DM Screen

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Contents

Introduction

This DM Screen was made from the original "DM Screen" as released by TSR.

I have made some adaptations and changes to make it more wiki friendly and to bring some relative information forward.

Some redundancies have been removed.


The objective for the orginal paper based DM Screen was to have useful and commonly used information at the ready while keeping it "secret" from the players.

This wiki version allows for a similar, modern approach to that goal and making the "DM Screen" accessible to only the DM on their computer/laptop.

Class Information

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FIGHTERS TABLE

Experience Points Experience Level 10-Sided Dice for Accumulated Hit Points Level Title
0—2,000 1 1 Veteran
2,001—4,000 2 2 Warrior
4,001—8,000 3 3 Swordsman
8,001—18,000 4 4 Hero
18,001—35,000 5 5 Swashbuckler
35,001—70,000 6 6 Myrmidon
70,001—125,000 7 7 Champion
125,001—250,000 8 8 Superhero
250,001—500,000 9 9 Fighter Lord
500,001—750,000 10 9+3 Fighter Lord (10th Level)
750,001—1,000,000 11 9+6 Fighter Lord (11th Level)
250,000 experience points per level for each additional level beyond the 11th. Fighters gain 3 h.p. per level after the 9th.


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MAGIC-USERS TABLE

Experience Points Experience Level 4-Sided Dice for Accumulated Hit Points Level Title
0 — 2,500 1 1 Prestidigitator
2,501 — 5,000 2 2 Evoker
5,001 — 10,000 3 3 Conjurer
10,001 — 22,500 4 4 Theurgist
22,501 — 40,000 5 5 Thaumaturgist
40,001 — 60,000 6 6 Magician
60,001 — 90,000 7 7 Enchanter
90,001 — 135,000 8 8 Warlock
135,001 — 250,000 9 9 Sorcerer
250,001 — 375,000 10 10 Necromancer
375,001 — 750,000 11 11 Wizard
375,000 experience points per level for each additional level beyond the 11th. Magic-Users gain 1 h.p. per level after the 11th.


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SPELLS USABLE BY CLASS AND LEVEL — MAGIC-USERS

Spell Level
Magic User Level 0 1 2 3 4 5 6 7 8 9
1 0 1 - - - - - - - -
2 1 2 - - - - - - - -
3 2 2 1 - - - - - - -
4 2 3 2 - - - - - - -
5 3 4 2 1 - - - - - -
6 4 4 2 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 3 3 2 1 - - - -
10 4 4 4 3 2 2 - - - -
11 4 4 4 4 3 3 - - - -
12 4 4 4 4 4 4 1 - - -
13 4 5 5 5 4 4 2 - - -
14 5 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 5 2 2 - -
16 5 5 5 5 5 5 3 3 1 -
17 5 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 5 4 4 4 2
22 5 5 5 5 5 5 4 4 4 3
23 5 5 5 5 5 5 5 5 5 3
24 5 5 5 5 5 5 5 5 5 4
25 5 5 5 5 5 5 5 5 5 5
26 6 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6 6
29 7 7 7 7 7 6 6 6 6 6


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THIEVES TABLE

Experience Points Level 6-Sided Dice for Accumulated Hit Points Level Title
0 — 1,250 1 1 Rogue (Apprentice)
1,251 — 2,500 2 2 Footpad
2,501 — 5,000 3 3 Cutpurse
5,001 — 10,000 4 4 Robber
10,001 — 20,000 5 5 Burglar
20,001 — 42,500 6 6 Filcher
42,501 — 70,000 7 7 Sharper
70,001 — 110,000 8 8 Magsman
110,001 — 160,000 9 9 Thief
160,001 — 220,000 10 10 Master Thief
220,001 — 440,000 11 10+2 Master Thief (11th level)
220,000 experience points per level for each additional level beyond the 11th. Thieves gain 2 h.p. per level after the 10th.


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CLERICS TABLE

Experience Points Experience Level 8-Sided Dice for Accumulated Hit Points Level Title
0 — 1,500 1 1 Acolyte
1,501 — 3,000 2 2 Adept
3,001 — 6,000 3 3 Priest
6,001 — 13,000 4 4 Curate
13,001 — 27,500 5 5 Prefect
27,501 — 55,000 6 6 Canon
55,001 — 110,000 7 7 Lama
110,001 — 225,000 8 8 Patriarch
225,001 — 450,000 9 9 High Priest
450,001 — 675,000 10 9+2 High Priest (10th level)
675,001 — 900,000 11 9+4 High Priest (11th level)
225,000 experience points per level for each additional 11th. Clerics gain 2 h.p. per level after the 9th.


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SPELLS USABLE BY CLASS AND LEVEL — CLERICS

Cleric Level 1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1* -
12 6 5 5 3 3 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 -
15 7 7 7 5 4 2 -
16 7 7 7 6 5 3 1**
17 8 8 8 6 5 3 1
18 8 8 8 7 6 4 1
19 9 9 9 7 6 4 2
20 9 9 9 8 7 5 2
21 9 9 9 9 8 6 2
22 9 9 9 9 9 6 3
23 9 9 9 9 9 7 3
24 9 9 9 9 9 8 3
25 9 9 9 9 9 8 4
26 9 9 9 9 9 9 4
27 9 9 9 9 9 9 5
28 9 9 9 9 9 9 6
29 9 9 9 9 9 9 7

"*" Usable only by clerics of 17 or greater wisdom

"**" Usable only by clerics of 18 or greater


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On Enchanting Items

Magic Users can create enchanted items beginning at 12th level. Illusionists at 11th level. Clerics at 10th level and Druids at 13th level. (See DMG pg. 116)

Potions are able to be made by Magic Users at 7th level with help or at 12th level alone. Must be made in a laboratory, not out on adventure (unless said adventure includes a laboratory, fully equipped) (See DMG pg. 116)

Scrolls may be made by any PC (magic using) at 7th level or higher and cannot inscribe spells above their level ability to know or use. (See DMG pg. 117)

Clerics can make Holy Water at 5th level. (See DMG pg. 114)


General Information

TIME

AD&D Time Equals Real Time
1 Turn 10 Rounds 10 minutes
1 Round 10 Segments 1 Minute
1 Segment N/A 6 seconds

Periods in a day

Gary gives us 6 periods in a day in which to check for encounters while on outdoor adventures. Based on this table, I have determined the following:

Time Frame Hours Represented
Morning 8 am till 11:59 am
Noon 12 noon till 3:59 pm
Evening 4 pm till 7:59 pm
Night 8 pm till 11:59 pm
Midnite 12 midnite till 3:59 am
Pre-Dawn 4 am till 7:59 am

DISTANCE/MOVEMENT

Location Measure Equals
Outdoors 1" 10 Yards
Indoors 1" 10 Feet

Base movement is set for each PC.

Base Movement Per Rd/1 min Per Seg/6 sec
6" 60 ft 6 ft
9" 90 ft 9ft
12" 120 ft 12 ft
15" 150 ft 15ft
18" 180 ft 18 ft

So, if it takes someone with base 90' movement in one minute and there are 5280 feet to a mile, then it will take that PC about 58 minutes to walk a mile. Roughly an hour per mile at that pace. That's a pretty slow pace.

BtB, walking outdoors would give that same movement base character the ability to move that 9 miles in half a day or 12 hours.

According the the SRD, if one divides the base movement rate by 5, this is the total # of miles one can travel on fairly flat terrain. Thus again, a PC with 90' base movement rate would travel about 9 miles for the day.

By The Way, Many discussions have it that ALL created PC's will automatically start with a 90' base movement rate, but several character generators create all PC's with a 120' base movement rate.

A 120' base movement rate is more along the lines of typical for a human carrying a light to no load.

