Player's Handbook
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Player's Handbook
Table of Contents
Foreword to the 2nd Edition
Credits
Foreword
Welcome to the AD&D® Game
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 Real Basics
The Goal
Required Materials
An Example of Play
Glossary
Glossary
Step-by-Step Character Generation
Step-by-Step Player Character Generation
Chapter 1: Player Character Ability Scores
Player Character Ability Scores
Rolling Ability Scores
Rolling Ability Scores
Alternative Dice-Rolling Methods
The Ability Scores
The Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Table 1: Strength
Table 2: Dexterity
Table 3: Constitution
Table 4: Intelligence
Table 5: Wisdom
Table 6: Charisma
What the Numbers Mean
What the Numbers Mean
Chapter 2: Player Character Races
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
Table 7: Racial Ability Requirements
Table 8: Racial Abilities
Table 9: Constitution Saving Throw Bonuses
Table 10: Average Hieght and Weight
Table 11: Age
Table 12: Aging Effects
Table 13: Class Ability Minimums
Chapter 3: Player Character Classes
Player Character Classes
Class Ability Score Requirements
Class Descriptions
Warrior
Warrior
Table 14: Warrior Experience Levels
Table 15: Warrior Melee Attacks per Round
Fighter
Fighter
Table 16: Fighter's Followers
Paladin
Paladin
Table 17: Paladin Spell Progression
Ranger
Ranger
Table 18: Ranger Abilities
Table 19: Ranger's Followers
Wizard
Wizard
Table 20: Wizard Experience Levels
Table 21 Wizard Spell Progression
Mage
Mage
Schools of Magic
The Schools of Magic
Specialist Wizards
Specialist Wizards
Table 22: Wizard Specialist Requirements
Illusionist
Illusionist
Priest
Priest
Table 23: Priest Experience Levels
Table 24: Priest Spell Progression
Cleric
Cleric
Priests of Specific Mythoi
Priests of Specific Mythoi
Requirements
Weapons Allowed
Spells Allowed
Granted Powers
Ethos
Priest Titles
Balancing It All
Druid
Druid
Requirements Druid
Weapons Allowed Druid
Spells Allowed Druid
Granted Powers Druid
Ethos Druid
Druid Organization
Druids, Archdruids, and the Great Druid
The Grand Druid
Rogue
Rogues
Table 25: Rogue Experience Level
Thief
Thief
Skill Explanations
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
Bard
Bard
Table 32: Bard Spell Progression
Table 33: Bard Abilities
Multi-Class and Dual-Class Characters
Multi-Class and Dual-Class Characters
Multi-Class Combinations
Multi-Class Benefits and Restrictions
Dual-Class Benefits and Restrictions
Chapter 4: Alignment
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)
Proficiencies (Optional)
Acquiring Proficiencies
Training
Table 34: Proficiency Slots
Weapon Proficiencies
Weapon Proficiencies
Effects of Weapon Proficiencies
Related Weapon Bonus
Table 35: Specialist Attacks Per Round
Weapon Specialization
Weapon Specialization
Cost of Specialization
Effects of Specialization
Nonweapon Proficiencies I
Nonweapon Proficiencies
Using What You Know
Secondary Skills
Table 36: Secondary Skills
Nonweapon Proficiencies II
Nonweapon Proficiencies
Using Nonweapon Proficiencies
Table 37: Nonweapon Proficiency Groups
Table 38: Nonweapon Proficiency Group Crossovers
Table 39: Tracking Modifiers
Table 40: Movement While Tracking
Table 41: Weapon Construction
Nonweapon Proficiency Descriptions
Nonweapon Proficiency Descriptions
Argiculture
Ancient History
Animal Handling
Animal Lore
Animal Training
Appraising
Armorer
Artistic Ability
Astology
Blacksmithing
Blind-fighting
Bowyer/Fletcher
Brewing
Carpentry
Charioteering
Cobbling
Cooking
Dancing
Direction Sense
