Author: Bryan Fazekas

  • Gendin’s Journal – Who Am I?

    updated 01/10/2025

    a page from the journal of Gendin,
    son of Arissa and Temone
    of the dwarven Clan Gilderlo

    Author’s note: Continents such as Trivana are considered “worlds” by their inhabitants, while the entire world is referred to simply as GeKeb. The point of view of Gendin is limited by his people’s concept of the term “world”, and his understanding of what GeKeb is.


    Who Am I?

    June, 1500 AWR

    I am Gendin, son of Arissa and Temone of the dwarven Clan Gilderlo. I write this journal to record events important to myself and possibly to future generations. Some entries may be published in my lifetime, but others? None shall read them during my lifetime, but once I have passed from this world, this journal will be available.

    I was known in my youth as the Assassin of Sathea, a name I earned. My father was the master of Red Owl of Sathea, an organization formed by the famed killer Gimlock after the Council of Rendelshod disappeared. Gisine, daughter of Meselda and Thorin of the Clan Gilderlo, was the first Master of Red Owl. The leadership of Red Owl has passed down through her direct descendants for over thirteen centuries until now.

    Red Owl could be described as the premiere criminal enterprise in Sathea for all of its existence. In my youth I was proud of that heritage, but time and experienced have changed me.

    In my eighty-eighth year I retrieved and accepted the Sword of Cieldren and in doing so accepted the mantle of Champion of the dwarven god Cieldren. I freed my god from his servitude and slew his brother Reamon, who had made him captive.

    The man I had been was no more – being in the service of my god changed me profoundly. I continue to excel at the arts of combat, but no longer kill for a sack of gold and gems. I fight for the protection of the dwarven people.

    With my father’s death, Red Owl disbanded. I had a new calling, and even if I did not, I had no more stomach for murder. Killing does not bother me, but I will not kill simply because someone else paid me.

    I recently completed my “century of service” as the Champion of Cieldren (actually one hundred eighteen years) and passed the Sword to Lisbet, the new Champion. I kicked a lot of dragons when I chose a woman, but I have been kicking dragons since I was a child, so it should not surprise anyone who knows me.

    Now in retirement, I am debating what to do with my life. I am relaxing at the Castle Rendelshod, considering what I want to do. Other than reading I have not had much in the line of hobbies, and while I have numerous basic skills, I do not have a pull towards any craft.

    The surviving Council members have invited me to join them, and I am strongly considering it. I am not ready for a sedentary life, and membership in the Council of Rendelshod will ensure I am active. It may also ensure that I do not die in bed of old age, but that is not something I have considered as an ending.

  • Gendin’s Journal

    updated 01/10/2025

    the list of Journal entries is below, which is not guaranteed to always be up to date

    February 2021

    When I fleshed out my first campaign world, Trivana, in the early 1980’s, I wrote in the voice of various sages and historians to provide a high level description of some events that shaped the world. I’m doing the same thing again, using Gendin’s journal as a vehicle for comments on historical events and people, and to provide background for more recent events. This will include brief biographies of major players in the world.

    Who is Gendin of the dwarven Clan Gilderlo?

    Gendin, son of Arissa and Temone of the Clan Gilderlo, started adult life as an assassin in a long line of assassins. The dwarven god Cieldren saw something in the murderer that none others did, and chose him to become his champion. Gendin went on to find the fabled Sword of Cieldren, the weapon of the champions, and to free Cieldren from captivity.

    He was later instrumental in bringing the Council of Rendelshod forward in time, and with their help he slew the demon lord Jxtl in his fortress in the Abyss. After passing the Sword of Cieldren to his successor Lisabet (the first female Champion), he joined the Council of Rendelshod and fought along side them for over a century, after which he retired to a quiet life in the city of Rendelshod.

    Gendin is a direct descendent of Meselda and Thorin, founders of the Clan Gilderlo and founding members of the Council of Rendelshod. The Council was disappeared over 1,400 years ago and was believed killed. Actually, they were brought forward in time by Gendin’s accidental action, so he got the opportunity to interact with his oldest known ancestors. He refers to Meselda, Thorin, their son Baldor, and their daughter Gisine (whom Gendin is descended from), as his “great great and then some” grandparents or uncle (in Baldor’s case).

