Dungeon Master Guide Tables

Dungeon Master Guide Tables

This section presents parsed and tabled content from the AD&D 2nd Edition Dungeon Master Guide.

Table 1: Method I Characters

Characteristic#1#2#3#4#5
Strength10813616
Dexterity8781510
Constitution12891014
Intelligence13814912
Wisdom121011913
Charisma7121478
Suggested ClassMaClF/MaThF

Table 2: Method II Characters

Characteristic#1#2#3#4#5
Strength12119915
Dexterity1015121314
Constitution1111161414
Intelligence1311121314
Wisdom1613131113
Charisma101114912
Suggested ClassClThClMaF

Table 3: Method III Characters

Characteristic#1#2#3#4#5
Strength1513141514
Dexterity111291012
Constitution1513131214
Intelligence788911
Wisdom87769
Charisma7127711

Table 4: Method IV Characters

Characteristic#1#2#3#4#5
Strength1514151615
Dexterity1310131513
Constitution1312151313
Intelligence139131213
Wisdom139111312
Charisma109111312

Table 5: Method V Characters

Characteristic#1#2#3#4#5
Strength1715161418/37
Dexterity1414131512
Constitution1514141517
Intelligence131110148
Wisdom131011158
Charisma913879

Table 6: Method VI Characters

Characteristic#1#2#3#4#5
Strength1715161718/71
Dexterity1211111312
Constitution129121814
Intelligence119101111
Wisdom9910810
Charisma889913

Table 7: Racial Class and Level Limits*

Character ClassHumanDwarfElfGnomeHalf-elfHalfling
BardU------U--
ClericU10129148
DruidU------9--
FighterU151211149
Illus.U----15----
MageU--15--12--
PaladinU----------
RangerU--15--16--
ThiefU1212131215

Table 8: Prime Requisite Bonuses

Ability ScoreAdditional Levels
14, 15+1
16, 17+2
18+3
19+4

Table 1 Method I Characters

Method I Characters
#1#2#3#4#5
Strength10813616
Dexterity8781510
Constitution12891014
Intelligence13814912
Wisdom121011913
Charisma7121478
Suggested ClassMaClF/MaThF

Table 2 Method II Characters

Method II Characters
#1#2#3#4#5
Strength12119915
Dexterity1015121314
Constitution1111161414
Intelligence1311121314
Wisdom1613131113
Charisma101114912
Suggested ClassClThClMaF

Table 3 Method III Characters

Method III Characters
#1#2#3#4#5
Strength1513141514
Dexterity111291012
Constitution1513131214
Intelligence788911
Wisdom87769
Charisma7127711
Method IV (3d6 twice, arranged to taste):
This method has all the benefits of methods II and III. Few, if any, characters are likely to have poor scores. Most scores are above average. The individual score ranges are still not excessively high, so truly exceptional characters are still very rare. However, the majority of characters are significantly above the norm.

Table 4 Method IV Characters

Method IV Characters
#1#2#3#4#5
Strength1514151615
Dexterity1310131513
Constitution1312151313
Intelligence139131213
Wisdom139111312
Charisma109111312
Method V (4d6, drop lowest, arrange as desired):
Before choosing to use this method, think about how adventurers fit into the population as a whole. There are two schools of thought.
One holds that adventurers are no different from everyone else (except for being a little more foolhardy, headstrong, or restless). The man or woman down the street could be an adventurer--all that's required is the desire to go out and be one. Therefore, adventurers should get no special bonuses on their ability rolls.
The other school holds that adventurers are special people, a cut above the common crowd. If they weren't exceptional, they would be laborers and businessmen like everyone else. Player characters are heroes, so they should get bonuses on their ability rolls to lift them above the rabble.
If you choose method V for creating player characters, then you agree with this second view and believe that adventurers should be better than everyone else.
This method creates above-average characters. They won't be perfect, but the odds are that even their worst ability scores will be average or better. More scores push into the exceptional range (15 and greater). It is easy for a player to create a character of any class and race.
Method V Disadvantages: Like other methods that allow deliberate arrangement of ability scores, this one takes some time. It also creates a tendency toward "super" characters.
Unless you have a considerable amount of experience as a DM, however, beware of extremely powerful characters. They are much more difficult to challenge and control than characters of moderate power. On the plus side, their chance for survival at lower levels is better than "ordinary" characters. (See "Super Characters," below, for more on this subject.)
One last point about method V: High ability scores are less exciting under this method, since they are much more common, as the fighter characters below indicate:

Table 5 Method V Characters

Method V Characters
#1#2#3#4#5
Strength1715161418/37
Dexterity1414131512
Constitution1514141517
Intelligence131110148
Wisdom131011158
Charisma913879
Method VI (points plus dice):
This gives players more control over their characters than the other methods. A points system makes it quite likely that a player can get the character he wants--or at least the class and race. However, in doing so the player must make some serious compromises.
It is unlikely that his dice are going to be good enough to make every score as high as he would like. In all likelihood, only one or two ability scores will be exceptional, and miserable dice rolling could lower this even further. The player must carefully weigh the pros and cons of his choices when creating the character.

Table 6 Method VI Characters

Method VI Characters
#1#2#3#4#5
Strength1715161718/71
Dexterity1211111312
Constitution129121814
Intelligence119101111
Wisdom9910810
Charisma889913

Table 7 Racial Class and Level Limits*

Racial Class and Level Limits*
Character ClassCharacter Races
HumanDwarfElfGnomeHalf-elfHalfling
BardUU
ClericU10129148
DruidU9
FighterU151211149
Illus.U15
MageU1512
PaladinU
RangerU1516
ThiefU1212131215

Table 8 Prime Requisite Bonuses

Prime Requisite Bonuses
Ability ScoreAdditional Levels
14, 15+1
16, 17+2
18+3
19+4

Table 9 Maximum Levels for Variant Races

Maximum Levels for Variant Races
Prime Requisite ScoreLevel Limit
93
104
115
126
137
148
159
1610
1711
18+12
Unlike the standard demihuman races, new character races never gain additional levels for high ability scores. It is unusual enough that a member of the race has become a player character at all! Without the aid of many wish spells, a character from a non-standard race can never rise above 12th level.
Alignment: The Monstrous Manual lists alignments for most races. If an absolute alignment is listed (e.g., "good"), the player character has that alignment. If only alignment tendencies are given, the player can choose any alignment.
Hit Points: All creatures roll their hit points using the die appropriate to their chosen class. At 1st level, Large and greater size creatures gain one additional hit point for every Hit Die the creatures would normally receive (pluses to the die are ignored) in addition to their normal Constitution bonus. Thus, an ogre fighter with a Constitution of 12 would still gain a +4 hit point bonus at first level, since ogres normally have 4 Hit Dice. (Remember that Large size creatures suffer larger-than-man-sized damage from weapons!) Thereafter, all new races earn hit points according to level advancement, Constitution, and character class.
Level Advancement: The character progresses like all others of the same character class. Being a nonstandard race does not give the player character any special benefits to his character class.
Armor: Most creatures (orcs, gnolls, goblins) have an Armor Class of 10 (and thus wear armor for protection). Some creatures, however, have natural armor which is retained by the player character. These characters gain the benefit of a +1 bonus to their AC only if the armor worn is worse than or equal to their natural Armor Class (as per horse barding).
If better armor is worn, natural armor is ignored and Armor Class is determined by the armor being worn. Odd-sized and odd-shaped creatures can't wear off-the-shelf armor; it must be made to order and costs extra (and takes longer to make).
Movement: The creature's movement rate is the same as that listed in the Monstrous Manual.
Attacks: The player character is allowed the number of attacks given his character class and level, not the number listed in the monster description in the Monstrous Manual.
Size Problems: Players who play Large-sized creatures hoping to get an advantage over others should quickly discover many problems they didn't anticipate. Consider the plight of the player who decides to have a hill giant. Right away, he'll have a hard time buying basic equipment. Who makes pants for giants in a human town? Everything must be special ordered at two to four times--or more--its normal cost.
This is a minor inconvenience compared to other difficulties. Buildings and dungeons are built for humans and other Medium-sized creatures, denying the large fellow the opportunity for both a hearty drink and exciting adventure. Even the toughest character will tire of drinking from measly cups and buying five dinners at a time. Will he enjoy spending the night in a leaky stable while his companions enjoy warm feather beds upstairs in the inn?
Days of traveling will quickly show him the joys of walking while everyone else rides (no horse can carry him), especially when his companions gallop spryly away from oncoming danger, leaving him in its path. The costs of replacing broken furniture will quickly become prohibitive. Ropes will have an annoying tendency to break when the big lunk tries to climb them. And the hill giant better have at least 20 friends handy to pull him out of that 30-foot pit!
NPC Reactions: On the personal side, expect NPCs to have strong negative feelings about unusual player character races, even to the point of bigotry and hatred. These reactions will make life more difficult for the player character, but they are the price the player pays for his unusual choice.

Table 10 0-Level Hit Points by Title

0-Level Hit Points by Title
ProfessionDie Range
Manual Laborer1d8
Soldier1d8+1
Craftsman1d6
Scholar1d3
Invalid1d4
Child1d2
Youth1d6
Some players think it is unrealistic that a typical peasant can be killed by a single sword blow, a fall from a horse, or a thrown rock. In the real world, people can and do die from these causes. At the same time, however, others survive incredible injuries and wounds.
When it is necessary to the success of an adventure (and only on extremely rare occasions), you can give 0-level characters more hit points. The situation could have come about for any number of reasons: magic, blessings from on high, some particularly twisted curse (the peasant who could not die!)--you name it.
It is also useful to make important NPCs, such as 0-level kings or princes, tougher than the average person. This is particularly important in the case of rulers, otherwise some crazed player character is going to overthrow the campaign kingdom with a single swipe of his sword. This is normally not a desirable result.

Table 11 Race

Race
RaceMultiple
Human0
Other1

Table 12 Combat Value Used

Combat Value Used
LevelMultiple
0-level Human*-2
Monster+3
Priest0
Warrior+2
Wizard-1
Rogue-1

Table 13 Saving Throw Table Used

Saving Throw Table Used
LevelMultiple
0-level Human Saving Throws*-2
Any other saving throw table0

Table 14 Hit Dice Per Level

Hit Dice Per Level
LevelMultiple
1d30
1d4+0.5
1d6+0.75
1d8+1
1d10+2.5
1d12+4

Table 15 Armor Allowed

Armor Allowed
LevelMultiple
None-1
Limited AC*-0.5
All0

Table 16 Weapons Allowed

Weapons Allowed
LevelMultiple
Limited*-1.5
One class**-1
All0

Table 17 Hit Points Per Level Beyond 9th

Hit Points Per Level Beyond 9th
DegreeMultiple
+1+0.5
+2+2
+3+2

Table 18 Optional Abilities

Optional Abilities
AbilityMultiple
Fighter Constitution bonus+1
Fighter exceptional Strength bonus+1
Animal empathy+1.5
Bonus +1 to hit a creature*+1
Per initial proficiency slot+0.25
Read languages**+0.5
Aura of protection, as paladin+2
Backstab+1
Cast any priest spell+8
Cast one sphere of spells+2
Climb walls**+1
Find/remove traps**+1
Healing, as paladin+2
Hear noise**+0.5
Hide in shadows**+1
Learn and cast any school+16
Learn and cast one school+3
Move silently**+1
Open locks**+1
Pick pockets**+1
Power (i.e. shapechange)+3
Use magical items+1
Other+3
* This applies only to a single type of creature (orcs, etc.). More than one creature can be chosen, so long as the multiplier is increased for each choice.
** The character uses Table 19.