Disguise
Endurance
Engineering
Etiquette
Fire-building
Fishing
Forgery
Gaming
Gem Cutting
Healing
Heraldry
Herbalism
Hunting
Juggling
Jumping
Languages, Ancient
Languages, Modern
Leatherworking
Local History
Mining
Mountaineering
Musical Instrument
Navigation
Pottery
Reading Lips
Reading/Writing
Religion
Riding, Airborne
Riding, Land-Based
Rope Use
Running
Seamanship
Seamstress/Tailor
Set Snares
Singing
Spellcraft
Stonemasonry
Survival
Swimming
Tightrope Walking
Tracking
Tumbling
Ventriloquism
Weaponsmithing
Weather Sense
Weaving
Chapter 6: Money and Equipment
Money and Equipment
Starting Money
Equipment Lists
Equipment Lists
Clothing
Daily Food and Lodging
Household Provisioning
Transport
Animals
Services
Tack and Harness
Miscellaneous Equipment
Armor
Weapons
Equipment Descriptions
Equipment Descriptions
Tack and Harness
Transport
Miscellaneous Equipment
Weapons
Armor
Armor Sizes
Getting Into and Out of Armor
Creatures with Natural Armor Class
Table 42: Standard Exchange Rates
Table 43: Initial Character Funds
Table 44: Equipment
Table 45: Missile Weapon Ranges
Table 46: Armor Class Ratings
Encumbrance
Encumbrance (Optional Rule)
Basic Encumbrance (Tournament Rule)
Specific Encumbrance (Optional Rule)
Encumbrance and Mounts (Tournament Rule)
Magical Armor and Encumbrance
Effects of Encumbrance
Table 47: Character Encumbrance
Table 48: Modified Movement Rates
Table 49: Carrying Capacities of Animals
Table 50: Stowage Capacity
Chapter 7: Magic
Magic
Wizard Spells
Wizard Spells
Schools of Magic
Learning Spells
Illusions
Priest Spells
Priest Spells
Casting Spells
Casting Spells
Spell Components
Magical Research
Magical Research
Spell Descriptions
Spell Descriptions
Chapter 8: Experience
Experience
Group Experience Awards
Individual Experience Awards
Training Experience
Where's the Specific Info?
Chapter 9: Combat
Combat
More Than Just Hack-and-Slash
Table 51: Combat Modifiers
Definitions
Definitions
Armor Class(AC)
Damage
Initiative
Melee
Missile Combat
Saving Throws
Surprise
THAC0
The Attack Roll
The Attack Roll
Figuring the To-Hit Number
Modifiers to the Attack Roll
Table 51: Combat Modifiers
Weapon Type vs. Armor Modifiers
The Various Types of Weapons
Impossible To-Hit Numbers
Table 52: Weapon Types vs. Armor Modifiers
Calculating THAC0
Calculating THAC0
Table 53: Calculating THAC0S
Table 54: THAC0 Advancement
Combat and Encounters
Combat and Encounters
The Combat Round
The Combat Round
What You Can Do in One Round
The Combat Sequence
The Combat Sequence
Initiative
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
Table 55: Standard Modifiers to Initiative
Table 56: Optional Modifiers to Initiative
Attacking with Two Weapons
Attacking with Two Weapons
Table 57: Armor Modifiers for Wrestling
Table 58: Punching and Wrestling Results
Movement in Combat
Movement in Combat
Movement in Melee
Movement and Missile Combat
Charging an Opponent
Retreat
Attacking Without Killing
Attacking Without Killing
Punching and Wrestling
Overbearing
Weapons in Nonlethal Combat
Nonlethal Combat and Creatures
Touch Spells and Combat
Touch Spells and Combat
Missile Weapons in 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
Table 59: Cover and Concealment Modifiers
Special Defenses
Special Defenses
Parrying
Parrying (Optional Rule)
The Saving Throw
The Saving Throw
Rolling Saving Throws
Saving Throw Priority
Voluntarily Failing Saving Throws
Ability Checks as Saving Throws
Modifying Saving Throws
Table 60: Character Saving Throws
Magic Resistance
Magic Resistance
Effects of Magic Resistance
When Magic Resistance Applies