ARMOR CLASS TABLE

Type of Armor Armor Class Rating
None 10
Shield only 9
Leather armor or padded armor 8
Leather armor + shield, padded armor + shield, ring mail, or studded leather armor 7
Ring mail + shield, studded leather armor + shield, or scale mail 6
Scale mail + shield, or chain mail 5
Chain mail + shield, banded mail, or splint mail 4
Banded mail + shield, splint mail + shield, or plate mail 3
Plate mail + shield 2

See text (pages 36-38) for complete information on these tables.


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COMBINED WEAPONS TABLES (COMPLETE INFORMATION)

Armor Class Adjustment Damage vs. Opponent
Weapon Weight in G.P. Length Space Required Speed Factor 2 3 4 5 6 7 8 9 10 Size S or M Size L
Awl pike 80 18' 1' 13 -1 0 0 0 0 0 0 -1 -2 1-6 1-12
Axe, battle 75 c. 4' 4' 7 -3 -2 -1 -1 0 0 +1 +1 +2 1-8 1-8
Axe, hand 50 c. 1½' 1' 4 -3 -2 -2 -1 0 0 +1 +1 +1 1-6 1-4
Bardiche 125 c. 5' 5' 9 -2 -1 0 0 +1 +1 +2 +2 +3 2-8 3-12
Bec de corbin 100 c. 6' 6' 9 +2 +2 +2 0 0 0 +1 0 0 1-8 1-6
Bill-guisarme 150 8'+ 2' 10 0 0 0 0 0 0 +1 0 0 2-8 1-10
Bo stick 15 c. 5' 3' 3 -9 -7 -5 -3 -1 0 +1 0 +3 1-6 1-3
Club 30 c. 3' 1'-3' 4 -5 -4 -3 -2 -1 -1 0 0 +1 1-6 1-4
Dagger 10 c. 15" 1' 2 -3 -3 -2 -2 0 0 +1 +1 +3 1-4 1-3
Falchion 80 c. 3½' 3½' 5 -2 -1 0 +1 +1 +1 +1 0 0 2-7 2-8
Fauchard c 60 8'+ 2' 8 -2 -2 -1 -1 0 0 0 -1 -1 1-6 1-8
Fauchard-fork c 80 8' 2' 8 -1 -1 -1 0 0 0 +1 0 +1 1-8 1-10
Fist, bare or open hand - 2'+ 1' 1 -7 -5 -3 -1 0 0 +2 0 +4 1-2 1
Fist, mailed - 2'+ 1' 1 -6 -4 -3 0 0 0 +2 0 +3 1-3 1-2
Flail, footman's 150 c. 4' 6' 7 +2 +2 +1 +2 +1 +1 +1 +1 -1 2-7 2-8
Flail, horseman's 35 c. 2' 4' 6 0 0 0 0 0 +1 +1 +1 0 2-5 2-5
Foot, bare or soft boot - 3'+ 1' 3 -6 -4 -3 0 0 0 +3 +3 +3 1-3 1-2
Foot, hard boot - 3'+ 1' 3 -5 -3 -2 0 0 0 +3 +3 +3 1-4 1-3
Fork, military a c 75 7'+ 1' 7 -2 -2 -1 0 0 +1 +1 0 +1 1-8 2-8
Glaive a c 75 8'+ 1' 8 -1 -1 0 0 0 0 0 0 1-6 1-10
Glaive-guisarme a c 100 8'+ 1' 9 -1 -1 0 0 0 0 0 0 0 2-8 2-12
Guisarme c 80 6'+ 2' 8 -2 -2 -1 -1 0 0 0 -1 -1 2-8 1-8
Guisarme-voulge c 150 7'+ 2' 10 -1 -1 0 +1 +1 +1 0 0 0 2-8 2-8
Halberd 175 5'+ 5' 9 +1 +1 +1 +2 +2 +2 +1 +1 0 1-10 2-12
Hammer, lucern c 150 5'+ 5' 9 +1 +1 +2 +2 +2 +1 +1 0 0 2-8 1-6
Hammer, war 50 c. 2' 4 0 +1 0 +1 0 0 0 0 0 2-5 1-4
Hook fauchard 80 8'+ 2½' 9 -2 -2 -1 -1 0 0 0 0 -1 1-4 1-4
Javelin a 20-30 c. 3'-5' 1' 3-5 -3 -2 -2 -1 0 0 +1 0 +2 1-6 1-6
Jo stick c. 40 3' 2' 2 -8 -6 -4 -2 -1 0 +1 0 +2 1-6 1-4
Lance, heavy horse b 150 c. 14 1' 8 +3 +3 +2 +2 +2 +1 +1 0 0 3-9 3-18
Lance, light horse b 50 10' 1' 6 -2 -2 -1 0 0 0 0 0 0 1-6 1-8
Lance, medium horse b 100 12' 1' 7 0 +1 +1 +1 +1 0 0 0 0 2-7 2-12
Mace, footman's 100 c. 2½' 4' 7 +1 +1 0 0 0 0 0 +1 -1 2-7 1-6
Mace, horseman's 50 c. 1½' 2' 6 +1 +1 0 0 0 0 0 0 0 1-6 1-4
Maul 125 c. 4' 5' 8 +1 +1 +1 +1 +1 +1 0 0 -2 1-8 1-8
Morning star 100-150 3'-5' 4'-6' 7 0 +1 +1 +1 +1 +1 +1 +2 +2 2-8 2-9
Partisian 80 7'+ 3' 9 0 0 0 0 0 0 0 0 0 1-6 2-7
Pick, footman's 60 c. 4' 4' 7 +2 +2 +1 +1 0 -1 -1 -1 -2 2-7 2-8
Pick, horseman's 40 c. 2' 2' 5 +1 +1 +1 +1 0 0 -1 -1 -1 2-5 1-4
Quarter staff 40-50 c. 6'-8' 3' 4 -7 -5 -3 -1 0 0 +1 +1 +1 1-6 1-6
Ranseur c d 50 8'+ 1' 8 -2 -1 -1 0 0 0 0 0 +1 2-8 2-8
Scimitar 40 c. 3' 2' 4 -3 -2 -2 -1 0 0 +1 +1 +3 1-8 1-8
Spear a e 40-60 5'-13'+ 1' 6-8 -2 -1 -1 -1 0 0 0 0 0 1-6 1-8
Spetum d 50 8'+ 1' 8 -2 -1 0 0 0 0 0 +1 +2 2-7 2-12
Sword, bastard f 100 c. 4½' 4'+ 6 0 0 +1 +1 +1 +1 +1 +1 0 2-8 2-16
Sword, broad 75 c. 3½' 4' 5 -3 -2 -1 0 0 +1 +1 +1 +2 2-8 2-7
Sword, long 60 c. 3½' 3' 5 -2 -1 0 0 0 0 0 +1 +2 1-8 1-12
Sword, short 35 c. 2' 1' 3 -3 -2 -2 -1 0 0 +1 0 +2 1-6 1-8
Sword, two-handed 250 c. 6' 6' 10 +2 +2 +2 +2 +3 +3 +3 +1 0 1-10 3-18
Trident 50-70 4'-8'+ 1' 6-8 -3 -2 -1 -1 0 0 +1 0 +1 2-7 3-12
Voulge 125 8'+ 2' 10 -1 -1 0 +1 +1 +1 0 0 0 2-8 2-8

a Weapon does twice the damage indicated by the die (dice) to larger than mansized creatures (L) when it is set (firmly grounded) to receive a charging opponent.

b Weapon does twice the damage indicated by the die (dice) to creatures of any size when it is employed by an attacker riding a charging mount.

c Weapon is capable of dismounting a rider on a successful "to hit" roll.

d Weapon is capable of disarming an opponent on a score required to hit AC 8.

e Weapon does twice the damage indicated by the die (dice) to any opponent when set (firmly grounded) to receive their charge.

f Treat as a longsword if used one-handed for damage and armor class adjustment but not space required nor speed factor, those remain as a bastard sword.


