s magic resistance, the spell has a normal effect. If the roll is equal to or less than the creature’s magic resistance, the spell has absolutely no effect on the creature.

Effects of Magic Resistance

Magic resistance enables a creature to ignore the effects of spells and spell-like powers. It does not protect the creature from magical weapon attacks or from natural forces that may be a direct or accidental result of a spell. Nor does it prevent the protected creature from using his own abilities or from casting spells and using magical items. It can be effective against both individually targeted spells and, within limits, area-effect spells.

If a magic resistance roll fails, and the spell has normal effect, the target can make all saving throws normally allowed against the spell.

When Magic Resistance Applies

Magic resistance applies only if the successful casting of a spell would directly affect the resistant creature or item. Thus, magic resistance is effective against magic missile (targeted at a creature or item) or fireball (damaging the area the creature or item is in) spells.

Magic resistance is not effective against an earthquake caused by a spell. While the creature may suffer injury or death falling into a chasm the spell opens under its feet, the magical energy of the spell was directed at the ground, not the creature. Magic resistant creatures are not immune to events that occur as the consequence of spells, only to the direct energy created or released by a spell.

Player characters do not normally have magic resistance (though they stlll get saving throws vs. magical spells and such); this ability is reserved mainly for special monsters.

Successful Magic Resistance Rolls

A successful magic resistance check can have four different results, depl’tlding on the nature of the spell being resisted:

Individually Targeted Spells: By definition, these spells affect just one creature, and only the targeted creature rolls for magic resistance (if it has any). If a spell of this type is directed at several targets, each rolls independently of the others. (An example of this would be a hold person spell aimed at four creatures, with each creature gettlng a magic resistance roll, if they have magic resistance.)

If the magic resistance roll is successful, the spell has no effect on that creature. If the spell is targeted only at the creature, the spell fails completely and disappears. If severa! targets are involved, the spell may still affect others who fail their magic resistance roll.

Area-Effect Spells: These spells are not targeted on a single creature, but on a point. The spell’s effect encompasses everything within a set distance of that point. A successful magic  resistance check enables the creature to ignore the effect of the spell. However, the spell is not negated and still applies to all others in the area of effect.

In-Place Spells: These spells operate continuously in a particular place or on a particular creature, character, or item. Protection from evil is one example of this kind of spell.

Magic resistance comes into play only if a creature or item finds himself (or itself) in the place where the spell is in operation. Even then, magic resistance may not come into play – nothing happens if the spell isn’t of a type that affects the character. Thus, a part water spell would not collapse simply because a magic resistant creature walked through the area. A protection from evil spell, which could affect the creature, would be susceptible to magic resistance.

If the DM determines that a magic resistance roll is appropriate, and the roll succeeds, the in-place spell collapses (usually with a dramatic thunderclap and puff of smoke).

Permanent Spells: Magic resistance is insufficient to destroy a permanent spell. Instead, the spell is negated (within the same guidelines given for in-place spells) for as long as the magic resistant creature is in the area of effect.

Thus, a magic-resistant creature might be able to step through a permanent wall of force as if it weren’t there. However, the wall would spring back into existence as soon as the creature passed through (i.e., no one else can pass through).

Turning Undead

One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. This is a special power granted by the character’s deity. Druids cannot turn undead; priests of specific mythoi may be able to at the DM’s option.

Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be  channeled through a mortal vessel, success is not always assured.

When encountering undead, a priest or paladin can attempt to turn the creatures (remember that the paladin turns undead as if he was two levels lower – a 5th-level paladin uses the level 3 column in Table 61). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).

Attempting to turn counts as an action, requiring one round and occurring during the character’s turn in the initiative order (thus the undead may get to act before the character can turn them). The mere presence of the character is not enough – a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.

Table 61: TURNING UNDEAD
  Level of Priest†
Type or Hit Dice of Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14+
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D*
Zombie 13 10 7 4 T T D D D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D*
Ghast 20 19 16 13 10 7 4 T T D D
Wraith or 6 HD 20 19 16 13 10 7 4 T T D
Mummy or 7 HD 20 19 16 13 10 7 4 T T
Spectre or 8 HD 20 19 16 13 10 7 4 T
Vampire or 9 HD 20 19 16 13 10 7 4
Ghost or 10 HD 20 19 16 13 10 7
Lich or 11+ HD 20 19 16 13 10
Special ** 20 19 16 13

* An additional 2d4 creatures of this type are turned.
** Special creatures include unique undead, free-willed undead of the Negative Material plane, certain Greater and Lesser Powers, and those undead that dwell in the outer planes.
† Paladins turn undead as priests who are two levels lower.

To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter “T” (for “turned”) appears, the attempt is automatically successful without a die roll. If the letter “D” (for ”dispel”) is given, the turning utterly destroys the undead. A dash (–) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.

Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.

For example, Gorus, a 7th-level priest, and his party are attacked by two skeletons led by a wight and a spectre. The turning attempt is made, resulting in a roll of 12.

Gorus’s player reads the table for all three types of undead using the same roll – 12 – for all three. The skeletons are destroyed (as Gorus knew they would be). The wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre).

Turned undead bound by the orders of another (e.g., skeletons) simply retreat and allow the character and those with him to pass or complete their actions.

Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed).

If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.

Evil Priests and Undead

Evil priests are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to tum undead. However, they can attempt to command these beings.

This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A “T” result means the undead automatically obey the evil priest, while a “D” means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to tum.

An evil priest attempting to tum a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would tum paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to tum one of 8th level at all (using the level of the paladin as the HD to be turned). All “D” results against paladins are treated as “T” results.

Injury and Death

Sometimes, no degree of luck, skill, ability, or resistance to various attacks can prevent harm from coming to a character. The adventuring life carries with it unavoidable risks. Sooner or later a character is going to be hurt.

To allow characters to be heroic (and for ease of play), damage is handled abstractly in the AD&D game. All characters and monsters have a number of hit points. The more hit points a creature has , the harder it is to defeat.

Damage is subtracted from a character’s (or creature’s) hit points. Should one of the player characters hit an ogre in the side of the head for 8 points of damage, those 8 points are subtracted from the ogre’s total hit points. The damage isn’t applied to the head, or divided among different areas of the body.

Hit point loss is cumulative until a character dies or has a chance to heal his wounds.

Cwell the Fine, with 16 hit points, is injured by an orc that causes 3 points of damage. Fifteen minutes later, Cwell runs into a bugbear that inflicts 7 points of damage. Cwell has suffered 10 points of damage. The 10 points of damage remains until Cwell heals either naturally or through magical means.

Wounds

When a character hits a monster, or vice versa, damage is suffered by the victim. The amount of damage depends on the weapon or method of attack. In Table 44 of Chapter 6, all weapons are rated for the amount of damage they inflict to Small, Medium, and Large targets. This is given as a die range (1d8, 2d6, etc.).

Each time a hit is scored, the appropriate dice are rolled and the damage is subtracted from the current hit points of the target. An orc that attacks with a sword, for example, causes damage according to the information given for the type of sword it uses. A troll that bites once and rends with one of its clawed hands causes 2d6 points of damage with its bite and 1d4 +4 points with its claw. (The DM gets this information from the Monstrous Compendium.)

Sometimes damage is listed as a die range along with a bonus of +1 or more. The troll’s claw attack, above, is a good example. This bonus may be due to high Strength, magical weapons, or the sheer ferocity of the creature’s attack. The bonus is added to whatever number comes up on the die roll, assuring that some minimum amount of damage is caused. Likewise. penalties can also be applied, but no successful attack can result in less than 1 point of damage.

Sometimes an attack has both a die roll and a damage multiplier. The number rolled on the dice is multiplied by the multiplier to determine how much damage is inflicted. This occurs mainly in backstabbing attempts. In cases where damage is multiplied, only the base damage caused by the weapon is multiplied. Bonuses due to Strength or magic are not multiplied; they are added after the rolled damage is multiplied.

Special Damage

Getting hit by weapons or monsters isn’t the only way a character can get hurt. Indeed, the world is full of dangers for poor, hapless player characters, dangers the DM can occasionally spring on them with glee. Some of the nastier forms of damage are described below.

Falling

Player characters have a marvelous (and, to the DM, vastly amusing) tendency to fall off things, generally from great heights and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage.

When a character falls, he suffers 1d6 point ot damage for every 10 teet fallen, to a maximum ot 20d6 (which for game purposes can be considered terminal velocity).

This method is simple and it provides all the realism necessary in the game. It is not a scientific calculation of the rate of acceleration, exact terminal velocity, mass, impact energy, etc., of the falling body.

The fact of the matter is that physical laws may describe the exact motion of a body as it fall through space, but relatively little is known about the effects of impact. The distance fallen is not the only determining factor in how badly a person is hurt. Other factors may include elasticity of the falling body and the ground, angle of impact, shock wave through the falling body, dumb luck, and more.

People have actually fallen from great heights and survived, albeit very rarely. The current record-holder, Vesna Vulovic, survived a fall from a height of 33,330 feet in 1972, although she was severely injured. Flight-Sergeant Nicholas S. Alkemade actually fell 18,000 feet – almost 3.5 miles – without a parachute and landed uninjured!

The point of all this is roll the dice, as described above, and don’t worry too much about science.

Paralysis

A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Coherent thought needed to trigger magical items or innate powers is still possible.

Paralysis affects only the general motor functions of the body and is not the ultimate destroyer of powerful creatures. It can be particularly potent on flying creatures, however.

An Example of Paralysis: The adventurers encounter a beholder, a fearsome creature with magical powers that emanate from its many eyes.

After several rounds of combat, the party’s priest casts a hold monster spell, paralyzing the creature. The paralyzed beholder can still use the spell-like powers of its eyes and can still move about (since it levitates at will). But, on the other hand, it is not able to move its eyestalks to aim. Since all of its eyes were most likely facing forward at the moment of paralysis, the  adventurers cleverly spread out in a ring around the creature. To attack one or two of them with its powers, the beholder must turn its back on the rest.

Energy Drain

This is a feature of powerful undead (and other particularly nasty monsters). The energy drain is a particularly horrible power, since it causes the loss of one or more experience levels!

When a character is hit by an energy-draining creature, he suffers normal damage from the attack. In addition, the character loses one or more levels (and thus Hit Dice and hit points). For each level lost, roll the Hit Dice appropriate to the character’s class and subtract that number of hit points from the character’s total (subtract the Constitution bonus also, if applicable). If the level(s) lost was one in which the character received a set number of hit points rather than a die roll, subtract the appropriate number of hit points. The adjusted hit point total is now the character’s maximum (i.e., hit points lost by energy drain are not taken as damage but are lost permanently).

The character’s experience points drop to halfway between the minimum needed for his new (post-drain) level and the minimum needed for the next level above his new level.

Multi-class and dual-class characters lose their highest level first. If both levels are equal, the one requiring the greater number of experience points is lost first.

All powers and abilities gained by the player character by virtue of his former level are immediately lost, including spells. The character must instantly forget any spells that are in excess of those allowed for his new level. In addition, a wizard loses all understanding of spells in his spell books that are of higher level than he can now cast. Upon regaining his previous level, the spellcaster must make new rolls to see if he can relearn a spell, regardless of whether he knew it before.

If a character is drained to 0th level but still retains hit points (i.e., he is still alive), that character’s adventuring career is over. He cannot regain levels and has lost all benefits of a character class. The adventurer has become an ordinary person. A restoration or wish spell can be used to allow the character to resume his adventuring career. If a 0th-level character suffers another energy drain, he is slain instantly, regardless of the number of hit points he has remaining.

If the character is drained to less than 0 levels (thereby slain by the undead), he returns as an undead of the same type as his slayer in 2d4 days. The newly risen undead has the same character class abilities it had in normal life, but with only half the experience it had at the beginning of its encounter with the undead who slew it.

The new undead is automatically an NPC! His goals and ambitions are utterly opposed to those he held before. He possesses great hatred and contempt for his former colleagues, weaklings who failed him in his time of need. Indeed, one of his main ambitions may be to destroy his former companions or cause them as much grief as possible.

Furthermore, the newly undead NPC is under the total control of the undead who slew it. If this master is slain, its undead minions gain one level for each level they drain from victims until they reach the maximum Hit Dice for their kind. Upon reaching full Hit Dice, these undead are able to acquire their own minions (by slaying characters).

Appropriate actions on the part of the other player characters can prevent a drained comrade from becoming undead. The steps necessary vary with each type of undead and are explained in the monster descriptions in the Monstrous Compendium.

Poison

This is an all-too frequent hazard faced by player characters. Bites, stings, deadly potions, drugged wines, and bad food all await characters at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers. Spiders, snakes, centipedes, scorpions, wyverns, and certain giant frogs all have poisons deadly to characters. Wise PCs quickly learn to respect and fear such creatures.

The strength of different poisons varies wildly and is frequently overestimated. The bite of the greatly feared black widow spider kills a victim in the United States only once every other year. Only about 2% of all rattlesnake bites prove fatal.

At the other extreme, there are natural poisons of intense lethality. Fortunately, such poisons tend to be exotic and rare – the golden arrow-poison frog, the western taipan snake, and the stonefish all produce highly deadly poisons.

Furthermore, the effect of a poison depends on how it is delivered. Most frequently, it must be injected into the bloodstream by bite or sting. Other poisons are only effective if swallowed; assassins favor these for doctoring food. By far the most deadly variety, however, is contact poison, which need only touch the skin to be effective.

Paralytic poisons leave the character unable to move for 2d6 hours. His body is limp, making it difficult for others to move him. The character suffers no other ill effects from the poison, but his condition can lead to quite a few problems for his companions. Debilitating poisons weaken the character for 1d3 days. All of the character’s ability scores are reduced by half during this
time. All appropriate adjustments to attack rolls, damage, Armor Class, etc., from the lowered ability core are applied during the course of the illness. Furthermore, the character moves at one-half his normal movement rate. Finally, the character cannot heal by normal or magical means until the poison is neutralized or the duration of the debilitation is elapsed.

Treating Poison Victims
Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. However, cure spells (including heal) do not negate the progress of a poison, and neutralize poison doesn’t recover hit points already lost to the effects of poison. In addition, characters with herbalism proficiency can take steps to reduce the danger poison presents to player characters.

Healing

Once a character is wounded, his player will naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all  characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices.

The only limit to the amount of damage a character can recover through healing is the total hit points the character has. A character cannot exceed this limit until he gains a new level, whereupon another Hit Die (or a set number of points) is added to his total. Healing can never restore more hit points to a character than his maximum hit point total.

Natural Healing

Characters heal naturally at a rate of 1 hit point per day of rest. Rest is defined as low activity – nothing more strenuous than riding a horse or traveling from one place to another. Fighting, running in fear, lifting a heavy boulder, or any other physical activity, prevents resting, since it strains old wounds and may even reopen them.

If a character has complete bed rest (doing nothing for an entire day), he can regain 3 hit points for the day. For each complete week of bed rest, the character can add any Constitution hit point bonus he might have to the base of 21 points (3 points per day) he regained during that week.

In both cases above, the character is assumed to be getting adequate food, water, and sleep. If these are lacking, the character does not regain any hit points that day.

Magical Healing

Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell description in the book and in the DMG (for magical Items). By using these methods, wounds close instantly and vigor is restored. The effects are immediate.

Magical healing is particularly useful in the midst of combat or in preparation for a grievous encounter. Remember, however, that the characters’ opponents are just as likely to have access to magical healing as the player characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing is not, of itself, a good or evil act.

Remember that under no circumstances can a character be healed to a point greater than his original hit point total. For example, say a character has 30 hit points but suffers 2 points of damage in a fight. A while later, he takes an additional point of damage, bringing his current hit point total to 27. A spell caster couldn’t restore more than 3 points to him, regardless of the healing method used. Any excess points are lost.

Herbalism & Healing Proficiencies

Characters can also gain minor healing benefits from those proficient in the arts of herbalism and healing. These talents are explained in Chapter 5.

Character Death

When a character reaches 0 hit points, that character is slain. The character is immediately dead and unable to do anything unless some specialized magical effect takes precedence.

Death From Poison

Poison complicates this situation, somewhat. A character who dies as a result of poisoning may still have active venom in his system.

Poisons remain effective for 2d6 hours after the death of the victim. If the character is raised during this time, some method must be found to neutralize the poison before the character is restored to life. If this is not done, then after the character rolls the resurrection survival check as given in “Raising the Dead” on page 106 (and assuming the roll is successful), he must immediately roll a successful saving throw vs. poison or suffer all the effects of the poison in his body, as per the normal rules. This may only injure some characters, but it may kill other characters seconds after being raised!

Death From Massive Damage

In addition to dying when hit points reach 0, a character also runs the risk of dying abruptly when he suffers massive amounts of damage. A character who suffers 50 or more points of damage from a single attack must roll a successful saving throw vs. death, or he dies.

This applies only if the damage was done by a single attack. Multiple attacks totaling 50 points in a single round don’t require a saving throw.

For example, a character would be required to make a check if a dragon breathed on him for 72 points of damage. He wouldn’t have to do so if eight orcs hit him for a total of 53 points of damage in that round.

If the saving throw is successful, the character remains alive (unless of course the 50-hit-point loss reduced his hit points to 0 or below!). If the saving throw fails, the character immediately dies from the intense shock his body has taken. His hit points are reduced to 0.

The character may still be raised in the normal ways, however.

Inescapable Death

There are occasions when death is unavoidable, no matter how many hit points a character has. A character could be locked in a room with no exits, with a 50-ton ceiling descending to crush him. He could be trapped in an escape-proof box filled completely with acid. These examples are extreme (and extremely grisly), but they could happen in a fantasy world.

Raising the Dead

Curative and healing spells have no effect on a dead character – he can only be returned to life with a raise dead or resurrection spell (or a device that accomplishes one of these effects). Each time a character is returned to life, the player must make a resurrection survival roll based on his current Constitution (see Table 3). If the die roll is successful (i. e., the player rolls equal to or less than his resurrection survival percentage), the character is restored to life in whatever condition is specified by the spell or device.

A character restored to life in this way has his Constitution permanently lowered by 1 point. This can affect hit points previously earned. Should the character’s Constitution bonus go down, the character’s hit point total is reduced by the appropriate number of hit points (the amount of hit point bonus lost is multiplied by the number of levels for which the character gained extra hit points from that bonus). When the characters Constitution drops to 0, that character can no longer be raised. He is permanently removed from play.

Experience

After a player’s character has bravely set out and survived his first adventure, the player will have experienced the entertainment of role-playing games. But what will the character have gained? If the character never improves, he will never be able to survive, let alone overcome the powerful dangers that fill the AD&D game worlds

Fortunately, this isn’t the case. Every time a character goes on an adventure he learns something. He may learn a little more about his physical limits, encounter a creature he has never seen before, try a spell as yet unused, or discover a new peculiarity of nature. Indeed, not all his learning experience need be positive. After blowing up half his party with a poorly placed fireball, a wizard may (though there is no guarantee) learn to pay more attention to ranges and areas of effect. After charging a basilisk, a fighter may learn that caution is a better tactic for dealing with the beast (provided the other characters can change him from stone back to flesh). Regardless of the method, the character has managed to learn something.

Some of the information and skills learned in the game can be applied directly in play. When a wizard toasts his friends with a badly cast fireball, the player learns to pay more attention to the area of effect of a fireball. Though the player made the mistake and his character only carried out the actions, the player’s friends will also learn to keep their characters well away from his.

The reward for this type of learning is direct and immediate. The characters benefit because each of the players has a better understanding of what to do or where to go.

However, a character also improves by increasing his power. Although the player can improve his play, he cannot arbitrarily give his character more hit points, more spells, or a better chance to hit with an attack. These gains are made by earning experience points (XP).

An experience point is a concrete measure of a character’s improvement. It represents a host of abstract factors: increased confidence, physical exercise, insight, and on-the-job training. When a character earns enough experience points to advance to the next experience level, these abstract factors translate into a measurable improvement in the abilities of the character. Just what areas improve and how quickly improvement occurs all depend on the character’s class.