Successful Magic Resistance Rolls
Turning Undead
Turning Undead
Evil Priests and Undead
Table 61: Turning Undead
Injury and Death
Injury and Death
Wounds
Special Damage
Special Damage
Falling
Paralysis
Energy Drain
Poison
Healing
Healing
Natural Healing
Magical Healing
Herbalism and Healing Proficiencies
Character Death
Character Death
Death From Poison
Death From Massive Damage
Inescapable Death
Raising the Dead
Chapter 10: Treasure
Treasure
Treasure Types
Magical Items
Dividing and Storing Treasure
Chapter 11: Encounters
Encounters
The Surprise Roll
Effects of Surprise
Encounter Distance
Encounter Options
Chapter 12: NPCs
NPCs
Hirelings
Followers
Henchmen
PLayer Character Obligations
Chapter 13: Vision and LIght
Vision and Light
Limits of Vision
Light
Infravision
Using Mirrors
Table 62: Visibility Ranges
Table 63: Light Sources
Chapter 14: Time and Movement
Time and Movement
Movement
Movement
Jogging and Running (Optional Rule)
Cross-Country Movement
Table 64: Base Movement Rates
Swimming
Swimming
Holding Your Breath
Climbing
Climbing
Calculating Success
Climbing Rates
Base Climbing Success Rates
Types of Surfaces
Actions While Climbing
Climbing Tools
Getting Down
Table 65: Base Climbing Success Rates
Table 66: Climbing Modifiers
Table 67: Rates of Climbing
Appendix 1: Spell Lists
Wizard Spells
1st Level Wizard
2nd Level Wizard
3rd Level Wizard
4th Level Wizard
5th Level Wizard
6th Level Wizard
7th Level Wizard
8th Level Wizard
9th Level Wizard
Priests Spells
1st Level Priest
2nd Level Priest
3rd Level Priest
4th Level Priest
5th Level Priest
6th Level Priest
7th Level Priest
Appendix 2: Notes on Spells
Notes on Spells
Adjudicating Illusions
Appendix 3: Wizard Spells
First-Level Spells
Affect Normal Fires
Alarm
Armor Spell
Audible Glamer
Burning Hands
Cantrip
Change Self
Charm Person
Chill Touch
Color Spray
Comprehend Languages
Dancing Lights
Detect Magic
Detect Undead
Enlarge
Erase
Feather Fall
Find Familiar
Friends
Gaze Reflection
Grease
Hold Portal
Hypnotism
Identify
Jump
Light Spell
Magic Missile
Mending
Message
Mount
Nystal's Magic Aura
Phantasmal Force
Protection From Evil
Read Magic
Shield Spell
Shocking Grasp
Sleep
Spider Climb
Spook
Taunt
Tenser's Floating Disc
Unseen Servant
Ventriloquism
Wall of Fog
Wizard Mark
Second-Level Spells
Alter Self
Bind
Blindness
Blur
Continual Light
Darkness 15' Radius
Deafness
Deeppockets
Detect Evil
Detect Invisibility
ESP
Flaming Sphere
Fog Cloud
Fool's Gold
Forget
Glitterdust
Hypnotic Pattern
Improved Phantasmal Force
Invisibility
Irritation
Knock
Know Alignment
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Melf's Acid Arrow
Mirror Image
Misdirection
Protection From Cantrips
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scare
Shatter
Spectral Hand
Stinking Cloud
Strength
Summon Swarm
Tasha's Uncontrollable Hideous Laughter
Web
Whispering Wind
Wizard Lock
Third-Level Spells
Blink
Clairaudience
Clairvoyance
Delude
Explosive Runes
Dispel Magic
Feign Death
Fireball
Flame Arrow
Fly Spell
Gust of Wind
Haste
Hold Person
Hold Undead
Illusionary Script
Infravision
Invisibility, 10' Radius
Item
Leomund's Tiny Hut
Melf's Minute Meteors
Lightning Bolt
Monster Summoning I
Nondetection
Phantom Steed
Protection From Evil, 10' Radius
Protection From Normal Missiles
Secret Page
Sepia Snake Sigil
Slow
Spectral Force
Suggestion
Tongues Wizard
Vampiric Touch
Water Breathing
Wind Wall
Wraithform
Fourth-Level Spells
Charm Monster Spell
Confusion Spell
Contagion Spell
Detect Scrying Spell
Dig Spell
Dimension Door
Emotion Wizard Spell
Enchanted Weapon
