Advanced Dungeons & DragonsĀ®

Player's Handbook

for the AD&DĀ® Game.

Table of Contents

Foreword for the 2nd Edition

Credits

Foreword

Welcome to the AD&D Game

How the Rule Books are Organized

Learning the Game

Coming from the D&D Game

The AD&D Game Line

A Note About Pronouns

The Real Basics

The Goal

Required Materials

An Example of Play

Glossary

Step-by-Step Player Character Generation

Chapter 1: Player Character Ability Scores

Rolling Ability Scores

Alternative Dice-Rolling Methods

The Ability Scores

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

What the Numbers Mean

Chapter 2: Player Character Races

Minimum and Maximum Ability Scores

Racial Ability Adjustments

Class Restrictions and Level Limits

Languages

Dwarves

Elves

Gnomes

Half-Elves

Halflings

Humans

Other Characteristics

Chapter 3: Player Character Classes

Class Ability Score Requirements

Warrior

Fighter

Paladin

Ranger

Wizard

Mage

The Schools of Magic

Specialist Wizards

Illusionist

Priest

Cleric

Priests of Specific Mythoi

Requirements

Weapons Allowed

Spells Allowed

Granted Powers

Ethos

Priest Titles

Balancing It All

Druid

Ethos

Granted Powers

Spells Allowed

Weapons Allowed

Requirements

Druid Organization

Druids, Archdruids, and the Great Druid

The Grand Druid

Rogues

Thief

Skill Explanations

Bard

Multi-Class Characters

Multi-Class Combinations

Multi-Class Benefits and Restrictions

Dual-Class Benefits and Restrictions

Chapter 4: Alignment

Law, Neutrality, and Chaos

Good, Neutrality, and Evil

Alignment Combinations

Non-Aligned Creatures

Playing the Character's Alignment

Changing Alignment

Chapter 5: Proficiencies (Optional)

Acquiring Proficiencies

Training

Weapon Proficiencies

Effects of Weapon Proficiencies

Related Weapon Bonus

Weapon Specialization

Cost of Specialization

Effects of Specialization

Nonweapon Proficiencies

Using What You Know

Secondary Skills

Nonweapon Proficiencies

Using Nonweapon Proficiencies

Nonweapon Proficiency Descriptions

Chapter 6: Money and Equipment

Starting Money

Equipment Lists

Equipment Descriptions

Tack and Harness

Transport

Miscellaneous Equipment

Weapons

Armor

Armor Sizes

Getting Into and Out of Armor

Creatures with Natural Armor Class

Encumbrance (Optional Rule)

Basic Encumbrance (Tournament Rule)

Specific Encumbrance (Optional Rule)

Encumbrance and Mounts (Tournament Rule)

Magical Armor and Encumbrance

Effects of Encumbrance

Chapter 7: Magic

Wizard Spells

Schools of Magic

Learning Spells

Illusions

Priest Spells

Casting Spells

Spell Components

Magical Research

Spell Descriptions

Chapter 8: Experience

Group Experience Awards

Individual Experience Awards

Training Experience

Where's the Specific Info?

Chapter 9: Combat

More Than Just Hack-and-Slash

Definitions

The Attack Roll

Figuring the To-Hit Number

Modifiers to the Attack Roll

Weapon Types vs. Armor Modifiers

Impossible To Hit Numbers

Calculating THAC0

Combat and Encounters

The Combat Round

What You Can Do in One Round

The Combat Sequence

Initiative

Standard Initiative Procedure

Initiative Modifiers

Group Initiative (Optional Rule)

Individual Initiative

Multiple Attacks and Initiative

Spellcasting and Initiative

Weapon Speed and Initiative (Optional Rule)

Magical Weapon Speeds

Attacking with Two Weapons

Movement in Combat

Movement in Melee

Movement and Missile Combat

Charging an Opponent

Retreat

Attacking Without Killing

Punching and Wrestling

Overbearing

Weapons in Nonlethal Combat

Nonlethal Combat and Creatures

Touch Spells and Combat

Missile Weapons in Combat

Range

Rate of Fire

Ability Modifiers in Missile Combat

Firing into a Melee

Taking Cover Against Missile Fire

Grenade-Like Missiles

Types of Grenade-Like Missiles

Special Defenses

Parrying (Optional Rule)

The Saving Throw

Rolling Saving Throws

Saving Throw Priority

Voluntarily Failing Saving Throws

Ability Checks as Saving Throws

Modifying Saving Throws

Magic Resistance

Effects of Magic Resistance

When Magic Resistance Applies

Successful Magic Resistance Rolls

Turning Undead

Evil Priests and Undead

Injury and Death

Wounds

Special Damage

Falling

Paralysis

Energy Drain

Poison

Treating Poison Victims

Healing

Natural Healing

Magical Healing

Herbalism & Healing Proficiencies

Character Death

Death From Poison

Death From Massive Damage

Inescapable Death

Raising the Dead

Chapter 10: Treasure

Treasure Types

Magical Items

Dividing and Storing Treasure

Chapter 11: Encounters

The Surprise Roll

Effects of Surprise

Encounter Distance

Encounter Options

Chapter 12: NPCs

Hirelings

Followers

Henchmen

Player Character Obligations

Chapter 13: Vision and Light

Limits of Vision

Light

Infravision

Using Mirrors

Chapter 14: Time and Movement

Movement

Jogging and Running (Optional Rule)