Table 19 Thief Average Ability Table

Thief Average Ability Table
________________Base Chance To____________________
LevelFind/
ofPickOpenRemoveMoveHide InHearClimbRead
ThiefPocketsLocksTrapsSilentlyShadowsNoiseWallsLanguages
130%25%20%15%10%10%85%--
235%29%25%21%15%10%86%--
340%33%30%27%20%15%87%--
445%37%35%33%25%15%88%20%
550%42%40%40%31%20%90%25%
655%47%45%47%37%20%92%30%
760%52%50%55%43%25%94%35%
865%57%55%62%49%25%96%40%
970%62%60%70%56%30%98%45%
1080%67%65%78%63%30%99%50%
1190%72%70%86%70%35%99%55%
1295%77%75%94%77%35%99%60%
1399%82%80%99%85%40%99%65%
1499%87%85%99%93%40%99%70%
1599%92%90%99%99%50%99%75%
1699%97%95%99%99%50%99%80%
1799%99%99%99%99%55%99%80%

Table 20 Restrictions

Restrictions
RestrictionMultiple
Must be lawful-1
Must be neutral-1
Must be good-1
Cannot keep more than can carry-0.5
Must donate 10% of treasure-0.5
Non-human level limit of 9*-1
Non-human level limit of 12*-0.5
Has ethos that must be obeyed-1
Cannot own more than 10 magical items-0.5
Cannot own more than 6 magical items-1
Cannot associate with one class-1
Cannot associate with one alignment-1
Ability use delayed to higher level**-0.5
* If the character is non-human.
** Delayed ability use prevents the character from having the power until he reaches the stated level. No more than two abilities can be delayed. The DM determines the level at which abilities become available for use.
Base Experience: After all multiples have been calculated, you must determine the experience points required per level. Take your multiple number and multiply it by the base experience value for each level as given in Table 21. When you are finished, you will have a complete Experience Point Table for your new character class.

Table 21 Base Experience Points

Base Experience Points
LevelBase Experience
2200
3400
4800
52,000
64,000
78,000
815,000
928,000
10+30,000/additional level

Table 22 Player Character Living Expenses

Player Character Living Expenses
LifestyleCost/Month
Squalid3 gp
Poor5 gp
Middle-Class50 gp per level
Wealthy200 gp per level

Table 23 EQUIPMENT BY TIME PERIOD

EQUIPMENT BY TIME PERIOD
ItemAncientDark AgesMiddle AgesRenaissance
ArquebusNANANAAV
Awl PikeNANAAVAV
Bastard SwordNAAVAVAV
Block and TackleNANAAVAV
Bolt CaseNANAAVAV
BrigandineNANAAVAV
Bronze Plate MailAVNANANA
Carriage, anyNANANAAV
Chain MailNAAVAVAV
Composite Long BowNANAAVAV
Crossbow, anyNANAAVAV
Field PlateNANAAVAV
Flail, anyNAAVAVAV
Full PlateNANANAAV
Full Plate BardingNANANAAV
GlaiveNANANAAV
GlassNAAVAVAV
Glass BottleNANAAVAV
Great HelmNANAAVAV
Greek FireNAAVAVAV
Heavy Horse LanceNAAVAVAV
Heavy War HorseNAAVAVAV
Horse YokeNANAAVAV
HoseNANAAVAV
Jousting LanceNANAAVAV
Kopesh SwordAVNANANA
Lantern, anyNANAAVAV
Lock, anyNAPoorAverageGood
Long BowNAAVAVAV
Magnifying GlassNANANAAV
MancatcherNANAAVAV
Morning StarNAAVAVAV
PaperNAAVAVAV
PapyrusAVNANANA
Plate MailNANAAVAV
Pole arms, not pikeNAAVAVAV
Pony CartNANAAVAV
Ring MailNAAVAVNA
Sailing shipNANAAVAV
ScimitarNAAVAVAV
Silk ClothesNAVery RareRareRare
Silk RopeNAVery RareRareRare
SpyglassNANANAAV
Two-Handed SwordNAAVAVAV
VoulgeNAAVAVAV

Table 24 Lock Quality

Lock Quality
QualityModification
Wretched+30%
Poor+15%
Good0%
Excellent-20%
Superior-40%
Masterful-60%

Table 25 Horse Quality

Horse Quality
QualityMovement RateCarrying CapacityCost
ModifierModifierModifier
Nag50%25%--
Broken-down75%50%--
Average------
High-spirited133%125%x2
Charger150%133%x4
The movement rate modifier is the adjustment applied to the base movement rate for that type of horse. A broken-down light war horse would have a movement rate of 18, 75% of the normal 24. A high-spirited light war horse would have a movement rate of 32, one-third more than normal. Fractions should
be rounded down.
The carrying capacity modifier is the percentage of the base weight the horse can carry. A nag can only carry 50% as much as a normal horse of the same type, while a charger can carry one-third more than normal. Again, fractions should be rounded down.
The cost modifier gives a general idea of the markup that should be applied to the horse. Poor quality horses do not have negative modifiers, since merchants will always try to get at least the average price for a horse. In this case, it is the job of the player to talk down the price.

Table 26 Horse Traits

Horse Traits
D10 RollNag, broken-down, and averageHigh-spirited and chargers
1BiterBucks
2KicksBone-jarring
3Steps on feetBites
4Won't gallopSingle rider
5Chews fencesRears
6Stops occasionallyHeadstrong
7Rubs against fencesKicks
8BucksLeaper
9UntrainedKnows trick
10Use other columnUse other column, or DM choice*

Table 27 Unusual Metal Armors

Unusual Metal Armors
MetalAC AdjustmentWeight Adj.Cost Multiplier
Adamantite+1-25%x500
Bronze-10x2/3
Elven Steel0-50%**
Fine Steel0-10%x2
Gold-4+100%x3*
Iron0+25%0
Silver-20x2*

Table 28 Hit Points of Items

Hit Points of Items
ItemHit Point RangeAttack Modes*
Chair2-9Bludgeon, Slash
Common Leather2-8Slash, Pierce
Glass Bottle1-2Bludgeon
Glass Pane/Mirror1All
Rope2-5Slash
Wooden Door30-50Slash
Wooden Pole2-12Slash

Table 29 Item Saving Throws

Item Saving Throws
CrushingDisinte-MagicalNormal
ItemAcidBlowgrationFallFireFireColdLightningElectricity
Bone or Ivory111619693282
Cloth12--19--16132182
Glass5201914746172
Leather103192643132
Metal137173622122
Oils*16**--19--191751916
Paper, etc.16719--19192192
Potions*15**--19--174131815
Pottery418191132422
Rock, crystal317188322142
Rope12219--1062122
Wood, thick81019275292
Wood, thin9131921192102
* This save does not include the container, only the liquid contents.
** Of course, even though the save is made, the item is probably hopelessly mixed with the acid.

Table 30 Spell Book Capacities

Spell Book Capacities
LevelStandardScrollTraveling
1st16-100 spells4-25 spells8-50 spells
2nd14-50 spells3-12 spells7-25 spells
3rd12-33 spells3-8 spells6-16 spells
4th11-25 spells2-6 spells5-12 spells
5th10-20 spells2-5 spells5-10 spells
6th9-16 spells2-4 spells4-8 spells
7th8-14 spells2-3 spells4-7 spells
8th7-12 spells1-3 spells3-6 spells
9th7-11 spells1-2 spells3-5 spells

Table 31 Creature Experience Point Values

Creature Experience Point Values
Hit Dice or LevelXP Value
Less than 1-17
1-1 to 115
1+1 to 235
2+1 to 365
3+1 to 4120
4+1 to 5175
5+1 to 6270
6+1 to 7420
7+1 to 8650
8+1 to 9975
9+1 to 10+1,400
11 to 12+2,000
13+3,000 + 1,000 per additional Hit Die over 13

Table 32 Hit Dice Value Modifiers

Hit Dice Value Modifiers
AbilityHit Die Modifier
Armor Class 0 or lower+1
Blood drain+1
Breath weapon+2
Causes disease+1
Energy drain+3
Flies+1
Four or more attacks a round+1
Greater than normal hit points+1
High Intelligence+1
Hit only by magical/silver weapons+1
Immunity to any spell+1
Immunity to any weapon, including 1/2 damage+1
Invisible at will+1
Level 2 or lower spells+1
Level 3 or greater spells, not cumulative with previous award+2
Magic resistance+2
Missile weapons+1
Multiple attacks causing 30+ points of damage+2
Paralysis+2
Petrification+3
Poison+2
Possesses magical items usable against PCs+1
Regeneration+1
Single attacking causing 20+ points of damage+2
Special defense form, unlisted+1
Special magical attack form, unlisted+2
Special non-magical attack form, unlisted+1
Swallows whole+2
Weakness or fear+2
For example, the player characters manage to defeat three orcs, a rust monster, and a green slime. Each orc is worth 15 XP, since they are one Hit Die each and have no special abilities. The rust monster is worth 420 XP. It has five Hit Dice but gains a bonus of +2 for a special magical attack form (rusting equipment). The green slime is worth 175 XP, since its base two Hit Dice are increased by 3 for a special non-magical attack form and immunity to most spells and weapons. The player characters divvy up a total of 640 XP.
Not all powers and abilities are listed on Table 32. When dealing with a power not on the list, either use the special entries or compare the new power to one already defined.
The other group award is that earned for the completion of an adventure. This award is determined by the DM, based on the adventure's difficulty. There is no formula to determine the size of this award, since too many variables can come into play. However, the following guidelines may help.
The story award should not be greater than the experience points that can be earned defeating the monsters encountered during the adventure. Thus if the DM knows there are roughly 1,200 experience points worth of monsters, the story award should not exceed this amount.
The story award should give a character no more than 1/10th the experience points he needs to advance a level. This way the character will have to undertake several adventures before he can advance to the next level.
Within these guidelines you have a great deal of leeway. One of the most important uses of story awards is to maintain what you feel is the proper rate of advancement for player characters. By monitoring not just their levels, but also their experience point totals, you can increase or decrease the rate of character advancement through judicious use of story awards.
Finally, you can award points on the basis of survival. The amount awarded is entirely up to you. However, such awards should be kept small and reserved for truly momentous occasions. Survival is its own reward. Since story and survival awards go hand in hand, you may be able to factor the survival bonus into the amount you give for completing the adventure.
Once you have calculated all the experience points due your group of player characters (and you should do this, not your players), divide the total by the number of surviving and (at the DM's option) resurrected player characters. This is the amount each surviving character gets.
Although characters who died during the course of an adventure normally earn no experience (one of the penalties of dying), you can allow a character to earn some experience for actions taken before he died, particularly if the character died nobly, through no fault of his own, or at the very end of the adventure. In such a case, it is simpler to give the character a flat award than to try to determine separate experience totals for those actions the character was involved in and those he was not.
As an option, the DM can award XP for the cash value of
non-magical treasures. One XP can be given per gold piece found. However, overuse of this option can increase the tendency to give out too much treasure in the campaign.

Table 33 Common Individual Awards

Common Individual Awards
Player has a clever idea50-100
Player has an idea that saves the party100-500
Player role-plays his character well*100-200
Player encourages others to participate100-200
Defeating a creature in a single combatXP value/creature

Table 34 Individual Class Awards

Individual Class Awards
Award
Warrior
Per Hit Die of creature defeated10 XP/level
Priest
Per successful use of a granted power100 XP
Spells cast to further ethos100 XP/spell level*
Making potion or scrollXP value
Making permanent magical itemXP value
Wizard
Spells cast to overcome foes or problems50 XP/spell level
Spells successfully researched500 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
Rogue
Per successful use of a special ability200 XP
Per gold piece value of treasure obtained2 XP
Per Hit Die of creatures defeated (bard only)5 XP

Table 35 Combat Modifiers

Combat Modifiers
SituationAttack Roll Modifier
Attacker on higher ground+1
Defender invisible-4
Defender off-balance+2
Defender sleeping or heldAutomatic*
Defender stunned or prone+4
Defender surprised+1
Missile fire, long range-5
Missile fire, medium range-2
Rear attack+2

Table 36 Weapon Type Vs. Armor Modifiers

Weapon Type Vs. Armor Modifiers
Armor TypeSlashPierceBludgeon
Banded mail+20+1
Brigandine+1+10
Chain mail*+20-2
Field plate+3+10
Full plate+4+30
Leather armor**0-20
Plate mail+300
Ring mail+1+10
Scale mail0+10
Splint mail0+1+2
Studded leather+2+10
* Includes bronze plate mail
** Includes padded armor and hides

Table 37 THAC0 Advancement

THAC0 Advancement
GroupImprovement Rate Points/Level
Priest2/3
Rogue1/2
Warrior1/1
Wizard1/3

Table 38 CALCULATED THAC0S

CALCULATED THAC0S
Level
Group1234567891011121314151617181920
Priest20202018181816161614141412121210101088
Rogue2020191918181717161615151414131312121111
Warrior2019181716151413121110987654321
Wizard2020201919191818181717171616161515151414

Table 39 Creature THAC0

Creature THAC0
Hit Dice
1/2 or less1-11+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+
202019191717151513131111997755

Table 40 Standard Modifiers to Initiative

Standard Modifiers to Initiative
SituationModifier
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)+3
Waiting (Player's Handbook)+1

Table 41 Optional Modifiers to Initiative

Optional Modifiers to Initiative
SituationModifier
Attacking with weaponWeapon speed
Breath weapon+1
Casting a spellCasting time
Creature size (monsters with
natural weapons only)*
Tiny0
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
ScrollCasting time of spell
Stave+2
Wand+3
* This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weapons use the speed factor of the weapon, regardless of the creature's size.
** Use the initiative modifier listed unless the item description says otherwise.