    Years in the calendar are normally counted from the year the reformed Lords of Rendelshod defeated the demon lord Jxtl. This is referred to After the Wars of Rendelshod, abbreviated AWR. The previous calendar was counted from the ending of the original wars of Rendelshod, which was punctuated by the sack of the northern kingdoms 7,926 years prior. This calendar is abbreviated ASNK, After the Sack of the Northern Kingdoms.

    Much of the above lore is mentioned in the writings of other sages, and I’ll be filling in gaps in coming months.

    Note: In January 2025 I am fixing timeline problems. I spotted inconsistencies and had to adjust the timeline to fix it. I’m going through my numerous writings, adjusting dates to the revised timeline as I find them.

    List of Posts

    Who Am I? — June, 1500 AWR

    Dwarven Families — July, 1500 AWR

    Red Owl — August, 1500 AWR

    Thorin of the Clan Gilderlo — September, 1500 AWR

    Lords of Rendelshod — October, 1500 AWR

    Knights of Polaxis — November, 1500 AWR

    Carnith Stone — December, 1500 AWR

    Return of the Council of Rendelshod — January, 1501 AWR

    Nexus Portals — February, 1501 AWR

    The Builders — March, 1501 AWR

    Circle of Jocelyne — April, 1501 AWR

    Acosadora Mul, the Stalkers of Dorane — May, 1501 AWR

    Conflict with the Circle of Jocelyne — June, 1501 AWR

    Galafid Part 1 — July, 1501 AWR

  • Potion Tables

    I always found it a pain to have to keep digging out the DMG to look up the effects of potions, so in the mid-1980’s I re-typed some tables using a typewriter. Now days, with word processors and the web it’s a lot easier. In this post I’ve provided a number of potion effects tables for easy reference.

    Note: The following tables are not guaranteed to be exactly what is in the AD&D Dungeon Masters Guide. I used a mixture of the DMG and OSRIC, and adjusted a few things here-n-there to fit my own prejudices.

    Admixture of Potions
    Animal Control
    Climbing
    Dragon Control
    Giant Control
    Giant Strength
    Heroism and Dweomercraft
    Humanoid Control
    Undead Control


    Admixture of Potions

    Looking up the potion miscibility table has always been a pain, as the DMG is disorganized and I could not remember where the table was located. Having the table handy can make for fun times.

    This table covers 2 scenarios:

    • Drinking 2 potions at the same time
    • Mixing 2 potions externally, like in a crock

    I have no idea why anyone would mix potions instead of drinking them, but it apparently came up in EGG’s original campaigns.

    Neither the DMG nor OSRIC list the time frame in which potion miscibility should be checked. I ruled that if one potion was consumed while a previous one was still in effect, miscibility should be checked. I also rule if a potion is cancelled, it’s duration should be rolled and tracked, as the potion is still in the imbiber’s system, so other potions consumed during this time may need to be checked as well, possibly against both of the first consumed potions if both durations are in effect.

    Common sense has to be used with this table, e.g., if Growth and Diminution both work, they cancel each other out. Also, I may not check if more than one potion of the same general type is consumed, e.g., Potion of Healing and Potion of Extra Healing.

    Note: The following table is mostly from OSRIC, as the descriptions are generally easier to understand than the DMG. However, I cleaned up wording and made a few changes. See Admixture of Potions in OSRIC to check the differences.

    d00 Result

    01

    Eldritch blast! A catastrophic release of magical energies inflicts 6d10 points of internal damage and 1d10 points of damage to anyone with 10 ft of the imbiber. If mixed externally, all persons within 10 ft of the epicenter of the blast take 4d6 points of damage, no save.

    02-03

    Poison, causing instant death if mixed internally, no save. External admixture creates a poisonous cloud 10 ft in radius. Anyone within the cloud must save versus poison or die.

    04-07

    A strange brew results and imbiber sickens, losing 1d4 each strength and dexterity for 4d6 rounds, no saving throw. One potion is nullified and the other works at 50% strength and duration.