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HURLED WEAPONS AND MISSILES (Complete)

Armor Class Adjustment Damage vs. Opponent
Weapon Weight in G.P. Fire Rate S M L 2 3 4 5 6 7 8 9 10 Size S or M Size L
Axe, hand 50 1 1 2 3 -4 -3 -2 -1 -1 0 0 0 +1 1-6 1-4
Bow, composite, long (arrow) 2 2 6 12 21 -2 -1 0 0 +1 +2 +2 +3 +3 1-6 1-6
Bow, composite, short (arrow) 2 2 5 10 18 -3 -3 -1 0 +1 +2 +2 +2 +3 1-6 1-6
Bow, long (arrow) 2 2 7 14 21 -1 0 0 +1 +2 +3 +3 +3 +3 1-6 1-6
Bow, short (arrow) 2 2 5 10 15 -5 -4 -1 0 0 +1 +2 +2 +2 1-6 1-6
Club 30 1 1 2 3 -7 -5 -3 -2 -1 -1 -1 0 0 1-6 1-4
Crossbow, heavy (quarrel or bolt) 1 ½ 8 16 24 -1 0 +1 +2 +3 +3 +4 +4 +4 2-5 2-7
Crossbow, light (quarrel or bolt) 2 1 6 12 18 -2 -1 0 0 +1 +2 +3 +3 +3 1-4 1-4
Dagger 10 2 1 2 3 -5 -4 -3 -2 -1 -1 0 0 +1 1-4 1-3
Dart 5 3 3 -5 -4 -3 -2 -1 0 +1 0 +1 1-3 1-2
Hammer, war 50 1 1 2 3 -2 -1 0 0 0 0 0 0 +1 2-5 1-4
Javelin 20-30 1 2 4 6 -5 -4 -3 -2 -1 0 +1 0 +1 1-6 1-6
Sling (bullet) 2 1 5 10 20 -2 -2 -1 0 0 0 +2 +1 +3 2-5 2-7
Sling (stone) 1 1 4 8 16 -5 -4 -2 -1 0 0 +2 +1 +3 1-4 1-4
Spear 40-60 1 1 2 3 -3 -3 -2 -2 -1 0 0 0 0 1-6 1-8

Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = Long. Adjust by -2 at all medium ranges, -5 at all long ranges. Note: Ranges are in tens of feet indoors and in tens of yards outdoors. Armor Class Adjustment is based on the weapon or missile being discharged at short range. Adjust by -1 at all medium ranges, -2 at all long ranges.


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ENCUMBRANCE LIMITS FOR CHARACTERS (SHOWN IN G.P.)

Keep in mind that 10 GP = 1 pound. When determining actual weights, divide GP value by 10.(EX. 1,500 GP = 150 pounds).

Encumbrance Category
Strength Unenc. Normal Heavy V. Heavy Encumbered
3 0-39 40-100 101-350 351-700 701-1,150
4-5 0-49 50-150 151-450 451-800 801-1,250
6-7 0-59 60-200 201-550 551-900 901-1,350
8-11 0-89 90-350 351-700 701-1050 1,051-1,500
12-13 0-119 120-450 451-800 801-1,150 1,151-1,600
14-15 0-139 140-550 551-900 901-1,250 1,251-1,700
16 0-159 160-700 701-1,050 1,051-1400 1,401-1,850
17 0-169 170-850 851-1,200 1,201-1,550 1,551-2,000
18 0-179 180-1,000 1,001-1,400 1,401-1,700 1,701-2,250
18/01-50 0-189 190-1,100 1,101-1,450 1,451-1,750 1,751-2,500
18/51-75 0-199 200-1,200 1,201-1,500 1,501-1,800 1,801-2,750
18/76-90 0-209 210-1,300 1,301-1,600 1,601-2,000 2,001-3,000
18/91-99 0-219 220-1,400 1,401-1,700 1,701-2,200 2,201-3,500
18/00 0-249 250-1,500 1,501-1,900 1,901-2,400 2,401-4,500


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TYPES OF ARMOR AND ENCUMBRANCE

Armor Bulk Weight Base Move
Banded Mail bulky 35# 9"
Chain Mail fairly 30# 9"
Chain Mail, Elfin non- 15# 12"
Leather non- 15# 12"
Padded fairly 10# 9"
Plate Mail bulky 45# 6"
Ring Mail fairly 25# 9"
Scale Mail fairly 40# 6"
Shield, Buckler non- 3# -
Shield, Large bulky 10# -
Shield, Medium fairly 8# -
Shield, Small non- 5# -
Shield, Small, Wood non- 3# -
Splint Mail bulky 40# 6"
Studded Leather fairly 20# 9"


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CAPACITY OF VARIOUS CONTAINERS

Characters will no doubt use a variety of containers to store, carry, or safeguard their belongings. The following is a list of potential containers and their capacity in g.p. of encumbrance, maximum interior dimension, and volume:

Container Capacity in G.P. Volume in Cu. Ft.
Backpack 300 3
Box, Wooden, Large 1,000 2
Box, Wooden, Small 500 1
Beltpouch, Large 50 ½
Beltpouch, Small 25 ¼
Chest, Iron, Large 50,000 50
Chest, Iron, Small 10,000 10
Chest, Wood, Large 50,000 50
Chest, Wood, Small 10,000 10
Coffer, Iron, Large 2,000 2
Coffer, Iron, Small 1,000 1
Purse 25 ¼
Sack, Large 400 4
Sack, Small 100 1
Saddlebag, Large 300 3
Saddlebag, Small 100 1
Shirt, Tied 100 1


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LIGHT SOURCES

The table below gives the properties of the usual light sources:

Light Source Radius of Illumination Burning Time "Real Time"
Torch 40' 6 turns 1 hour
Lantern 30' 24 turns* 4 hours
Bullseye Lanthorn 80’** 24 turns* 4 hours
Magic Dagger 10’ infinite
Magic Short Sword 15’ infinite
Magic Long Sword 20’ infinite

"*" Illumination is from burning 1 pot (pint) of fine oil.

"**" Illumination is 1” wide only and can be masked by shutter.

WEAPONS, ARMOR, AND GENERAL REFERENCE TABLES

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THIEF FUNCTION TABLE (PLUS RACIAL ADJUSTMENTS)

Base Chance to
Level of the Thief Pick Pocket Open Locks F/R Traps Move Silent. Hide Shad. Hear Noise Climb Walls Read Lang.
1 30% 25% 20% 15% 10% 10% 85% -
2 35% 29% 25% 21% 15% 10% 86% -
3 40% 33% 30% 27% 20% 15% 87% -
4 45% 37% 35% 33% 25% 15% 88% 20%
5 50% 42% 40% 40% 31% 20% 90% 25%
6 55% 47% 45% 47% 37% 20% 92% 30%
7 60% 52% 50% 55% 43% 25% 94% 35%
8 65% 57% 55% 62% 49% 25% 96% 40%
9 70% 62% 60% 70% 56% 30% 98% 45%
10 80% 67% 65% 78% 63% 30% 99% 50%
11 90% 72% 70% 86% 70% 35% 99.1% 55%
12 100% 77% 75% 94% 77% 35% 99.2% 60%
13 105% 82% 80% 99% 85% 40% 99.3% 65%
14 110% 87% 85% 99% 93% 40% 99.4% 70%
15 115% 92% 90% 99% 99% 50% 99.5% 75%
16 125% 97% 95% 99% 99% 50% 99.6% 80%
17 125% 99% 99% 99% 99% 55% 99.7% 80%
Race of the Thief Pick Pocket Open Locks F/R Traps Move Silent. Hide Shad. Hear Noise Climb Walls Read Lang.
Dwarf - +10% +15% - - - -10% -5%
Elf +5% -5% - +5% +10% +5% - -
Gnome - +5% +10% +5% +5% +10% -15% -
Half-Elf +10% - - - +5% - - -
Halfling +5% +5% +5% +10% +15% +5% -15% -5%
Half-Orc -5% +5% +5% - - +5% +5% -10%

All categories are fully detailed under CHARACTER CLASSES, Thieves. The racial adjustments are applied to the base chances of success for each named category. N.B. The above tables do not take into account dexterity below 13 or above 15. Neither do they account for thieves wearing other than leather armor. For complete information regarding adjustments for these circumstances refer to CHARACTER ABILITIES, Dexterity and CHARACTER CLASSES, Thieves in the AD&D PLAYER'S HANDBOOK.