Table 42 Armor Modifiers for Wrestling

Armor Modifiers for Wrestling
ArmorModifier
Studded leather-1
Chain, ring, and scale mail-2
Banded, splint, and plate mail-5
Field plate armor-8
Full plate armor-10
Penalties for being held or attacking a held opponent do not apply to wrestlers. Wrestling involves a lot of holding and twisting, and the damage resolution system for punching and wrestling takes this into account.
If the attack roll is successful, consult Table 43 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 43 Punching and Wrestling Results

Punching and Wrestling Results
Attack RollPunchDamage% KOWrestle
20+Haymaker210Bear hug*
19Wild swing01Arm twist
18Rabbit punch13Kick
17Kidney punch15Trip
16Glancing blow12Elbow smash
15Jab26Arm lock*
14Uppercut18Leg twist
13Hook29Leg lock
12Kidney punch15Throw
11Hook210Gouge
10Glancing blow13Elbow smash
9Combination110Leg lock*
8Uppercut19Headlock*
7Combination210Throw
6Jab28Gouge
5Glancing blow13Kick
4Rabbit punch25Arm lock*
3Hook212Gouge
2Uppercut215Headlock*
1Wild swing02Leg twist
Less than 1Haymaker225Bearhug*

Table 44 Cover and Concealment Modifiers

Cover and Concealment Modifiers
Target is:CoverConcealment
25%-2-1
50%-4-2
75%-7-3
90%-10-4
Cover also has an affect on saving throws, granting the character the modifier listed on Table 44 as a bonus to his saving throws against spells that cause physical damage (e.g., fireball and lightning bolt spells).
In addition, a character who has 90% cover (or more) suffers one-half normal damage on a failed saving throw, and no damage at all if a saving throw is successful. This assumes, of course, that the cover is between the spell effect and the target--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.

Table 45 Grenade-Like Missile Effects

Grenade-Like Missile Effects
Type of MissileArea of EffectDamage from Direct HitSplash Damage
Acid1' diameter2-8 hp1 hp
Holy water1' diameter2-7 hp2 hp
Oil (lit)3' diameter2-12/1-6 hp1-3 hp
Poison1' diameterspecialspecial
Next determine how far off the mark the throw is. If the throw is at short range, use a 6-sided die. If the range is medium, use a 10-sided die. If thrown to long range, roll 2d10. The number rolled is the number of feet away from the intended target the missile lands.
The damage taken from a grenade-like attacks depends on whether a direct hit was scored or the target was in the splash area. Table 45 lists the area of effect for a direct hit and damages from direct and splash hits.
The "area of effect" is the amount of space covered by a direct hit. Any creature in the area of effect will suffer damage according to the Direct Hit column. All creatures within 3' of the area of effect are subject to splash damage.

Table 46 Character Saving Throws

Character Saving Throws
Character Group andParalyzation, Poison,Rod, Staff,PetrificationBreath
Experience Levelor Death Magicor Wandor Polymorph*Weapon**Spells***
Priests
1-31014131615
4-6913121514
7-9711101312
10-1261091211
13-155981110
16-18487109
19+26587
Rogues
1-41314121615
5-81212111513
9-121110101411
13-161089139
17-20968127
21+874115
Warriors
01618172019
1-21416151717
3-41315141616
5-61113121314
7-81012111213
9-108109911
11-12798810
13-1457658
15-1646547
17+35446
Wizards
1-51411131512
6-10139111310
11-151179118
16-20105796
21+83574
* Excluding polymorph wound attacks.
** Excluding those that cause petrification or polymorph.
*** Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Table 47 Turning Undead

Turning Undead
Type or Hit DiceLevel of Priest†
of Undead12345678910-1112-1314+
Skeleton or 1 HD1074TTDDD*D*D*D*D*
Zombie131074TTDDD*D*D*D*
Ghoul or 2 HD16131074TTDDD*D*D*
Shadow or
3-4 HD1916131074TTDDD*D*
Wight or 5 HD201916131074TTDDD*
Ghast--201916131074TTDD
Wraith or 6 HD----201916131074TTD
Mummy or 7 HD------201916131074TT
Spectre or 8 HD--------201916131074T
Vampire or 9 HD----------201916131074
Ghost or 10 HD------------20191613107
Lich or 11+ HD--------------2019161310
Special**----------------20191613
*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.

Table 48 Hit Dice Vs. Immunity

Hit Dice Vs. Immunity
Hit DiceHits creatures requiring
4+1 or more+1 weapon
6+2 or more+2 weapon
8+3 or more+3 weapon
10+4 or more+4 weapon

Table 49 Morale Ratings

Morale Ratings
Creature TypeMorale
Non-intelligent monster18
Animal, normal and peaceful3
Animal, normal predator7
Animal intelligence monster12
Semi-intelligent monster11
Low intelligence10
Average 0-level human7
Mobs9
Militia10
Green or disorganized troops11
Regular soldiers12
Elite soldiers14
Hirelings12
Henchmen15

Table 50 Situational Modifiers

Situational Modifiers
SituationModifier
Abandoned by friends-6
Creature lost 25% of its hp*-2
Creature lost 50% of its hp*-4
Creature is chaotic-1
Creature is fighting hated enemy+4
Creature is lawful+1
Creature was surprised-2
Creatures are fighting wizards or magic-using foes-2
Creatures with 1/2 HD or less-2
Creatures with greater than 1/2 HD, but less than 1 HD-1
Creatures with 4 to 8+ HD+1
Creatures with 9 to 14+ HD+2
Creatures with 15 or more HD+3
Defending home+3
Defensive terrain advantage+1
Each additional check required in round**-1
Leader is of different alignment-1
Most powerful ally killed-4
NPC has been favored+2
NPC has been poorly treated-4
No enemy slain-2
Outnumbered by 3 or more to 1-4
Outnumber opponent 3 or more to 1+2
Unable to affect opponent***-8
Wizard or magic-using creature on same side+2
* Or a group that has lost that percentage of monster or creatures.
** -1/check required.
*** Creatures protected from attack by magic or which require magic weapons to be struck and group does not possess these.

Table 51 Poison Strength

Poison Strength
ClassMethodOnsetStrength
AInjected10-30 minutes15/0
BInjected2-12 minutes20/1-3
CInjected2-5 minutes25/2-8
DInjected1-2 minutes30/2-12
EInjectedImmediateDeath/20
FInjectedImmediateDeath/0
GIngested2-12 hours20/10
HIngested1-4 hours20/10
IIngested2-12 minutes30/15
JIngested1-4 minutesDeath/20
KContact2-8 minutes5/0
LContact2-8 minutes10/0
MContact1-4 minutes20/5
NContact1 minuteDeath/25
OInjected2-24 minutesParalytic
PInjected1-3 hoursDebilitative
Method: The method is the new way in which the poison must normally be used to have full effect. Injected and ingested have no effect on contact. Contact poisons have full effect even if swallowed or injected, since both are forms of contact. Injected or ingested poisons have half their normal effect if administered in the opposite manner, resulting in the save damage being applied if the saving throw is failed and no damage occurring if the saving throw is successful.
Onset: Most poisons require time to work their way through the system to reach the areas they affect. Onset is the time that elapses before the poison's effect is felt. The effect of immediate poisons is felt at the instant the poison is applied.
Strength: The number before the slash lists the hit points of damage suffered if the saving throw is failed. The number after the slash lists the damage taken (if any) if the saving throw is successful. Where "death" is listed, all hit points are immediately lost, killing the victim. Note that in some cases a character may roll a successful saving throw and still die from the hit point loss.
Not all poisons need cause damage. Two other common effects of poison are to paralyze or debilitate a victim.
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 scores are applied during the course of the illness. In addition, 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 the neutralize poison spell doesn't recover hit points already lost to the effects of poison. In addition, characters with the herbalism proficiency can take steps to reduce the danger poison presents to player characters.
Creating New Poisons
Using the three basic characteristics--method, onset, and strength--and bearing in mind the debilitating and paralyzing effects of some poisons, it is possible to create new varieties.
However, always introduce poisons and poisonous creatures with great care, especially when dealing with low-level characters. Unlike most other ways a character can be hurt, the life or death of a poisoned character often depends on a single die roll. It is essential that characters be treated fairly, or their players will quickly lose interest in the game.

Table 52 Structural Saving Throws

Structural Saving Throws
Wall Type
Attack FormHard StoneSoft StoneEarthThin WoodThick Wood
Ballista234105
Giant fist347169
Small catapult485179
Ram5932017
Screw or drill1215162012
Large catapult811102013

Table 53 Mounted Missile Fire

Mounted Missile Fire
Mount's Current MovementModifier
Not moving0
Less than 1/2 normal rate-1
1/2 to 3/4 normal rate-3
Greater than 3/4 normal rate-5
Being Dismounted
The other great hazard and difficulty of mounted combatants is the risk of being abruptly and rather rudely dismounted. An opponent can make this happen in one of several ways.
Killing the Mount: This is the grim and efficient method. Once the horse (often an easier target) is dead, the rider is certainly dismounted. The steed automatically falls to the ground.
If the rider has the Riding proficiency, he can attempt to land safely on his feet on a successful check. Otherwise, the character also falls to the ground and suffers 1d3 points of damage. The character cannot take any action that round and must spend another entire round gathering himself back up and getting to his feet.
Lassoing the Rider: The more heroic method of dismounting someone is to try to bring down the rider without harming the mount. This is also more desirable from a bandit's point of view, as he would rather have a live horse than a dead one.
Certain weapons (such as the lasso) can be used to yank a rider off his speeding mount. However, riders with Riding proficiency can attempt to stop short, reining the horse in before the rope is fully played out. If the check is successful, the horse stops before the line goes taut. The rider remains mounted, albeit still lassoed.
Whether the proficiency check is made or missed, the person or monster wielding the lasso must make a Strength check with a +3 bonus for every size category he's bigger than the rider (or a -3 penalty for every size category smaller).
A 20 is always a failure and a 1 always succeeds--unless the DM deems the result utterly preposterous. If the check is successful, the roper remains standing and the rider falls. If the check fails, the fellow on the ground gets yanked down and possibly dragged along.
Weapon Impact: Riders also can be knocked off by solid blows from a variety of weapons. Any time a rider hits another mounted character or creature with a melee weapon 3' or longer and scores a natural 20 on the roll, the other character is knocked from the saddle, suffering 1d3 points of damage (if from the back of a normal horse).
Foot soldiers with weapons of 10' or greater have the same chance. Riders with Riding proficiency can attempt to retain their seating by rolling a successful proficiency check.
The Flying Tackle: Finally, those on horseback can attempt to dive on another rider by making an attack roll.
If the attack roll misses, the attacker falls to the ground, suffering 1d3 points of damage (more, at the DM's discretion, if the mount is larger than a horse).
If the attack roll succeeds, the target must roll a successful Dexterity check to remain in the saddle. If this roll succeeds, the rider remains mounted, but the attacker is hanging on his side, feet dangling just above the ground. If the attack succeeds and the Dexterity roll is failed, both the rider and the attacker fall to the ground.
Footsoldiers can also attempt to pull down a rider. This is handled by the rules for overbearing.