    08-12

    The potions cancel each other out; neither has any effect.

    13-20

    One potion is cancelled and the other works at 50% strength and duration.

    21-30

    Both potions work but only at 50% strength and duration.

    31-90

    Successful admixture: both potions work normally.

    91-99

    Extraordinary success: one potion works at 150% strength and duration while the other has normal effects.

    00

    Spectacular success! One of the imbibed potions, determined randomly, has bestowed its effect permanently. Of course, this may not always be a good thing! Consider, for instance, a permanent Potion of Gaseous Form effect.

    Note: Unless there is a visible effect such as an explosion or poisonous gas, the players will not know the result of an external admixture. However, keep track of the result and use it if any character consumes the potion.


    Animal Control

    d20 Result

    1-4

    Avian

    5-7

    Fish

    8-11

    Mammal, including marsupial

    12-13

    Any mammal and avian

    14-17

    Amphibians and reptiles

    18-19

    Amphibians, reptiles, and fish

    20

    All listed above

    The following general sizes and quantities apply: wolf size or smaller, 5d4; up to human size, 3d4; animals up to 1,000 lbs, 1d4.


    Climbing

    Penalty Description

    -1%

    each 1,000 GPW carried

    -1%

    Any type of magical armour

    -1%

    Studded leather

    -2%

    Ring mail

    -4%

    Scale mail

    -7%

    Chain mail

    -8%

    Banded and splinted armour

    -10%

    Plate mail


    Dragon Control

    d20 Result

    1-2

    black dragon

    3-4

    blue dragon

    5-6

    brass dragon

    7

    bronze dragon

    8-9

    copper dragon

    10

    gold dragon

    11-13

    green dragon

    14

    red dragon

    15

    silver dragon

    16-17

    white dragon

    18-19

    all evil dragons (black, blue, green, red, white)

    20

    all good dragons (brass, bronze, copper, gold, silver)


    Giant Control

    d20 Result

    1-2

    cloud giant

    3-6

    fire giant

    7-10

    frost giant

    11-15

    hill giant

    16-19

    stone giant

    20

    storm giant


    Giant Strength

    d20 Giant Strength Melee Dmg Wt Allow. Range mod Rock Dmg BB/LG

    1-6

    Hill

    +1d8

    +4,500

    +780 ft

    1d6

    50%

    7-10

    Stone

    +1d10

    +5,000

    +8,160 ft

    1d12

    60%

    11-14

    Frost

    +1d12

    +6,000

    +9,100 ft

    1d8

    70%

    15-17

    Fire

    +2d6

    +7,500

    +10,120 ft

    1d8

    80%

    18-19

    Cloud

    +2d8

    +9,000

    +11,140 ft

    1d10

    90%

    20

    Storm

    +2d10

    +12,000

    +12,160 ft

    1d12

    99%


    Heroism and Dweomercraft Potion Effects

    Heroism

    Super-Heroism

    Ultra-Heroism

    Fighter Level

    Levels Added

    Extra HD

    Levels Added

    Extra HD

    Levels Added

    Extra HD

    0

    4

    4

    6

    5

    7

    6

    1-3

    3

    3+1

    5

    4+1

    6

    5+1

    4-6

    2

    2+2

    4

    3+2

    5

    4+2

    7-9

    1

    1+3

    3

    2+3

    4

    3+3

    10-12

    2

    1+4

    3

    2+4

    13+

    2

    1+5

    Note that the Dweomercraft potions grant levels to spell using classes. These levels grant additional hit points (d4s for magic users, d8’s for clerics), additional levels for spell effects and saving throws, but not affect combat ability. Even clerics of war gods gain no extra combat ability from these potions.


    Humanoid Control

    d20 Result

    1-2

    dwarfs

    3-4

    elves and half-elves

    5

    elves, half-elves, humans

    6-7

    gnomes

    8-9

    halflings

    10-11

    half-orcs

    12-17

    humans

    18-20

    other humanoids (orcs, gnolls, goblins, etc.)