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WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING

Condition of Surface*
Wall Surface is Best Described as — Non-slippery Slightly Slippery Slippery
Very smooth – few cracks 6' 3' 0'
Smooth but cracked –somewhat rough 12' 6' 3'
Fairly rough & some cracks– very rough 18' 9' 6'
Rough & with many projections and ledges 24' 12' 9'



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ENCOUNTER REACTIONS

Any intelligent creature which can be conversed with will react in some way to the character that is speaking. Reaction is determined by rolling percentile dice, adjusting the score for charisma and applicable loyalty adjustment as if the creature were a henchman of the character speaking, and the modified score of the percentile dice is compared to the table below:


Adjusted Die Score Reaction
01 (or less)-05 Violently hostile, immediate attack*
06-25 Hostile, immediate action*
20-45 Uncertain but 55% prone toward negative
40-55 Neutral, uninterested, uncertain
56-75 Uncertain but 55% prone toward positive
76-95 Friendly, immediate action
96-00 (or greater) Enthusiastically friendly, immediate acceptance

"*" Or morale check if appropriate.


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MORALE

Morale Checks Made When
Faced by obviously superior force* check each round
25% of party** eliminated or slain check at +5%
Leader unconscious check at +10%
50%+ of party** eliminated or slain check at +15%
Leader slain or deserts check at +30%

"*"Such as in melee when one force is hitting twice as often as the other.

"**" Or individual taking this much personal wound damage.


Other Morale Check Modifiers Adjustment
Each enemy deserting -5%
Each enemy slain -10%
Inflicting casualties without receiving any -20%
Each friend killed +10%
Taking casualties without receiving any +10%
Each friend deserting +15%
Outnumbered & outclassed by 3 or more to 1 +20%


Player character's henchmen or associated creatures have a base morale equal to their loyalty score (50% +/- charisma loyalty adjustment). Intelligent monsters have a base morale of 50%, + 5%/hit die above 1, + 1%/hit point above any hit dice.

To check morale, take the base morale (loyalty) score and cast percentile dice. Adjust the score for penalties and bonuses, and if the adjusted score is equal to or less than the loyalty score, morale is good. If the number exceeds the base morale (loyalty) score, the creature will react according to the morale failure table below (using the difference between the maximum score needed to retain morale and the number actually rolled):

Morale Failure by Action Taken
1% to 15% fall back, fighting
16% to 30% disengage-retreat
31% to 50% flee in panic
51% or greater surrender


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DETECTION OF INVISIBILITY TABLE

Creatures possessing 7 levels/hit dice or more may have the ability to detect invisible creatures. The table below gives the probability of detection:

Intelligence Ability Rating
Level/Hit Dice of Creature 0-1 2-4 5-7 8-10 11-12 13-14 15-16 17+
7/7 to 7+ - - - - - - - 5%
8/8 to 8+ - - - - - - 5% 10%
9/9 to 9+ - - - - - 5% 10% 15%
10/10 to 10+ - - - - 5% 15% 20% 25%
11/11 to 11+ - - - 5% 15% 25% 30% 35%
12/12 to 12+ - - 5% 15% 25% 35% 40% 45%
13/13 to 13+ - 5% 10% 25% 35% 45% 50% 55%
14/14 to 14+ 5% 10% 15% 35% 45% 55% 65% 75%
15+ 10% 15% 20% 45% 55% 65% 80% 95%

Note: You may give unintelligent creatures with keen hearing or sense of smell the equivalent of intelligence to reflect detection of invisible creatures. Check each round the creature is exposed to invisibility. Once detected, the invisible creature will be kept track of thereafter, as the detector will be able to note the cause. Any attacks incur the -4 penalty of attacking an invisible opponent, of course, and the invisible creature likewise is entitled to +4 on saving throws.

RECOVERY OF SPELLS

Once rested, magic-users must memorize their spells and clerics must pray and meditate. Allow 15 minutes of game time for memorization or prayer for each spell level. Such activity requires a mind rested by a good sleep and nourished by the body. Required rest for memorizing or praying for spells is as follows:

SPELL LEVEL 1-2 3-4 5-6 7-8 9
Rest time 4 hours 6 hours 8 hours 10 hours 12 hours


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RANGES FOR COMMON HEALING SPELLS AND MAGIC ITEMS

Source of Healing Amount of h.p. Healed
Cure light wounds 1-8 (1d8)
Cure serious wounds 3-17 (2d8 + 1)
Cure critical wounds 6-27 (3d8 + 3)
Heal all but 1-4 (1d4)
Potion of healing 4-10 (2d4 + 2)
Potion of extra healing 6-27 (3d8 + 3)
Staff of curing 6-21 (3d6 + 3)
Keoghtom's ointment 9-12 (1d8+4)


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MATRIX FOR CLERICS AFFECTING UNDEAD, ET AL.

Level of Cleric Attempting to Turn
Type of Undead 1 2 3 4 5 6 7 8 9-13 14+
Skeleton 10 7 4 T T D D D* D* D*
Zombie 13 10 7 T T D D D D* D*
Ghoul 16 13 10 4 T T D D D D*
Shadow 19 16 13 7 4 T T D D D*
Wight 20 19 16 10 7 4 T T D D
Ghast -- 20 19 13 10 7 4 T T D
Wraith -- -- 20 16 13 10 7 4 T D
Mummy a -- -- -- 19 16 13 10 7 4 T
Spectreb -- -- -- 20 19 16 13 10 7 T
Vampirec -- -- -- -- 20 19 16 13 10 4
Ghost d -- -- -- -- -- 20 19 16 13 7
Liche -- -- -- -- -- -- 20 19 16 10
Special**f -- -- -- -- -- -- -- 20 19 13

"*" Number affected is 7-12 rather than 1-12,

"**" Evil creatures from lower planes such as minor demons, lesser devils, night hags, from 1-2 in number, (As a rule of thumb, any creature with armor class of -5 or better, 11 or more hit dice, or 66% or greater magic resistance will be unaffected.)

a A paladin of 1st or 2nd level can be turned by an evil cleric.

b A paladin of 3rd or 4th level can be turned by an evil cleric.

c A paladin of 5th or 6th level can be turned by an evil cleric.

d A paladin of 7th or 8th level can be turned by an evil cleric.

e A paladin of 9th or 10th level can be turned by an evil cleric.

f A paladin of 11th or higher level can be turned by an evil cleric.

Procedure: A d20 is rolled and, if the number shown is matched or exceeded by the die roll, the undead are turned. From 1-12 (or 7-12 or 1-2) undead (or evil creatures from lower planes) are affected:

1. Evil clerics cause the creatures to take neutral or friendly attitude according to a reaction dice score. Neutral undead will ignore the cleric and his or her party; friendly ones will follow the cleric and join the adventure.

2. Good clerics cause the creature to move directly away from his or her person, and stay as far away as possible for not less than 3 nor more than 12 rounds, moving at full speed for the duration if at all possible. The turned undead will be able to come back again, but they are subject to further turning by the cleric.

Failure to score the number shown, or greater, means the turning was unsuccessful. No further attempt by the cleric can be made with respect to the particular undead, and they may proceed to attack or otherwise operate unconstrained.

T: This symbol indicates automatic turning — whether to influence by an evil cleric or actual driving away by a good cleric.

D: This symbol indicates the cleric has automatically brought the undead into friendly status (evil cleric) or destroyed or damned them (good cleric).

--: No effect upon the undead is possible where a dash is shown.