Group Experience Awards

Experience points are earned through the activities of the characters, which generally relate to their adventuring goals. Thus all characters on an adventure receive some experience points for overcoming their enemies or obstacles. Since group cooperation is important, experience points for defeating foes are given to all members of the group, regardless of their actions. Who is to say that the wizard, standing ready with a spell just in case things got ugly, might not have been necessary? Or that the bard who covered the party’s escape route wasn’t doing something important? A character who never hefts a sword may still have good advice or important suggestions on better tactics. Furthermore, the wizard and the bard can also learn from the actions of others.

Individual Experience Awards

Player characters also earn experience points for individual deeds, as determined by their class. Generally, each character earns points for doing actions appropriate to his group. Warriors earn additional experience points for defeating creatures. The more difficult the battle, the greater the number of experience points. Wizards earn points for using their spells for specific purposes. The wizard who walks into the woods and casts his spells for no reason doesn’t gain experience points; the wizard who casts a lightning bolt at a beholder has used his spell for a purpose. He gains experience points. Wizards also earn experience points for researching new spells and creating magical items. Priests can earn experience points by spreading their beliefs and using their powers in service of their deity. Rogues, who tend to have a larcenous streak, earn experience points by using their special abilities and finding or earning gold.

A character can also earn experience for the player’s actions, such as playing the game well. When a player does a good job creating and pretending to be his character, the DM may give the character experience points for good role-playing. If the player is really involved and takes a major part in the game, the DM can give the player’s character extra experience points. If the player uses his head to come up with a really good idea, the DM can give the character experience points for his contribution.

Finally, a character can earn experience points for successfully completing an adventure or achieving a goal the DM has set. Although a player may have a pretty good idea of what his character is supposed to accomplish, he won’t know if he’ll be awarded experience points for it until his character actually receives them. However, there is no rule that the DM must be consistent in these awards, or even that he must give a character anything at all.

Training

Even when a character has earned enough experience to attain the next level, the DM may not allow immediate advancement. He may require the character to receive training to advance. When training, a character studies his skills under a tutor, taking the raw knowledge he has gained and honing it into measurable improvement. On the average, this takes a few weeks (depending on the tutor’s ability), and it is normally done during the character’s nonadventuring time.

A DM can also rule that the circumstances are not appropriate for the character to advance in level. For instance, if the game session ends with the characters deep in an abandoned mine complex. The party has just finished a battle with a band of gnolls and faces more such encounters before it can reach the surface. The DM rules that the characters receive no experience until they leave the mines, because he doesn’t want them to increase in level in the middle of the adventure. He is perfectly justified in doing this. And if the characters live through the adventure, they will undoubtedly profit from it, either in experience points or knowledge gained.

Where’s the Specific Info?

The preceding text has covered general guidelines as to how and why characters receive experience points. Since the DM actually determines how many XP each character actually receives, the detailed rules for awarding experience are given in the Dungeon Master’s Guide.

Magic

Some of the most powerful weapons a player character have at their disposal in the AD&D game are magical spells. Through spells a player character can control earthquakes, call lighting out of the sky, heal grievous injuries, hurl explosive balls of fire, create barriers of stone, fire, and ice, and learn secrets long forgotten. These are only a few of the things player characters can do once they master the strange lore of spells.

Not every character is capable of casting spells, however. This ability requires a certain amount of aptitude, depending on the type of spells cast. Wizard spells are best mastered by those with keen intelligence and patience for the long years of study that are required. Priest spells call for inner peace and faith and an intense devotion to one’s calling.

The vast majority of people in a fantasy campaign lack these traits or have never had the opportunity to develop them. The baker may be a bright and clever fellow, but, following in his father’s footsteps, he has spent his life learning the arts of bread making. There has simply been no time in his life for the study of old books and crumbling schools. The hard-working present may be pious and upright in his faith, but he lacks the time for the contemplative and scholarly training required of a priest. So it is only a fortunate few who have the ability and opportunity to learn the arcane lore of spellcasting.

A few character classes have a limited ability to cast spells. The ranger, through his close association with nature, is able to cast a few spells, though his choices are limited to his natural inclinations. The paladin, through his devotion and humility, can use some of the spells of the priest. The bard, through luck, happenstance, curiosity, and perseverance, can manage a few wizard spells, perhaps by persuading a lonely mage to reveal his secrets.

Regardless of their source, all spells fall into the general categories of wizard or priest. Although some spells appear in both categories, in general the categories different and how spells are acquired, stored, and cast.

Wizard Spells

Wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient mages for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary. Perhaps the greatest of all wizard spells is the powerful and tricky wish. It represents the epitome of spell-casting – causing things to happen simply because the mage desires it to be so. But it is a long and difficult task to attain the mastery needed to learn this spell.

 Although some characters can you spells, the workings of magic I’ll dimly understood at best. There are many theories about where the power comes from. The most commonly accepted idea is that the mysterious combination of words, gestures, and materials that make up a spell somehow taps into an extra dimensional source of energy that in turn causes the desired effect. Somehow the components of the spells – those words, gestures, and materials – route this energy to a specific and desired result. Fortunately, how this happens is not very important to the majority of wizards. It is enough to know that “when you do this, that happens.”

Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus a wizard must check to see if he learns each new spell (according to his Intelligence – see Table 4). Furthermore, there is a limit to just how much of this strangeness – illogical mathematics, alchemical chemistry, structuralist linguistics – a wizard’s mind can comprehend, and so he must also live with a limit to the number of spells he can know.

As the wizard learns spells, he records there arcane notes into his spell books. Without spell books, a wizard cannot memorize new spells. Within them are all his instructions for memorizing and casting all the spells he knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn’t understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level then he can cast. If he finds an ancient tome with spells of higher power, we must simply wait until he advances to a level at which he can use them.

The exact shape and size of the character’s spell books is a detail your DM will provide. They may be thick tomes of carefully inked parchment, crackling scrolls in bulky cases, or even weighty clay tablets. They are almost never convenient to carry around. Their exact form depends on the type and setting of the campaign world your DM has created.

Ultimately, it is the memorization that is important. To draw on magical energy, the wizard must shape specific mental patterns in his mind. He uses his spell books to force his mind through mental  exercises, preparing it to hold the final twisted patterns. These patterns are very complicated and alien to normal thought, so they don’t register in the mind as normal learning. To shape these patterns, the wizard must spend time memorizing the spell, twisting his thoughts and recasting the energy patterns each time to account for subtle changes planetary motions, seasons, time of day, and more.

Once a wizard memorizes a spell, it remains in his memory (as potential energy) until he uses the prescribed components to trigger the release of the energy patterns. The mental patterns apparently release the energy while the components shape and guide it. Upon casting, the energy of the spell is spent, wiped clean from the wizard’s mind. The mental patterns are lost until the wizard studies and memorizes that spell again.

The number of spells a wizard can memorize is given by his level (see Table 21); he can memorize the same spell more than once, but each memorization counts as one spell toward his daily  memorization limit. Part of a wizard’s intelligence can be seen in the careful selection of spells he has memorized.

Memorization is not a thing that happens immediately. The wizard must have a clear head gained from a restful night’s sleep and then has to spend time studying his spell books. The amount of study time needed is 10 minutes per level of the spell being memorized. Thus, a 9th-level spell (the most powerful) would require 90 minutes of careful study. Clearly, high level spellcasters do not lightly change their memorized spells.

Spells remain memorized until they are cast or wiped from the character’s mind by a spell or magical item. A wizard cannot choose to forget a memorized spell to replace it with another one. He can,  however, cast a spell just to cleanse his mind for another spell. (The DM must make sure that the wizard does not get experience for this.)

Schools of Magic

Although all wizard spells are learned and memorized the same way, they fall into nine different schools of magic. A school of magic is a group of related spells.

Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or non-magical effect or creature. They are often used to provide safety in times of great  danger or when attempting some other particularly dangerous spell.

Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.

Conjuration/summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Enchantment/charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.

Greater divinations are more powerful than lesser divinations (see below). These spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.

Illusions deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

Invocation/evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.

Lesser divination spells are learnable by all wizards, regardless of their affiliation. This school includes the most basic and vital spells of the wizard – those he needs to practice other aspects of his craft. Lesser divinations include read magic and detect magic.

Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although it is a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.

Learning Spells

Whether a character chooses to be a mage or a specialist in one of the schools of magic, he must learn his spells from somewhere. While it might be possible for the exceptional wizard to learn the secrets of arcane lore entirely on his own, it isn’t very likely. It is far more likely that your character was apprenticed to another wizard as a lad. This kindly (severe), loving (callous), understanding (ill-tempered), generous (mean-spirited), and upright (untrustworthy) master taught your character everything he knows at the start of the game. Then, when it was time, the master sent him into the world (threw him out) with a smile and a pat on the back (snarling with his foot on your character’s behind).

Or perhaps your character studied at a proper academy for wizards (if your DM has such things). There he completed his lessons under the eye of a firm (mean) but patient (irritable) tutor who was ready with praise for good work (a cane for the slightest fault). But alas, your character’s parents were impoverished and his studies had to end (fed up with this treatment, your youthful character fled during the night).

As you can see, there are a number of ways your character might have learned his spells.

The one good thing that comes from your character’s studies is his initial spell book. It may have been a gift from his school or he may have stolen it from his hated master. Whatever the case, your  character begins play with a spell book containing up to a few 1st-level spells. Your DM will tell you the exact number of spells and which spells they are. As your character adventures, he will have the opportunity to add more spells to his collection.

When your character attains a new level, he may or may not receive new spells. This is up to your DM. He may allow your character to return to his mentor (provided he departed on good terms!) and add a few spells to his book. It may be possible for your character to copy spells from the spell book of another player character (with his permission, of course). Or he may have to wait until he can find a spell book with new spells. How he gets his spells is one of the things your DM decides.

In all cases, before he can add a new spell to his spell book, you have to check to see if your character learns that spell. The chance of learning a spell depends on your wizard’s Intelligence, as given in Table 4. This chance may be raised or lowered if your character is a specialist.

Illusions

Of all spells, those of the illusion school cause the most problems. Not that they are more difficult for your player character to cast, but these spells are more difficult for you to role-play and for your DM to adjudicate. Illusions rely on the idea of believability, which in turn relies on the situation and the state of mind of the victim. Your DM must determine this for NPCs, which is perhaps an easier job. You must role-play this for your character.

Spells of this school fall into two basic groups. Illusions are creations that manipulate light, color, shadow, sound, and sometimes even scent. Higher level illusions tap energy from other planes, and are actually quasi-real, being woven of extradimensional energies by the caster. Common illusions create appearances; they cannot make a creature or object look like nothing (i.e., invisible), but they can conceal objects by making them look like something else.

Phantasms exist only in the minds of their victims; these spells are never even quasi-real. (The exceptions to this are the phantasmal force spells, which are actually illusions rather than phantasms.) Phantasms act upon the mind of the victim to create an intense reaction – fear being most common.

The key to successful illusions or phantasms is believability, which depends on three main factors: what the caster attempts, what the victim expects, and what is happening at the moment the spell is cast. By combining the information from these three areas, the player and the DM should be able to create and adjudicate reasonable illusions and phantasms.

When casting an illusion or phantasm, the caster can attempt to do anything he desires within the physical limits of the spell. Prior knowledge of the illusion created is not necessary but is extremely useful.

For example, suppose Delsenora decides to cast a phantasmal force spell and can choose between creating the image of a troll (a creature she has seen and battled) or that of a beholder (a creature she has never seen but has heard terrifying descriptions of). She can either use her memory to create a realistic troll or use her imagination to create something that may or may not look like a real beholder. The troll, based on her first-hand knowledge of these creatures, is going to have lots of little details – a big nose, warts, green, scabby skin, and even a shambling troll-like walk. Her illusion of a beholder will be much less precise, just a floating ball with one big eye and eyestalks. She doesn’t know its color, size, or behavior.

The type of image chosen by the caster affects the reaction of the victim. If the victim in the above case has seen both a troll and a beholder, which will be more believable? Almost certainly it will be the troll, which looks and acts the way the victim thinks a troll should. He might not even recognize the other creature as a beholder since it doesn’t look like any beholder he’s ever seen. Even if the victim has never seen a troll or a beholder, the troll will still be more believable; it acts in a realistic manner, while the beholder does not. Thus spellcasters are well-advised to create images of things they have seen, for the same reason authors are advised to write about things they know.

The next important consideration is to ask if the spell creates something that the victim expects. Which of these two illusions would be more believable – a huge dragon rising up behind a rank of attacking kobolds (puny little creatures) or a few ogres forming a line behind the kobolds? Most adventurers would find it hard to believe that a dragon would be working with kobolds. The dragon is far too powerful to associate with such little shrimps. Ogres, however, could very well work with kobolds – bossing them around and using them as cannon fodder. The key to a good illusion is to create something the victim does not expect but can quickly accept.

The most believable illusion may be that of a solid wall in a dungeon, transforming a passage into a dead end. Unless the victim is familiar with these hallways, he has no reason not to believe that the wall is there.

Of course, in a fantasy world many more things can be believed than in the real world. Flames do not spring out of nowhere in the real world, but this can happen in a fantasy world. The presence of magic in a fantasy world makes victims more willing to accept things our logic tells us cannot happen. A creature appearing out of nowhere could be an illusion or it could be summoned. At the same time, you must remember that a properly role-played character is familiar with the laws of his world. If a wall of flames appears out of nowhere, he will look for the spellcaster. A wall blocking a corridor may cause him to check for secret doors. If the illusion doesn’t conform to his idea of how things work, the character should become suspicious. This is something you have to provide for your character and something you must remember when your character attempts to use illusions.

This then leads to the third factor in the believability of an illusion, how appropriate the illusion is for the situation. As mentioned before, the victim is going to have certain expectations about any given encounter. The best illusions reinforce these expectations to your character’s advantage. Imagine that your group runs into a war party of orcs in the local forest. What could you do that would reinforce what the orcs might already believe? They see your group, armed and ready for battle. They do not know if you are alone or are the advance guard for a bigger troop. A good illusion could be the glint of metal and spear points coming up behind your party. Subtlety has its uses. The orcs will likely interpret your illusion as reinforcements to your group, enough to discourage them from attacking.

However, the limitations of each spell must be considered when judging appropriateness. A phantasmal force spell creates vision only. It does not provide sound, light, or heat. In the preceding situation, creating a troop of soldiers galloping up behind you would not have been believable. Where is the thunder of hooves, the creak of saddle leather, the shouts of your allies, the clank of drawn metal, or the whinny of horses? Orcs may not be tremendously bright, but they are not fooled that easily. Likewise, a dragon that suddenly appears without a thunderous roar and dragonish stench isn’t likely to be accepted as real. A wise spellcaster always considers the limitations of his illusions and finds ways to hide their weaknesses from the enemy.

An illusion spell, therefore, depends on its believability. Believability is determined by the situation and a saving throw. Under normal circumstances, those observing the illusion are allowed a saving throw vs. spell if they actively disbelieve the illusion. For player characters, disbelieving is an action in itself and takes a round. For NPCs and monsters, a normal saving throw is made if the DM deems it appropriate. The DM can give bonuses or penalties to this saving throw as he thinks appropriate. If the caster has cleverly prepared a realistic illusion, this certainly results in penalties on the victim’s saving throw. If the victim were to rely more on scent than sight, on the other hand, it could gain bonuses to its saving throw. If the saving throw is passed, the victim sees the ilJusion for what it is. If the saving throw is failed, the victim believes the illusion. A good indication of when player characters should receive a positive modifier to their saving throws is when they say they don’t believe what they see, especially if they can give reasons why.

There are rare instances when the saving throw may automatically succeed or fail. There are times when the illusion created is either so perfect or so utterly fantastic as to be impossible even in a fantasy world. Be warned, these occasions are very rare and you should not expect your characters to benefit from them more than once or twice.

In many encounters, some party members will believe an illusion while others see it for what it really is. In these cases, revealing the truth to those deluded by the spell is not a simple matter of telling them. The magic of the spell has seized their minds. Considered from their point of view, they see a horrible monster (or whatever) while a friend is telling them it isn’t real. They know magic can affect people’s minds, but whose mind has been affected in this case? At best, having an illusion pointed out grants another saving throw with a +4 bonus.

Illusions do have other limitations. The caster must maintain a show of reality at all times when conducting an illusion. (If a squad of low-level fighters is created, the caster dictates their hits, misses, damage inflicted, apparent wounds, and so forth, and the referee decides whether the bounds of believability have been exceeded.) Maintaining an illusion normally requires concentration on the part of the caster, preventing him from doing other things. Disturb him and the illusion vanishes.

Illusions are spells of trickery and deceit, not damage and destruction. Thus, illusions cannot be used to cause real damage. When a creature is caught in the blast of an illusionary fireball or struck by the claws of an illusionary troll, he thinks he takes damage. The DM should record the illusionary damage (but tell the player his character has taken real damage). If the character takes enough damage to “die” he collapses in a faint. A system shock roll should be made for the character. (His mind, believing the damage to be reaL may cause his body to cease functioning!) If the character survives, he regains consciousness after 1d3 turns with his illusionary damage healed. In most cases, the character quickly realizes that it was all an illusion.

When an illusion creates a situation of inescapable death, such as a giant block dropping from the ceiling, all those believing the illusion must roll for system shock. If they fail, they die-killed by the sheer terror of the situation. If they pass, they are allowed a new saving throw with a +4 bonus. Those who pass recognize the illusion for what it is. Those who fail faint for 1d3 turns.

Illusions do not enable characters to defy normal physical laws. A illusionary bridge cannot support a character who steps on it, even if he believes the bridge is real. An illusionary wall does not actually cause a rock thrown at it to bounce off. However, affected creatures attempt to simulate the reality of what they see as much as possible. A character who falls into an illusionary pit drops to the ground as if he had fallen. A character may lean against an illusionary wall, not realizing that he isn’t actually putting his weight on it. If the same character were suddenly pushed, he would find himself falling through the very wall he thought was solid!

Illusions of creatures do not automatically behave like those creatures, nor do they have those creatures’ powers. This depends on the caster’s ability and the victim’s knowledge of the creatures.  Illusionary creatures fight using the caster’s combat ability. They take damage and die when their caster dictates it. An illusory orc could continue to fight, showing no damage, even after it had been struck a hundred or a thousand times. Of course, long before this its attackers will become suspicious. Illusionary creatures can have whatever special abilities the caster can make appear (i.e., a dragon’s fiery breath or a troll’s regeneration), but they do not necessarily have unseen special abilities. There is no way a caster can create the illusion of a basilisk’s gaze that turns people to stone. However, these abilities might be manifested through the fears of the victims. For example, Rath the fighter meets an illusionary basilisk. Rath has fought these beasties before and knows what they can do. His  gaze accidentally locks with that of the basilisk. Primed by his own fears, Rath must make a system shock roll to remain alive. But if Rath had never seen a basilisk and had no idea that the creature’s gaze could turn him to stone, there is no way his mind could generate the fear necessary to kill him. Sometimes ignorance is bliss!

Priest Spells

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest’s role, more often than not, is as defender and guide for others. Thus the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.

Like the wizard, the priest’s level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.

Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted.

A priest’s spell selection is limited by his level and by the different spheres of spells. (The spheres of influence, into which priest spells are divided, can be found on page 34.) Within the major spheres of his deity, a priest can use any spell of a given level when he is able to cast spells of that level. Thus, a druid is able to cast any 2nd-level plant sphere spells when he is able to cast 2nd-level spells. For spells belonging to the minor spheres of the priest’s deity, he can cast spells only up to 3rd level. The knowledge of what spells are available to the priest becomes instantly clear as soon as he advances in level. This, too, is bestowed by his deity.

Priests must pray to obtain spells, as they are requesting their abilities from some greater power, be it their deity or some intermediary agent of this power. The conditions for praying are identical to those needed for the wizard’s studying. Clearly then, it behooves the priest to maintain himself in good standing with this power, through word and deed. Priests who slip in their duties, harbor indiscreet thoughts, or neglect their beliefs, find that their deity has an immediate method of redress. If the priest has failed in his duties, the deity can deny him spells as a clear message of dissatisfaction. For minor infractions, the deity can deny minor spells. Major failings result in the denial of major spells or, even worse, all spells. These can be regained if the character immediately begins to make amends for his errors. Perhaps the character only needs to be a little more vigilant, in the case of a minor fault. A serious transgression could require special service, such as a quest or some great sacrifice of goods. These are things your DM will decide, should your character veer from the straight and narrow path of his religion.