Table 54 2-20 Encounter Table

2-20 Encounter Table
Dice
RollFrequency
2Very rare
3Very rare
4Very rare or rare (DM's choice)
5Rare
6Rare
7Uncommon*
8Uncommon*
9Common**
10Common**
11Common**
12Common**
13Common**
14Uncommon*
15Uncommon*
16Rare
17Rare
18Very rare or rare (DM's choice)
19Very rare
20Very rare
* Or choice of two very rare creatures, 50% chance of each.
** Or choice of two rare creatures, 50% chance of each.
To fill the table, the DM first selects those monsters he wishes to use on the table and counts how many of each type he has. If he has fewer of a given type than the chart provides for, he can repeat entries. If he has more, he either drops some creatures or doubles up some entries.
For example, say the DM is creating an encounter chart for the Desert of Shaar. First he chooses his possible encounters:
CommonUncommon
CamelBasilisk
Giant centipedeBrass dragon
Herd animalCaravan
OgreHobgoblin
OrcNomads
Huge spiderGiant scorpion
RareVery rare
ChimeraDjinni
PilgrimsEfreeti
HarpyLamia
Dervishes
Salamander

Table 55 Dungeon Level

Dungeon Level
Creature
XPLevel
1-201
21-502
51-1503
151-2504
251-5005
501-1,0006
1,001-3,0007
3,001-5,5008
5,501-10,0009
10,001 +10
When constructing the encounter table, creatures with a greater or lesser power than the table being designed can be used. However, each level of difference between creature and table decreases the frequency of appearance by one (a common creature becomes uncommon, a rare creature would be very rare, and so on). Creatures less powerful than the given level seldom venture into such dangerous territory. Creatures more powerful are seldom met to ensure the player characters have a decent chance of survival. After adjustment, these creatures can be added to the table.
In addition, there is a chance that an encountered creature will be more powerful than expected: When designing a 2-20 table, the 20 result could be "Use next highest table"; if a percentile table is used, 98-100 could bump the DM to the next table. Thus, players would never be assured of safety or good odds.

Table 56 Frequency & Chance of Wilderness Encounters

Frequency & Chance of Wilderness Encounters
TerrainEncounterTime of Day
TypeChance7-10 a.m.11 a.m.-2 p.m.3-6 p.m.7-10 p.m.11 p.m.-2 a.m.3-6 a.m.
Plain1xxx
Scrub/brush1xxxx
Forest2xxxxxx
Desert1xxx
Hills2xxx
Mountains3xxx
Swamp4xxxxxx
Jungle3xxxxx
Ocean1xx
Arctic1xx

Table 57 Surprise Modifiers

Surprise Modifiers
Group's
Other Party is:Modifier
Silenced-2
Invisible-2
Distinctive odor (smoke, powerful stench, etc.)+2
Every 10 members+1
Camouflaged-1 to -3
PC Party is:
Fleeing-2
In poor light-1
In darkness-4
Panicked-2
Anticipating attack*+2
Suspicious*+2
Conditions are:
Rainy-1
Heavy fog-2
Extremely still+2

Table 58 Encounter Distance

Encounter Distance
Situation or TerrainRange in Feet
Both groups surprised3d6
One group surprised4d6
No surprise:
Smoke or heavy fog6d6
Jungle or dense forest1d10 x 10
Light forest2d6 x 10
Scrub, brush or bush2d12 x 10
Grassland, little cover5d10 x 10
Nighttime or dungeonLimit of sight
In situations where no cover is possible, encounters will occur at the limit of vision unless special circumstances dictate otherwise.
While it is possible to spot another group at quite a distance, the characters or creatures may not be able to identify them immediately. The observation ranges given in the Player's Handbook may require creatures to close in order to make a positive identification.

Table 59 ENCOUNTER REACTIONS

ENCOUNTER REACTIONS
ModifiedPlayer Characters are:
Die RollFriendlyIndifferentThreateningHostile
2 or lessFriendlyFriendlyFriendlyFlight
3FriendlyFriendlyFriendlyFlight
4FriendlyFriendlyCautiousFlight
5FriendlyFriendlyCautiousFlight
6FriendlyFriendlyCautiousCautious
7FriendlyIndifferentCautiousCautious
8IndifferentIndifferentCautiousCautious
9IndifferentIndifferentCautiousThreatening
10IndifferentIndifferentThreateningThreatening
11IndifferentIndifferentThreateningThreatening
12CautiousCautiousThreateningThreatening
13CautiousCautiousThreateningHostile
14CautiousCautiousThreateningHostile
15CautiousThreateningThreateningHostile
16ThreateningThreateningHostileHostile
17ThreateningThreateningHostileHostile
18ThreateningThreateningHostileHostile
19HostileHostileHostileHostile
20HostileHostileHostileHostile
Within these broad guidelines, a large number of specific reactions are possible.
Flight: Avoidance, panic, terror, or surrender.
Friendly: Kind, helpful, conciliatory, or simply non-aggressive.
Indifferent: Neutral, bored, businesslike, unconcerned, unimpressed, or simply oblivious.
Cautious: Suspicious, wary, dubious, paranoid, guarded, untrusting, or mildly conciliatory.
Threatening: Boastful, bravado, blustering, intimidating, short-tempered, or bluffing.
Hostile: Irritable, hot-tempered, aggressive, or violent.
Of course, a DM should never use a reaction he can't justify. If the DM can't see any reason for an evil efreeti to surrender to the charging player characters, it shouldn't. The table is meant to be an aid to the DM, not an absolute decision-maker.

Table 60 NPC Professions

NPC Professions
Apothecary: A chemist, druggist, or pharmacist
Architect
Armorer
Arrowsmith: A maker of arrowheads
Assassin: A killer for hire
Astrologer: A reader of stars and fates
Baker
Barber: A surgeon, bloodletter, dentist, and haircutter
Barrister: A lawyer or one who pleads the case of another before a noble's court
Beggar
Bellfounder: A caster of bells
Blacksmith
Bloomer: A man who work an iron smelting forge
Bladesmith: A smith who specializes in sword blades
Bookbinder: A maker of books
Bowyer: A maker of bows
Brazier: A smith who works in brass, sometimes a traveling workman
Brewer: A maker of ales, bitters, stouts, and beer
Bricklayer: A laborer who builds walls and buildings
Butcher
Carpenter
Carrier: One who hauls messages or small goods
Carter: A teamster, a hauler of goods
Cartwright: A builder of wagons and carts
Carver: A sculptor in wood
Chandler: A maker of candles
Chapman: A traveling peddler who normally frequents small villages
Churl: A freedom farmer of some wealth
Clerk: A scribe who generally handles business accounts
Clockmaker
Cobbler: A mender of old shoes
Collier: A burner of charcoal for smelting
Coppersmith: A copper worker
Cook
Cooper: A barrelmaker
Cordwainer: A shoemaker
Cutler: A maker of knives and silverware
Dragoman: An official interpreter or guide
Draper: A cloth merchant
Dyer: One who dyes clothing
Embroiderer: A needleworker who decorates fabric with intricate designs of thread
Enameler: A jeweler specializing in enamel work.
Engraver: A jeweler specializing in decorative engraving
Farrier: A maker of horseshoes
Fisherman
Fishmonger: A fish dealer
Fletcher: An arrowmaker
Forester: An official responsible for the lord's woodlands
Fuller: A felt-maker
Furrier: A tailor of fur garments
Gardener
Gem-cutter: A jeweler specializing in gemstones
Gilder: A craftsman of gilt gold and silver
Girdler: A maker of belts and girdles
Glassblower: A maker of items made of glass
Glazier: One who cuts and sets glass
Glover: A maker of gloves
Goldbeater: A maker of gold foil
Goldsmith: A jeweler who works with gold
Grocer: A wholesaler, particularly of everyday items
Groom: A man who tends horses
Haberdasher: A merchant of small notions, thread, and needles
Harpmaker
Hatter: One who makes hats
Herald: A courtier skilled in etiquette and heraldry
Herbalist: A practitioner of herbal cures
Hewer: One who digs coal or other minerals
Horner: A worker of horn
Hosier: A maker of hose and garters
Hosteler: An innkeeper
Interpreter: A translator
Ironmonger: A dealer, not maker, of ironwork
Joiner: A cabinet or furniture-maker
Knife-grinder: A sharpener of knives
Laundress
Laborer
Latoner: A brass-worker
Leech: A nonclerical doctor
Limeburner: A maker of lime for mortar
Limner: A painter
Linkboy: A lantern- or torch-bearer
Locksmith
Lutemaker
Marbler: A cutter and carver of marble
Mason: A worker in building stone, brick, and plaster
Mercer: A cloth dealer
Messenger
Miller: One who operates a grain mill
Miner
Minstrel
Minter: A maker of coins
Nailsmith: A smith specializing in nails
Navigator: One skilled in the arts of direction-finding and navigation
Organmaker
Painter
Parchment-maker
Paviour: A mason specialized in paving streets
Pewterer: One who works pewter
Plasterer: A specialist in plastering
Ploughman: A worker of the field
Porter: A hauler of goods
Potter: A maker of metal or, alternatively, clay pots
Poulterer: A dealer of chickens or other forms of poultry
Pursemaker
Quarrier: One who digs and cuts stone
Saddler: A maker of saddles
Sage: A scholar
Sailor
Saucemaker: A cook who specializes in preparing sauces
Scribe: A secretary or one who can write
Scrivener: A copyist
Seamstress: One whose occupation is sewing
Shearman: A man who trims the loose wool from the cloth to finish it
Sheather: A maker of scabbards and knife sheaths
Shepherd
Shipwright: A builder of ships and boats
Skinner: A butcher who prepares hides for tanning
Soapmaker
Spurrier: A maker of spurs
Spy
Swineherd: A keeper of pigs
Tailor
Tanner: A leather-maker
Teamster: A hauler of goods by wagon or cart
Tilemaker
Tinker: A traveling craftsman who repairs tin pots and similar items
Tinner: A tin miner
Trapper
Vintner: A maker of wines
Waller: A mason who sets stones and brick for walls
Waterleader: A water hauler
Weaver: One who makes fabric
Wheelwright: One who makes and repairs wheels
Wiredrawer: A maker of wire
Woodturner: A lathe-worker
The list above is by no means complete. Medieval occupations were highly specialized. A man might spend all his life working as a miner of iron and be considered to have a very different occupation from a miner of tin. Research in a local library will probably yield more such distinctions and even more occupations.
The Assassin, the Spy, and the Sage
Three experts, the assassin, spy, and sage, require special treatment. Each of these, unlike other hirelings, can affect the direction and content of an on-going adventure. Used carefully and sparingly, these three are valuable DM tools to create and shape stories in a role-playing campaign.