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GRENADE-LIKE MISSILES:

CONTAINERS OF ACID, HOLY/UNHOLY WATER, OIL, POISON AND BOULDERS HURLED BY SUCH 
THINGS AS GIANTS AND SIEGE MACHINES.

Hurling various containers of liquid is a common tactic in dungeon adventures. For game purposes it is necessary to make certain assumptions regarding all such missiles.

Size:

Acid — ½ pint (8 oz.)
Holy/Unholy Water — ¼ pint (4 oz.)
Oil — 1 pint (16oz.)
Poison — ¼ pint (4 oz.)


Effect:

Damage from a
Liquid Contents Area of Effect Splash Direct Hit
—acid 1' diameter 1 h.p. 2-8 h.p.
—holy/unholy water 1' diameter 2 h.p. 2-7 h.p.
—oil, alight 3' diameter 1-3 h.p.* 2-12 h.p. + 1-6 h.p.**
—poison 1' diameter special special

"*" Flaming oil splashed on a creature will burn for 1-3 segments, causing 1 hit point of damage per segment.

"**" Direct hit with flaming oil causes 2-12 hit points of damage the first round, and 1-6 additional hit points of damage the second round, but then burns out.


Range:

The range of all such container missiles is 3", Beyond 1" is medium, and beyond 2" is long (-2 and -5 "to hit" respectively).

Hits: When the die roll indicates the missile has hit, then it is necessary to roll again to see if the container shatters or not — use the Blow, Crushing column on the ITEM SAVING THROW MATRIX — unless special procedures were taken to weaken the container, i.e. the container was specially scored, it is particularly fragile, etc. Damage occurs only if the container breaks, except with regard to oil which must be alight (flaming) to cause damage. Poison special is dependent upon whether or not the poison is a contact poison or if the container was hurled into the mouth of the target creature. In the latter case, breakage is not necessary if the container was unstoppered; if stoppered check saving throw for breakage using the Blow, Normal column of the ITEM SAVING THROW MATRIX. If oil has been specially prepared by insertion of a rag into the opening of the container (or wrapped around the neck of the container) and set afire prior to hurling, it will burst into flame when the container breaks upon target impact; otherwise, a torch or other means of causing combustion must be brought into contact with the oil.

Splash Hits: All creatures within three feet of the impact and breaking point of the container missile must save versus poison or be splashed with the contents of the shattered container.

Boulders are considered, for game purposes, to be 1' in diameter for giants, 2' in diameter for siege engines. Range and damage of siege machines is given in the appropriate section. (See MONSTER MANUAL, Giant for giants' abilities.)

Misses: If the "to hit" die roll indicates a miss, roll 1d6 and 1d8. The d6 indicates the distance in feet the missile was off target. (If the target was large, simply compute the distance from the appropriate portion of the target, i.e, the character aims at a section of the floor which is 1' square, and miss distance is measured from the appropriate edge as explained below.) The d8 indicates the direction in which the distance in feet of the miss is measured:

1 = long right 5 = short left
2 = right 6 = left
3 = short right 7 = long left
4 = short (before) 8 = long (over)


At short range you may optionally use d4 to determine distance off target, but then use d8 for long range distance determination. If the missile is hurled at a plane such as a wall, read long as high, short as low, measuring up the wall and then along the ceiling or down and then along the floor.

Lighting Oil: If a torch is used to attempt to light spilled oil, use above procedures for misses, as it still could land in the puddle of oil or oil covered area. A lantern should be handled similarly, but also allow it a 2' diameter flaming oil area. Crossing Flaming Oil: Leaping over a puddle of flaming oil will cause no damage, unless the creature so doing is highly inflammable. Creatures with garments of cloth must save versus Fire, Normal on the ITEM SAVING THROW MATRIX or have their garments catch fire. Walking through or standing in flaming oil will cause the creature to take 1-6 hit points of damage per melee round.

Holy/Unholy Water: All forms of undead, as well as creatures from the lower planes (demons, devils, night hags, night mares, etc,) are affected by HOLY WATER. Paladins, lammasu, shedu, ki-rin, and similar creatures of good (or from the upper planes) are affected by UNHOLY WATER. The liquid causes the affected creature to suffer a burning as if struck by acid. Undead in non-material form cannot be harmed by holy water, i.e. until a ghost takes on material form, it is unaffected, and a vampire in gaseous form cannot be harmed by holy water.


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COMBAT AND SAVING THROW TABLES

I.A. ATTACK MATRIX FOR CLERICS, DRUIDS, AND MONKS

20-sided Die Score to Hit by Level of Attacker
Opponent Armor Class 1-3 4-6 7-9 10-12 13-15 16-18 19+
-10 25 23 21 20 20 20 19
-9 24 22 20 20 20 19 18
-8 23 21 20 20 20 18 17
-7 22 20 20 20 19 17 16
-6 21 20 20 20 18 16 15
-5 20 20 20 19 17 15 14
-4 20 20 20 18 16 14 13
-3 20 20 19 17 15 13 12
-2 20 20 18 16 14 12 11
-1 20 19 17 15 13 11 10
0 20 18 16 14 12 10 9
1 19 17 15 13 11 9 8
2 18 16 14 12 10 8 7
3 17 15 13 11 9 7 6
4 16 14 12 10 8 6 5
5 15 13 11 9 7 5 4
6 14 12 10 8 6 4 3
7 13 11 9 7 5 3 2
8 12 10 8 6 4 2 1
9 11 9 7 5 3 1 0
10 10 8 6 4 2 0 -1

Missiles: -5 at long range, -2 at medium range.


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I.B. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HALFLINGS AND HUMANS

20-sided Die Score to Hit by Level of Attacker
Opponent Armor Class 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
-10 26 25 23 21 20 20 20 18 16 14
-9 25 24 22 20 20 20 19 17 15 13
-8 24 23 21 20 20 20 18 16 14 12
-7 23 22 20 20 20 19 17 15 13 11
-6 22 21 20 20 20 18 16 14 12 10
-5 21 20 20 20 19 17 15 13 11 9
-4 20 20 20 20 18 16 14 12 10 8
-3 20 20 20 19 17 15 13 11 9 7
-2 20 20 20 18 16 14 12 10 8 6
-1 20 20 19 17 15 13 11 9 7 5
0 20 20 18 16 14 12 10 8 6 4
1 20 19 17 15 13 11 9 7 5 3
2 19 18 16 14 12 10 8 6 4 2
3 18 17 15 13 11 9 7 5 3 1
4 17 16 14 12 10 8 6 4 2 0
5 16 15 13 11 9 7 5 3 1 -1
6 15 14 12 10 8 6 4 2 0 -2
7 14 13 11 9 7 5 3 1 -1 -3
8 13 12 10 8 6 4 2 0 -2 -4
9 12 11 9 7 5 3 1 -1 -3 -5
10 11 10 8 6 4 2 0 -2 -4 -6

Missiles: -5 at long range, -2 at medium range.


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I.C. ATTACK MATRIX FOR MAGIC-USERS AND ILLUSIONISTS

20-sided Die Score to Hit by Level of Attacker
Opponent Armor Class 1-5 6-10 11-15 16-19 21+
-10 26 24 21 20 20
-9 25 23 20 20 20
-8 24 22 20 20 19
-7 23 21 20 20 18
-6 22 20 20 19 17
-5 21 20 20 18 16
-4 20 20 20 17 15
-3 20 20 19 16 14
-2 20 20 18 15 13
-1 20 20 17 14 12
0 20 19 16 13 11
1 20 18 15 12 10
2 19 17 14 11 9
3 18 16 13 10 8
4 17 15 12 9 7
5 16 14 11 8 6
6 15 13 10 7 5
7 14 12 9 6 4
8 13 11 8 5 3
9 12 10 7 4 2
10 11 9 6 3 1

Missiles: -5 at long range, -2 at medium range.