Finally, your DM may rule that not all deities are equal, so that those of lesser power are unable to grant certain spells. If this optional rule is used, powers of demigod status can only grant spells up to the 5th spell level. Lesser deities can grant 6th-level spells, while the greater deities have all spell levels available to them. You should inquire about this at the time you create your character (and decide which deity he worships), to prevent any unwelcome surprises later on.

Casting Spells

Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a silence spell or gagged) and have both arms free. (Note that the optional spell component rule [following section] can modify these conditions.) If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Likewise, a magic missile (which always hits its target) cannot be fired into a group of bandits with the instruction to strike the leader; the caster must be able to identify and see the leader.

Once the casting has begun, the character must stand still. Casting cannot be accomplished while riding a roughly moving beast or a vehicle, unless special efforts are made to stabilize and protect the caster. Thus a spell cannot be cast from the back of a galloping horse under any conditions, nor can a wizard or priest cast a spell on the deck of a ship during a storm. However, if the caster were below decks, protected from the wind and surging waves, he could cast a spell. While it is not normally possible to cast a spell from a moving chariot, a character who was steadied and supported by others could do so. Your DM will have to make a ruling in these types of extraordinary conditions.

During the round in which the spell is cast, the caster cannot move to dodge attacks. Therefore, no AC benefit from Dexterity is gained by spellcasters while casting spells. Furthermore, if the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells!

Spell Components (Optional Rule)

When your character casts a spell, it is assumed that he is doing something to activate that spell. He may utter a few words, wave his hand around a couple ot times, wiggle his toes, swallow a live spider, etc. But, under the standard rules, you don’t have to know exactly what he does to activate the spell. Some of this can be answered if your DM uses the rules for spell components.

The actions required to cast a spell are divided into three groups: verbal, somatic (gestures), and material. Each spell description (starting on page 131) lists what combination of these components is needed to cast a spelL Verbal components require the caster to speak clearly (not be silenced in any way); somatic components require free gestures (thus the caster cannot be bound or held); material components must be tossed, dropped, burned, eaten, broken, or whatever for the spell to work. While there is no specific description of the words and gestures that must be performed, the material components are listed in the spell descriptions. Some of these are common and easy to obtain. Others represent items of great value or scarcity. Whatever the component, it is automatically destroyed or lost when the spell is cast, unless the spell description specifically notes otherwise.

If the spell components optional rule is used in your campaign, your wizard or priest must have these items to cast the spell. Without them, he is helpless, even if the spell is memorized. For simplicity of play, it is best to assume that any spellcaster with any sense has a supply of the common items he is likely to need – wax, feathers, paint, sand, sticks, and fluff, for example. For expensive and rare items, it is perfectly proper for your DM to insist that special efforts be made to obtain these items. After all, you simply cannot assume your character has a valuable pearl handy whenever he needs one!

The three different aspects of spell components also change the conditions under which your character can cast his spells. No longer does he need to be able to speak, move, and use some item. He only needs to fulfill the required components. Thus a spell with only a verbal component could be used by a naked, bound spellcaster. One requiring only gestures could be cast even within the radius of a silence spell. Most spells require a combination of components, but clever spellcasters often create new spells that need only a word or a gesture, enabling them to take their enemies by surpnse.

Magical Research

One oft-ignored asset of both wizards and priests is magical research. While the spell lists for both groups offer a wide variety of tools and effects, the clever player character can quickly get an edge by researching his own spells. Where other spellcasters may fall quickly into tired and predictable patterns (“Look, it’s a mage! Get ready for the fireball, guys!”), an enterprising character can deliver sudden (and nasty) surprises!

Although your DM has the rules for handling spell research, there are some things you should know about how to proceed. First and foremost, research means that you and your DM will be working together to expand the game. This is not a job he does for you! Without your input, nothing happens. Second, whatever your character researches, it cannot be more powerful than the spells he is already able to cast. If it is, you must wait until your character can cast spells of an equal power. (Thus as a 1st-level wizard, you cannot research a spell that is as powerful as a fireball. You must wait until your character can cast a fireball.) Finally, you will have to be patient and willing to have your character spend some money. He won’t create the spell immediately, as research takes time. It also takes money, so you can expect your DM to use this opportunity to relieve your character of some of that excess cash. But, after all, how better for a spellcaster to spend his money?

Knowing these things, you should first write up a description of the spell you want to create. Be sure to include information on components, saving throws, range, duration, and all the other entries you find in the normal spell listings. When you give your DM the written description, tell him what you want the spell to do. (Sometimes what you write isn’t really what you mean, and talking to your DM is a good way to prevent confusion.) After this, he will either accept or reject your spell. This is his choice and not all DMs will have the same answer. Don’t kick and complain; find out what changes are needed to make the spell acceptable. You can probably iron out the differences.

Once all these things are done, your character can research the spell. Be ready for this to take some time. Eventually he will succeed, although the spell may not do quite what he expected. Your DM may revise the spell, perhaps reducing the area of effect or damage inflicted. Finally, all you have to do is name your spell. This should be something suitably pompous, such as ”Delsenora’s Malevolent Steamroller” After all, you want something to impress the locals!

Spell Descriptions

The spells are organized according to their group (Prist or Wizard) and level, starting on page 131. Within each level, the spells are arranged alphabetically. At the start of each spell description are the following important game statistics:

Name:

Each spell is identified by name. In parentheses after the name is the school (for wizard spells) to which that spell belongs. When more than one is listed, that spell is common to all schools given.

Some spells are reversible (they can be cast for an effect opposite to that of the standard spell). This is noted after the spell name. Priests with reversible spells must memorize the desired version. For example, a priet who desires a cause light wounds spell must petition for this form of the spell when meditating and praying. Note that severe penalties can result if the spell choice is at variance with the priest’s alignment (possible penalties include denial of specific spells, entire spell levels, or even all spells fora certain period. The exact result (if any) depends on the reaction of the priest’s patron deity, as determined by the DM).

Reversible wizard spells operate similarly. When the spell is learned, both forms are recorded in the wizard’s spell books. However, the wizard must decide which version of the spell the wizard desires to cast when memorizing the spell, unless the spell description specifically states otherwise. For example, a wizard who has memorized stone to flesh and desires to cast flesh to stone must wait until the latter form of the spell can be memorized (i.e., rest eight hours and study). If the wizard can memorize two 6th-level spells, he could memorize each version once or one version twice.

School:

In parentheses after the spell name is the name of the school of magic to which the spell belongs. For wizard spells, this defines which spells a wizard specialist can learn, depending on the wizard’s school of specialization. For priest spells, the school notation is used only for reference purposes, to indicate which school the spell is considered to belong to, in case the DM needs to know for spell resistance (e.g., elves’ resistance to charm spells).

Sphere:

This entry appears only for priest spells and identifies the sphere or spheres into which each spell falls.

Range:

This lists the distance from the caster at which the spell effect occurs or begins. A zero indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. “Touch” means the caster can use the spell on others if he can physically touch them. Unless otherwise specified, all other spells are centered on a point visible to the caster and within the range of the spell. The point can be a creature or object if desired. In general a spell that affects a limited number of creatures within an area affects those closest to the center first, unless there are other parameters operating (such as level or Hit Dice). Spells can be cast through narrow openings only if both the caster’s vision and the spell energy can be directed simultaneously through the opening. A wizard standing behind an arrow slit can cast through it; sending a fireball through a small peephole he is peering through is another matter.

Components:

This lists the category of components needed, V for verbal, S for somatic, and M for material. When material components are required, these are listed in the spell description. Spell components are expended as the spell is cast, unless otherwise noted. Clerical holy symbols are not lost when a spell is cast. For cases in which material components are expended at the end of the spell (free action, shapechange, etc.), premature destruction of the compo­nents ends the spell.

Duration:

This lists how long the magical energy of the spell lasts. Spells of instantaneous duration come and go the moment they are cast, although the result of these spells may be permanent and unchangeable by normal means. Spells of permanent duration last until the effects are negated by some means, usually by a dispel magic. Some spells have a variable duration. The caster cannot choose the duration of spell, in most cases. Spells with set durations (e.g., 3 rounds/level of the wizard) must be kept track of by the player . Spells of variable duration (e.g., 3 + 1d4 round ) are secretly recorded by the DM. Your DM may warn you when spell durations are approaching expiration, but there is usually no sign that a spell is going to expire; check with your DM to determine exactly how he handles the issue.

Certain spells can be ended at will by the caster. In order to dismiss these spells, the original caster must be within range of the spell’s center of effect-within the same range at which the spell can be cast.The caster also must be able to speak words of dismissal. Note that only the original caster can dismiss his spells in this way.

Casting Time:

This entry is important, if the optional casting time modifier to initiative is used. If only a number is given, the casting time is added to the caster’s initiative die rolls. If the spell requires a round or number of rounds to cast, it goes into effect at the end of the last round of casting time. If Delsenora casts a spell that takes one round, it goes into effect at the end of the round in which she begins casting. If the spell requires three rounds to cast, it goes into effect at the end of the third round. Spells requiring a turn or more go into effect at the end of the stated turn.

Area of Effect:

This lists the creatures, volume, dimensions, weight, etc., that can be affected by the spell. Spells with an area or volume that can be shaped by the caster will, unless the spell description specifically states otherwise, have a minimum dimension of 10 feet in any direction. Thus a cloud that has a 10-foot cube per caster level might, when cast by a 12th-level caster, have dimensions 10′ x 10′ x 120′, 20′ x 20′ X 30′, or any similar combination that totals 12 10-foot cubes. Combinations such as 5’ x 10’ x 240′ are not possible unless specifically stated.

Some spells (such as bless) affect the friends or enemies of the caster. In all cases, this refers to the perception of the caster at the time the spell is cast. For example, a chaotic good character allied with a lawful neutral cleric would receive the benefit of the latter’s bless spell.

Saving Throw:

This lists whether the spell allows the target a saving throw and explains the effect of a successful save: “Neg.” results in the spell having no effect; “1/2” means the character suffers half the normal amount of damage; “none” means no saving throw is allowed. Wisdom adjustments to saving throws apply only to enchantment/charm spells.

Solid physical barriers provide saving throw bonuses and damage reduction. Cover and concealment may affect saving throws and damage (the DM has additional information about this).

A creature that successfully saves against a spell with no apparent physical effect (such as a charm, hold, or magic jar) may feel a definite force or tingle that is characteristic of a magical attack, if the DM desires. But the exact hostile spell effect or creature ability used cannot be deduced from this tingle.

A being’s carried equipment and possessions are assumed to make their saving throws against special attacks if the creature makes its saving throw, unless the spell specifically states otherwise. If the creature fails its saving throw, or if the attack form is particularly potent, saving throws may have to be rolled to see if any possessions survive, using either item saving throws (see the DMG) or the being’s saving throw. The DM will inform you when this happens.

Any character can voluntarily forgo a saving throw. This allows a spell or similar attack that normally grants a saving throw to have full effect on the character.  Likewise, any creature can voluntarily lower its magic resistance allowing a spell to automatically function when cast on it. Foregoing a saving throw or magic resistance roll need not always be voluntary. If a creature or character can be tricked into lowering its resistance, the spell will have full effect, even if it is not the spell the victim believe he was going to receive. The victim must consciously choose to lower their resistance; it is not sufficient that he is caught off guard. For example, a character would receive a saving throw if a mage in the party suddenly attacked him with a fireball, even if the mage had been friendly to that point. However, the same character would not receive a saving throw if the mage convinced him that he was about to receive a levitation spell but cast a fireball spell instead. Your DM will decide when NPCs have lowered their resistances. You must tell your DM when your character is lowering his resistance.

Spell Description:

The text provides a complete description of how the spell functions and its game effects. It covers most typical uses of the spell, if there are more than one, but cannot deal with every possible application players might find. In these cases, the spell information in the text should provide guidance on how to adjudicate the situation.

Spells with multiple functions enable the caster to select which function he wants to use at the time of casting. Usually a single function of a multiple-function spell is a weaker than a single-function spell of the same level.

Spell effects that give bonuses or penalties to abilities, attack rolls, damage rolls, saving throws, etc., are not usually cumulative with each other or with other magic: the strongest single effect applies. For example, a fighter drinks a potion of giant strength and then receives a 2nd-level wizard spell strength. Only the strongest magic (the potion) is effective. When the potion’s duration ends, however, the strength spell is still in effect, until its duration also expires.

Adjudicating Illusions

All illusions are cases of DM adjudication; each depends upon the exact situational factors deemed significant by the DM. All of the following points are only subsidiary guidelines to help the DM maintain consistency.

Intrinsically Deadly Illusions:

“Instant kill” illusions that are automatically fatal regardless of level, Hit Dice, or saving throws: collapsing ceilings, inescapable lava pits, etc. The absolute maximum effect of these is to force a system shock check. Surviving characters are not further affected by that illusion.

Special Effects:

Illusions that duplicate spell effects are keyed to the caster’s level (e.g., 10th-level illusionist casting a fireball can create a convincing 10-die fireball). Exceeding this limit creates a fatal flaw in the illusion that negates the effect.

Monster Special Attacks:

Before the caster can effectively duplicate a monster’s special attack, the wizard must have undergone it (a wizard cannot conjure up the twinkle in a medusa’s eye correctly without actually experiencing it – i.e., having been turned to stone by one).

Option: Illusionary monsters attack using the wizard’s attack values. This would be a subtle clue that the monsters are fake.

Option: Extend the spell level control to monsters – the caster can create monsters only if the total monster Hit Dice are equal to or less than the caster’s level (an 8th-level caster could convincingly do one hill giant, two ogres, or four 2nd-level fighters).

Illusion spells require a higher degree of DM-player interaction than other wizard spells. The timing and staging of such spells by the caster are extremely important. Effects that appear out of nowhere are not believed unless the caster takes this into account. On the other hand, an illusionary fireball cast after a wizard has cast a real one could have devastating effects.

The caster must maintain a show of realism at all times when conducting an illusion (if a squad of low-level fighters is created, the caster dictates their hits, misses, damage inflicted, apparent wounds, and so forth; the DM decides whether the bounds of believability have been exceeded).

NPC illusions require careful preparation by the DM, including clues to their nature.

Intelligence is the best defense against illusions. Low and non-intelligent creatures are more vulnerable to illusions, unless the illusion is completely outside their experience or the illusion touches on an area of the creatures’ particular competence. Undead are generally immune to illusions, but they are vulnerable to quasi-real effects, most of which start to appear in the 4th-level spell list.

Illusions usually cease to affect a character if they are actively disbelieved. Disbelief must be stated by the player, based on clues provided by the DM. Players stating disbelief must give a reason for disbelief based on sensory information available to the character. Failure to give such a reason results in failure to disbelieve. The DM can impose additional requirements or delays in recognizing illusions (such as Intelligence checks) as needed, such as when one player is obviously parroting a discovery made by another. Disbelief automatically forfeits a saving throw if the effect is real.

For NPCs, a saving throw, Intelligence check, or DM adjudication can be used to determine disbelief, whichever the DM deems appropriate.

Money & Equipment

Although your character has some impressive abilities and skills, he really isn’t going to be effective without the equipment necessary for adventuring. To get this equipment, he needs money. Not only does he need money to outfit himself, but your character also has to cover his living expenses.

Although there are many different types of coins and currencies in the world, all prices and treasures in the AD&D® rules are given in standard coinage. Your DM may have specific names for different coins and may have different rates of exchange, but this is material particular to his campaign. He will tell you if there are differences from the coins listed here. The standard rate of exchange for each coin is given in Table 42.

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards. The value of each coin can also be figured by the following: 10 cp = 1 sp; 5 sp = 1 ep; 2 ep = 1 gp; 5 gp = 1 pp.

However, remember that not all wealth is measured by coins. Wealth can take many forms – land, livestock, the right to collect taxes or customs, and jewelry are all measures of wealth. Coins have no guaranteed value. A gold piece can buy a lot in a small village but won’t go very far in a large city. This makes other forms of wealth, land for instance, all the more valuable. Indeed, many a piece of jewelry is actually a way of carrying one’s wealth. Silver armbands can be traded for goods, a golden brooch can buy a cow, etc. In your adventures, wealth and riches may take many different forms.

Furthermore, in your DM’s campaign, there may be special situations or considerations to bear in mind. The Kingdom of Gonfli may be at war with the neighboring Principality of Boosk. Patriotic Gonflians might refuse Boosk coins (probably because they think the coins are worthless). Practical Booskites might accept the Gonfli florin at half normal value (so they can melt them
down and mint new Boosk drachmas). Of course, both groups would send your character to the local money changer (if there is one), who would cheerfully convert your foreign coins to the local tender. He will, of course, charge a small commission (10-30%) for this service.

Situations such as these can affect the value of any coin. If your characters start flashing about a lot of gold, pumping it into the local economy, merchants will quickly raise prices. As another example, the local lord may commandeer most of the region’s horses for his knights, making those left all that much more expensive.

Table 42: STANDARD EXCHANGE RATES
  Exchange Value
Coin CP SP EP GP PP
Copper Piece (CP) = 1 110 150 1100 1500
Silver Piece (SP) = 10 1 15 110 150
Electrum Piece (EP) = 50 5 1 12 110
Gold Piece (GP) = 100 10 2 1 15
Platinum Piece (PP) = 500 50 10 5 1

Starting Money

All player characters begin with some amount of cash. This nest egg may be your character’s life savings. It may be a gift from his parents to start him out in the world. It may be his booty from an army campaign. Perhaps he stumbled across a small treasure chest, whetting his appetite for greater and more dangerous prizes. How he came by his money is not important (although it may be fun to know). You are free to create any explanation you want.

To learn your character’s starting funds, roll the dice indicated for his group in Table 43. This is the number of gold pieces your character has to obtain equipment. If you are creating a character starting out at a level above 1st level, check with the DM to see if you can increase your character’s funds beyond the amounts given here.

Multi-class characters use the most advantageous die range of their classes.

Table 43: INITIAL CHARACTER FUNDS
Character Group Die Range
Warrior 5d4 × 10 gp
Wizard (1d4+1) × 10 gp
Rogue 2d6 × 10 gp
Priest * 3d6 × 10 gp

* Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.

Equipment Lists

The following lists include much of the equipment your character needs for adventuring. The most basic of these are weapons, armor, clothing, and outfitting gear. The other lists provide goods and services your character may need during the course of his many adventures. While most items are always available, your DM may add to or delete from these lists. What you want may not be available or, if your DM has set his game in a specific time period, may not have been discovered or invented yet! While he should tell you which items are and aren’t available, you should ask if you have any doubts, particularly on large purchases.

Many of the uncommon items in these lists are explained in the following pages.

The price given for each item in the lists is its average price, the amount you can expect the item to cost in a normal economy. However, large cities, barren wildernesses, and places with brave adventurers carrying bags full of gold are not normal economies. In these places you may find yourself paying more (very rarely less) than the amount listed. You can also haggle with merchants over prices, although to speed up the game it’s recommended that you save this for your important purchases. If you wind up haggling over the cost of every tankard of ale, your character is going to spend more time being a pennypincher than an adventurer!