Table 61 Fields of Study

Fields of Study
StudyFrequencyAbilities and Limitations
Alchemy10%Can attempt to brew poisons and acids
Architecture5%Specific race only (human, elf, etc.)
Art20%Specific race only (human, elf, etc.)
Astrology10%Navigation, astrology proficiencies
Astronomy20%Navigation, astronomy proficiencies
Botany25%
Cartography10%
Chemistry5%Can attempt to brew poisons and acids
Cryptography5%
Engineering30%
Folklore25%One race/region only
Genealogy25%One race/region only
Geography10%
Geology15%Mining proficiency
Heraldry30%
History30%One race/region only
Languages40%One language group only
Law35%
Mathematics20%
Medicine10%
Metaphysics5%One plane (inner or outer) only
Meteorology20%
Music30%One race only
Myconology20%Knowledge of fungi
Oceanography15%
Philosophy25%One race only
Physics10%
Sociology40%One race or region only
Theology25%One region only
Zoology20%
Frequency is the chance of finding a sage with that particular skill in a large city—a university town of provincial capital, at least, Normally, sages do not reside in small villages or well away from population centers. They require contact with travelers and access to libraries in order to gain their information. Roll for frequency only when you can't decide if such a sage is present. As always, consider the dramatic effect. Will the services of a sage further the story in some exciting way?
Abilities and limitations define specific limitations or rules effects. If this column is blank, the sage's knowledge is generally thorough on all aspects of the topic. One race only means the sage can answer questions that deal with a particular race. One region only limits his knowledge to a specific area—a kingdom or province. The size of the area depends on the campaign. One plane limits the sage to the study of creatures, conditions, and workings of a single extra-dimensional plane. Where no limitations are given, the sage is only limited by the current state of that science or art in your campaign.
What does a sage know? A sage's ability can be handled in one of two ways. First, since the DM must answer the question any way, he can simply decide if the sage knows the answer. As usual, the consideration of what is best for the story must be borne in mind.
If the player characters simply can't proceed with the adventure without this answer, then the sage knows the answer. If the answer will reward clever players (for thinking to hire a sage, for example) and will not destroy the adventure, then the sage may know all or part of the answer. If answering the question will completely unbalance the adventure, the sage doesn't know the answer.
Of course, there are times it is impossible to tell the effect of knowing or not knowing something. In this case, the sage's answer can be determined by a proficiency check, modified by the nature of the question. The DM can decide the sage's ability or use the following standard: Sage ability is equal to 14 plus 1d6 (this factors in his proficiency and normal ability scores).
If the proficiency check is passed (the number required, or less, on 1d20), the sage provides an answer. If a die roll of 20 is made, the sage comes up with an incorrect answer. The DM should create an incorrect answer that will be believable and consistent with what the players already know about the adventure.
Questions should be categorized as general ("What types of beasts live in the Valley of Terror?"), specific ("Do medusae live in the Valley of Terror?"), or exacting ("Does the medusa Erinxyes live in the Valley of Terror?"). The precision of the question modifies the chance of receiving an accurate answer. Precision modifiers are listed on Table 62.
If a question is particularly complex, the DM can divide it into several parts, each requiring a separate roll. Thus, a sage may only know part of the information needed. This can be very good for the story, especially if some key piece of information is left out.
The resources required by a sage can be formidable. At the very least, a sage must have access to a library of considerable size to complete his work. He is not a walking encyclopedia, able to spout facts on command. A sage answers questions by having the right resources at hand and knowing how to use them. The size and quality of the sage's library affect his chance of giving a correct answer.
This library can belong to the sage or can be part of an institution. Monasteries and universities typically maintained libraries in medieval times. If a personal library, it must be at least 200 square feet of rare and exotic manuscripts, generally no less than 1,000 gp per book. If the library is connected with an institution, the sage (or his employer) will be expected to make appropriate payments or tithes for its use. Expenses in the range of 1,000 gp a day could be levied against the character. Of course, a sage can attempt to answer a question with little or no library, but his chances of getting the right answer will be reduced as given on Table 62.
Sages need time to find answers, sometimes more time than a player character can afford. Player characters can attempt to rush a sage in his work, but only at the risk of a wrong answer. The normal length of time depends on the nature of the question and is listed on Table 63. Player characters can reduce the sage's time by one category on this table, but the chance that the sage's answer will be incorrect or not available grows. These modifiers are also listed on Table 62.

Table 62 Sage Modifiers

Sage Modifiers
Success Chance
SituationPenalty
Question is:
General-0
Specific-2
Exacting-4
Library is:
Complete-0
Partial-2
Nonexistent-6
Rushed-4

Table 63 Research Times

Research Times
Type ofTime
QuestionRequired
General1d6 hours
Specific1d6 days
Exacting3d10 days

Table 64 Military Occupations

Military Occupations
Monthly
TitleWage
Archer4 gp
Artillerist4 gp
Bowman, mounted4 gp
Cavalry, heavy10 gp
Cavalry, light4 gp
Cavalry, medium6 gp
Crossbowman, heavy3 gp
Crossbowman, light2 gp
Crossbowman, mounted4 gp
Engineer150 gp
Footman, heavy2 gp
Footman, irregular5 sp
Footman, light1 gp
Footman, militia5 sp
Handgunner (Optional)6 gp
Longbowman8 gp
Marine3 gp
Sapper1 gp
Shieldbearer5 sp

Table 65 Common Wages

Common Wages
WeeklyMonthly
ProfessionWageWage
Clerk2 gp8 gp
Stonemason1 gp4 gp
Laborer1 sp1 gp
Carpenter1 gp5 gp
Groom2 sp1 gp
Huntsman2 gp10 gp
Ambassador
or official50-150 gp200-600 gp
Architect50 gp200 gp
These amounts may seem low, but most employers provide other benefits to their hirelings. Appropriate room and board is expected for all but common laborers and higher officials. Those falling in the middle range expect this to be taken care of. Traveling expenses must come out of the PC's pocket, as must any exceptional items of equipment or dress.
Important hirelings will also expect gifts and perhaps offices to supplement their income. Soldiers expect to be ransomed if captured, to have their equipment replaced as needed, and to receive new mounts for those lost in combat. All of these extra benefits add up quickly. Furthermore, most activities are much more labor-intensive when compared to modern standards. More workers are needed to perform a given job. More workers means greater overall expenses and lower wages for each individual laborer.
For example, consider Targash at his castle. He has assembled the officials, craftsmen, and soldiers he feels he needs to maintain his standing and protect his small fief. These break down as follows:
250 light infantry250 gp
50 heavy infantry100 gp
100 longbowmen800 gp
75 light cavalry300 gp
25 heavy cavalry250 gp
1 master artillerist50 gp
10 artillerists40 gp
1 master engineer150 gp
1 master armorer100 gp
5 armorers50 gp
1 master bladesmith100 gp
5 bladesmiths50 gp
1 master bowyer50 gp
1 bowyer10 gp
1 master fletcher30 gp
1 master of the hunt10 gp
8 huntsmen40 gp
10 grooms10 gp
20 skilled servants
(baker, cook, etc.)40 gp
40 household servants 40 gp
1 herald200 gp
1 castellan300 gp

Table 66 European Titles

European Titles
GeneralSaxonGermanic
Emperor/EmpressKingPfalzgraf
King/QueenKing's ThegnHerzog
Royal Prince/PrincessEaldormanMargrave
Duke/DuchessShire-reeveGraf
Prince/PrincessThegnWaldgraf
Marquis/MarquiseGeneatasFreiherr
Count/CountessCottarRitter
Viscount/ViscountessGebur
Baron/BaronessBondman
Baronet
Knight
Serf

Table 67 Oriental Titles

Oriental Titles
RussianTurkishPersianJapaneseMongolIndian
TsarSultanPadishahEmperorKha-KhanMaharaja
Veliky kniazDeyShahShikkenIlkhanRajah
Kniazh muzhBeyCaliphShogunOrkhanNawab
BoyarBashawWizerDaimyoKhan
SlugaPashaAmirSamurai
MuzhEmirSheikh
DvorianinMalik
Smerd
Kholop

Table 68 Religious Titles

Religious Titles
Church HierarchyKnights-MilitantMonastic
PopeMaster of the TempleAbbot
CardinalSeneschalSacristan
ArchbishopMarshalCantor
BishopCommanderLibrarian
AbbotDrapierRefectorian
PriorCommander of a HouseAlmoner
FriarCommander of KnightsHospitaler
Knight BrothersKitchener
Sergeants of the CovenantCellarer
TurcoplierInfirmarian
Under-MarshalMaster of Novices
Standard Bearer
Sergeant-brother
Rural brother
Hospital attendant
Servant brother

Table 69 NPC Spell Costs

NPC Spell Costs
Spell RequiredMinimum Cost
Astral spell2,000 gp per person
Atonement*
Augury200 gp
Bless*
Charm person1,000 gp
Clairvoyance50 gp per level of caster
Commune*
Comprehend languages50 gp
Contact other plane5,000 gp + 1,000 per question
Continual light1,000 gp
Control weather20,000 gp
Cure blindness500 gp
Cure disease500 gp
Cure light wounds10 gp per point healed
Cure serious wounds20 gp per point healed
Cure critical wounds40 gp per point healed
Detection spells (any)100 gp
Dispel magic100 gp per level of the caster
Divination500 gp
Earthquake*
Enchant an Item20,000 gp plus other spells
ESP500 gp
Explosive runes1,000 gp
Find the path1,000 gp
Fire trap500 gp
Fools' gold100 gp
Gate*
Glyph of warding100 gp per level of the caster
Heal50 gp per point healed
Identify1,000 gp per item or function
Invisible stalker5,000 gp
Invisibility500 gp
Legend Lore1,000 gp
Limited wish20,000 gp **
Magic mouth300 gp
Mass charm5,000 gp
Neutralize poison100 gp
Permanency20,000 gp **
Plane shift*
Prayer*
Protection from evil20 gp per level of caster
Raise dead*
Read magic200 gp
Regenerate20,000 gp
Reincarnation*
Remove curse100 gp per level of caster
Restoration*
Slow poison50 gp
Speak with dead100 gp per level of caster
Suggestion600 gp
Symbol1,000 gp per level of caster
Teleport2,000 gp per person
Tongues100 gp
True seeing5,000 gp
Wish50,000 gp **
Wizard lock50 gp per level of caster
* This spell is normally cast only for those of similar faith or belief. Even then a payment or service may be required.
** Some exceptional service will also be required of the player character.

Table 70 General Traits

General Traits
DieDie
Roll 1GeneralRoll 2Specific
(D20)Trait(D100)Trait
1Argumentative01Garrulous
02Hot-tempered
03Overbearing
04Articulate
05Antagonistic
2Arrogant06Haughty
07Elitist
08Proud
09Rude
10Aloof
3Capricious11Mischievous
12Impulsive
13Lusty
14Irreverent
15Madcap
4Careless16Thoughtless
17Absent-minded
18Dreamy
19Lacking common sense
20Insensitive
5Courage21Brave
22Craven
23Shy
24Fearless
25Obsequious
6Curious26Inquisitive
27Prying
28Intellectual
29Perceptive
30Keen
7Exacting31Perfectionist
32Stern
33Harsh
34Punctual
35Driven
8Friendly36Trusting
37Kind-hearted
38Forgiving
39Easy-going
40Compassionate
9Greedy41Miserly
42Hard-hearted
43Covetous
44Avaricious
45Thrifty
10Generous46Wastrel
47Spendthrift
48Extravagant
49Kind
50Charitable
11Moody51Gloomy
52Morose
53Compulsive
54Irritable
55Vengeful
12Naive56Honest
57Truthful
58Innocent
59Gullible
60Hick
13Opinonated61Bigoted
62Biased
63Narrow-minded
64Blustering
65Hide-bound
14Optimistic66Cheerful
67Happy
68Diplomatic
69Pleasant
70Foolhardy
15Pessimistic71Fatalistic
72Depressing
73Cynical
74Sarcastic
75Realistic
16Quiet76Laconic
77Soft-spoken
78Secretive
79Retiring
80Mousy
17Sober81Practical
82Level-headed
83Dull
84Reverent
85Ponderous
18Suspicious86Scheming
87Paranoid
88Cautious
89Deceitful
90Nervous
19Uncivilized91Uncultured
92Boorish
93Barbaric
94Graceless
95Crude
20Violent96Cruel
97Sadistic
98Immoral
99Jealous
00Warlike

Table 71 Permanent Morale Modifiers

Permanent Morale Modifiers
FactorModifier
NPC is lawful*+1
NPC is good+1
NPC is evil-1
NPC is chaotic*-1
NPC is different race than PC-1
NPC has been with PC for one year or more+2

Table 72 Optional Degrees of Darkness

Optional Degrees of Darkness
Attack RollDamageSavingAC
ConditionPenaltyBonusThrowPenalty
Moonlight-1Normal-1*-0
(Moderate fog)
Starlight-3½ Normal-3*-2
(No moon or dense fog)
Total darkness-4Negated-4-4
(Spell, unlit dungeon or cave)

Table 73 Terrain Effects on Movement

Terrain Effects on Movement
Move Rate
ConditionReduced by:
Darkness1/3*
Heavy brush or forest2/3
Ice or slippery footing1/3*
Rugged or rocky ground1/2
Soft sand or snow, knee-deep1/3
Water or snow, waist-deep1/2
Water or snow, shoulder-deep2/3

Table 74 Terrain Costs for Overland Movement

Terrain Costs for Overland Movement
Movement
Terrain TypeCost
Barren, wasteland2
Clear, farmland½
Desert, rocky2
Desert, sand3
Forest, heavy4
Forest, light2
Forest, medium3
Glacier2
Hills, rolling2
Hills, steep (foothills)4
Jungle, heavy8
Jungle, medium6
Marsh, swamp8
Moor4
Mountains, high8
Mountains, low4
Mountains, medium6
Untraveled plains,
grassland, heath1
Scrub, brushland2
Tundra3

Table 75 Terrain Modifiers

Terrain Modifiers
SituationModifier
Chasm*+3
Cliff*+3
Duststorm, sandstormx3
Freezing cold**+1
Gale-force winds+2
Heavy fog+1
Ice storm+2
Mudx2
Rain, heavyx2
Rain, light+1
Rain, torrentialx3
Ravine
Ridge+1
River***+1
Scorching heat**+1
Snow, blizzardx4
Snow, normalx2
Stream***
*These assume the player characters find a route around the obstacle. Alternatively, the DM can require the characters to scale or span the obstacle, playing out this encounter.
**These extremes must be in excess of the norm expected of the character or creature. Thus, a camel is relatively unaffected by the scorching heat of a desert and a yak barely notices the cold of high mountains.
***This cost is negated by the presence of a bridge or ford.