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I.D.1. ATTACK MATRIX FOR THIEVES AND ASSASSINS

+20-sided Die Score to Hit by Level of Attacker
Opponent Armor Class 1-4 a 5-8 b 9-12 c 13-16 d 17-20 d 21+ d
-10 26 24 21 20 20 20
-9 25 23 20 20 20 19
-8 24 22 20 20 20 18
-7 23 21 20 20 19 17
-6 22 20 20 20 18 16
-5 21 20 20 19 17 15
-4 20 20 20 18 16 14
-3 20 20 19 17 15 13
-2 20 20 18 16 14 12
-1 20 20 17 15 13 11
0 20 19 16 14 12 10
1 20 18 15 13 11 9
2 19 17 14 12 10 8
3 18 16 13 11 9 7
4 17 15 12 10 8 6
5 16 14 11 9 7 5
6 15 13 10 8 6 4
7 14 12 9 7 5 3
8 13 11 8 6 4 2
9 12 10 7 5 3 1
10 11 9 6 4 2 0

Missiles: -5 at long range, -2 at medium range.

a Thieves and assassins double damage from a surprise back stab.

b Thieves and assassins triple damage from a surprise back stab.

c Thieves and assassins quadruple damage from a surprise back stab.

d Thieves and assassins quintuple damage from a surprise back stab.


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OPPONENT ARMOR CLASS DESCRIPTION (IF ARMOR IS WORN)

Armor Class Type of Armor
2 Plate mail + shield
3 Banded mail + shield, splint mail + shield, or plate mail
4 Chain mail + shield, banded mail, splint mail
5 Scale mail + shield, or chain mail
6 Ring mail + shield, studded leather armor + shield, or scale mail
7 Leather armor + shield, padded armor + shield, ring mail, or studded leather armor
8 Leather armor or padded armor
9 Shield only
10 None

Armor class below 10 is not possible. Armor class above 2 is easily possible due to magical bonuses and dexterity bonuses. To determine a "to hit" number not on the charts, project upwards by 1's (5% increments), repeating 20 six times before continuing with 21 (cf. MATRIX I.A.).


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CREATURES STRUCK ONLY BY MAGIC WEAPONS

Despite special defenses which protect certain creatures from attacks by nonmagical weapons, these monsters can be effectively hit by attackers as follows:

Attacker Must Have The Following
Defender is Hit by Weapon Hit Only by OR Hit Dice of*
+1 or better +1 or better 4 + 1 or better
+2 or better +2 or better 6 + 2 or better
+3 or better +3 or better 8 + 3 or better
+4 or better +4 or better 10 + 4 or better

"*" This does not apply to characters of any sort.


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II.D.2. ASSASSINS' TABLE FOR ASSASSINATIONS*

+Level of the Intended Victim
Level of the Assassin 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18+
1 50% 45% 35% 25% 10% 1% --- --- --- ---
2 55% 50% 40% 30% 15% 2% --- --- --- ---
3 60% 55% 45% 35% 20% 5% --- --- --- ---
4 65% 60% 50% 40% 25% 10% 1% --- --- ---
5 70% 65% 55% 45% 30% 15% 5% --- --- ---
6 75% 70% 60% 50% 35% 20% 10% 1% --- ---
7 80% 75% 70% 55% 40% 25% 15% 5% --- ---
8 85% 80% 80% 60% 45% 30% 20% 10% 2% ---
9 90% 90% 85% 70% 55% 40% 30% 20% 5% ---
10 95% 95% 90% 75% 60% 45% 35% 25% 10% 1%
11 99% 99% 95% 80% 65% 50% 40% 30% 15% 5%
12 100% 100% 99% 85% 70% 55% 45% 35% 20% 10%
13 100% 100% 99% 95% 80% 65% 50% 40% 25% 15%
14 100% 100% 100% 99% 90% 75% 60% 50% 35% 25%
15 100% 100% 100% 100% 99% 85% 70% 60% 40% 30%

The percentage shown is that for success under near optimum conditions. You may adjust slightly upwards for perfect conditions (absolute trust, asleep and unguarded, very drunk and unguarded, etc.). Similarly, you must deduct points if the intended victim is wary, takes precautions, and/or is guarded. If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved, and the precautions, if any, of the target character should be compared against the plan. Weapon damage always occurs and may kill the victim even though "assassination" failed.

"* "Or attacks on helpless opponents by any character class.


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II. ATTACK MATRIX FOR MONSTERS (INCLUDING GOBLINS, HOBGOBLINS, KOBOLDS, AND ORCS)

20-sided Die Score to Hit by Monster's Hit Dice Number
Opponent Armor Class up to 1-1 1-1 1 1+ 2-3+ 4-5+ 6-7+ 8-9+ 10-11+ 12-13+ 14-15+ 16-17+ 18-19+ 20-21+ 22-23+ 24-25+ 26+
-10 26 25 24 23 21 20 20 20 20 19 18 17 15 14 13 12 11
-9 25 24 23 22 20 20 20 20 19 18 17 16 14 13 12 11 10
-8 24 23 22 21 20 20 20 20 18 17 16 15 13 12 11 10 9
-7 23 22 21 20 20 20 20 19 17 16 15 14 12 11 10 9 8
-6 22 21 20 20 20 20 19 18 16 15 14 13 11 10 9 8 7
-5 21 20 20 20 20 20 18 17 15 14 13 12 10 9 8 7 6
-4 20 20 20 20 20 19 17 16 14 13 12 11 9 8 7 6 5
-3 20 20 20 20 19 18 16 15 13 12 11 10 8 7 6 5 4
-2 20 20 20 20 18 17 15 14 12 11 10 9 7 6 5 4 3
-1 20 20 20 19 17 16 14 13 11 10 9 8 6 5 4 3 2
0 20 20 19 18 16 15 13 12 10 9 8 7 5 4 3 2 1
1 20 19 18 17 15 14 12 11 9 8 7 6 4 3 2 1 0
2 19 18 17 16 14 13 11 10 8 7 6 5 3 2 1 0 -1
3 18 17 16 15 13 12 10 9 7 6 5 4 2 1 0 -1 -2
4 17 16 15 14 12 11 9 8 6 5 4 3 1 0 -1 -2 -3
5 16 15 14 13 11 10 8 7 5 4 3 2 0 -1 -2 -3 -4
6 15 14 13 12 10 9 7 6 4 3 2 1 -1 -2 -3 -4 -5
7 14 13 12 11 9 8 6 5 3 2 1 0 -2 -3 -4 -5 -6
8 13 12 11 10 8 7 5 4 2 1 0 -1 -3 -4 -5 -6 -7
9 12 11 10 9 7 6 4 3 1 0 -1 -2 -4 -5 -6 -7 -8
10 11 10 9 8 6 5 3 2 0 -1 -2 -3 -5 -6 -7 -8 -9

Note: Any plus above +3 equals another hit die, i.e., 6+6 equals 7 hit dice. Missiles: -5 at long range, -2 at medium range.


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MISSILE FIRE AND CONCEALMENT ADJUSTMENTS

Adjust the armor class of the target creature as follows if cover (hard substances which protect) or concealment (soft substances which screen) exists:

Target has about — Armor Class Bonus
25% cover +2
50% cover +4
75% cover +7
90% cover +10
25% concealment +1
50% concealment +2
75% concealment +3
90% concealment +4

Hard cover will increase chances for saving throws as noted. Cover equal to 90% (or better) will also give the target creatures the benefit of no damage whatsoever if the appropriate saving throw is successful.


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SPECIAL "TO HIT" BONUSES

The following general rules will be of assistance when you must adjudicate melee combat or missile fire:

Opponent encumbered, held by one leg, off balance, etc. +2
Opponent stunned, held by both legs, slowed, partially bound, etc. +4
Opponent magically asleep, held, paralyzed, or totally immobile Automatic

Magically Sleeping or Held Opponents:

If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents are automatically struck by any attacks or attack routines to which they would normally be subject, at twice the normal rate and the maximum damage possible according to the weapon type or attack mode. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS' TABLE FOR ASSASSINATIONS above).