Table 44: EQUIPMENT
Clothing

Item Cost   Item Cost
Belt 3 sp   Pin 6 gp
Boots   Plain brooch 10 gp
– Riding 3 gp   Robe
– Soft 1 gp   – Common 9 sp
Breeches 2 gp   – Embroidered 20 gp
Cap, hat 1 sp   Sandals 5 cp
Cloak   Sash 2 sp
– Good cloth 8 sp   Shoes 1 gp
– Fine fur 50 gp   Silk jacket 80 gp
Girdle 3 gp   Surcoat 6 sp
Gloves 1 gp   Sword scabbard, hanger, baldric 4 gp
Gown, common 12 sp   Tabard 6 sp
Hose 2 gp   Toga, coarse 8 cp
Knife sheath 3 cp   Tunic 8 sp
Mittens 3 sp   Vest 6 sp

 

Daily Food and Lodging

Item Cost   Item Cost
Ale (per gallon) 2 sp   Inn lodging (per day/week)
Banquet (per person) 10 gp   – Common 5 sp/3 gp
Bread 5 cp   – Poor 5 cp/2 sp
Cheese 4 sp   Meat for one meal 1 sp
City rooms (per month)   Meals (per day)
– Common 20 gp   – Good 5 sp
– Poor 6 sp   – Common 3 sp
Common wine (pitcher) 2 sp   – Poor 1 sp
Egg or fresh vegetables 1 cp   Separate latrine for rooms (per month) 2 gp
Grain and stabling for horse (daily) 5 sp   Small beer (per gallon) 5 cp
Honey 5 sp   Soup 5 cp

 

Household Provisioning

Item Cost   Item Cost
Barrel of pickled fish 3 gp   Raisins (per lb.) 2 sp
Butter (per lb.) 2 sp   Rice (per lb.) 2 sp
Coarse sugar (per lb.) 1 gp   Salt (per lb.) 1 sp
Dry rations (per week) 10 gp   Salted herring (per 100) 1 gp
Eggs (per 100) 8 sp   Spice (per lb.) 500 gp
– (per two dozen) 2 sp   – Exotic (e.g. , saffron , clove) 100 gp
Figs (per lb.) 3 sp   – Rare (e.g. , pepper, ginger) 500 gp
Firewood (per day) 1 cp   – Uncommon (cinnamon) 150 gp
Herbs (per lb.) 5 cp   Tun of cider (25 0 gal.) 15 sp
Nuts (per lb.) 1 gp   Tun of good wine (25 0 gal.) 2 gp

 

Tack and Harness

Item Cost Weight        Item Cost
Weight
Barding   Horseshoes & shoeing 1 gp 10 lbs
– Chain 500 gp 70 lbs   Saddle
– Full plate 2,000 gp 85 lbs   – Pack 5 gp 15 lbs
– Full scale 1,000 gp 75 lbs   – Riding 10 gp 35 lbs
– Half brigandine 500 gp 45 lbs   Saddle bags
– Half padded 100 gp 25 lbs   – Large 4 gp 8 lbs
– Half scale 500 gp 50 lbs   – Small 3 gp 5 lbs
– Leather or padded 150 gp 60 lbs   Saddle blanket 3 sp 4 lbs
Bit and bridle 15 sp 3 lbs   Yoke
Cart harness 2 gp 10 lbs   – Horse 5 gp 15 lbs
Halter 5 cp *   – Ox 3 gp 20 lbs
* These items weigh little individually. Ten of these items weigh one pound.

 

Transport *

Item Cost   Item Cost
Barge 300 gp   Drakkar 25,000 gp
Canoe   Dromond 15,000 gp
– Small 30 gp   Galleon 50,000 gp
– War 50 gp   Great galley 30,000 gp
Caravel 10,000 gp   Knarr 3,000 gp
Carriage   Longship 10,000 gp
– Common 150 gp   Oar
– Coach , ornamented 7,000 gp   – Common 2 gp
Chariot   – Galley 10 gp
– Riding 200 gp   Raft or small keelboat 100 gp
– War 500 gp   Sail 20 gp
Coaster 5,000 gp   Sedan chair 100 gp
Cog 10,000 gp   Wagon or cart wheel 5 gp
Curragh 500 gp      
* Movement rates for this equipment are given in the DMG.

 

Miscellaneous Equipment

Item Cost Weight   Item Cost
Weight
Backpack 2 gp 2 lbs   Lock
Barrel, small 2 gp 30 lbs   – Good 100 gp 1 lb
Basket   – Poor 20 gp 1 lb
– Large 3 sp 1 lb   Magnifying glass 100 gp *
– Small 5 cp *   Map or scroll case 8 sp ½ lb
Bell 1 gp   Merchant’s scale 2 gp 1 lb
Belt pouch   Mirror, small metal 10 gp *
– Large 1 gp 1 lb   Musical instrument 5-100 gp ½-3 lbs
– Small 7 sp ½ lb   Oil (per flask)
Block and tackle 5 gp 5 lbs   – Greek fire 10 gp 2 lbs
Bolt case 1 gp 1 lb   – Lamp 6 cp 1 lb
Bucket 5 sp 3 lbs   Paper (per sheet) 2 gp * *
Chain (per ft.)   Papyrus (per sheet) 8 sp * *
– Heavy 4 gp 3 lbs   Parchment (per sheet) 1 gp * *
– Light 3 gp 1 lb   Perfume (per vial) 5 gp *
Chest   Piton 3 cp ½ lb
– Large 2 gp 25 lbs   Quiver 8 sp 1 lb
– Small 1 gp 10 lbs   Rope (per 50 ft.)
Cloth (per 10 sq. yds.)   – Hemp 1 gp 20 lbs
– Common 7 gp 10 lbs   – Silk 10 gp 8 lbs
– Fine 50 gp 10 lbs   Sack
– Rich 100 gp 10 lbs   – Large 2 sp ½ lb
Candle 1 cp *   – Small 5 cp *
Canvas (per sq. yard) 4 sp 1 lb   Sealing/candle wax (per lb.) 1 gp 1 lb
Chalk 1 cp *   Sewing needle 5 sp * *
Crampons 4 gp 2 lbs   Signal whistle 8 sp *
Fishhook 1 sp * *   Signet ring or personal seal 5 gp *
Fishing net, 10ft. sq. 4 gp 5 lbs   Soap (per lb.) 5 sp 1 lb
Flint and steel 5 sp *   Spyglass 1,000 gp 1 lb
Glass bottle 10 gp *   Tent
Grappling hook 8 sp 4 lbs   – Large 25 gp 20 lbs
Holy item (symbol, water, etc.) 25 gp *   – Pavilion 100 gp 50 lbs
Hourglass 25 gp 1 lb   – Small 5 gp 10 lbs
Iron pot 5 sp 2 lbs   Thieves’ picks 30 gp 1 lb
Ladder, 10 ft. 5 cp 20 lbs   Torch 1 cp 1 lb
Lantern   Water clock 1,000 gp 200 lbs
– Beacon 150 gp 50 lbs   Whetstone 2 cp 1 lb
– Bullseye 12 gp 3 lbs   Wineskin 8 sp 1 lb
– Hooded 7 gp 2 lbs   Winter blanket 5 sp 3 lbs
        Writing ink (per vial) 8 gp *
* These items weigh little individually. Ten of these items weigh one pound.
* * These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.

 

Animals

Animal Cost   Animal Cost
Boar 10 gp   Guinea hen 2 cp
Bull 20 gp   Horse
Calf 5 gp   – Draft 200 gp
Camel 50 gp   – Heavy war 400 gp
Capon 3 cp   – Light war 150 gp
Cat 1 sp   – Medium war 225 gp
Chicken 2 cp   – Riding 75 gp
Cow 10 gp   Hunting cat (jaguar, etc.) 5,000 gp
Dog   Ox 15 gp
– Guard 25 gp   Partridge 5 cp
– Hunting 17 gp   Peacock 5 sp
– War 20 gp   Pig 3 gp
Donkey, mule, or ass 8 gp   Pigeon 1 cp
Elephant   Pigeon, homing 100 gp
– Labor 200 gp   Pony 30 gp
– War 500 gp   Ram 4 gp
Falcon (trained) 1,000 gp   Sheep 2 gp
Goat 1 gp   Songbird 10 sp
Goose 5 cp   Swan 5 sp

 

Services

Service Cost   Service Cost
Bath 3 cp   Laundry (by load) 1 cp
Clerk (per letter)  2 sp   Messenger, in city (per message)  1 sp
Doctor, leech, or bleeding  3 gp   Minstrel (per performance)  3 gp
Guide, in city (per day)  2 sp   Mourner (per funeral)  2 sp
Lantern or torchbearer (per night)  1 sp   Teamster with wagon  1 sp/mile

 

Weapons
            Damage
Item Cost Weight Size Type† Speed Factor S-M L
Arquebus * * * 500 gp 10 lbs M P 15 1d10 1d10
Battle axe 5 gp 7 lbs M S 7 1d8 1d8
Blowgun 5 gp 2 lbs L 7
– Barbed Dart 1 sp S P 1d3 1d2
– Needle 2 cp S P 1 1
Bow
– Composite long bow 100 gp 3 lbs L 7
– Composite short bow 75 gp 2 lbs M 6
– Flight arrow 3 sp/12 S P 1d6 1d6
– Long bow 75 gp 3 lbs L 8
– Sheaf arrow 3 sp/6 S P 1d8 1d8
– Short bow 30 gp 2 lbs M 7
Club 3 lbs M B 4 1d6 1d3
Crossbow
– Hand quarrel 1 gp S P 1d3 1d2
– Hand crossbow 300 gp 3 lbs S 5
– Heavy quarrel 2 sp S P 1d4+1 1d6+1
– Heavy crossbow 50 gp 14 lbs M 10
– Light quarrel 1 sp S P 1d4 1d4
– Light crossbow 35 gp 7 lbs M 7
Dagger or dirk 2 gp 1 lb S P 2 1d4 1d3
Dart 5 sp ½ lb S P 2 1d3 1d2
Footman’s flail 15 gp 15 lbs M B 7 1d6+1 2d4
Footman’s mace 8 gp 10 lbs M B 7 1d6+1 1d6
Footman’s pick 8 gp 6 lbs M P 7 1d6+1 2d4
Hand or throwing axe 1 gp 5 lbs M S 4 1d6 1d4
Harpoon 20 gp 6 lbs L P 7 2d4 2d6
Horseman’s flail 8 gp 5 lbs M B 6 1d4+1 1d4+1
Horseman’s mace 5 gp 6 lbs M B 6 1d6 1d4
Horseman’s pick 7 gp 4 lbs M P 5 1d4+1 1d4
Javelin 5 sp 2 lbs M P 4 1d6 1d6
Knife 5 sp ½ lb S P/S 2 1d3 1d2
Lance @
– Heavy horse lance 15 gp 15 lbs L P 8 1d8+1 3d6
– Light horse lance 6 gp 5 lbs L P 6 1d6 1d8
– Jousting lance 20 gp 20 lbs L P 10 1d3-1 1d2-1
– Medium horse lance 10 gp 10 lbs L P 7 1d6+1 2d6
Mancatcher * * 30 gp 8 lbs L 7
Morning star 10 gp 12 lbs M B 7 2d4 1d6+1
Polearm
– Awl pike # 5 gp 12 lbs L P 13 1d6 1d12
– Bardiche 7 gp 12 lbs L S 9 2d4 2d6
– Bec de corbin 8 gp 10 lbs L P/B 9 1d8 1d6
– Bill-guisarme 7 gp 15 lbs L P/S 10 2d4 1d10
– Fauchard 5 gp 7 lbs L P/S 8 1d6 1d8
– Fauchard-fork 8 gp 9 lbs L P/S 8 1d8 1d10
– Glaive * 6 gp 8 lbs L S 8 1d6 1d10
– Glaive-guisarme * 10 gp 10 lbs L P/S 9 2d4 2d6
– Guisarme  5 gp 8 lbs  L S 8 2d4 1d8
– Guisarme-voulge 8 gp 15 lbs L P/S 10 2d4 2d4
– Halberd 10 gp 15 lbs L P/S 9 1d10 2d6
– Hook fauchard  10 gp 8 lbs L P/S 9 1d4 1d4
– Lucern hammer #  7 gp 15 lbs L P/B 9 2d4 1d6
– Military fork *  5 gp 7 lbs L P 7 1d8 2d4
– Partisan #  10 gp 8 lbs P 9 1d6 1d6+1
– Ranseur #  6 gp 7 lbs L P 8 2d4 2d4
– Spetum #  5 gp 7 lbs L P 8 1d6+1 2d6
– Voulge  5 gp 12 lbs L S 10 2d4 2d4
Quarterstaff 4 lbs L B 4 1d6 1d6
Scourge 1 gp 2 lbs S 5 1d4 1d2
Sickle 6 sp 3 lbs S S 4 1d4+1 1d4
Sling 5 cp S 6
Sling bullet 1 cp ½ lb S B 1d4+1 1d6+1
Sling stone ½ lb S B 1d4 1d4
Spear 8 sp 5 lbs M P 6 1d6 1d8
Staff sling 2 sp 2 lbs M 11
Sword
– Bastard sword
– – One-handed 25 gp 10 lbs M S 6 1d8 1d12
– – Two-handed 25 gp 10 lbs M S 8 2d4 2d8
– Broad sword 10 gp 4 lbs M S 5 2d4 1d6+1
– Khopesh 10 gp 7 lbs M S 9 2d4 1d6
– Long sword 15 gp 4 lbs M S 5 1d8 1d12
– Scimitar 15 gp 4 lbs M S 5 1d8 1d8
– Short sword 10 gp 3 lbs S P 3 1d6 1d8
– Two-handed sword 50 gp 15 lbs L S 10 1d10 3d6
Trident 15 gp 5 lbs L P 7 1d6+1 3d4
Warhammer 2 gp 6 lbs M B 4 1d4+1 1d4
Whip 1 sp 2 lbs M 8 1d2 1

* This weapon inflicts double damage against charging creatures of L or greater size.
* * This weapon can dismount a rider on a successful hit.
* * * This weapon available only if allowed by DM.
@ This weapon inflicts double damage when used from the back of a charging mount.
# This weapon inflicts double damage when firmly set to receive a charge.
† The “Type” category is divided into Bludgeoning (B), Piercing (P), and Slashing (S). This indicates the type of attack made, which may alter the weapon’s effectiveness against different types of armor. See the optional rule on page 90.
‡ These items weigh little individually. Ten of these weigh one pound.

Armor *

Type Cost Weight   Type Cost
Weight
Banded mail 200 gp 35 lbs   Padded 4 gp 10 lbs
Brigandine 120 gp 35 lbs   Plate mail 600 gp 50 lbs
Bronze plate mail 400 gp 45 lbs   Ring mail 100 gp 30 lbs
Chain mail 75 gp 40 lbs   Scale mail 120 gp 40 lbs
Field plate 2,000 gp 60 lbs   Shield
Full plate 4-10,000 gp 70 lbs   – Body 10 gp 15 lbs
Helmet   – Buckler 1 gp 3 lbs
– Great helm 30 gp 10 lbs   – Medium 7 gp 10 lbs
– Basinet 8 gp 5 lbs   – Small 3 gp 5 lbs
Hide 15 gp 30 lbs   Splint mail 80 gp 40 lbs
Leather 5 gp 15 lbs   Studded leather 20 gp 25 lbs
* See page 75 for the Armor Class ratings of various armor types.

 

Table 45: MISSILE WEAPON RANGES
    Range
Weapon ROF    S  
   M  
   L  
Arquebus 1/3 5 15 21
Blowgun 2/1 1 2 3
Composite long bow, flight arrow   2/1 6 12 21
Composite long bow, sheaf arrow 2/1 4 8 17
Composite short bow 2/1 5 10 18
Longbow, flight arrow 2/1 7 14 21
Longbow, sheaf arrow 2/1 5 10 17
Short bow 2/1 5 10 15
Club 1 1 2 3
Hand crossbow 1 2 4 6
Heavy crossbow 1/2 8 16 24
Light crossbow 1 6 12 18
Dagger 2/1 1 2 3
Dart 3/1 1 2 4
Hammer 1 1 2 3
Hand axe 1 1 2 3
Harpoon 1 1 2 3
Javelin 1 2 4 6
Knife 2/1 1 2 3
Sling bullet 1 5 10 20
Sling stone 1 4 8 16
Spear 1 1 2 3
Staff sling bullet 2/1 3-6 9
Staff sling stone 2/1 3-6 9

 
“ROF” is the rate of fire – how many shots that weapon can fire off in one round. This is independent of the number of melee attacks a character can make in a round.

Range is given in tens of yards. Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. Thus a heavy crossbow fired at a target 136 yards away uses the medium-range modifier.

The modifiers for range are -2 for medium range and -5 for long range.

Arquebuses (if allowed) double all range modifiers.

Equipment Descriptions

Not every piece of equipment is described here. The vast majority of things found on the equipment lists need no description, as their functions, forms, and purposes are obvious. Only those items whose use is obscure or appearance is unusual are described below. Specific game effects of equipment are given in the appropriate sections of the rules.

Tack and Harness

Barding: A war horse, or any animal trained for combat, is a considerable investment for the average warrior. Therefore it behooves the owner to see that his mount is as well-protected as possible. Other than avoiding risks, the best non-magical protection is horse armor or barding. Barding is simply some type of armor fitted to be worn by the mount. Full barding covers the neck, chest, and body of the beast, while half barding covers the head, neck, chest, and front quarters. Barding can be made from many different materials; stouter types provide increasing protection according to the Armor Class of the construction. All of this, however, is at the expense of increased weight and lowered maneuverability of the mount. Plate barding, for example, is the equivalent of a warrior’s field plate and is made of carefully interlocked plates and joints. It provides an Armor Class of 2 to the mount. It weighs at least 80 to 100 pounds at the lightest and thus a fully equipped war horse with this armor can manage little more than a steady trot at top speed.

Barded animals also require special attention. Care must be taken to prevent chafing and sores. The mount cannot wear the armor indefinitely. It must be removed at night and ideally should not be worn except in preparation for a battle or tournament. Removing horse barding takes 15 minutes for leather and 30 minutes for metal armors. Fitting it on takes twice as long. The weight of barding is carefully distributed to account for the weight of the armor and the rider, so barded animals cannot be used as pack animals! It is normal practice to have a second mount for carrying gear and supplies.

When barding is fitted over a mount whose natural Armor Class is better than the barding, some protection is still gained. This is explained under Armor on page 76.

In addition to horses and elephants, it may be possible to fit barding on more fantastic mounts. Flying steeds can wear only leather or magical barding. Aquatic creatures cannot wear normal barding although extremely rare magical pieces may exist. Other land creatures can certainly be barded, provided your DM rules that they are sturdy enough to carry the weight of armor and rider. Camels, for instance, are seldom barded for this reason. A huge ostrich would not be able to carry barding, since its legs would not support the weight.

Saddles: There are two basic saddles – riding and pack. Riding saddles take many forms, but their basic purpose is to carry a person. If your DM has set his campaign in an ancient or early Medieval setting, saddles may be without stirrups. Ask your DM to be sure. Pack saddles are special frames designed to carry supplies and equipment. The only practical limit to how much a well-stowed pack saddle can carry is the carrying ability of the animal.

Transport

Caravel: This ship was sailed in late Medieval/early Renaissance times and was the type of ship Columbus used to reach the New World. (It should be used only in late Medieval settings.) It normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. The average cargo displacement is 150-200 tons.

Coaster: Also called a round ship, this is a small merchant ship that hugs the coasts. This is a sailing ship, fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men, and the cargo capacity is about 100 tons. Normally there is only a small sterncastle. A coaster is slow and not tremendously
seaworthy, but it can carry large amounts of cargo with smaller crews than galleys.

Cog: This ship is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and fore – and sterncastles. The cargo capacities of cogs vary greatly, but the average is 100 to 200 tons.

Currach: This ship is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single mast carries a small square sail, but the curragh is usually worked by oars. It is normally 20 to 40 feet long. The crew is approximately six to eight and the cargo space is limited no more than five tons.

Drakkar: The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power. The crew of 60 to 80 men rows, one man to an oar. Up to 160 additional men can be carried for boarding and raiding. Due to its great size, a drakkar is not very seaworthy. This and the fact that there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, a drakkar is usually built by kings and rulers and is not used for the mundane task of shipping cargo.

Dromond: This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is about 130 to 175 feet long and 15 feet wide, making it a very slender ship. The cargo capacity is around 70 to 100 tons.

A dromond can be used both for shipping and war. As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is then taken up by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are very limited.