Cross Country Movement

Swimming

Holding Your Breath

Climbing

Calculating Success

Climbing Rates

Types of Surfaces

Actions While Climbing

Climbing Tools

Getting Down

Appendix 1: Spell Lists*

Wizard Spells

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Priest Spells Spell Lists

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

Appendix 2: Notes on Spells

Adjudicating Illusions

Appendix 3: Wizard Spells

First-Level

Second-Level

Third-Level

Fourth-Level

Fifth-Level

Sixth-Level

Seventh-Level

Eighth-Level

Ninth-Level

Appendix 4: Priest Spells

First-Level

Second-Level

Third-Level

Fourth-Level

Fifth-Level

Sixth-Level

Seventh-Level

Appendix 5: Wizard Spells by School

Abjuration

Alteration

Conjuration/Summoning

Enchantment/Charm

Illusion/Phantasm

Invocation/Evocation

Lesser/Greater Divination

Necromancy

Appendix 6: Priest Spells by Sphere

All

Animal

Astral

Charm

Combat

Creation

Divination

Elemental

Guardian

Healing

Necromantic

Plant

Protection

Summoning

Sun

Weather

Appendix 7: Spell Index

Appendix 8: Compiled Character Tables

Table 1: Strength

Table 2: Dexterity

Table 3: Constitution

Table 4: Intelligence

Table 5: Wisdom

Table 6: Charisma

Table 7: Racial Ability Requirements

Table 8: Racial Ability Adjustments

Table 9: Constitution Saving Throw Bonuses

Table 13: Class Ability Minimums

Table 18: Ranger Abilities

Table 21: Wizard Spell Progression

Table 22: Wizard Specialist Requirements

Table 25: Priest Spell Progression

Table 26: Thieving Skill Base Scores

Table 27: Thieving Skill Racial Adjustments

Table 28: Thieving Skill Dexterity Adjustments

Table 29: Thieving Skill Armor Adjustments

Table 30 Backstab Damage Multipliers

Table 32: Bard Spell Progression

Table 33: Bard Abilities

Table 43: Initial Character Funds

Table 46: Armor Class Ratings

Table 53: Calculated THAC0S

Table 61: Turning Undead

Tables

Table 1: Strength

Table 2: Dexterity

Table 3: Constitution

Table 4: Intelligence

Table 5: Wisdom

Table 6: Charisma

Table 7: Racial Ability Requirements

Table 8: Racial Abilities

Table 9: Constitution Saving Throw Bonuses

Table 10: Average Height and Weight

Table 11: Age

Table 12: Aging Effects

Table 13: Class Ability Minimums

Table 14: Warrior Experience Levels

Table 15: Warrior Melee Attacks per Round

Table 16: Fighter's Followers

Table 17: Paladin Spell Progression

Table 18: Ranger Abilities

Table 19: Ranger's Followers

Table 20: Wizard Experience Levels

Table 21 Wizard Spell Progression

Table 22: Wizard Specialist Requirements

Table 23: Priest Experience Levels
Table 24: Priest Spell Progression

Table 25: Rogue Experience Level

Table 26: Thieving Skills Base Scores

Table 27: Thieving Skill Racial Adjustments

Table 28: Thieving Skill Dexterity Adjustments

Table 29: Thieving Skill Armor Adjustments

Table 30: Backstab Damage Multipliers

Table 31: Thief's Followers

Table 32: Bard Spell Progression

Table 33: Bard Abilities

Table 34: Proficiency Slots

Table 35: Specialist Attacks Per Round

Table 36: Secondary Skills

Table 37: Nonweapons Proficiency Group

Table 38: Nonweapon Proficiency Group Crossovers

Table 39: Tracking Modifiers

Table 40: Movement While Tracking

Table 41: Weapon Construction

Table 42: Standard Exchange Rates

Table 43: Initial Character Funds

Table 44: Equipment

Table 45: Missile Weapon Ranges

Table 46: Armor Class Ratings

Table 47: Character Encumbrance

Table 48: Modified Movement Rates

Table 49: Carrying Capacities of Animals

Table 50: Stowage Capacity

Table 51: Combat Modifiers

Table 52: Weapon Types vs. Armor Modifiers

Table 53: Calculating THAC0S

Table 54: THAC0 Advancement

Table 55: Standard Modifiers to Initiative

Table 56: Optional Modifiers to Initiative

Table 57: Armor Modifiers for Wrestling

Table 58: Punching and Wrestling Results

Table 59: Cover and Concealment Modifiers

Table 60: Character Saving Throws

Table 61: Turning Undead

Table 62: Visibility Ranges

Table 63: Light Sources

Table 64: Base Movement Rates

Table 65: Base Climbing Success Rates

Table 66: Climbing Modifiers

Table 67: Rates of Climbing

Table of Contents