SPECIAL ARMOR CLASS CONSIDERATIONS

The direction of an attack alters certain armor class considerations for a defender. These are as follows:

Direction of Attack "to hit" Shield Dexterity
Flank attack normal no no
Rear attack +2 no no

Note: A buckler or small shield will only provide protection against one frontal attacker per melee round, a medium shield, 2 attackers, and a large shield, 3 attackers.



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SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES

Attack to be Saved Against
Character Class & Experience Level Paralyzation,Poison, or Death Magic Petrification or Polymorph* Rod, Staff, or Wand Breath Weapon** Spell***
Clerics a 1-3 10 13 14 16 15
4-6 9 12 13 15 14
7-9 7 10 11 13 12
10-12 6 9 10 12 11
13-15 5 8 9 11 10
16-18 4 7 8 10 9
19+ 2 5 6 8 7
Fighters b 0 16 17 18 20 19
1-2 14 15 16 17 17
3-4 13 14 15 16 16
5-6 11 12 13 13 14
7-8 10 11 12 12 13
9-10 8 9 10 9 11
11-12 7 8 9 8 10
13-14 5 6 7 5 8
15-16 4 5 6 4 7
17+ 3 4 5 4 6
Magic-users c 1-5 14 13 11 15 12
6-10 13 11 9 13 10
11-15 11 9 7 11 8
16-20 10 7 5 9 6
21+ 8 5 3 7 4
Thieves d 1-4 13 12 14 16 15
5-8 12 11 12 15 13
9-12 11 10 10 14 11
13-16 10 9 8 13 9
17-20 9 8 6 12 7
21+ 8 7 4 11 5

"*" Excluding polymorph wand attacks.

"**" Excluding those which cause petrification or polymorph

"***" Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc

a Includes Druids.

b Includes Paladins, Rangers, and 0 level types.

c Includes Illusionists.

d Includes Assassins and Monks.

N.B.: A roll of 1 is always failure, regardless of magical protections, spells, or any other reasons which indicate to the contrary. Multi-class characters, characters with two classes, and bards check the matrix for each class possessed, and use the most favorable result for the type of attack being defended against.

SAVING THROW MATRIX FOR MONSTERS

A. All monsters use the matrix for characters.

B. Hit dice equate to Experience Level, with every one to four plusses in hit points moving the creature upwards by one hit die, so that 1 + 1 to 1 + 4 becomes 2, 1 + 5 to 1 + 8 becomes 3, etc. (Exception: See D. below.)

C. Most monsters save as fighters, except:

D. Non-intelligent creatures save at an Experience Level equal to one-half their hit dice, rounded upwards, except with regard to Poison or Death Magic.


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SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS

Attack Form and Number (See below for full description)
Item Description acid-1 crushing blow-2 normal blow-3 dis -4 fall-5 fireball-6 magic fire-7 normal fire-8 frost-9 lightening-10 electric-11
Bone or Ivory 11 16 10 20 6 17 9 3 2 8 1
Ceramic 4 18 12 19 11 5 3 2 4 2 1
Cloth 12 6 3 20 2 20 16 13 1 18 1
Crystal or Vial 6 19 14 20 13 10 6 3 7 15 5
Glass 5 20 15 20 14 11 7 4 6 17 1
Leather or Book 10 4 2 20 1 13 6 4 3 13 1
Liquid* 15 0 0 20 0 15 14 13 12 18 15
Metal, hard 7 6 2 17 2 6 2 1 1a 11 1
Metal, soft or Jewelry** 13 14 9 19 4 18 13 5 1 16 1
Mirror*** 12 20 15 20 13 14 9 5 6 18 1
Parchment or Paper 16 11 6 20 0 25 21 18 2 20 1
Stone, small or Gem 3 17 7 18 4 7 3 2 1 14 2
Wood or Rope, thin 9 13 6 20 2 15 11 9 1 10 1
Wood or Rope, thick 8 10 3 19 1 11 7 5 1 12 1

'*' Potions, magical oils, poisons, acids while container remains intact. '**' Includes pearls of any sort. '***' Silvered glass. Treat silver mirror as "Metal, soft" and steel mirror as "Metal hard."

a If exposed to extreme cold then struck against a very hard surface with force, saving throw is -10 on die!

Magical Items: Gain +2 on all rolls plus +1 for each plus they have above +1, i.e., +1 = +2 on saving throw, +2 = +3 on saving throw. Furthermore, the magic item gains +5 on saving throws against attack forms in it's own mode, i.e. blow vs. shield, fireball vs. ring of fire resistance or fireball wand.

Non-magical ltems: Those items which do not exactly conform to item descriptions above can be interpolated. It is assumed that the item in question is actually exposed to the form of attack, i.e. the blow falls on the item, the fall is such as to not cushion the item, the fire actually contacts the item, etc. As with magical items, non-magical items gain +5 versus attacks in their own mode.

1. Acid: This assumes a considerable volume of strong acid (black dragon or giant slug spittle) or immersion for a period which would affect the item.

2. Blow, Crushing: This assumes that the item is struck by a weighty faIling object or a blow from on ogre's or giant's weapon, for example. Another example would be a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a hard surface) or dropped from a height. A piece of cloth can be ripped or torn by a crushing blow.

3. Blow, Normal: This assumes on attack by a normal-strength opponent or only fairly heavy object which strikes the object. This also applies to a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a tough, but slightly yielding, surface.

4. Disintegration: This is the magical effect.

5. Fall: This assumes the item falls about 5' and comes into contact with a hard (stone-like) surface. A softer surface (wood-like) gives a +1 on the saving throw, and a fleshy-soft surface gives +5. For each 5' over the first 5' the item falls, subtract -1 from the die roll to save.

6. Fireball: This is the magical fireball, meteor swarm, (red) dragon breath, etc.

7. Fire, Magical: This is the magical wall of fire, fire storm, flame strike, etc.

8. Fire, Normal: This assumes a hot fire such as produced by a blazing wood fire, flaming oil, and the like. The item in question would have to be exposed to the fire for an amount of time sufficient to have an. effect, i.e. paper or parchment for but 1 melee round, cloth for 2, bone or ivory for 3, etc.

9. Frost, Magical: This is the magical frost or cold such as dragon breathes or spells such as cone of cold or ice storm.

10. Lightning Bolt: This is a magical attack from lightning called from the sky, blue dragon breath, etc.

11. Electrical Discharge/Current: The "shock" of an electric eel, magical items, traps, etc.



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PSIONIC ATTACK UPON DEFENSELESS PSIONIC

Defender's Psionic Strength Total
Current Attack Strength Attack Mode 10-59 60-109 110-159 160-209 210-259 260-309 310
01-25 Psionic Blast20 D C C 15 10 5 5
Mind Thrust4 W W 40 35 30 25 20
Ego Whip7 30 25 20 15 10 5 5
Id Insinuation10 40 35 30 25 20 15 10
Psychic Crush14 72% 60% 50% 40% 30% 20% 10%
26-50 Psionic Blast20 S D C C 15 10 5
Mind Thrust4 W W W 40 35 30 25
Ego Whip7 35 30 25 20 15 10 5
Id Insinuation10 R 40 35 30 25 20 15
Psychic Crush14 75% 62% 52% 42% 32% 22% 12%
51-75 Psionic Blast20 W S D C C 15 10
Mind Thrust4 P W W W 40 35 30
Ego Whip7 40 35 30 25 20 15 10
Id Insinuation10 R R 40 35 30 25 20
Psychic Crush14 79% 65% 55% 45% 35% 25% 15%
76-100 Psionic Blast20 P W S D C C 15
Mind Thrust4 P P W W W 40 35
Ego Whip7 P 40 35 30 25 20 15
Id Insinuation10 R R R 40 35 30 25
Psychic Crush14 84% 69% 59% 49% 39% 29% 19%
101-125 Psionic Blast20 K P W S D C C
Mind Thrust4 P P P W W W 40
Ego Whip7 I P 40 35 30 25 20
Id Insinuation10 R R R R 40 35 30
Psychic Crush14 90% 74% 64% 54% 44% 34% 24%
126+ Psionic Blast20 K K P W S D C
Mind Thrust4 P P P P W W W
Ego Whip7 I I P 40 35 30 25
Id Insinuation10 R R R R R 40 35
Psychic Crush14 97% 80% 70% 60% 50% 40% 30%


Defender's Psionic Strength Total is the score prior to any reductions, even though the current total for the individual could be as low as 0. The attacker's Current Attack Strength & Attack Mode are compared with the Defender's Psionic Strength Total, reading across, and a result is obtained.