Galleon: This is the largest and most advanced sailing ship that might be available in the AD&O® game. It should appear only in Renaissance-period settings. It is a sail-driven ship with three or four masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. The average size is about 130 feet long and 30 feet wide. Crews average about 130 men. Although cargo capacity is about 500 tons, a galleon is mainly used as a warship. (In the real world they were fitted with cannon, something beyond the standard AD&D® game rules.) They can easily carry men equal to their tonnage, making capture by pirates nearly impossible.

Great Galley: Built during the Late Middle Ages, the great galley is an improved version of the dromond. It is slightly smaller than the dromond, about 130 feet long and 20 feet wide. The main power comes from 140 rowers, one man to an oar but is supplemented by three masts; this combination gives it better speed and handling. The cargo capacity is 150 tons. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. It is not seaworthy in heavy storms and waits in port for these to pass.

Knarr: This small ship was a common cargo ship of the Scandinavian region. It is 50 to 75 feet long and 15 to 20 feet wide. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stern can provide more power. The crew ranges from eight to 14 men. The cargo capacity is small, anywhere from ten to 50 tons. The ship is, however, relatively seaworthy and can be used to make long sea voyages (although it cannot be called comfortable). Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily.

Longship: This is the standard Viking warship. It is more substantial than the knarr but not nearly as massive as the drakkar. An average longship is 75 feet long with 20 to 25 oars per side. Each oar is worked by a single man for a total crew of 40 to 50 men. There is also a single mast and a square sail. In addition to the crew, the ship can carry an additional 120 to 150 men. A longship can be used for shipping, but its cargo capacity is only about 50 tons. It is, however, fairly seaworthy and can sail across the open sea when necessary.

Miscellaneous Equipment

Holy Item: Holy items are small representations of all those things revered by religions – stars, crosses, hammers, rosaries, anointing oils, blessed wine, sacred teachings, and more. Just what constitutes a holy item depends on the campaign your character is in. All good holy items have similar effects on undead and other evil creatures, provided they are wielded by a follower of a belief associated with these items. Thus, rules that refer to holy symbols and holy water apply to all similar items, provided these items are specially prepared by the cleric’s order.

Because of their special nature, holy items cannot normally be purchased. Different sects tend to protect the symbols of their faith to prevent their misuse or corruption. Therefore such items must be obtained through the auspices of a local congregation. This is not difficult for sincere followers of that faith, although requests for rare or unusual items must always be justified. Nonbelievers are given holy items only if there is a clear and present danger to the faith.

Lanterns: A hooded lantern (30-foot radius of light) is a standard lantern with shuttered or hinged sides. It is not directional, as its light is cast equally in all directions. A bullseye lantern (60-foot radius of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. Both hooded and bullseye lanterns can be carried in one hand. A single flask of oil (one pint) burns for six hours in either.

The beacon lantern (240-foot radius of light) is a much larger affair and must be mounted on the prow of a ship, the bed of a wagon, or other large structure. It operates like the bullseye lantern but illuminates to a greater distance. The beacon goes through oil quickly, burning a flask every two hours.

Locks: Locks are still fairly primitive affairs (except for those complicated by the use of magic). All are worked with a large bulky key. Combination locks are virtually unknown at this time. As with most things, there are good, very complex locks as well as bad, easily opened locks.

Magnifying Glass: This simple lens is more an oddity than a useful tool. It does not greatly enhance viewing, especially since many are unevenly ground, creating distortion. It is useful as a  substitute for tinder and steel when starting fires.

Merchant’s Scale: This is a small balance and pans along with a suitable assortment of weights. Its main use is to weigh coins – a common method of settling a transaction. Merchants are well aware that coins can be undersized, shaved, or plated. The only sound protection is to check the coins against a set of established weights. It is also needed when using foreign coins to make a purchase or exchange. Of course, merchants are no more noble than anyone else and may use sets of false weights – one set heavier than normal for selling an item (causing the customer to pay more) and another set lighter than usual for buying items (letting the merchant pay less). In well-regulated areas, officials verify the accuracy of weights and measures, but this in itself is no protection. Players may wish to have a scale and weights for their own protection.

Oil: Greek fire is a general name given to all highly flammable oils used in combat. (Historically, Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry. Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze.

Spyglass: Like the magnifying glass, the spyglass is more of an oddity than a useful item. Objects viewed through it are a little closer, although not much. For better results, magical items are preferred. The spyglass gives from two to three times magnification.

Thieves’ Picks: This is a small collection of tools useful to burglars. The kit includes one or more skeleton keys, long metal picks, a long-nosed clamp, a small hand saw, and a small wedge and hammer. These combined with some common tools (such as a crowbar) make up most of the special equipment a thief needs to perform his trade.

Water Clock: This bulky item is good for giving the time accurate to a half-hour. Activated by a regulated flow of drops, the water clock is not something you carry in your pocket. For it to work at all, it must have a source of water and be left undisturbed. A very uncommon item, it is primarily an amusement for the wealthy and a tool for the student of arcane lore. The vast majority of society is not concerned with exact time.

Weapons

The Weapons Table lists more than just the price of each item. It also gives ether game information. Since each weapon is different, you should note this information separately for each weapon your character purchases or finds.

Weapon Size: All weapons are classed according to a size category – S, M, L, G, or H. Small (S) weapons are approximately two feet or less in size; medium (M) weapons are two to five feet long; large (L) weapons are generally six feet or greater in length. Giant (G) and huge (H) weapons are not found on the lists, since these are items normally used by ogres, giants, and even greater creatures. They are not items of equipment a PC can normally buy!

A character can always wield a weapon equal to his own size or less. Normally this requires only one hand, except for some missile weapons (bows and crossbows in particular). A character can also use a weapon one size greater than himself although it must be gripped with two hands. Beyond this size limit, the weapon is not usable without special means (most often magical).

Drelb the halfling (size S) can use a short sword with no difficulty (a size S weapon), or a long sword with two hands (a size M weapon), but a glaive (size L) is just too large for him to wield.  Likewise, he can use a short bow but is unable to handle a long bow.

Type: Weapons are classified according to types – bludgeoning (B), piercing (P), and slashing (S). These types are used to determine armor type modifiers (if these are used). Weapons vs. Armor Type is explained in Chapter 9: Combat (page 89).

Speed Factor: Weapon speed is a relative measure of the clumsiness of the weapon. The lower the number, the quicker and easier the weapon is to use. Weapon speed is explained in Chapter 9: Combat.

Damage: All weapons are rated for the amount of damage they can cause to small and medium-sized creatures (S-M) and larger-than-man-sized creatures (L).

Arquebus: This weapon may be disallowed by your DM and you must check with him before you purchase it. An arquebus is an early form of the musket, almost as dangerous to its user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord. These items may or may not be commonly available.  (Powder is treated as a magical item in these rules.) The weapon can be fired only once every three rounds, and then only if the character is not attacked while loading. When firing an arquebus, all penalties for range are doubled.

If the attack roll for the arquebus is a 1 or 2, the weapon backfires, causing 1d6 points of damage to the firer. It is also fouled and cannot be used again until is has been cleaned, which takes about 30 minutes. When an arquebus scores a hit, it normally does 1 to 9 points of damage on 1d10. When a 10 is scored, the die is rolled again and this amount is added to 10. Each time a 10 is rolled, the die is rolled again and added to the previous total. Thus, in a rare instance, a single shot could inflict 37 points, for example, if three consecutive 10s were rolled, followed by a 7. The damage caused by an arquebus is never modified for a high Strength score.


Bows:
Bows come in various shapes and sizes. The power of a how is measured by its pull. The greater the pull, the more Strength needed to work the bow. Thus it is possible for characters to have bows that grant them damage bonuses for high Strength (it is assumed the character has chosen a bow that has a greater pull). Likewise, characters with low Strengths suffer their usual penalties when using a bow (they are forced to use weaker bows or simply cannot draw back as far). The pull of a bow seldom prevents a character from using the weapon, only from gaining the full effect. The true test of a character’s Strength comes in stringing a bow – the bow of a strong hero may simply be unstringable by a lesser man (as was Odysseus’s).

Heavier pull bows are not normally any more expensive than standard bows. The exceptions to this are those bows that enable the fighter to gain bonuses for exceptional Strength (18/01 or greater). These bows must be custom crafted. and cost three to five times the normal price. These bows are also difficult to string or use effectively for those without exceptional Strength. These characters must roll a successful bend bars/lift gates roll to string or use such weapons (again, think of the test of the suitors in Odysseus’s household).

Arrows for long bows of all types are divided between light-weight flight arrows and heavier sheaf arrows. Flight arrows have longer ranges and are normally used in hunting. Sheaf arrows have a stronger metal head but a reduced range. They are often used in times of war.

Crossbow: Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. The light crossbow, also called latches, must be braced against an object to be cocked with a lever mounted on the stock. The heavy crossbow, also called arbalest, has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is placed in a stirrup at the end of the crossbow while the cranequin is worked. All crossbows fire quarrels or bolts and the correct size must be used with each weapon.


Lance:
The different lances are rated according to size and sturdiness. Each type can be used only if the rider is on the same type of horse or a greater one. A man on a light war horse could not use a heavy horse lance, if only because the impact would bowl him and the horse right over! Furthermore, the heavy and jousting lances require that the rider is firmly in a saddle and using stirrups. The jousting lance is a heavy horse lance modified for use in tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust.


Mancatcher:
This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on man-sized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground.


Polearms:
A popular group of weapons during the ancient and Medieval periods were the polearms. Their length was a distinct advantage and, for the peasant, they were a relatively easy weapon to make. Thus there came to be an abundance of polearms of different sizes and shapes. Due to their numbers, there is no standard system for naming polearms. The names used in the AD&D® game might possibly be applied to other weapons elsewhere.

Because of their length, all polearms are infantry weapons and require two hands to use. They are almost always the weapon of the common peasant and soldier, who, lacking a horse and heavy armor, needs some weapon to keep the enemy’s knights at bay. Thus most polearms are intended to be used in close-packed formations that present a forest of sharp points and wicked blades to any knight foolish enough to charge.

Awl Pike: Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head. It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.

Bardiche: One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a five- to eight-foot-long shaft. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear.

Bec de corbin: This was a highly specialized weapon of the upper classes during the Late Middle Ages and the early Renaissance. It is an early can-opener designed specifically to deal with plate armor. The pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. The end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed.

Bill-guisarme: A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a seven- to eight-foot-long pole, it has a combination of a heavy, cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use.

Fauchard: An outgrowth of the sickle and scythe, the fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war.

Fauchard-fork: This is an attempted improvement on the fauchard; adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon.

Glaive: One of the most basic polearms, the glaive is a single-edged blade mounted on a eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.

Glaive-guisarme: Another combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable.

Guisarme: Thought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.

Guisarme-voulge: This weapon has a modified axe blade mounted on an eight-foot-long shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders.

Halberd: After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.

Hook fauchard: This combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon.

Lucern hammer: This weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.

Military fork: This is one of the simplest modifications of a peasant’s tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining the fork with other weapons.

Partisan: Shorter than the awl pike but longer than the spear, the partisan is abroad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations.

Ranseur: Very much like the partisan, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and somethimes punch through armor.

Spetum: The spetum is a modification of the normal spear. The haft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent.

Voulge: The voulge, like the bardiche, is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular weapon, easy to make and simple to learn. It is also called the Lochaber axe.

Scourge: This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.

Sword, Bastard: This Sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed. Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.

Sword, Khopesh: This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon.

Armor

You are going to want your player character to buy armor, if he is allowed to use any. Armor is the easiest and cheapest way to improve your character’s chance of surviving the more violent dangers of the adventuring life. Clearly, the better the armor the character possesses, the less likely he is to be hurt. Armor protection is measured by Armor Class (AC), a number rating; the lower the Armor Class number, the better the protection. Table 46 lists the values for all the types of armor found in the equipment lists.

Table 46: ARMOR CLASS RATINGS
Type of Armor AC Rating
None 10
Shield only 9
Leather or padded armor 8
Leather or padded armor + shield, studded leather, or ring mail armor 7
Studded leather or ring mail + shield, brigandine, scale mail, or hide armor 6
Scale mail or hide + shield, chain mail 5
Chain mail + shield, splint mail, banded mail, bronze plate mail 4
Splint mail, banded mail, or bronze plate mail+ shield, plate mail 3
Plate mail + shield, field plate 2
Field plate armor + shield, full plate 1
Full plate armor + shield 0

Note: See this page for more information on the defensive benefits of various shields.

Although there is some contriversy historically over the different types of armor, all known or suspected types are included here. However, not all armor may be available if your DM has chosen to set his campaign in a particular historical era or locale. For example, full plate armor is not available to characters adventuring in an ancient Greek setting.

Banded: This armor is made of overlapping strips ot metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.

Brigandine: This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.

Bronze plate mail: This is a plate mail armor – a combination of metal plates, chain mail or brigandine, leather and padding – made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance.

Chain mail: This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.

Field plate armor: This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off (see the “Getting Into and Out of Armor” section). Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling’s armor).

Full Plate: This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. Due to these factors, it tends to be used more for parades and triumphs than actual combat.

Hide: This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in.

Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.

Padded: This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas.

Plate mail: This armor is a combination of chain or brigandine with metal plates (curiass, epaulettes, elbow guards, gauntlets, tassets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.

Ring mail: This arrnor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)

Scale mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.

Shields: All shields improve a character’s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus a human’s small shield would have all the effects of a medium shield when used by a gnome.

A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user’s choice), improving the character’s Armor Class by 1 against that attack.

A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user’s choice.

The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.

The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.

Splint Mail: The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.

Studded leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.

In addition to the types of armor listed above, your DM may have special armors prepared from rare or exotic materials. Since it is highly unlikely that your character can afford these at the start, the DM will tell you when you need to know about such items.

Armor Sizes

The equipment list reflects the price of a suit of armor (including an appropriate helmet) made for any normal player character race. Although a halfling is much smaller than a human and needs a smaller suit, there are fewer armorers available to meet such specialized needs. Thus ,the armor for a halfling is as expensive as that for a human. Armor for nonstandard sizes and shapes is going to cost significantly more and must be custom-made. This is not the kind of thing one can pick up at the local store!

When armor is found during the course of an adventure, the players should note the creature who wore the armor previously. While a human-sized character might be able to wear the armor of a gnoll, it will do little good for a halfling. Likewise, the armor of a giant is of little use to anyone.

Armor size also affects the weight of the armor, if the optional encumbrance system is used. The weights listed on the table are for human-sized (Medium) armors. Small armor weighs half the amount listed, while large armor weighs 50% more.

Getting Into and Out of Armor

There are times when it is important to know how quickly a character can get into or out of his armor. Accidents and unforeseen events happen all the time. The party is attacked at night. Those sleeping around the campfire may want to don their armor before rushing into battle. A character slips and falls into the river where his heavy armor pulls him down like a stone. He greatly desires to get it off before he drowns. Just how long does it take him?

The time required to don armor depends on its make. Those armors that are a single piece – leather tunics, robes, chain mail – take one round (two for metal items) to don with slight assistance. Without aid, the time is doubled. Armor that is made of separate pieces requires 1d6 +4 rounds, again with assistance. Without help, the time required is tripled. In all cases, the times given assume that the proper undergarments and padding are also worn.

Sometimes characters need to get into armor in a hurry and thus they dress hastily. This assumes that some buckles aren’t fastened, seatings adjusted, etc. Single suits can be hastily donned in one round at the cost of 1 worse AC (though never worse than 8). Thus, a fighter could hastily pull on his brigandine jack (AC 6) and charge into a fray with an AC of 7. Hastily donning piece armor (plate mail for example) improves the character’s AC by 1 (from a base of 10) for every round spent dressing. A fighter could choose to spend three rounds fitting on parts of his plate mail, giving him an AC of 7, before going into battle.

Removing armor is a much quicker matter. Most can be shed in a single round. Piece armor (particularly full plate) requires 1d4 +1 rounds. However, if the character is willing to cut straps and bend pins, such armors can be removed in half the  time (roll 1d4 +1, divide by 2, then round fractions up).

Creatures with Natural Armor Classes

Some creatures possess a natural Armor Class already superior to some of the armor types (for example, the horse is AC 7). However, these creatures can still benefit from wearing armor of a quality worse then their natural Armor Class. If the AC of armor is equal to or worse than the AC of the creature, the AC of the creature improves by one.

For example, a horse has a natural AC of 7. The AC of leather armor is 8, worse than the horse’s natural AC. However, if a horse is fitted with leather barding, its AC drops to 6 since it gains the benefit of the additional protection.

Encumberance (Optional Rule)

A natural desire is to have your character own one of everything. Thus equipped, your character could just reach into his pack and pull out any item he wants whenever he needs it. Sadly, there are limits to how much your character, his horse, his mule, his elephant, or his whatever can carry. These limits are determined by encumbrance.

Encumbrance is measured in pounds. To calculate encumbrance, simply total the pounds of gear carried by the creature or character. Add five pounds for clothing, if any is worn. This total is then compared to the carrying capacity of the creature to determine the effects. In general, the more weight carried, the slower the movement and the worse the character is at fighting.

Table 47: CHARACTER ENCUMBRANCE
  Encumbrance  
Character Strength Unencumbered Light Moderate Heavy Severe Maximum Carried Weight
 2  0-1  2  3  4  5-6  6
 3  0-5  6  7  8-9  10  10
 4-5  0-10  11-13  14-16  17-19  20-25  25
 6-7  0-20  21-29  30-38  39-46  47-55  55
 8-9  0-35  36-50  51-65  66-80  81-90  90
 10-11  0-40  41-58  59-76  77-96  97-110  110
 12-13  0-45  46-69  70-93  94-117  118-140  140
 14-15  0-55  56-85  86-115  116-145  146-170  170
 16  0-70  71-100  101-130  131-160  161-195  195
 17  0-85  86-121  122-157  158-193  194-220  220
 18  0-110  111-149  159-188  189-227  228-255  255
 18/01-50  0-135  136-174  175-213  214-252  253-280  280
 18/51-75  0-160  161-199  200-238  239-277  278-305  305
 18/76-90  0-185  186-224  225-263  264-302  303-330  330
 18/91-99  0-235  236-274  275-313  314-352  353-380  380
 18/00  0-335  336-374  375-413  414-452  453-480  480

Basic Encumbrance (Tournament Rule)

Encumbrance is divided into five categories: Unencumbered, Light, Moderate, Heavy, and Severe Encumbrance.

To calculate your character’s encumbrance category, first figure out the total weight he is carrying (including five pounds for clothing). Then look across the row corresponding to your character’s Strength on Table 47 until you come to the column that includes your character’s carried weight. The heading at the top of that column shows his level of encumbrance.

Use Table 49 to figure out the encumbrance category of your character’s mount or beast of burden.

The Maximum Carried Weight column lists the most weight (in pounds) your character can carry and still move. But  movement is limited to 10 feet per round, as your character staggers under the heavy load.

Specific Encumbrance (Optional Rule)

The maximum total weight your character can carry is determined by his Strength, as listed on Table 47.

The basic encumbrance rule gives general categories of encumbrance but does not allow for fine distinctions. Some players and DMs may take exception to the idea that adding one more pound to a character suddenly shifts that character to the next (and drastically worse) encumbrance category. They may want to use the following optional table; Table 48 reduces a character’s movement rating 1 factor at a time.

To determine your character’s movement rate (see “Movement” page 119) for a given load, find the row on Table 48 with his Strength score. Read across it until you find the first column in which the number of pounds listed is greater than your character’s current load. At the top of that column are two rows for movement rates. Characters with a base movement rate of 12 use the top row; those with a base movement rate of 6 use the bottom row. The number in the appropriate upper row is your character’s modified movement rate.

Tarus (a human with a base movement of 12) has a strength of 17 and is carrying a 140-pound load. Looking across on the 17 row shows that 140 falls between 133 and 145 on the table. Looking at the top of the 145 column shows that Tarus has a modified movement rate of 7. He can carry five more pounds of gear (total 145 pounds) and maintain his speed, or dropped seven pounds of equipment (to 133 pounds) and increase his speed to 8.