Enervation
Evard's Black Tentacles
Extension I
Fear Wizard Spell
Fire Charm
Fire Shield
Fire Trap
Fumble Wizard Spell
Hallucinatory Terrain
Ice Storm Spell
Illusionary Wall
Improved Invisibility
Leomund's Secure Shelter
Magic Mirror
Massmorph
Minor Creation
Minor Globe of Invulnerability Spell
Monster Summoning II Spell
Otiliuke's Resilient Sphere
Phantasmal Killer Wizard Spell
Plant Growth Wizard Spell
Polymorph Other Spell
Polymorph Self Spell
Rainbow Pattern
Rary's Mnemonic Enhancer
Remove Curse Wizard Spell
Shadow Monster
Shout Spell
Solid Fog
Stoneskin Spell
Vacancy Spell
Wall of Fire Spell
Wall of Ice Spell
Wizard Eye Spell
Fifth-Level Spells
Advanced Illusion Spell
Airy Water
Animal Growth
Animate Dead Wizard Spell
Avoidance
Bigby's Interposing Hand
Chaos Wizard Spell
Cloudkill Spell
Cone of Cold Spell
Conjure Elemental Wizard Spell
Contact Other Plane
Demishadow Monsters
Dismissal Spell
Distance Distortion
Domination
Dream Spell
Extension II Spell
Fabricate Spell
False Vision
Feeblemind Spell
Hold Monster Wizard Spell
Leomund's Lamentable Belaborment
Leomund's Secret Chest
Magic Jar Spell
Major Creation Spell
Monster Summoning III Spell
Mordenkainen's Faithful Hound
Passwall Spell
Seeming
Sending
Shadow Door
Shadow Magic
Stone Shape
Summon Shadow
Telekinesis Spell
Teleport Spell
Transmute Rock to Mud Wizard Spell
Wall of Force
Wall of Iron
Wall of Stone
Sixth-Level Spells
Antimagic Shell Spell
Bigby's Forceful Hand
Chain Lightning Wizard Spell
Conjure Animals Wizard Spell
Contingency
Control Weather Wizard Spell
Death Fog
Death Spell
Demishadow Magic
Disintegrate Spell
Enchant an Item
Ensarement Wizard Spell
Extension III
Eyebite
Geas
Glassee
Globe of Invulnerability
Guards and Wards
Invisible Stalker Spell
Legend Lore Wizard Spell
Lower Water Wizard Spell
Mass Suggestion
Mirage Arcana
Mislead
Monster Summoning IV Spell
Mordenkainen's Lucubration
Move Earth Wizard Spell
Otiluke's Freezing Sphere
Part Water Wizard Spell
Permanent Illusion
Programmed Illusion
Project Image
Reincarnation Wizard Spell
Repulsion Wizard Spell
Shades
Stone to Flesh Wizard Spell
Tenser's Tranformation
Transmute Water to Dust Wizard Spell
True Seeing
Veil
Seventh-Level Spells
Banishment
Bigby's Grasping Hand
Charm Plants Wizard Spell
Control Undead Spell
Delayed Blast Fireball
Drawmij's Instant Summons
Duo-Dimension
Finger of Death
Forcecage
Limited Wish
Mass Invisibility
Monster Summoning V Spell
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Phase Door
Power Word Stun
Prismatic Spray Spell
Reverse Gravity Wizard Spell
Sequester Wizard Spell
Shadow Walk
Simulacrum
Spell Turning
Statue
Teleport Without Error
Vanish
Vision Wizard Spell
Trap the Soul
Eighth-Level Spells
Antipathy-Sympathy
Bigby's Clenched Fist
Binding Wizard Spell
Clone Spell
Demand
Glassteel
Incendiary Cloud Spell
Mass Charm Wizard Spell
Maze
Mind Blank
Monster Summoning VI Spell
Otiluke's Telekinetic Sphere
Otto's Irresistable Dance
Permanency Spell
Polymorph Any Object
Power Word, Blind
Prismatic Wall
Screen Spell
Serten's Spell Immunity
Sink Spell
Symbol Wizard Spell
Ninth-Level Spells
Astral Spell Wizard Spell
Bigby's Crushing Hand
Crystalbrittle
Energy Drain Wizard Spell
Foresight Spell
Gate Spell
Imprisonment Spell
Meteor Swarm
Monster Summoning VII Spell
Mordenkainen's Disjunction
Power Word, Kill
Prismatic Sphere
Shape Change Spell
Succor Spell
Temporal Stasis
Time Stop
Weird Spell
Wish Wizard Spell
Appendix 4: Priest Spells
Priest Spells
First-Level Spells
Animal Friendship
Bless Priest Spell
Combine
Command
Create Water