Table 76 Boat Movement

Boat Movement
VesselFeet/RoundMPHCargoLength
Kayak2002250 lbs.8-10 ft.
Canoe, small2002550 lbs.10-15 ft.
Canoe, war1802800 lbs.25-35 ft.
Coracle601*600 lbs.8-10 ft.
Keelboat or raft601*2,000 lbs.15-20 ft.
Barge601*4,000 lbs.25-40 ft.
Rowboat1601.5*600 lbs.8-12 ft.

Table 77 Ship Types

Ship Types
Base
ShipMove/Emergency
TypeHourMoveSeaworthiness
Caravel4570%
Coaster3450%
Cog3465%
Curragh2/31055%
Drakkar2/41250%
Dromond2/91240%
Galleon3675%
Great galley3/61145%
Knarr4/21265%
Longship5/21360%
Base move per hour is the average speed of the vessel under good conditions. Where two numbers are separated by a slash, the first is the speed under sail and the second is the rowing speed.
To determine the movement of a ship per round (in rare occasions where this is necessary), multiply the current speed times 30. This is the yards traveled per round.
Emergency move is the top speed of the vessel in emergency or combat situations. For sailing ships, emergency speed is gained by putting on every yard of sail possible. Galleys and other oared ships rely on the strength of their rowers. This speed can only be maintained for short periods of time. Too long and rowers will collapse; masts, yards, and sails will break.
Seaworthiness rates the vessel's ability to remain afloat in dangerous situations, notably storms, hidden shoals, extended voyages, huge monster attacks, and rams. Any time the DM rules that there is a chance of sinking, he rolls percentile dice. If the roll is equal to or less than the seaworthiness rating of the ship, it remains afloat, though bailing or repairs may be necessary. If the roll is higher than the seaworthiness rating, the ship sinks.
Ports and anchorages give a seaworthiness bonus of +50%. Thus, vessels at anchor are in little or no danger from a normal storm.
Weather and Ship Travel
More than other methods of travel, ships (especially sailing ships) are subject to the whims of wind and weather. While it can be assumed that sailing weather is normally good, there are times when storms, favorable winds, or freak currents can increase or decrease a ship's speed. The effects of different weather conditions are listed on Table 78.

Table 78 Sailing Movement Modifiers

Sailing Movement Modifiers
WeatherSailingRowing
ConditionModifierModifier
Adversex1
BecalmedNAx1
Favorable
(average)x2x1
(strong)x3x1*
Galex4*x½*
Hurricanex5**x½**
Light breezex1x1
Stormx3*x½*
* A seaworthiness check is required.
** A seaworthiness check with a -45% penalty is required.

Table 79 Weather Conditions

Weather Conditions
2d6 RollSpring/FallSummerWinter
2BecalmedBecalmedBecalmed
3BecalmedBecalmedLight breeze
4Light breezeBecalmedLight breeze
5FavorableLight breezeFavorable
6FavorableLight breezeStrong winds
7Strong windsFavorableStrong winds
8StormFavorableStorm
9StormStrong windsStorm
10GaleStormGale
11GaleGaleGale
12Hurricane*Hurricane*Hurricane*

Table 80 Aerial Movement Modifiers

Aerial Movement Modifiers
ConditionModifier
HurricaneNot possible
Gale
Storm
Rain or snow
Strong winds

Table 81 Chance of Getting Hopelessly Lost

Chance of Getting Hopelessly Lost
Surroundings% Chance
Level, open ground10%
Rolling ground20%
Lightly wooded30%
Rough (wooded and hilly)40%
Swamp60%
Mountainous50%
Open sea20%
Thick forest70%
Jungle80%

Table 82 Lost Modifiers

Lost Modifiers
ConditionModifier
Featureless (no distinquishable landmarks)*+50
Darkness+70
Overcast+30
Navigator with group-30
Landmark sighted-15
Local guideVariable**
Poor trail-10
Raining+10
DirectionsVariable**
Fog or mist+30
* This would apply, for example, when the characters are sailing out of sight of land.
** The usefulness of directions and the knowledge of a guide are entirely up to the DM. Sometimes these are very helpful but at other times only manage to make things worse.

Table 83 Chance to Hear Noise by Race

Chance to Hear Noise by Race
DwarfElfGnome
15% (3)20% (4)25% (5)
Half-elfHalflingHuman
15% (3)20% (4)15% (3)
Of course, the chance to hear noise given above represents more or less optimum conditions—helmet off, not moving, and all others remaining relatively still for one round while the character stands and tries to hear noises carried on the breeze or down a hallway. Under such conditions, the character will get a relatively clear idea of the nature of the noise—animal grunts, slithering, speech (including language and race), and perhaps even words.
Less than perfect conditions don't alter the chance to hear (which is low enough) but can affect the clarity. Some, like the muffling effect of doors or the echoing of stone passages, may still allow the character to hear a noise reasonably well, but may prevent precise identification.
In some situations, a character can hear muttering, growls, panting, or voices, but may be unable to identify the issuer of the sounds. The character would know there is something ahead, but wouldn't know what. In other situations, the chance to hear anything at all may be affected. Extreme cases can give you the excuse to provide misinformation. Guttural speech may sound like growls, the moaning wind could become a scream, etc.
In some cases a check is necessary even when the character is not attempting to discern some unknown noise. The character tries to hear the shouted words of a pirate captain over the raging storm. He can see the captain and can clearly tell the man is speaking. Indeed, the captain may even be speaking to him. However, a hearing check should be made to find out if the character can make out the captain's words over the fury of the storm. If the character were a little closer, the storm a little less, or the captain's lungs exceptionally strong, the character's chance of success would be increased.
In all cases, hearing a noise takes time. The amount of time spent listening to the captain is obviously the time it takes him to speak his peace. Standing and hearing noise in a corridor or at a door requires a round, with the entire party remaining still.
Furthermore, a character can make repeated checks in hopes of hearing more or gaining more information. However, once a character fails a check, he will not hear anything (even if he immediately makes a successful check on the next round) unless there is a substantial improvement in the conditions. The group will have to move closer, open the door, or take some other action to allow a new check.
If a check is successful, the character can keep listening to learn more. This requires continued checks, during which the player can attempt to discern specifies—number, race, nature of beast, direction, approaching or retreating, and perhaps even bits of conversation. The player states what he is trying to learn and a check is made.
Trying to overhear things this way is less than reliable. Thieves should not be allowed to use their hear-noise ability like super-sensitive microphones!

Table 84 Treasure Types

Treasure Types
LAIR TREASURES
TreasurePlatinum orArt
TypeCopperSilverGoldElectrum*GemsObjectsMagical Item
A1,000-3,000200-2,0001,000-6,000300-1,80010-402-12Any 3
25%30%40%35%60%50%30%
B1,000-6,0001,000-3,000200-2,000100-1,0001-81-4Armor Weapon
50%25%25%25%30%20%10%
C1,000-10,0001,000-6,000100-6001-61-3Any 2
20%30%10%25%20%10%
D1,000-6,0001,000-10,0001,000-3,000100-6001-101-6Any 2 + 1 potion
10%15%50%15%30%25%15%
E1,000-6,0001,000-10,0001,000-4,000300-1,8001-121-6Any 3 + 1 scroll
5%25%25%25%15%10%25%
F3,000-18,0001,000-6,0001,000-4,0002-201-8Any 5 except weapons
10%40%15%20%10%30%
G2,000-20,0001,000-10,0003-181-6Any 5
50%50%30%25%35%
H3,000-18,0002,000-20,0002,000-20,0001,000-8,0003-302-20Any 6
25%40%55%40%50%50%15%
I100-6002-122-8Any 1
30%55%50%15%

Table 85 Gem Table

Gem Table
D100Base
RollValueClass
01-2510 gpOrnamental
26-5050 gpSemi-precious
51-70100 gpFancy
71-90500 gpPrecious
91-991,000 gpGems
005,000 gpJewels

Table 86 Gem Variations

Gem Variations
D6
RollResult
1Stone increases to the next higher base value. Roll again, ignoring all results but 1.*
2Stone is double base value
3Stone is 10-60% above the base value
4Stone is 10-40% below the base value
5Stone is half base value
6Stone decreased to next lower base value. Roll again, ignoring all results but 6.**
* Above 5,000 gp, the base value of the stone doubles each time. No stone can be greater than 100,000 gp.
** Below 10 gp, values decrease to 5 gp, 1 gp, 5 sp, 1 sp. No stone can be worth less than 1 sp and no stone can decrease more than five places from its initial value.

Table 87 Objects of Art

Objects of Art
D100
RollValue
01-1010-100 gp
11-2530-180 gp
26-40100-600 gp
41-50100-1,000 gp
51-60200-1,200 gp
61-70300-1,800 gp
71-80400-2,400 gp
81-85500-3,000 gp
86-901,000-4,000 gp
91-951,000-6,000 gp
96-992,000-8,000 gp
1002,000-12,000 gp

Table 88 Magical Items

Magical Items
D20
RollCategory
01-20Potions and Oils
21-35Scrolls
36-40Rings
41Rods
42Staves
43-45Wands
46Miscellaneous Magic: Books and Tomes
47-48Miscellaneous Magic: Jewels and Jewelry
49-50Miscellaneous Magic: Cloaks and Robes
51-52Miscellaneous Magic: Boots and Gloves
53Miscellaneous Magic: Girdles and Helms
54-55Miscellaneous Magic: Bags and Bottles
56Miscellaneous Magic: Dusts and Stones
57Miscellaneous Magic: Household Items and Tools
58Miscellaneous Magic: Musical Instruments
59-60Miscellaneous Magic: The Weird Stuff
61-75Armor and Shields
76-100Weapons
Once the general category is determined, the DM can choose a specific item from the tables below. (Each item on the tables is given a die roll number so that the DM can select items randomly, if he chooses.) Some tables have several subtables. Each subtable has a range of numbers in parentheses at the top. To select the appropriate subtable, check the die listed after the table's title. Roll the listed die and find the result in the number range at the top of one of the subtables. This is the subtable you read to determine which item in the list has been found.
For example, the Potions and Oils table has "(D6)'' after the title. That means you roll a 6-sided die to determine which Subtable (A, B, or C) to read. If you roll a 2, for example, you check subtable A (which has "1-2'' at the top); if you roll a 6, you read subtable C (which has "5-6'' at the top). Roll 1d20 on the appropriate subtable to determine the specific item found. Then turn to the descriptions following the tables to find out what each item does.