Table 48: MODIFIED MOVEMENT RATES
  Base Move
Modified Movement Rate
Strength Score
12
6
11
5
10
5
9
4
8
4
7
3
6
3
5
2
4
2
3
1
2
1
1
1
2 1  2 3 4 5
3 5  6 7 8 9
4-5 10 11  12 13 14 15 16 17 18 19 20 21
6-7 20 23 26 29 32 35 38 41 44 47 50 53
8-9 35 40 45 50 55 60 65 70 75 80 85 89
10-11 40 46 52 58 64 70 76 82 88 94 100 106
12-13 45 53 61 69 77 85 93 101 109 117 125 133
14-15 55 65 75 85 95 105 115 125 135 145 155 165
16 70 80 90 100 110 120 130 140 150 160 170 180
17 85 97 109 121 133 145 157 169 181 193 205 217
18 110 123 136 149 162 175 188 201 214 227 240 253
18/01-50 135 148 161 174 187 200 213 226 239 252 265 278
18/51-75 160 173 186 199 212 225 238 251 264 277 290 303
18/76-90 185 198 211 224 237 250 263 276 289 302 315 328
18/91-99 235 248 261 274 287 300 313 326 339 352 365 378
18/00 335 348 361 374 387 400 413 426 439 452 465 478

Table 49: CARRYING CAPACITIES OF ANIMALS
Mount
Base Move ⅔ Move ⅓ Move
Camel 0-330 lbs. 331-500 lbs. 501-660 lbs.
Dog 0-15 lbs. 16-20 lbs. 21-30 lbs.
Elephant 0-500 lbs. 501-750 lbs. 751-1,000 lbs.
Horse, draft 0-260 lbs. 261-390 lbs. 391-520 lbs.
Horse, heavy 0-260 lbs. 261-390 lbs. 391-520 lbs.
Horse, light 0-170 lbs. 171-225 lbs. 226-340 lbs.
Horse, medium 0-220 lbs. 221-330 lbs. 331-440 lbs.
Horse, riding 0-180 lbs. 181-270 lbs. 271-360 lbs.
Mule 0-250 lbs. 251-375 lbs. 376-500 lbs.
Ox 0-220 lbs. 221-330 lbs. 331-440 lbs.
Yak 0-220 lbs. 221-330 lbs. 331-440 lbs.

Aside from knowing the weight limits, your character needs to have ways to hold all his gear. The capacities of different containers are given in Table 50.


Table 50: STOWAGE CAPACITY
Item
Weight Capacity Volume
Backpack 50 lbs. 3′ × 2′ × 1′
Basket, large 20 lbs. 2′ × 2′ × 2′
Basket, small 10 lbs. 1′ × 1′ × 1′
Belt pouch, large 8 lbs. 6″ × 8″ × 2″
Belt pouch, small 5 lbs. 4″ × 6″ × 2″
Chest, large 100 lbs. 3′ × 2′ × 2′
Chest, small 40 lbs. 2′ × 1′ × 1′
Sack, large 30 lbs. 2′ × 2′ × 1′
Sack, small 15 lbs. 1′ × 1′ × 8″
Saddle bags, large 30 lbs. 18″ × 1′ × 6″
Saddle bags, small 20 lbs. 1′ × 1′ × 6″

Encumbrance and Mounts (Tournament Rule)

The “Base Move” column on Table 49 lists the maximum amount an animal can carry and maintain its normal movement rate. Animals can be loaded greater than this, up to a maximum of twice their normal load. However, this causes a drop in the animal’s movement rate (as indicated by the column headings). When calculating a mount’s load, be sure to include the weight of the rider!

The values listed on Table 50 or four standard sized items. It is certainly possible for sacks, chest, and backpacks to be larger or smaller than the sizes listed. The weight capacity, however, lists the maximum weight the item can carry, regardless of size. Beyond this point, the material used to construct the item will fail, sooner or later. The volume gives the length, width, and height of or depth of the item. Items that exceed the capacity of the container cannot be stored in it.

Since all player characters are adventurers, it is assumed they know the best methods for packing and storing equipment. Blankets are rolled into bedrolls, small items are carefully arranged, rope is properly coiled, weapons are slung in the most comfortable manner, etc. While small items can be easily stuffed into a pack, large bulky things may encumber more than their actual weight would indicate. The DM has the right to rule that an object is more encumbering than it actually appears.

For example, Tarus Bloodheart finds a 5′ × 9′ flying carpet. He carefully rolls it into a thick cylinder and wisely ties it closed. Even though he has taken the sensible precaution, the carpet is still a large and awkward thing. The DM rules that although the carpet weighs only 20 pounds, its encumbrance is equal to that of an item weighing 50 pounds. Tarus must increase his current encumbrance level by 50 pounds, adding the awkwardness of the rolled carpet slung over his shoulder to his already carefully packed backpack.

Magical Armor and Encumbrance

One of the special properties of magical armor is it’s effect on encumbrance. Although much glomera pierced away as much as normal armor, the weight of magical I’m applies only towards the weight limit of the character. It does not apply when determining the effects of encumbrance on movement and come back. In essence, the armor appears to weigh as much as normal armor but does not restrict or hamper the character.

For example Cwell the bard finds a suit of chain mail +1. Lifting it up, he finds it weighs 60 pounds. Cwell is already carrying 50 pounds of gear. Donning the chain mail, he is now carrying 110 lbs. of gear. Cwell’s strength is 12, which means that he can carry only 30 more pounds of equipment. However, when calculating the effect of all this weight on his movement, Cwell is considered to only be carrying 50 pounds of gear – the magical armor doesn’t count. Furthermore, he does not suffer any combat penalties for the chain mail’s weight.

Effects of Encumbrance

Encumbrance has two basic effects. First, it reduces your character’s movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, Light reduces the movement rate by ⅓ (round fractions down), Moderate reduces it by ½, Heavy reduces it by ⅔, and Severe lowers the movement rate to 1. If the optional system is used, the character’s movement rate is reduced to the amount found by using Table 48. The movement rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character move slower and slower. See “Movement,” on page 119, for more details.

Encumbrance also reduces your character’s combat abilities. If encumbrance reduces your character to ½ of his normal movement right, he suffers a -1 penalty to his attack roll. If he is reduced to ⅓ or less of his normal movement rate, the attack penalty is -2 and there is an additional AC penalty of +1. If your character’s movement rate is reduced to 1, the attack will penalty is -4 and this AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle.

Non-Weapon Proficiencies

A player character is more than a collection of combat modifiers. Most people have a variety of skills learned over the years. Consider yourself as an example – how many skills do you possess? If you have gone through 12 years of school, were moderately active in after-school programs, and did fairly well on your grades, the following might be a partial list of your skills:

English reading and writing
Geometry, algebra, and trigonometry
Basic chemistry
Basic physics
Music (playing an instrument, singing, or both)
Spanish reading and writing (or French, German, etc.)
Basic Shop or Home Economics
Typing
Driving
History
Basic biology

In addition to the things learned in school, you have also learned things from your parents, friends, scouts, or other groups. You might be able to add any of the following to your list.

Swimming
Hunting
Fishing
Canoeing
Sailing
Horseback riding
First aid
Animal training
Cooking
Sewing
Embroidery
Dancing

If you consider all your hobbies and all the things you have done, you probably know many more skills. In fact, if you make a list, you probably will be surprised by the large number of basic skills you have. And, at this point, you are (or were) still young!

Now, having graduated from school, you get a job. Are you just a carpenter, mechanic, electrician, salesman, or secretary? Of course not; you are a lot more than just your job. All those things you learned in school and elsewhere are part of what you are. Shouldn’t it be the same for your player character?

For a really complete role-playing character, you should know what your character can do. There are three different ways to do this: using what you know, using secondary skills, and using non-weapon proficiencies. Each of these is optional, but each increases the amount of detail that rounds out your character.

Using What You Know

If your DM decides not to use secondary skills or non-weapon proficiencies, situations will arise in which you’ll have to determine whether your character has certain skills. For example, Delsenora the mage slips at the edge of a steep riverbank and tumbles into the water. The current sweeps her into the middle of the river. To escape, she must swim to safety. But does Delsenora know how to
swim?

One way to answer this is to pretend that your character knows most of the things that you know. Do you know how to swim? If you do, then your character can swim. If you know a little about mountain climbing, horseback riding, carpentry, or sewing, your character knows these things, too. This also applies to things your character might want to build. Perhaps your character decides he wants to build a catapult. If you can show your DM how to make such a device, then the DM may allow your character the same knowledge. Indeed, you might visit the local library just to gain this information.

There are real advantages to this method. You can learn something at the library or school and bring it into your game. Also, there are fewer rules to get in the way of your fun. Since there are fewer rules, your DM has a lot of flexibility and can play out all the drama inherent in a scene.

There are also problems with this method. First, you probably know a lot of things your character should not – basic electronics, the components of gunpowder, or calculus, for instance. You have a lot of knowledge that is just not available to someone in a medieval world (even a fantasy medieval world). Likewise, there are things that a typical person in a medieval world would know that you, as a modem person, have never needed to learn. Do you know how to make annor7 Skin a deer? Salt meat away for the winter? Tum flax into linen? Thatch a roof? Read heraldry? You might, but there is no way you can consider these common skills anymore. But in a medieval world they would be common.

Also, knowing something about a skill or trade doesn’t mean you know a lot, and there is a big difference between the two. When Delsenora fell into the raging river, she had to swim out. But was she a strong enough swimmer to pull free of the current? The DM must make up a rule on the spot to handle the situation. Perhaps you can swim, but can you swim well enough to escape a raging torrent?

The biggest drawback to this method is that there are no rules to resolve tricky situations. The DM must make it up during play. Some players and DMs enjoy doing this. They think up good answers quickly. Many consider this to be a large part of the fun. This method is perfect for them, and they should use it.

Other players and DMs like to have clear rules to prevent arguments. If this is the case in your group, it is better to use secondary skills or non-weapon proficiencies.

Secondary Skills

The second method for determining what your character knows is to assign secondary skills. Secondary skills are broad areas of expertise. Most correspond to occupations that your character may have been apprenticed in or otherwise picked up before beginning his adventuring life. Secondary skills are much more general than non-weapon proficiencies. They should not be used in combination with non-weapon proficiencies, which are explained later.

Every player character has a chance at a secondary skill. Either choose one from Table 36 or take a chance and roll randomly. A random roll may result in one, two, or no secondary skills.

Table 36: SECONDARY SKILLS
D100 Roll Secondary Skill
      01-02       Armorer (make, repair, & evaluate armor and weapons)
03-04 Bowyer/Fletcher (make, repair, & evaluate bows and arrows)
05-10 Farmer (basic agriculture)
11-14 Fisher (swimming, nets, and small boat handling)
15-20 Forester (basic wood lore, lumbering)
21-23 Gambler (knowledge of gambling games)
24-27 Groom (animal handling)
28-32 Hunter (basic wood lore, butchering, basic tracking)
33-34 Jeweler (appraisal of gems and jewelry)
35-37 Leather worker (skinning, tanning)
38-39 Limner/Painter (map making, appraisal of art objects)
40-42 Mason (stone-cutting)
43-44 Miner (stone-cutting, assaying)
45-46 Navigator (astronomy, sailing, swimming, navigation)
47-49 Sailor (sailing, swimming)
50-51 Scribe (reading, writing, basic math)
52-53 Shipwright (sailing, carpentry)
54-56 Tailor/Weaver (weaving, sewing, embroidery)
57-59 Teamster/Freighter (animal handling, wagon-repair)
60-62 Trader/Barterer (appraisal of common goods)
63-66 Trapper/Furrier (basic wood lore, skinning)
67-68 Weaponsmith (make, repair, & evaluate weapons)
69-71 Woodworker/Carpenter (carpentry, carving)
72-85 No skill of measureable worth
86-00 Roll twice (re-roll any result of 86-00)

Once a character has a secondary skill, it is up to the player and the DM to determine just what the character can do with it. The items in parentheses after each skill describe some of the things the character knows. Other knowledge may be added with the DM’s approval. Thus, a hunter might know the basics of finding food in the wilderness, how to read animal signs to identify the types of creatures in the area, the habits of dangerous animals, and how to stalk wild animals.

like the previous method (“Using What You Know”), this method has strengths and weaknesses. Secondary skills do not provide any rules for determining whether a character succeeds when he uses a skill to do something difficult. It is safe to assume that simple jobs succeed automatically. (A hunter could find food for himself without any difficulty.) For more complicated tasks, the DM must assign a chance for success. He can assign a percentage chance, have the character make a saving throw, or require an Ability check (see Glossary). The DM still has a lot of flexibility.

This flexibility means the DM must sometimes make up the rule to cover the situation, however. As mentioned earlier, some DMs enjoy this; others do not, their strengths being elsewhere. While secondary skills define and limit the player’s options, they do not greatly simplify the DM’s job.

Non-weapon Proficiencies

The most detailed method for handling character skills is that of non-weapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of non-weapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve.

Non-weapon proficiencies are the most detailed way to handle the question of what the player character knows. They allow the player to choose from a broad selection and define the effects of each choice. Like the other methods, however, this system is not without drawbacks. First, non-weapon proficiencies are rigid. Being so defined, they limit the options of both the player and DM. At the same time, there will still be questions unanswered by these proficiencies. Whereas before such questions were broad, they will now tend to be more precise and detailed. Secondly, using this system increases the amount of time needed to create a character. While the end result is a more complete, well-rounded person, setup time can take up to two or three hours. Novice players especially may be overwhelmed by the number of choices and rules.

Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all non-weapon proficiencies are available to all characters. Some non-weapon proficiencies are easier for certain character classes to learn, however

Table 37 lists all non-weapon proficiencies. They are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned easily by characters of that group. A fifth category – “General” – contains proficiencies that can be learned easily by any character.

Refer to Table 38. When a player selects a non-weapon proficiency from those categories listed under “Proficiency Groups” for his character’s group, it requires the number of proficiency slots listed in Tab1e 37. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed.

Table 37: NON-WEAPON PROFICIENCY GROUPS

GENERAL
Proficiency # of Slots Required Relevant Ability Check Modifier
Agriculture 1 Intelligence 0
Animal Handling 1 Wisdom -1
Animal Training 1 Wisdom 0
Artistic Ability 1 Wisdom 0
Blacksmithing 1 Strength 0
Brewing 1 Intelligence 0
Carpentry 1 Strength 0
Cobbling 1 Dexterity 0
Cooking 1 Intelligence 0
Dancing 1 Dexterity 0
Direction Sense 1 Wisdom +1
Etiquette 1 Charisma 0
Fire-building 1 Wisdom -1
Fishing 1 Wisdom -1
Heraldry 1 Intelligence 0
Languages, Modern 1 Intelligence 0
Leatherworking 1 Intelligence 0
Mining 2 Wisdom -3
Pottery 1 Dexterity -2
Riding, Airborne 2 Wisdom -2
Riding, Land-based 1 Wisdom +3
Rope Use 1 Dexterity 0
Seamanship 1 Dexterity +1
Seamstress/Tailor 1 Dexterity -1
Singing 1 Charisma 0
Stonemasonry 1 Strength -2
Swimming 1 Strength 0
Weather Sense 1 Wisdom -1
Weaving 1 Intelligence -1


PRIEST

Proficiency # of Slots Required Relevant Ability Check Modifier
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Engineering 2 Intelligence -3
Healing 2 Wisdom -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2


ROGUE

Proficiency # of Slots Required Relevant Ability Check Modifier
Ancient History 1 Intelligence -1
Appraising 1 Intelligence 0
Blind-fighting 2 NA NA
Disguise 1 Charisma -1
Forgery 1 Dexterity -1
Gaming 1 Charisma 0
Gem Cutting 2 Dexterity -2
Juggling 1 Dexterity -1
Jumping 1 Strength 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Reading Lips 2 Intelligence -2
Set Snares 1 Dexterity -1
Tightrope Walking 1 Dexterity 0
Tumbling 1 Dexterity 0
Ventriloquism 1 Intelligence -2


WARRIOR

Proficiency # of Slots Required Relevant Ability Check Modifier
Animal Lore 1 Intelligence 0
Armorer 2 Intelligence -2
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 Dexterity -1
Charioteering 1 Dexterity +2
Endurance 2 Constitution 0
Gaming 1 Charisma 0
Hunting 1 Wisdom -1
Mountaineering 1 NA NA
Navigation 1 Intelligence -2
Running 1 Constitution -6
Set Snares 1 Dexterity -1
Survival 2 Intelligence 0
Tracking 2 Wisdom 0
Weaponsmithing 3 Intelligence -3


WIZARD

Proficiency # of Slots Required Relevant Ability Check Modifier
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Engineering 2 Intelligence -3
Gem Cutting 2 Dexterity -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2

Table 38: NON-WEAPON PROFICIENCY GROUP CROSSOVERS
Character Class Proficiency Groups
Fighter Warrior, General
Paladin Warrior, Priest, General
Ranger Warrior, Wizard, General
Cleric Priest, General
Druid Priest, Warrior, General
Mage Wizard, General
Illusionist Wizard, General
Thief Rogue, General
Bard Rogue, Warrior, Wizard, General

Using Non-weapon Proficiencies

When a character uses a proficiency, either the attempt is automatically successful or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used.

If a proficiency check is required, Table 37 lists which ability is used with each proficiency. Add the modifier (either positive or negative) listed in Table 37 to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character’s adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character’s ability score, the  character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure.

Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM’s judgment.

The DM can raise or lower a character’s chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task. A positive modifier is added to the ability score used for the check. A negative modifier is subtracted from the ability score.

Rath, skilled as a blacksmith, has been making horseshoes for years. Because he is so familiar with the task and has every tool he needs, the DM lets him make horseshoes automatically, without risk of failure. However, Delsenora has persuaded Rath to make an elaborate wrought-iron cage (she needs it to create a magical item). Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath’s ability check.

When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +1 bonus is added for the other  character’s assistance. The bonus can never be more than +1, as having too many assistants is sometimes worse than having none.

Non-weapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a non-weapon proficiency, he gains a +1  bonus to those proficiency checks. Thus, Rath (were he not an adventurer) might spend his additional proficiency slots on blacksmithing, to become a very good blacksmith, gaining a +1, +2, +3, or  greater bonus to his ability checks.

Many non-player craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices – unless the youth has an exceptional ability score! However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent.

Non-weapon Proficiency Descriptions

The following proficiency descriptions are arranged alphabetically, not according to character class. Each description gives a general outline of what a character with the proficiency knows and can do. Furthermore, some descriptions include rules to cover specific uses or situations, or exact instructions on the effects of the proficiency.

Agriculture: The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.

Ancient History: The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. (The DM either can have ancient periods in mind for his game or can allow the players to name and designate them.) Thus, a player character could know details about the Age of Thorac Dragonking or the Time of the SeaRaiders or whatever else was available.

The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age. For example, Rath knows quite a bit about the Coming of the Trolls, a particularly dark period of dwarven history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful proficiency check) that it bears several seals similar to those he has seen on “banned” portals from the time of Angnar, doorways to the legendary realm of Trolhel.

Animal Handling: Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful proficiency check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency has only a 20% chance of succeeding in the attempt.

Animal Lore: This proficiency enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as a forest fire. The DM will secretly roll a proficiency check. A successful check means the character understood the basic actions of the creature. If the check fails by 4 or less, no information is gained. If the check fails by 5 or more, the character misinterprets the actions of the animal.

A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a tyrannosaurus rex would be beyond the abiltties of a normal character. A successful proficiency check means that only magical means can distinguish the character’s call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. A failed check means the sound is incorrect in some slight way. A failed call may still fool some listeners, but creatures very familiar with the cry automatically detect a false call. All other creatures and characters are allowed a Wisdom check to detect the fake.

Finally, animal lore increases the chance of successfully setting snares and traps (for hunting) since the character knows the general habits of the creature hunted.

Animal Training: Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend  additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets, and parrots. A character can choose even more exotic creatures and monsters with animal intelligence (although these are difficult to control).

A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers (such as a war horse or elephant). A specific trick teaches the trained creature to do one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rat may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks.

Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two.

An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leashed or caged.