Numbers indicate the number of the defender's psionic attack points lost.

Letters:

C = Confused for 2-8 rounds, no psionic activity possible

D = Dazed for 1-4 turns, no psionic or other activity

I = Idiocy, psionic ability lost forever, though idiocy is curable by a heal spell

K = Killed, raising/resurrection is possible, but psionic ability is lost

P = Permanent loss of one attack or defense mode or psionic discipline*, and dazed as above

S = Sleeping in a coma for 1-4 weeks (catatonic state 99% likely to be mistaken for death)

R = Robot — mind under control of victor until released or 2-8 weeks have elapsed and a saving throw versus spells is made

W = Wounded psionically, one attack or defense mode or psionic discipline* unusable for 2-8 weeks

'*' Choose randomly from among all attack and defense modes and psionic disciplines.

Note: Psionic creatures with mind bar ability will take damage only after all psionic strength is lost, so treat letter results as -40 points until 0 is reached. Damage accruing beyond the point where 0 psionic attack points was reached results in physical damage (hit points) being taken by the defender on a point for point basis.

Note: The subscripted numbers following the names of the attack modes (as in Psionic Blast20) are the costs, in attack points, of using the modes.



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PSIONIC ATTACK RANGES AND DAMAGE ADJUSTMENT

Attack Range
Attack Mode Short Medium Long
A. Psionic Blast 2” 4” 6”
B. Mind Thrust 3" 6” 9”
C. Ego Whip 4” 8” 12”
D. Id Insinuation 6” 12” 18”
E. Psychic Crush 6” 12” 18”

Attacks in series add 50% to range for each psionic linked, i.e. 2 = 200% of range, 3 = 250% of range, etc. Expenditure of double or treble points by an individual will double or treble range of attack modes B, C, or D.

Attack Mode Area of Effect
A. Psionic Blast ½” base, 6” length, 2” terminus cone
B. Mind Thrust 1 creature
C. Ego Whip 1 creature
D. Id Insinuation 2" x 2" area within range
E. Psychic Crush* 1 creature

'*' User may use only defense mode G, Thought Shield.

Medium range attacks reduce damage by 20%, fractions rounded up.

Long range attacks reduce the attacker's effective total psionic strength by one category (25 points) and reduce damage by 20%, fractions rounded up. If the attacker is already in the 01-25 strength range, damage is reduced 50%, fractions being dropped.



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PSIONIC COMBAT TABLES

PSIONIC VS. PSIONIC IN MENTAL COMBAT

Defense Mode
"Total Psionic Strength Attack Mode Mind Blank1 Thought Shield2 Mental Barrier3 Intellect Fortress8 Tower of Iron Will10
01-25 Psionic Blast20 3 7 4 1 0
Mind Thrust4 12 4 0 0 1
Ego Whip7 8 3 0 0 0
Id Insinuation10 1 6 8 1 1
Psychic Crush14 2% --- --- --- ---
26-50 Psionic Blast20 6 9 6 2 0
Mind Thrust4 15 6 1 0 2
Ego Whip7 12 4 0 0 0
Id Insinuation10 2 8 10 3 3
Psychic Crush14 5% 2% 1% --- ---
51-75 Psionic Blast20 10 12 9 4 1
Mind Thrust4 18 9 2 2 3
Ego Whip7 17 6 1 1 1
Id Insinuation10 4 11 13 7 6
Psychic Crush14 9% 4% 2% 1% ---
76-100 Psionic Blast20 15 16 13 7 2
Mind Thrust4 13 5 4 5
Ego Whip7 23 9 3 2 3
Id Insinuation10 7 15 17 12 10
Psychic Crush14 14% 7% 5% 3% 2%
101-125 Psionic Blast20 21 21 18 11 4
Mind Thrust4 26 18 9 7 8
Ego Whip7 30 13 6 4 6
Id Insinuation10 11 20 22 18 15
Psychic Crush14 20% 11% 9% 6% 4%
126+ Psionic Blast20 28 27 24 16 7
Mind Thrust4 24 16 11 12
Ego Whip7 38 18 10 7 10
Id Insinuation10 16 26 28 25 21
Psychic Crush14 27% 16% 14% 10% 7%

Total Psionic Strength is the attackers attack and defense point strength total prior to the subtraction of attack points for the current attack segment and defense points for the current defense mode for that same segment. (These points, along with losses, if any, are taken only at the end of the segment.) ALL ATTACKS AND DEFENSES ARE SIMULTANEOUS.

The Attack Mode is compared to the Defense Mode, reading across, and a result is obtained.

Numbers indicate the number of points of defense strength lost by the defender.

Psychic Crush shows the percentage chance of instantly killing the opponent. Any score above that shown for the defensive mode used indicates no effect. A dash indicates no possible chance of causing instant death. When both sides have attacked once and defended once the psionic combat segment is over. All points of strength expended in attacking and defending are totaled separately, points lost due to attack are added, and a new Total Psionic Strength is determined for each side. EXCEPTION: If a psychic crush succeeds, the defender is dead, and adjustments are made only for the victor's strength.

Note: The subscripted numbers following the names of the attack and defense modes (as in Psionic Blast20) are the costs, in attack or defense points respectively, of using the modes.


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PSIONIC BLAST ATTACK UPON NON-PSIONIC CREATURE

Saving Throw at Attack Range
Attacked Creature's Total Intelligence & Wisdom** Short Medium Long Likely Result if Saving Throw is not Successful (d100 Result)
0-5 20 19 18 death (01-85)
6-9 18 17 16 coma, 2-12 days (11-90)
10-13 16 15 14 sleep, 5-20 turns (16-90)
14-17 14 13 12 stun, 2-8 turns (11-90)
18-21 12 11 10 confuse, 1-4 turns (16-90)
22-25 10 9 8 enrage, 2-8 rounds (16-90)
26-29 8 7 6 panic, 2-8 rounds (16-90)
30-33 6 5 4 feeblemind (16-90)
34-35 4 3 2 permanent insanity (21-85)
36-37 2 1 0 insanity 2-12 weeks (16-90)
38+ 0 -1 -2 insanity 1-4 weeks (16-00)


Saving Throw Dice Adjustments

Additions
dwarf +4 intellect fortress in 10' +2
elf +2 mind blank spell +2
halfling +4 helm of telepathy† +4
cleric +2 tower of iron will in 3' +6
magic-user +1 mind bar +6
Subtractions
panicked -1 using psionic related power* -4
enraged -1 using ESP device -5
confused -2 feebleminded **
hopeless -3 insane ***
stunned -3

† The helm of telepathy will cause the attacker to be stunned for 1-4 rounds if the defender's saving throw is successful.

'*' These powers or spells are:

astral projection dimension door invisibility (any sort) suggestion
augury divination know alignment symbol
charm monster empathy levitation telekinesis
charm person enlarge locate object telempathy
clairaudience ESP magic jar teleportation
clairvoyance etherealness plane shift true seeing
confusion feeblemind polymorph self
detect evil/good feign death quest
detect magic geas shape change

'**' A feebleminded person has a combined intelligence and wisdom score of 0-5. Monsters of low intelligence have a wisdom of 2-8, average 3-12, very/highly 4-16, exceptional/genius 8-18, supra-genius 8-20, and god-like 9-24.

'***' Insane creatures cannot be psionically attacked.



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