Table 89 Potions and Oils (D6)

Potions and Oils (D6)
Subtable A (1-2)
D20 RollItemXP Value
1Animal Control*250
2Clairaudience250
3Clairvoyance300
4Climbing300
5-6Delusion**
7Diminution300
8Dragon Control*700
9Elixir of Health350
10-11Elixir of Madness**
12Elixir of Youth500
13ESP500
14-15Extra-healing400
16Fire Breath400
17Fire Resistance250
18Flying500
19Gaseous Form300
20DM's Choice
Subtable B (3-4)
D20 RollItemXP Value
1Giant Control*600
2Giant Strength* (Warrior)550
3Growth250
4-5Healing200
6Heroism (Warrior)300
7Human Control*500
8Invisibility250
9Invulnerability (Warrior)350
10Levitation250
11Longevity500
12Oil of Acid Resistance500
13Oil of Disenchantment750
14Oil of Elemental Invulnerability*500
15Oil of Etherealness600
16Oil of Fiery Burning500
17Oil of Fumbling**
18Oil of Impact750
19Oil of Slipperiness400
20DM's Choice

Table 90 Scrolls (D6)

Scrolls (D6)
Subtable A (1-4)
D20 RollItem*Level Range
1-31 spell1-4
4-51 spell1-6
61 spell2-9 (2-7**)
72 spells1-4
82 spells2-9 (2-7**)
93 spells1-4
103 spells2-9 (2-7**)
114 spells1-6
124 spells1-8 (1-6**)
135 spells1-6
145 spells1-8 (1-6**)
156 spells1-6
166 spells3-8 (3-6**)
177 spells1-8
187 spells2-9 (2-7**)
197 spells4-9 (4-7**)
20DM's Choice
* See "Scrolls" in Appendix 3 to determine whether a priest scroll or a wizard scroll is found.
** Level Range lists the range of spell levels on the scroll. Ranges marked with double asterisks (**) are used to determine priest spells.

Table 91 Rings (D6)

Rings (D6)
Subtable A (1-4)
D20 RollItemXP Value
1Animal Friendship1,000
2Blinking1,000
3Chameleon Power1,000
4Clumsiness
5Contrariness
6-7Delusion
8Djinni Summoning*3,000
9Elemental Command5,000
10Feather Falling1,000
11Fire Resistance1,000
12Free Action1,000
13Human Influence2,000
14Invisibility1,500
15-16Jumping1,000
17Mammal Control*1,000
18Mind Shielding500
19Protection1,000**
20DM's Choice

Table 92 Rods

Rods
D20 RollItemXP Value
1-2Absorption (Priest, Wizard)7,500
3-4Alertness7,000
5Beguiling (Priest, Wizard, Rogue)5,000
6-7Cancellation10,000
8Flailing2,000
9Lordly Might (Warrior)6,000
10Passage5,000
11Resurrection (Priest)10,000
12Rulership8,000
13-14Security3,000
15-16Smiting (Priest, Wizard)4,000
17Splendor2,500
18-19Terror3,000
20DM's Choice

Table 93 Staves

Staves
D20 RollItemXP Value
1-2Mace1,500
3Command (Priest, Wizard)5,000
4-5Curing (Priest)6,000
6Magi (Wizard)15,000
7Power (Wizard)12,000
8Serpent (Priest)7,000
9-10Slinging (Priest)2,000
11-12Spear1,000*
13-14Striking (Priest, Wizard)6,000
15Swarming Insects (Priest, Wizard)100**
16Thunder & Lightning8,000
17-18Withering8,000
19Woodlands (Druid)8,000
20DM's Choice
* per +1 of power
** per charge

Table 94 Wands

Wands
D20 RollItemXP Value
1Conjuration (Wizard)7,000
2Earth and Stone1,000
3Enemy Detection2,000
4Fear (Priest, Wizard)3,000
5Fire (Wizard)4,500
6Flame Extinguishing1,500
7Frost (Wizard)6,000
8Illumination2,000
9Illusion (Wizard)3,000
10Lightning (Wizard)4,000
11Magic Detection2,500
12Magic Missiles4,000
13Metal and Mineral Detection1,500
14Negation3,500
15Paralyzation (Wizard)3,500
16Polymorphing (Wizard)3,500
17Secret Door and Trap Location5,000
18Size Alteration3,000
19Wonder6,000
20DM's Choice

Table 95 Miscellaneous Magic: Books, Librams, Manuals, Tomes

Miscellaneous Magic: Books, Librams, Manuals, Tomes
D20 RollItemXP Value
1-3Boccob's Blessed Book (Wizard)4,500
4Book of Exalted Deeds (Priest)8,000
5Book of Infinite Spells9,000
6Book of Vile Darkness (Priest)8,000
7Libram of Gainful Conjuration (Wizard)8,000
8Libram of Ineffable Damnation (Wizard)8,000
9Libram of Silver Magic (Wizard)8,000
10Manual of Bodily Health5,000
11Manual of Gainful Exercise5,000
12Manual of Golems (Priest, Wizard)3,000
13Manual of Puissant Skill at Arms (Warrior)8,000
14Manual of Quickness in Action5,000
15Manual of Stealthy Pilfering (Rogue)8,000
16Tome of Clear Thought8,000
17Tome of Leadership and Influence7,500
18Tome of Understanding8,000
19Vacuous Grimoire
20DM's Choice

Table 96 Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)

Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
D20 RollItemXP Value
1Amulet of Inescapable Location
2Amulet of Life Protection5,000
3Amulet of the Planes6,000
4Amulet of Proof Against Detection
and Location4,000
5Amulet Versus Undead200*
6Beads of Force200 ea.
7Brooch of Shielding1,000
8Gem of Brightness2,000
9Gem of Insight3,000
10Gem of Seeing2,000
11Jewel of Attacks
12Jewel of Flawlessness
13Medallion of ESP2,000
14Medallion of Thought Projection
15Necklace of Adaptation1,000
16-17Necklace of Missiles100**
18Necklace of Prayer Beads (Priest)500***
19Necklace of Strangulation
20DM's Choice
Subtable B (4-6)
D20 RollItemXP Value
1Pearl of Power (Wizard)200*
2Pearl of the Sirines900
3Pearl of Wisdom (Priest)500
4Periapt of Foul Rotting
5Periapt of Health1,000
6Periapt of Proof Against Poison1,500
7Periapt of Wound Closure1,000
8Phylactery of Faithfulness (Priest)1,000
9Phylactery of Long Years (Priest)3,000
10Phylactery of Monstrous Attention (Priest)
11Scarab of Death
12Scarab of Enraging Enemies1,000
13Scarab of Insanity1,500
14Scarab of Protection2,500
15Scarab Versus Golems****
16Talisman of Pure Good (Priest)3,500
17Talisman of the Sphere (Wizard)100
18Talisman of Ultimate Evil (Priest)3,500
19Talisman of Zagy1,000
20DM's Choice
* Per level
** Per die of damage
*** Per special bead
**** See item description

Table 97 Miscellaneous Magic: Cloaks and Robes

Miscellaneous Magic: Cloaks and Robes
D20 RollItemXP Value
1Cloak of Arachnida3,000
2Cloak of Displacement3,000
3-4Cloak of Elvenkind1,000
5Cloak of Poisonousness
6-8Cloak of Protection1,000*
9Cloak of the Bat1,500
10Cloak of the Manta Ray2,000
11Robe of the Archmagi (Wizard)6,000
12Robe of Blending3,500
13Robe of Eyes (Wizard)4,500
14Robe of Powerlessness (Wizard)
15Robe of Scintillating Colors (Priest, Wizard)2,750
16Robe of Stars (Wizard)4,000
17-18Robe of Useful Items (Wizard)1,500
19Robe of Vermin (Wizard)
20DM's Choice
* Per plus

Table 98 Miscellaneous Magic: Boots, Bracers, Gloves

Miscellaneous Magic: Boots, Bracers, Gloves
D20 RollItemXP Value
1Boots of Dancing
2Boots of Elvenkind1,000
3Boots of Levitation2,000
4Boots of Speed2,500
5Boots of Striding and Springing2,500
6Boots of the North1,500
7Boots of Varied Tracks1,500
8Boots, Winged2,000
9Bracers of Archery (Warrior)1,000
10Bracers of Brachiation1,000
11-12Bracers of Defense500*
13Bracers of Defenselessness
14Gauntlets of Dexterity1,000
15Gauntets of Fumbling
16Gauntlets of Ogre Power
(Priest, Rogue, Warrior)1,000
17Gauntlets of Swimming and Climbing
(Priest, Rogue, Warrior)1,000
18Gloves of Missile Snaring1,500
19Slippers of Spider Climbing1,000
20DM's Choice
* Per AC of protection less than 10

Table 99 Miscellaneous Magic: Girdles, Hats, Helms

Miscellaneous Magic: Girdles, Hats, Helms
D20 RollItemXP Value
1-3Girdle of Dwarvenkind3,500
4Girdle of Femininity/Masculinity
(Priest, Rogue, Warrior)
5-6Girdle of Giant Strength
(Priest, Rogue Warrior)2,000
7-9Girdle of Many Pouches1,000
10Hat of Disguise1,000
11Hat of Stupidity
12Helm of Brilliance2,500
13-14Helm of Comprehending Languages and
Reading Magic1,000
15Helm of Opposite Alignment
16Helm of Telepathy3,000
17Helm of Teleportation2,500
18-19Helm of Underwater Action1,000
20DM's Choice

Table 100 Miscellaneous Magic: Bags, Bottles, Pouches, Containers

Miscellaneous Magic: Bags, Bottles, Pouches, Containers
D20 RollItemXP Value
1Alchemy Jug3,000
2Bag of Beans1,000
3Bag of Devouring
4-7Bag of Holding5,000
8Bag of Transmuting
9Bag of Tricks2,500
10Beaker of Plentiful Potions1,500
11Bucknard's Everfull Purse*
12Decanter of Endless Water1,000
13Efreeti Bottle9,000
14Eversmoking Bottle500
15Flask of Curses
16Heward's Handy Haversack3,000
17Iron Flask
18Portable Hole5,000
19Pouch of Accessibility1,500
20DM's Choice
* See item description

Table 101 Miscellaneous Magic:

Miscellaneous Magic:
Candles, Dusts, Ointments, Incense, and Stones
D20 RollItemXP Value
1Candle of Invocation (Priest)1,000
2Dust of Appearance1,000
3Dust of Disappearance2,000
4Dust of Dryness1,000
5Dust of Illusion1,000
6Dust of Tracelessness500
7Dust of Sneezing and Choking
8Incense of Meditation (Priest)500
9Incense of Obsession (Priest)
10Ioun Stones300*
11Keoghtom's Ointment500
12Nolzur's Marvelous Pigments500*
13Philosopher's Stone1,000
14Smoke Powder**
15Sovereign Glue1,000
16Stone of Controlling Earth Elementals1,500
17Stone of Good Luck (Luckstone)3,000
18Stone of Weight (Loadstone)
19Universal Solvent1,000
20DM's Choice
* Per stone or pot of pigment
** This item is optional and should not be given unless the arquebus is allowed in the campaign.

Table 102 Miscellaneous Magic: Household Items and Tools

Miscellaneous Magic: Household Items and Tools
D20 RollItemXP Value
1Brazier Commanding Fire Elementals
(Wizard)4,000
2Brazier of Sleep Smoke (Wizard)
3Broom of Animated Attack
4Broom of Flying2,000
5Carpet of Flying7,500
6Mattock of the Titans (Warrior)3,500
7Maul of the Titans (Warrior)4,000
8Mirror of Life Trapping (Wizard)2,500
9Mirror of Mental Prowess5,000
10Mirror of Opposition
11Murlynd's Spoon750
12-13Rope of Climbing1,000
14Rope of Constriction
15Rope of Entanglement1,500
16Rug of Smothering
17Rug of Welcome (Wizard)6,500
18Saw of Mighty Cutting (Warrior)2,000
19Spade of Colossal Excavation (Warrior)1,000
20DM's Choice

Table 103 Miscellaneous Magic: Musical Instruments

Miscellaneous Magic: Musical Instruments
D20 RollItemXP Value
1Chime of Interruption2,000
2Chime of Opening3,500
3Chime of Hunger
4Drums of Deafening
5Drums of Panic6,500
6Harp of Charming5,000
7Harp of Discord
8Horn of Blasting1,000
9Horn of Bubbles
10Horn of Collapsing1,500
11Horn of Fog400
12Horn of Goodness (Evil)750
13Horn of the Tritons (Priest, Warrior)2,000
14Horn of Valhalla1,000*
15Lyre of Building5,000
16Pipes of Haunting400
17Pipes of Pain
18Pipes of Sounding1,000
19Pipes of the Sewers2,000
20DM's Choice
* Only if used by character of appropriate class.