Appraising: This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the DM) enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check, the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character.

Armorer: This character can make all of the types of armor listed in the Player’s Handbook, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time.

The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work.

If the proficiency check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection.

If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character’s AC immediately worsens by 4 additional classes (although never above 10), and the broken armor hampers the character’s movement. Until the character can remove the broken armor (a process requiring 1d4 rounds), the character moves at ½ of his normal rate and suffers a -4 penalty to all of his attack rolls.

If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.

Artistic Ability: Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, composition, etc.) to be proficient in. Thereafter they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to  determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad.

Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill – music or dance – and to attempts to appraise objects of art.

Astrology: This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer’s insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event – a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result – it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate.

Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn’t be done all the time. Players who want to make their DM’s life easier (always a good idea) should consider using this proficiency at the end of a gaming session, giving the DM until the next session to come up with an answer. The DM can use this proficiency as a catalyst and guide for his adventures – something that will prompt the player characters to go to certain places or to try new things.

Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency checks, provided the stars can be seen.

Blacksmithing: A character with blacksmithing proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.

Blind-fighting: A character with blindfighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use). In total darkness, the character suffers only a -2 penalty to his attack roll (as compared to a -4 penalty without this proficiency). Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness.

Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (proficiency checks are made at half the normal score, etc.). This proficiency is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character’s melee weapon. Thus AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.)

While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency.

Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalty to -2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.

Bowyer/Fletcher: This character can make bows and arrows of the types given in Table 44, page 68.

A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows require two weeks, and 1d6 arrows can be made in one day.

When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails , the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.

Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is  increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.

Brewing: The character is trained in the art of brewing beers and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.

Carpentry: The carpentry proficiency enables the character to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check.

Charioteering: A character with proficiency in this skill is able to safely guide a chariot, over any type of terrain that can normally be negotiated, at a rate ⅓ faster than the normal movement rate for a chariot driven by a character without this proficiency. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.

Cobbling: The character can fashion and repair shoes, boots, and sandals.

Cooking: Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.

Dancing: The character knows many styles and varieties of dance, from folk dances to formal court balls.

Direction Sense: A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.)

Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.

Disguise: The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way.

The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check).

Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.

Engineering: The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work.

An engineer is also familiar with the principles of siegecraft and can detect flaws in the defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.

Etiquette: This proficiency gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences, a proficiency check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficiently rare event).

However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.

Fire-building: A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.

Fishing: The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, roll a proficiency check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the character’s Wisdom score. A net will catch three times this amount.

Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The DM may modify the results according to the situation.

Forgery: This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person. the character needs only to have seen a similar document before. To forge a name, an autograph of that person is needed, and a proficiency check with a -2 penalty must be successfully rolled. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed, with a -3 penalty to the check.

It is important to note that the forger always thinks he has been successful; the DM rolls the character’s proficiency check in secret and the forger does not learn of a failure until it is too late.

If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed, the forgery is detectable to anyone familiar with the type of document or handwriting – if he examines the document closely. If the die roll is a 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize this until too late.

Furthermore, those with forgery proficiency may examine a document to learn if it is a forgery. On a successful proficiency roll, the authenticity of any document can be ascertained. If the die roll is failed but a 20 is not rolled, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion.

Gaming: The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his ability score. If the proficiency check for the game is 17 to 20, however, the character has been caught cheating (even if he won the game).

Gem Cutting: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hard blades.

Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem (the DM has the relevant tables).

Healing: A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.

If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.

A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn’t help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).

A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.

Heraldry: The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins, and more. The symbols used may include geometric patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly fonnalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen.

The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.

Herbalism: Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).

Hunting: When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100 + 1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.

Juggling: The character can juggle, a talent useful for entertainments, diversions, and certain rare emergencies. When juggling normally (to entertain or distract), no proficiency check is required. A check is made when trying spectacular tricks (“Watch me eat this apple in mid-air!”). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not a proficiency check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch).

Thus the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).

Jumping: The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6 + his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1½ times his own height.

From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump only three feet.

The character can also attempt vaults using a pole. A vault requires at least a 30-foot running start. If a pole is used, it must be four to 10 feet longer than the character’s height. The vault spans a distance equal to 1½ times the length of the pole. The character can clear heights equal to the height of the pole. He can also choose to land on his feet if the vault carries him over an obstacle no higher than ½ the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.

Languages, Ancient: The character has mastered a difficult and obscure tongue, no w primarily found in the writings of pedantic sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This proficiency enables the character to either read and write or speak the language (his choice).

Languages, Modern: The character has learned to speak a language of the known world. To do so, there must be a teacher available. This could be another player character, an NPC hireling, or simply a local townsman.

Leatherworking: This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses.

Local History: The character is a storehouse of facts about the history of a region the size of a large county or a small province. The character knows when the ruined tower on the hill was built and who built it (and what happened to him), what great heroes and villains fought and fell at the old battlefield, what great treasure is supposed to be kept in a local temple, how the mayor of the next town miraculously grew hair on his balding pate, and more.

The DM will provide information about local sites and events as the character needs to know them. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can either make a proficiency check and, if successful, add that tale to his repertoire, or actually tell the story to other characters. If the character succeeds in entertaining them, the player need not make a proficiency roll for the character, since he has succeeded. The character can tell these stories to entertain others, granting him a +2 bonus to his Charisma for the encounter. But telling stories to hostile beings is probably not going to do any good.

Mining: A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made secretly by the DM), the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course.

Once the mine is in operation, a character with mining proficiency must remain onsite to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose.

Mountaineering: A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering proficiency leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this proficiency gains a 10 percent bonus per proficiency slot spent to his chance to climb any surface. Note that mountaineering is not the same as the thief’s climbing ability, since the latter does not require aids of any sort.

Musical Instrument: The character can play a specific musical instrument. An additional instrument can be added for every extra slot devoted to this proficiency. The character plays quite well, and no proficiency check is normally required. The DM may direct the character to make a proficiency check in what he feels are extraordinary circumstances.

Navigation: The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20 percent.

Pottery: A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two small- or medium-sized items or one large-sized item per day. The pieces of pottery must then be fired in the kiln for an additional day.

The raw materials involved cost three cp to make a small item, five cp to make a medium-sized item , and one sp to make a large item.

Reading Lips: The character can understand the speech of those he can see but not hear. When this proficiency is chosen, the player must specify what language the character can lip read (it must be a language the character can already speak). To use the proficiency, the character must be within 30 feet of the speaker and be able to see him speak. A proficiency check is made. If the check fails, nothing is learned. If the check is successful, 70  percent of the conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this.

Reading/Writing: The character can read and write a modern language he can speak, provided there is someone available to teach the character (another PC, a hireling, or an NPC). This proficiency does not enable the character to learn ancient languages (see Languages, Ancient).

Religion: Characters with religion proficiency know the common beliefs and cult of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check.

Additional proficiencies spent on religion enable the character either to expand his general knowledge into more distant regions (using the guidelines above) or to gain precise information about a single faith. If the latter is  chosen, the character is no longer required to make a proficiency check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths.

Riding, Airborne: The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding, a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following:

* Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no proficiency check.

* Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (land-based or flying). Those with only light encumbrance can drop to the ground without a proficiency check. In all other situations, a proficiency check is required. A failed roll means the character takes normal falling damage (for falling flat on his face) or misses his target (perhaps taking large amounts of damage as a result). A character who is dropping to the ground can attempt an immediate melee attack, if his proficiency check is made with a -4 penalty to the ability roll. Failure has the consequences given above.

* Spur his mount to greater speeds on a successful check, adding 1d4 to the movement rate of the mount. This speed can be maintained for four consecutive rounds. If the check fails, an attempt can be made again the next round. If two checks fail, no attempt can be made for a full turn. After the rounds of increased speed, its movement drops to ⅔ its normal rate and its Maneuverability Class (see Glossary) becomes one class worse. These  conditions last until the mount lands and is allowed to rest for at least one hour.

* The rider can guide the mount with his knees and feet, keeping his hands free. A proficiency check is made only after the character suffers damage. If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails. the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground.

Riding, Land-Based: Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids.

A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success.

* The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a proficiency check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a proficiency check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground – presumably quite embarrassed.

* The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground.

* The character can spur his steed on to great speeds, adding 6 feet per round to the animal’s movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn.

* The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a proficiency check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage.

* The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character’s Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character’s normal Armor Class are considered to have struck the mount instead. No proficiency check is required.

* The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful proficiency check with a -4 penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.

Rope Use: This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character’s hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds.

This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10 percent bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.

Running: The character can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day’s movement, the character must roll a proficiency check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to his attack rolls.

Seamanship: The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent.

Seamstress/Tailor: The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work.

Set Snares: The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attmpt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability core. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.

Thief characters (and only thieves) with this proficiency can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.

Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hour of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.

Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings.

Singing: The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check.

Spellcraft: Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect.

Those talented in this proficiency also have a chance (equal to ½ of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.

Stonemasonry: A stonemason is able to build structures from stone so that they last many years. He can do simple stone carvings, such as lettering, columns, and flourishes. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with rocks and earth. A stonemason equipped with his tools (hammers, chisels, wedges, block and tackle) can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided the stone has already been cut. A stonemason can also supervise the work of unskilled laborers to quarry stone; one stonemason is needed for every five laborers. Dwarves are among the most accomplished stonemasons in the world; they receive a +2 bonus when using this skill.

Survival: This proficiency must be applied to a specific environment – i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.

A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day.

The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in miniscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!

Swimming: A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (page 120). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.

Tightrope Walking: The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet. One proficiency check is made every 60 feet (or part thereof), with failure indicating a fall. The check is made with a -10 penalty to the ability score if the surface is one inch or less in width (a rope), a -5 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for proficient characters under normal circumstances. Every additional proficiency spent on tightrope walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or vibrations in the line increases the penalties by 2 to 6.

The character can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance.

Tracking: Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll a proficiency check with a -6 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the attempt, according to Table 39.

Table 39: TRACKING MODIFIERS
Terrain Modifier
Soft or muddy ground +4
Thick brush, vines, or reeds +3
Occasional signs of passage, dust +2
Normal ground, wood floor 0
Rocky ground or shallow water -10
Every two creatures in the group +1
Every 12 hours since trail was made -1
Every hour of rain, snow, or sleet -5
Poor lighting (moon or starlight) -6
Tracked party attempts to hide trail -5

The modifiers in Table 39 are cumulative – total the modifiers for all conditions that apply and combine that with the tracker’s Wisdom score to get the modified chance to track.

For example, if Thule’s Wisdom score is 16 and he is trying to track through mud (+4), at night (-6), during a sleet storm (-5), his chance to track is 9 (16 + 4 – 6 – 5). (Thule is a ranger, so he does not suffer the -6 penalty for non-rangers tracking.)

For tracking to succeed, the creature tracked must leave some type of trail. Thus it is virtually impossible to track flying or noncorporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt.

To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement (“Yup, we saw them orcs just high-tail it up that trail there not but yesterday.”), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail is found. Another attempt cannot be made until the above conditions are met again under  different circumstances.

Once the trail is found, additional proficiency checks are rolled for the following situations:

* The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc.).

* A second track crosses the first.

* The party resumes tracking after a halt (to rest, eat, fight, etc.).

Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made . If several trackers are following a trail, a +1 bonus is added to the ability score of the most adept tracker. Once he loses the trail, it is lost to all.

If the modifiers lower the chance to track below 0 (e.g., the modifiers are -11 and the character’s Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves).  Other characters may be able to continue tracking, but that character cannot.

A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the DM.

When following a trail, the character (and those with him) must slow down, the speed depending on the character’s modified chance to track as found from Table 39.

Table 40: MOVEMENT WHILE TRACKING
Chance to Track Movement Rate
1-6 ¼ normal
7-14 ½ normal
14 or greater ¾ normal

In the earlier example, Thule has a modified tracking chance of 9, so he moves at ½ his normal movement rate.

Tumbling: The character is practiced in all manner of acrobatics – dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.

On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.

Ventriloquism: The character has learned the secrets of “throwing his voice.” Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character’s chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer’s intelligence modifies this as follows:

    Intelligence    Modifier
less than 3 +6
3-5 +4
6-8 +2
9-14 0
15-16 -1
17-18 -2
19+ -4

A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus the roar of a lion is somewhat beyond him).

Since ventriloquism relies on deception, people’s knowledge of speech, and assumptions about what should and shouldn’t talk, it is effective only on intelligent creatures. Thus it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual (“Hey, his lips don’t move!”). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused – or they may not be.

Weaponsmithing: This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency.

The time and cost to make various types of weapons are listed on Table 41.

Table 41: WEAPON CONSTRUCTION
Weapon Construction Time Material Cost
Arrowhead 10/day 1 cp
Battle Axe 10 days 10 sp
Hand Axe 5 days 5 sp
Dagger 5 days 2 sp
Heavy Crossbow 20 days 10 sp
Light Crossbow 15 days 5 sp
Fork, Trident 20 days 10 sp
Spear, Lance 4 days 4 sp
Short Sword 20 days 4 sp
Long Sword 30 days 10 sp
Two-Handed Sword             45 days             2 gp


Weather Sense:
This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is  coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.

Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character’s way. In these cases, the player should be able to deduce what is about to happen to his character anyway.

Weaving: A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.

Weapon Proficiencies

A weapon proficiency measures a character’s knowledge and training with a specific weapon. When a character is created, the player checks Table 34 to see how many weapon proficiency slots the character has. These initial slots must be filled immediately, before the character embarks on his first adventure. Any slots that aren’t filled by then are lost.

Each weapon proficiency slot must be assigned to a particular weapon, not just a class of weapons. Each weapon listed in Table 44 (Weapons) requires its own proficiency; each has its own special tricks and quirks that must be mastered before the weapon can be handled properly and effectively. A fencer who is master of the epee, for example, is not necessarily skilled with a saber; the two weapons look similar, but the fighting styles they are designed for are entirely different. A player character could become proficient with a long bow or a short bow, but not with all bows in general (unless he devotes a proficiency slot to each individually). Furthermore, a character can assign weapon proficiency slots only to those weapons allowed to his character class.

As a character reaches higher experience levels, he also earns additional weapon proficiencies. The rate at which proficiencies are gained depends on the character’s class. Warriors, who concentrate on their martial skills, learn to handle a great number of weapons. They gain weapon proficiencies quickly. Wizards, who spend their time studying forgotten magical arts, have little time to practice with weapons. They gain additional weapon proficiencies very slowly. Multi-class characters can use the most beneficial line on Table 34 to determine their initial proficiencies and when they gain new proficiencies.

Table 35: SPECIALIST ATTACKS PER ROUND
Fighter Level Melee Weapon Light Crossbow Heavy Crossbow Thrown Dagger Thrown Dart Other (Non-bow) Missiles
1-6 3/2 1/1 1/2 3/1 4/1 3/2
7-12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2

Effects of Weapon Proficiencies

A character who has a specific weapon proficiency is skilled with that weapon and familiar with its use. A character does not gain any bonuses for using a weapon he is proficient with; the combat rules and attack chances assume that everyone uses a weapon he is proficient with. This eliminates the need to add a modifier to every die roll during battle.

When a character uses a weapon that he is not proficient with, however, he suffers a penalty on his chance to hit. The size of this penalty depends on the character’s class. Warriors have the smallest penalty because they are assumed to have passing familiarity with all weapons. Wizards, by comparison, are heavily penalized because of their limited study of weapons. The modifiers for each class (which are taken as penalties to the attack die roll) are listed on Table 34.

Related Weapons Bonus

When a character gains a weapon proficiency, he is learning to use a particular weapon effectively. However, many weapons have similar characteristics. A long sword, bastard sword, and broad sword, while all different, are all heavy, slashing swords. A character who is trained with one can apply some of his skill to the others. He is not fully proficient with the weapon, but he knows more about it than someone who picks it up without any skill in similar weapons.

When a character uses a weapon that is similar to a weapon he is proficient with, his attack penalty is only one-half the normal amount (rounded up). A warrior, for example, would have a -1 penalty with a related weapon instead of -2. A wizard would have a -3 penalty instead of -5.

Specific decisions about which weapons are related are left to the DM. Some likely categories are:

hand axe, battle axe;
short bow, long bow, composite bow;
heavy and light crossbows;
dagger, knife;
glaive, halberd, bardiche, voulge, guisarme, glaive-guisarme, guisarme-voulge;
harpoon, spear, trident, javelin;
footman’s mace, horseman’s mace, morning star, flail, hammer, club;
military fork, ranseur, spetum, partisan;
scimitar, bastard sword, long sword, broad sword;
sling, staff sling

Weapon Specialization

Knowing how to use a weapon without embarrassing yourself is very different from being a master of that weapon. There are warriors, and then there are martial artists. An Olympic fencer is more than just an athlete; he can do things with his weapon that astound most fencers.

In the AD&D game, part of your character’s skill is reflected in the bonuses he earns as he reaches higher levels. As your character advances, he becomes a wiser, more dangerous fighter. Experience has taught him to anticipate his opponents and to pounce on any advantage that presents itself. But this is a general, overall improvement, brought about by the warrior’s sharpening senses and timing. It applies equally to all types of fighting.

Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in its use. Any weapon may be chosen. Specialization is normally announced (and paid for with weapon proficiency slots) when the character is created. But even after a player character earns experience, he can still choose to specialize in a weapon, provided he has the weapon proficiency slots available.

In one way, a weapon specialist is like a wizard specialist. The specialization requires a single-minded dedication and training. Thus multi-class characters cannot use weapon specialization; it is available only to single-class fighters.

Cost of Specialization

Weapon specialization is obtained by devoting extra weapon proficiency slots to the chosen weapon. To specialize in any sort of melee weapon or crossbow, the character must devote two slots – one slot to become proficient with it, and then a second slot to specialize in it. Any bow (other than a crossbow) requires a total of three proficiency slots: one for proficiency and two to specialize. Assume, for the moment, that Rath the dwarf decided to specialize with the warhammer. Two of his four proficiency slots are thus devoted to the warhammer. With the two remaining, he can become proficient with the short sword and short bow (for example).

Effects of Specialization

When a character specializes with a melee weapon, he gains a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons.

Bow and crossbow specialists gain an additional range category: point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for crossbows is from six feet to 60 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.

Fighters who specialize also gain extra attacks earlier than those who don’t specialize. Bonus attacks for specialists are listed on Table 35. The use of this table is explained in Chapter 9: Combat. Bow specialists do not gain any additional attacks per round.

Proficiencies

Most of what a player character can do is defined by his race, class, and ability scores. These three characteristics don’t cover everything, however. Characters can have a wide range of talents, from the potent (and intricate) arts of magic to the simple and mundane knowledge of how to build a good fire. The character’s magical ability (or lack thereof) is defined by his class. Lesser abilities, such as fire building, are defined by proficiencies.

A proficiency is a learned skill that isn’t essential to the character’s class. A ranger, for example, may find it useful to know something about navigation, especially if he lives near an ocean or sea coast. On the other hand, he isn’t likely to suffer if he doesn’t know how to navigate; he is a ranger, not a sailor.

Proficiencies are divided into two groups: weapon proficiencies (those related to weapons and combat) and non-weapon proficiencies (those related to everything else).

All proficiency rules are additions to the game. Weapon proficiencies are tournament-level rules, optional in regular play, and non-weapon proficiencies are completely optional. Proficiencies are not necessary for a balanced game. They add an additional dimension to characters, however, and anything that enriches characterization is a bonus. If weapon proficiencies are used in your game, expect
them to apply to all characters, including NPCs. Non-weapon proficiencies may be used by players who enjoy them and ignored by those who don’t without giving unfair advantages to anyone (provided your DM allows this; he’s the one who must deal with any problems).

Once a proficiency slot is filled, it can never be changed or reassigned.

Acquiring Proficiencies

Even newly created, 1st-level characters have proficiencies. The number of proficiency slots that a character starts with is determined by his group, as shown in Table 34. Each proficiency slot is empty until the player “fills” it by selecting a proficiency. If your DM allows non-weapon proficiencies, the character’s Intelligence score can modify the number of slots he has, granting him more proficiencies
(see page 16). In both cases, new proficiencies are learned the same way.