Cure Light Wounds
Detect Evil Priest Spell
Detect Magic Priest Spell
Detect Poison
Detect Snares and Pits
Endure Cold/Endure Heat
Entangle Spell
Faerie Fire
Invisibility to Animals
Invisibility to Undead
Light Priest Spell
Locate Animals or Plants
Magical Stone
Pass Without Trace
Protection From Evil Priest Spell
Purify Food and Drink
Remove Fear
Sanctuary
Shillelagh
Second-Level Spells
Aid Spell
Augury
Barkskin
Chant
Charm Person Priest Spells
Detect Charm
Dust Devil
Enthrall
Find Traps
Fire Trap Priest Spell
Flame Blade
Goodberry
Heat Metal
Hold Person Priest Spell
Know Alignment Priest Spell
Messenger
Obscurement
Produce Flame
Resist Fire/Resist Cold Spell
Silence, 15' Radius
Slow Poison
Snake Charm
Speak With Animals
Spiritual Hammer
Trip Spell
Warp Wood
Withdraw Spell
Wyvern Watch
Third-Level Spells
Animate Dead Priest Spell
Call Lightning Priest Spell
Continual Light Priest Spell
Create Food and Drink
Cure Blindness
Cure Disease
Dispel Magic Priest Spell
Feign Death Priest Spell
Flame Walk
Glyph of Warding
Hold Animal
Locate Object Priest Spell
Magical Vestment
Meld Into Stone
Negative Plane Protection
Plant Growth
Prayer
Protection From Fire
Pyrotechnics Priest Spell
Remove Curse Priest Spell
Remove Paralysis
Snare Spell
Speak With Dead
Spike Growth
Starshine
Stone Shape Priest Spell
Summon Insects Priest Spell
Tree
Water Breathing Priest Spell
Water Walk
Fourth-Level Spells
Abjure
Animal Summoning I
Call Woodland Beings
Cloak of Bravery
Control Temperature, 10' Radius
Cure Serious Wounds
Detect Lie
Divination Priest Spell
Free Action
Giant Insect
Hallucinatory Forest
Hold Plant
Imbue With Spell Ability
Lower Water Priest Spell
Neutralize Poison Priest Spell
Plant Door
Produce Fire Priest Spell
Protection From Evil, 10' Radius Priest Spell
Protection From Lightning
Reflecting Pool
Repel Insects
Speak With Plants
Spell Immunity Priest Spell
Sticks to Snakes
Tongues Priest Spell
Fifth-Level Spells
Air Walk
Animal Growth Priest Spell
Animal Summoning II
Anti-Plant Shell
Atonement Spell
Commune Spell
Commune With Nature Spell
Control Winds Spell
Cure Critical Wounds
Dispel Evil Spell
Flame Strike
Insect Plague Spell
Magic Font
Moonbeam Spell
Pass Plant
Planr Shift Priest Spell
Quest Priest Spell
Rainbow
Raise Dead Spell
Spike Stones
Transmute Rock to Mud Priest Spell
True Seeing Spell
Wall of Fire Priest Spell
Sixth-Level Spells
Aerial Servant
Animal Summoning III
Animate Object
Anti-Animal Shell
Blade Barrier
Conjure Animals
Conjure Fire Elemental
Find the Path
Fire Seeds
Forbiddance
Heal Priest Spell
Heroes' Feast
Liveoak
Part Water Priest Spell
Speak With Monsters
Stone Tell
Transmute Water to Dust Priest Spell
Transport Via Plants
Turn Wood
Wall of Thorns
Weather Summoning Priest Spell
Word of Recall
Seventh-Level Spells
Animate Rock
Astral Spell Priest Spell
Changestaff
Chariot Sustarre
Confusion Priest Spell
Conjure Earth Elemental
Control Weather Priest Spell
Creeping Doom
Earthquake
Exaction
Fire Storm Spell
Gate Priest Spell
Holy Word
Regenerate Spell
Reincarnate Priest Spell
Restoration Spell
Resurrection Spell
Succor Priest Spell
Sunray
Symbol Priest Spell
Transmute Metal to Wood
Wind Walk
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
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
Appendix 8: Compiled Character Generation 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 Hieght 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: Nonweapon Proficiency Groups
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
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