Table 104 Miscellaneous Magic: The Weird Stuff (D6)

Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
D20 RollItemXP Value
1Apparatus of Kwalish8,000
2-3Boat, Folding10,000
4Bowl Commanding Water Elementals
(Wizard)4,000
5Bowl of Watery Death (Wizard)
6Censer Controlling Air Elementals (Wizard)4,000
7Censer of Summoning Hostile Air Elementals
(Wizard)
8-9Crystal Ball (Wizard)1,000
10Crystal Hypnosis Ball (Wizard)
11Cube of Force3,000
12-13Cube of Frost Resistance2,000
14Cubic Gate5,000
15Daern's Instant Fortress7,000
16Deck of Illusions1,500
17Deck of Many Things
18Eyes of Charming (Wizard)4,000
19Eyes of Minute Seeing2,000
20DM's Choice
Subtable B 4-6
D20 RollItemXP Value
1Eyes of Petrification
2Eyes of the Eagle3,500
3-4Figurine of Wondrous Power100*
5Horseshoes of a Zephyr1,500
6-7Horseshoes of Speed2,000
8Iron Bands of Bilarro750
9Lens of Detection250
10Quaal's Feather Token1,000
11-12Quiver of Ehlonna1,500
13Sheet of Smallness1,500
14Sphere of Annihilation4,000
15Stone Horse2,000
16Well of Many Worlds6,000
17-18Wind Fan500
19Wings of Flying750
20DM's Choice
* Per Hit Die of the figurine.

Table 105 Armor Type

Armor Type
D20 RollArmor
1Banded mail
2Brigandine
3-5Chain mail
6Field plate
7Full plate
8Leather
9-12Plate mail
13Ring mail
14Scale mail
15-17Shield
18Splint mail
19Studded leather
20Special

Table 106 Armor Class Adjustment

Armor Class Adjustment
D20 RollAC Adj.XP Value
1-2-1
3-10+1500
11-14+21,000
15-17+31,500
18-19+42,000
20+53,000

Table 107 Special Armors

Special Armors
D20 RollArmor TypeXP Value
1-2Armor of Command+1,000
3-4Armor of Blending+500
5-6Armor of Missile Attraction—*
7-8Armor of Rage—*
9-10Elven Chain Mail+1,000
11-12Plate Mail of Etherealness5,000
13-14Plate Mail of Fear4,000
15-16Plate Mail of Vulnerability
17-18Shield, Large, +1, +4 vs. Missiles400
19-20Shield -1, Missile Attractor
* No experience points are gained, regardless of the amount of additional AC protection the item provides.

Table 108 Weapon Type (D6)

Weapon Type (D6)
Subtable A (1-2)Subtable B (3-6)
D20 RollWeaponD20 RollWeapon
1Arrow (4d6)1Military Pick
2Arrow (3d6)2Morning Star
3Arrow (2d6)3Pole Arm
4-5Axe4-5Scimitar
6Battle axe6-8Spear
7Bolt (2d10)9-17Sword
8Bolt (2d6)18Trident
9Bullet, Sling (3d4)19Warhammer
10-12Dagger20Special (roll on Table 110)
13Dart (3d4)
14Flail
15Javelin (1d2)
16Knife
17Lance
18-19Mace
20Special (roll on Table 110)

Table 109 Attack Roll Adjustment

Attack Roll Adjustment
D20SwordXPOtherXP
RollAdj.ValueWpn Adj.Value
1-2-1-1
3-10+1400+1500
11-14+2800+1500
15-17+31,400+21,000
18-19+42,000+21,000
20+53,000+32,000

Table 110 Special Weapons (D10)

Special Weapons (D10)
Subtable A (1-3)
D20 RollItemXP Value
1Arrow of Direction2,500
2Arrow of Slaying250
3Axe +2, Throwing750
4Axe of Hurling*
5-6Bow +1500
7Crossbow of Accuracy, +32,000
8Crossbow of Distance1,500
9Crossbow of Speed1,500
10-11Dagger +1, +2 vs. Tiny or Small creatures300
12-13Dagger +2, +3 vs. larger than man-sized300
14Dagger +2, Longtooth300
15Dagger of Throwing*
16Dagger of Venom350
17Dart of Homing450
18Hammer +3, Dwarven Thrower1,500
19Hammer of Thunderbolts2,500
20DM's Choice
* See item description
Subtable B (4-6)
D20 RollItemXP Value
1Hornblade*
2Javelin of Lightning250
3Javelin of Piercing250
4-5Knife, Buckle150
6-7Mace of Disruption2,000
8Net of Entrapment1,000
9Net of Snaring1,000
10-11Quarterstaff, Magical500
12Scimitar of Speed*
13-14Sling of Seeking +2700
15Spear, Cursed Backbiter
16Trident of Fish Command500
17Trident of Submission1,500
18Trident of Warning1,000
19Trident of Yearning
20DM's Choice
* See item description
Subtable C (7-9)
D20 RollSwordXP Value
1Sun Blade3,000
2-7Sword +1, +2 vs. magic-using &
enchanted creatures600
8-10Sword +1, +3 vs. lycanthropes &
shape-changers700
11-12Sword +1, +3 vs. regenerating creatures800
13Sword +1, +4 vs. reptiles800
14-15Sword +1, Cursed
16Sword +1, Flame Tongue900
17Sword +1, Luck Blade1,000
18Sword +2, Dragon Slayer900
19Sword +2, Giant Slayer900
20DM's Choice
Subtable D (10)
D20 RollSwordsXP Value
1Sword +2, Nine Lives Stealer1,600
2-3Sword +3, Frost Brand1,600
4Sword +4, Defender3,000
5Sword +5, Defender3,600
6Sword +5, Holy Avenger4,000
7-8Sword -2, Cursed
9Sword of Dancing4,400
10Sword of Life Stealing5,000
11Sword of Sharpness7,000
12Sword of the Planes2,000
13Sword of Wounding4,400
14-16Sword, Cursed Berserking
17-18Sword, Short, Quickness (+2)1,000
19Sword, Vorpal Weapon10,000
20DM's Choice

Table 111 Potion Compatibility

Potion Compatibility
D100
RollResult
01Explosion. If two or more potions are swallowed together, internal damage is
6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the
potions are mixed externally (in a beaker, say), all within a 10-foot radius suffer
4d6 points of damage, no saving throw.
02-03Lethal poison* results. Imbiber is dead. If externally mixed, a poison gas cloud of
10-foot diameter results. All within the cloud must roll successful saving throws
vs. poison or die.
04-08Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity,
no saving throw. One potion is cancelled and the other is at half strength and
duration. (Determine randomly which potion is cancelled).
09-15Potions can't be mixed. Both potions are totally destroyed—one cancels the other.
16-25Potions can't be mixed. One potion is cancelled, but the other remains normal
(random selection).
26-35Potions can't be mixed. Both potions function at half normal efficacy.
36-90Potions can be mixed** and work normally, unless their effects are contradictory
(for example, diminution and growth, which will simply cancel each other).
91-99Compatible result. One potion (randomly selected) has 150% its normal efficacy.
The DM can rule that only the duration of the augmented potion is extended.
00Discovery. The mixing of the potions creates a special effect—only one of the
potions will function, but its effects upon the imbiber are permanent. (Note that
some harmful side effects could well result from this, at the DM's discretion.)
* A treasure finding potion always creates a lethal poison when combined with another potion.
** A delusion potion can be mixed with all other potions.

Table 112 Spell Failure

Spell Failure
Caster LevelTotalReverse or
DifferenceFailureHarmful Effect
1-395%5%
4-685%15%
7-975%25%
10-1265%35%
13-1550%50%
16 and up30%70%

Table 113 Weapon Intelligence and Capabilities

Weapon Intelligence and Capabilities
D100
RollIntelligenceCommunicationCapabilities
01-3412Semi-empathy*1 primary ability
35-5913Empathy2 primary abilities
60-7914Speech**2 primary abiliites
80-9115Speech**3 primary abilities
92-9716Speech**3 primary abilities†
98-0017Speech and Telepathy***3 primary abilities††
+1 extraordinary power
* The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.
** The weapon will speak the character's native tongue plus one or more other tongues as indicated on Table 118 below.
*** The weapon can use either communication mode at will, with language use as any speaking weapon.
†: The weapon can also read languages/maps of any nonmagical type.
††: The weapon can read languages as well as magical writings.

Table 114 Weapon Alignment

Weapon Alignment
D100 RollAlignment of Weapon
01-05Chaotic good
06-15Chaotic neutral*
16-20Chaotic evil
21-25Neutral evil*
26-30Lawful evil
31-55Lawful good
56-60Lawful neutral*
61-80Neutral (absolute)
81-00Neutral good*

Table 115 Weapon Primary Abilities

Weapon Primary Abilities
D100
RollAbility
01-11Detect "elevator"/shifting rooms/walls in a 10-foot radius
12-22Detect sloping passages in a 10-foot radius
23-33Detect traps of large size in a 10-foot radius
34-44Detect evil/good in a 10-foot radius
45-55Detect precious metals, kind, and amount in a 20-foot radius
56-66Detect gems, kind, and number in a 5-foot radius
67-77Detect magic in a 10-foot radius
78-82Detect secret doors in a 5-foot radius
83-87Detect invisible objects in a 10-foot radius
88-92Locate object in a 120-foot radius
93-98Roll twice on this table ignoring scores of 93 to 00
99-00Roll on Table 116 instead
If the same ability is rolled twice or more, range of the power is double, triple, etc.
All abilities function only when the weapon is held, drawn, and the possessor is concentrating on the desired result. A weapon can perform only one function at a time, and thus can fight or detect but one thing at a time.
Other abilities can be created by the DM.

Table 116 Weapon Extraordinary Powers

Weapon Extraordinary Powers
D100
RollPower*
01-07Charm person on contact—3 times/day
08-15Clairaudience, 30 yards range—3 times/day, 1 round per use
16-22Clairvoyance, 30 yards range—3 times/day, 1 round per use
23-28Determine direction and depth—2 times/day
29-34ESP, 30 yards range—3 times/day, 1 round per use
35-41Flying, 120 feet/turn—1 hour/day
42-47Heal—1 time/day
48-54Illusion, 120 yards range—2 times/day, as the wand
55-61Levitation, 1-turn duration—3 times/day, at 6th level of magic use ability
62-67Strength—1 time/day (upon wielder only)
68-75Telekinesis, 250 pounds maximum—2 times/day, 1 round each use
76-81Telepathy, 60 yards range—2 times/day
82-88Teleportation—1 time/day, 600 pounds maximum, casting time 2
89-94X-ray vision, 40 yards range—2 times/day, 1 turn per use
95-97Roll twice on this table ignoring scores of 95-97
98-99Character may choose 1 power from this table
00Character may choose 1 power from this table, and then roll for a Special
Purpose on Table 117

Table 117 Special Purpose Weapons

Special Purpose Weapons
A. Purpose
Purpose must suit the type and alignment of the weapon in question. Killing is always restricted to evil when the weapon is of good alignment. Weapons edicated to slaying monsters will always be either good and slay neutral or evil monsters, or evil and slay neutral or good monsters.
D100
RollPurpose
01-10Defeat/slay diametrically opposed alignment*
11-20Defeat priests (of a particular type)
21-30Defeat fighters
31-40Defeat wizards
41-50Defeat thieves
51-55Defeat bards
56-65Overthrow law and/or chaos
66-75Defeat good and/or evil
76-95Defeat nonhuman monsters
96-00Other

Table 118

Languages Spoken by Weapon

Table 119 Weapon Ego

Weapon Ego
Attribute of WeaponEgo Points
Each + of weapon*1
Each primary ability**1
Each extraordinary power**2
Special purpose5
Each language spoken1
Telepathic ability2
Reading languages ability1
Reading magic ability2
* Thus, a sword +1 has one ego point, but if it has another (higher) plus, these are also counted. For example, a flame tongue +1 has a maximum plus of 4, so it is +1/+4 for five ego points. In addition, weapons that have no extra pluses but extra powers (holy avenger, sharpness, etc.) add double their + rating for ego.
** If double ability, double ego points.