Consider the case of Rath, a dwarf fighter. Table 34 gives him four weapon proficiency slots (he is a warrior). If non-weapon proficiencies are used, he has three slots and his Intelligence of 11 gives him two additional proficiency slots (according to Table 4, page 16) for a total of five non-weapon proficiency slots. The player must assign weapon or non-weapon proficiencies to all of these slots before the character goes on his first adventure. These represent what the character has learned before beginning his adventuring career.

Table 34: PROFICIENCY SLOTS
  Weapon Proficiencies   Non-weapon Proficiencies
Group Initial #Levels      Penalty    
Initial #Levels
Warrior 4 3 -2 3 3
Wizard 1 6 -5 4 3
Priest 2 4 -3 4 3
Rogue 2 4 -3 3 4

Thereafter, as the character advances in experience levels, he gains additional proficiency slots. The rate at which he gains them depends on the group he belongs to. Table 34 lists how many weapon and non-weapon proficiency slots the character starts with, and how many levels the character must gain before he earns another slot.

Initial Weapon Proficiencies is the number of weapon proficiency slots received by characters of that group at 1st level.

#Levels (for both weapon and non-weapon proficiencies) tells how quickly a character gains additional proficiency slots. A new proficiency slot is gained at every experience level that is evenly divisible by the number listed. Rath (a warrior), for example, gains one weapon proficiency slot at every level evenly divisible by 3. He gets one new slot at 3rd level, another at 6th, another at 9th, and so on.  (Note that Rath also gains one non-weapon proficiency at 3rd, 6th, 9th, etc.)

Penalty is the modifier to the character’s attack rolls when he fights using a weapon he is not proficient with. Rath, a dwarf, chose to be proficient with the warhammer. Finding himself in a desperate situation, he snatches up a flail, even though he knows little about it (he is not proficient with it). Using the weapon awkwardly, he has a -2 penalty to his chance to hit.

Initial Non-weapon Proficiencies is the number of non-weapon proficiency slots that character has at 1st level. Even if you are playing with weapon proficiencies, non-weapon proficiencies are optional.

Training

Like all skills and abilities, proficiencies do not leap unbidden and fully realized into a character’s mind. Instead, a character must train, study, and practice to learn a new proficiency. However, role-playing the training time needed to learn a new skill is not much fun. Thus there are no training times or study periods associated with any proficiency. When a character chooses a proficiency, it is assumed that he had been studying it in his spare time.

Consider just how much spare time the character has. The player is not role-playing every second of his character’s life. The player may decide to have his character spend a night in town before setting out on the long journey the next day. Perhaps the character must wait around for several days while his companions heal from the last adventure. Or he might spend weeks on an uneventful ocean voyage. What is he doing during that time?

Among other things, he is studying whatever new proficiencies he will eventually learn. Using this “down time” to handle the unexciting aspects of a role-playing campaign lets players concentrate on more important (or more interesting) matters.

Another part of training is finding a teacher. Most skills are easier to learn if someone teaches the character. The DM can handle this in several ways. For those who like simplicity, ignore the need for teachers – there are self-taught people everywhere in the world. For those who want more complexity, make the player characters find someone to teach them any new proficiency they want to learn. This can be another player character or an NPC. Although this adds realism, it tends to limit the PC’s adventuring options, especially if he is required to stay in regular contact with his instructor. Furthermore, most teachers want payment. While a barter arrangement might be reached, the normal payment is cash. The actual cost of the service depends on the nature of the skill, the amount of training desired, the availability of tutors, the greed of the instructor, and the desire of the DM to remove excess cash from his campaign.

Alignment

After all other steps towards creating a character have been completed, the player must choose an alignment for the character. In some cases (especially the paladin), the choice of alignment may be limited.

The characters alignment is a guide to his basic moral and ethical attitudes towards others, society, good, evil, and the forces of the universe in general. Use the chosen alignment as a guide to provide a clear idea of how the character will handle moral dilemmas. Always consider alignment as a tool, not a straitjacket that restricts the character. Although alignment defines general attitudes, it certainly doesn’t prevent a character from changing his beliefs, acting irrationally, or behaving out of character.

Alignment is divided into two sets of attitudes: order and chaos, and good and evil. By combining the different variations within the two sets, nine distinct alignments are created. These nine alignments serve well to define the attitudes of most of the people in the world.

Law, Neutrality, and Chaos

Attitudes towards order and chaos are divided into three opposing beliefs. Picture these beliefs as the points of a triangle, all pulling away from each other. The three beliefs are law, chaos, and neutrality. One of these represents each character’s ethos – his understanding of society and relationships.

Characters who believe in a law maintain that order, organization, and society are important, indeed vital, forces of the universe. The relationships between people and governments exist naturally. Lawful philosophers maintain that this order is not created by man but is a natural law of the universe. Although man does not create orderly structures, it is his obligation to function within them, lest the fabric of everything crumble. For less philosophical types, lawfulness manifests itself in the belief that laws should be made and followed, if only to have understandable rules for society. People should not pursue personal vendettas, for example, but should present their claims to the proper authorities. Strength comes through unity of action, as can be seen in guilds, empires, and powerful churches.

Those espousing neutrality tend to take a more balanced view of things. They hold that for every force in the universe, there is an opposite force somewhere. Where there is lawfulness, there is also chaos; where there is neutrality, there is also partisanship. The same is true of good and evil, life and death. What is important is that all of these forces remain in balance with each other. If one factor becomes ascendant over its opposite, the universe becomes unbalanced. If enough of these polarities go out of balance, the fabric of reality could pull itself apart. For example, if death became ascendant over life, the universe will become a barren wasteland.

Philosophers of neutrality not only presuppose the existence of opposites, but they also theorize that the universe would vanish should one opposite completely destroy the other (since nothing can exist without its opposite). Fortunately for these philosophers (and all sentient life), the universe seems to be efficient at regulating itself. Only when a powerful, unbalancing force appears (which almost never happens) need the defenders of neutrality become seriously concerned.

The believers and chaos hold it there is no preordained order or careful balance of forces in the universe. Instead they see the universe as a collection of things and events, some related to each other and others completely independent. They tend to hold that individual actions account for the differences in things and that events in one area do not alter the fabric of the universe halfway across the galaxy. Chaotic philosophers believe in the power of the individual over his own destiny and are fond of anarchistic nations. Being more pragmatic, non-philosophers recognize the function of society in protecting their individual rights. Chaotics can be hard to govern as a group, since they place their own needs and desires above those of society.

Good, Neutrality, and Evil

Like law and order, the second set of attitudes is also divided into three parts. These parts describe, more or less, a character’s moral outlook; they are his internal guidepost to what is right or wrong.

Good characters are just that. They try to be honest, charitable, and forthright. People are not perfect, however, so few are good all the time. There are always occasional failings and weaknesses. A good person, however, worries about his errors and normally tries to correct any damage done.

Remember, however, that goodness has no absolute values. Although many things are commonly accepted as good (helping those in need, protecting the weak), different cultures impose their own interpretations on what is good and what is evil.

Those with a neutral moral stance often refrain from passing judgment on anything. They do not classify people, things, or events as good or evil; what is, is. In some cases, this is because the creature lacks the capacity to make a moral judgment (animals fall into this category). Few normal creatures do anything for good or evil reasons. They kill because they are hungry or threatened. They sleep where they find shelter. They do not worry about the moral consequences of their actions – their actions are instinctive.

Evil is the antithesis of good and appears in many ways, some overt and others quite subtle. Only a few people of evil nature actively seek to cause harm or destruction. Most simply do not recognize that what they do is destructive or disruptive. People and things that obstruct the evil character’s plans are mere hindrances that must be overcome. If someone is harmed in the process…well, that’s too bad. Remember that evil, like good, is interpreted differently in different societies.

Alignment Combinations

Nine different alignments result from combining these two sets. Each alignment varies from all others, sometimes in broad, obvious ways, and sometimes in subtle ways. Each alignment is described in the following paragraphs.

Lawful Good: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created an obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good character strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people.

Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.

Lawful Evil: These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally within the laws of a society. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings.

Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the order of his king to destroy something he sees as evil is an example of a neutral good character.

True Neutral: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgements, three neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention.

True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world.

Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the every-man-for-himself attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betray people to the authorities to protect and advance himself are typical examples of neutral evil characters.

Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who “try to push folk around and tell them what to do.” Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.

Chaotic Neutral: Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward chaotic neutral behavior.

Chaotic Evil: These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities.

Non-Aligned Creatures

In addition to the alignments above, some things – particularly unintelligent monsters (killer plants, etc.) and animals – never bother with moral and ethical concerns. For these creatures, alignment is simply not applicable. A dog, even a well-trained one, is neither good nor evil, lawful nor chaotic. It is simply a dog. For these creatures, alignment is always detected as neutral.

Playing the Character’s Alignment

Aside from a few minimal restrictions required for some character classes, a player is free to choose whatever alignment he wants for his character. However, before rushing off and selecting an alignment, there are a few things to consider.

First, alignment is an aid to role-playing and should be used that way. Don’t choose an alignment that will be hard to role play or that won’t be fun. A player who chooses an unappealing alignment probably will wind up playing a different alignment anyway. In that case, he might as well have chosen the second alignment to begin with . A player who thinks that lawful good characters are boring goody-two-shoes who don’t get to have any fun should play a chaotic good character instead. On the other hand, a player who thinks that properly roleplaying a heroic, lawful good fighter would be an interesting challenge is encouraged to try it. No one should be afraid to stretch his imagination. Remember, selecting an alignment is a way of saying, “My character is going to act like a person who believes this.”

Second, the game revolves around cooperation among everyone in the group. The character who tries to go it alone or gets everyone angry at him is likely to have a short career. Always consider the alignments of other characters in the group. Certain combinations, particularly lawful good and any sort of evil, are explosive. Sooner or later the group will find itself spending more time arguing than adventuring. Some of this is unavoidable (and occasionally amusing), but too much is ultimately destructive. As the players argue, they get angry. As they get angry, their characters begin fighting among themselves. As the characters fight, the players continue to get more angry. Once anger and hostility take over a game, no one has fun. And what’s the point of playing a game if the players don’t have fun?

Third, some people choose to play evil alignments. Although there is no specific prohibition against this, there are several reasons why it is not a good idea. First, the AD&D® game is a game of heroic fantasy. What is heroic about being a villain? If an evilly aligned group plays its alignment correctly, it is as much a battle for the characters to work together as it is to take on the outside world. Neutral evil individuals would be paranoid (with some justification) that the others would betray them for profit or self-aggrandizement. Chaotic evil characters would try to get someone else to take all the risks so that they could become (or remain) strong and take over. Although lawful evil characters might have some code of conduct that governed their party, each member would look for ways to twist the
rules to his own favor. A group of players who play a harmonious party of evil characters simply are not playing their alignments correctly. By its nature, evil alignments call for disharmony and squabbling, which destroys the fun.

Imagine how groups of different alignments might seek to divide a treasure trove. Suppose the adventuring party contains one character of each alignment (a virtually impossible situation, but useful for illustration). Each is then allowed to present his argument:

The lawful good character says, “Before we went on this adventure, we agreed to split the treasure equally, and that’s what we’re going to do. First, we’ll deduct the costs of the adventure and pay for the resurrection of those who have fallen, since we’re sharing all this equally. If someone can’t be raised, then his share goes to his family.”

“Since we agreed to split equally, that’s fine,” replies the lawful evil character thoughtfully. “But there was nothing in this deal about paying for anyone else’s expenses. It’s not my fault if you spent a lot on equipment! Furthermore, this deal applies only to the surviving partners; I don’t remember anything about dead partners. I’m not setting aside any money to raise that klutz. He’s someone else’s problem.”

Flourishing a sheet of paper, the lawful neutral character breaks in. “It’s a good thing for you two that I’ve got things together, nice and organized. I had the foresight to write down the exact terms of our agreement, and we’re all going to follow them.” The neutral good character balances the issues and decides, “I’m in favor of equal shares – that keeps everybody happy. I feel that expenses are each adventurer’s own business: If someone spent too much, then he should be more careful next time. But raising fallen comrades seems like a good idea, so I say we set aside money to do that.”

After listening to the above arguments, the true neutral character decides not to say anything yet. He’s not particularly concerned with any choice. If the issue can be solved without his becoming involved, great. But if it looks like one person is going to get everything, that’s when he’ll step in and cast his vote for a more balanced distribution.

The neutral evil character died during the adventure, so he doesn’t have anything to say. However, if he could make his opinion known, he would gladly argue that the group ought to pay for raising him and set aside a share for him. The neutral evil character would also hope that the group doesn’t discover the big gem he secretly pocketed during one of the encounters.

The chaotic good character objects to the whole business. “Look, it’s obvious that the original agreement is messed up. I say we scrap it and reward people for what they did. I saw some of you hiding in the background when the rest of us were doing all the real fighting. I don’t see why anyone should be rewarded for being a coward! As far as raising dead partners, I say that’s a matter of personal choice. I don’t mind chipping in for some of them, but I don’t think I want everyone back in the group.”

Outraged at the totally true but tactless accusation of cowardice, the chaotic evil character snaps back, “Look, I was doing an important job, guarding the rear! Can I help it if nothing tried to sneak up behind us? Now, it seems to me that all of you are pretty beat up – and I’m not. So, I don’t think there’s going to be too much objection if I take all the jewelry and that wand. And I’ll take anything interesting those two dead guys have. Now, you can either work with me and do what I say or get lost – permanently!”

The chaotic neutral character is also dead (after he tried to charge a gorgon), so he doesn’t contribute to the argument. However, if he were alive, he would join forces with whichever side appealed to him the most at the moment. If he couldn’t decide, he’d flip a coin.

Clearly, widely diverse alignments in a group can make even the simplest task impossible. It is almost certain that the group in the example would come to blows before they could reach a decision. But dividing cash is not the only instance in which this group would have problems. Consider the battle in which they gained the treasure in the first place.

Upon penetrating the heart of the ruined castle, the party met its foe, a powerful gorgon commanded by a mad warrior. There, chained behind the two, was a helpless peasant kidnapped from a nearby village.

The lawful good character unhesitatingly (but not foolishly) entered the battle; it was the right thing to do. He considered it his duty to protect the villagers. Besides, he could not abandon an innocent hostage to such fiends. He was willing to fight until he won or was dragged off by his friends. He had no intention of fighting to his own death, but he would not give up until he had tried his utmost to defeat the evil creatures.

The lawful evil character also entered the battle willingly. Although he cared nothing for the peasant, he could not allow the two fiends to mock him. Still, there was no reason for him to risk all for one peasant. If forced to retreat, he could return with a stronger force, capture the criminals, and execute them publicly. If the peasant died in the meantime, their punishment would be that much more horrible.

The lawful neutral character was willing to fight, because the villains threatened public order. However, he was not willing to risk his own life. He would have preferred to come back later with  reinforcements. If the peasant could be saved, that is good, because he is part of the community. If not, it would be unfortunate but unavoidable.

The neutral good character did not fight the gorgon or the warrior, but he tried to rescue the peasant. Saving the peasant was worthwhile, but there was no need to risk injury and death along the way. Thus, while the enemy was distracted in combat, he tried to slip past and free the peasant.

The true neutral character weighed the situation carefully. Although it looked like the forces working for order would have the upper hand in the battle, he knew there had been a general trend toward chaos and destruction in the region that must be combatted. He tried to help, but if the group failed, he could work to restore the balance of law and chaos elsewhere in the kingdom.

The neutral evil character cared nothing about law, order, or the poor peasant. He figured that there had to be some treasure around somewhere. After all, the villain’s lair had once been a powerful temple. He could poke around for cash while the others did the real work. If the group got into real trouble and it looked like the villains would attack him, then he would fight. Unfortunately, a stray magical arrow killed him just after he found a large gem.

The chaotic good character joined the fight for several reasons. Several people in the group were his friends, and he wanted to fight at their sides. Furthermore, the poor, kidnapped peasant deserved to be rescued. Thus, the chaotic good character fought to aid his companions and save the peasant. He didn’t care if the villains were killed, captured, or just driven away. Their attacks against the village didn’t concern him.

The chaotic neutral character decided to charge, screaming bloodthirsty cries, straight for the gorgon. Who knows? He might have broken its nerve and thrown it off guard. He discovered that his plan was a bad one when the gorgon’s breath killed him.

The chaotic evil character saw no point in risking his hide for the villagers, the peasant, or the rest of the party. In fact, he thought of several good reasons not to. If the party was weakened, he might be able to take over. If the villains won, he could probably make a deal with them and join their side. If everyone was killed, he could take everything he wanted and leave. All these sounded a lot better than getting hurt for little or no gain. So he stayed near the back of the battle, watching. If anyone asked, he could say he was watching the rear, making sure no one came to aid the enemy.

The two preceding examples of alignment are extreme situations. It’s not very likely that a player will ever play in a group of alignments as varied as those given here. If such a group ever does form, players should seriously reconsider the alignments of the different members of the party! More often, the adventuring party will consist of characters with relatively compatible alignments. Even then, players who role-play their characters’ alignments will discover small issues of disagreement.

Changing Alignment

Alignment is a tool, not a straitjacket. It is possible for a player to change his character’s alignment after the character is created, either by action or choice. However, changing alignment is not without its penalties.

Most often the character’s alignment will change because his actions are more in line with a different alignment. This can happen if the player is not paying attention to the character and his actions. The character gradually assumes a different alignment. For example, a lawful good fighter ignores the village council’s plea for help because he wants to go fight evil elsewhere. This action is much closer to chaotic good, since the character is placing his desire over the need of the community. The fighter would find himself beginning to drift toward chaotic good alignment.

All people have minor failings, however, so the character does not instantly become chaotic good. Several occasions of lax behavior are required before the character’s alignment changes officially. During that time, extremely lawful good activities can swing the balance back. Although the player may have a good idea of where the character’s alignment lies, only the DM knows for sure.

Likewise, the character cannot wake up one morning and say, “I think I’ll become lawful good today.” (Well, he can say it, but it won’t have any effect.) A player can choose to change his character’s alignment, but this change is accomplished by deeds, not words. Tell the DM of the intention and then try to play according to the new choice.

Finally, there are many magical effects that can change a character’s alignment. Rare and cursed magical items can instantly alter a character’s alignment. Powerful artifacts may slowly erode a character’s determination and willpower, causing subtle shifts in behavior. Spells can compel a character to perform actions against his will. Although all of these have an effect, none are as permanent or damaging as those choices the character makes of his own free will.

Changing the way a character behaves and thinks will cost him experience points and slow his advancement. Part of a character’s experience comes from learning how his own behavior affects him and the world around him. In real life, for example, a person learns that he doesn’t like horror movies only by going to see a few of them. Based on that experience, he learns to avoid certain types of movies. Changing behavior means discarding things the character learned previously. Relearning things takes time. This costs the character experience.

There are other, more immediate effects of changing alignment. Certain character classes require specific alignments. A paladin who is no longer lawful good is no longer a paladin. A character may have magical items usable only by specific alignments (intelligent swords , etc.). Such items don’t function (and may even prove dangerous) in the hands of a differently aligned character.

News of a character’s change in behavior will certainly get around to friends and acquaintances. Although some people he never considered friendly may now warm to him, others may take exception to his new attitudes. A few may even try to help him “see the error of his ways.” The local clergy, on whom he relies for healing, may look askance on his recent behavior, denying him their special services (while at the same time sermonizing on his plight). The character who changes alignment often finds himself unpopular, depending on the attitudes of the surrounding people. People do not understand him. If the character drifts into chaotic neutral behavior in a highly lawful city, the townspeople might decide that the character is afflicted and needs close supervision, even confinement , for his own  good!

Ultimately, the player is advised to pick an alignment he can play comfortably, one that fits in with those of the rest of the group, and he should stay with that alignment for the course of the character’s career. There will be times when the DM, especially if he is clever, creates situations to test the character’s resolve and ethics. But finding the right course of action within the character’s alignment is part of the fun and challenge of role-playing.