    Undead Control

    d10 Result

    1

    Ghasts

    2

    Ghosts

    3

    Ghouls

    4

    Shadows

    5

    Skeletons

    6

    Spectres

    7

    Vampires

    8

    Wights

    9

    Wraiths

    0

    Zombies


  • Beefing Up Cure X Wounds Spells

    June 2013

    Written by Bryan Fazekas

    This article was originally published in & Magazine Issue 4 in February 2013.

    As presented here the article is slightly modified from the published format. The optional minimum healing rules have been extracted from the individual spells and moved to the end of the article as a concise section.


    A couple of years ago I initiated an online discussion regarding beefing up AD&D clerical Cure X Wounds spells. Magic user spells grow significantly with level, yet a 20th level cleric can still produce a 1 hp Cure Light Wounds (CLW). It didn’t seem right but I was lost in my search for a way to beef things up without over doing it.

    People responded with a number of interesting ideas, some of which were far more complicated than I had any interest in figuring out during a game. Others produced ideas like adding the cleric’s level to the cured hit points value, e.g., a CLW cast by a 5th level cleric would heal 1d8+5 hp of damage. Or adding half the cleric’ level to the amount healed. This sounded close but wasn’t quite what I wanted.

    Another problem was the way the Cure Light, Serious, and Critical Wounds spells were not an even progression. I have yet to understand the progression, other than maybe evening out the cleric spell lists?

    The solution to my quandary came from Frank Mentzer, author of the D&D Basic/Expert/Companion/ Masters/Immortals (BECMI) sets. He posted what he would have done had he written AD&D 2E, which was to make five Cure X Wounds spells for spell levels 1 to 5. Each level heals 1d8 hp times the level of the spell, e.g., the Level 3 spell cures 3d8 hp of damage. This evens out the progression and better addresses the needs of higher level adventuring.

    In my campaign I replaced the original Cure Light, Serious, and Critical Wounds spells with the following spells. I use the same system for druids as well.

    Disclaimer: Frank Mentzer is the real author of these spells. I was simply the scribe, recording his ideas.

    Frank further postulated a system for improving results as the cleric’s level increases. Instead of boosting the maximum hp healed, Frank’s system raises the minimum healed. I have included this as an optional rule in the following five spells.


    Cure Light Wounds

    Level: Cleric 1
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 5 segments
    Saving Throw: None

    Cure Light Wounds allows the cleric to lay hands upon a wounded creature, healing up to 1d8 hit points of damage to the spell’s beneficiary. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character’s normal maximum number. Non-corporeal creatures are not affected by this spell, nor are undead, or creatures harmed only by iron, silver, or magical weapons.

    The reverse of the spell operates in the same manner (although requiring a to hit roll), inflicting 1d8 hit points of damage. If the cleric fails to hit while casting Cause Light Wounds the spell is lost.


    Cure Moderate Wounds

    Level: Cleric 2
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 6 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 2d8+1 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Moderate Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Serious Wounds

    Level: Cleric 3
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 7 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 3d8+2 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Serious Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Grievous Wounds

    Level: Cleric 4
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 8 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 4d8+3 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Grievous Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Critical Wounds

    Level: Cleric 5
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 9 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 5d8+4 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Critical Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Optional: Minimum Damaged Healed

    Frank Mentzer suggested an optional rule in which the the level of the cleric casting the spell may affect the minimum hit points healed by this spell. The roll used to determine the number of points of damage healed changes every two levels, increasing the minimum value while not altering the maximum value. Regardless of caster level none of the Cure Wounds spells heals a maximum greater than that listed in the spell description.

    At first level the cleric’s healing is rolled as per the spell. In the case of Cure Light Wounds, 1d8 is rolled. At third level the minimum healing is increased from 1 point to 3 points. To address this, instead of rolling d8, roll a d6 and add 2. For example, Cure Light Wounds cast by a 3rd level cleric heals 1d6+2 hit points of damage, and a Cure Moderate Wounds heals 2d6+5.

    This progression continues every two levels, so at fifth level the cleric rolls 1d4+4 for Cure Light Wounds, at 7th the roll is 1d2+6, and at 9th level and above the spell always heals 8 hit points of damage. The following table summarizes this rule by level and spell:

    Level CLW CMW CSW CGW CCW
    1 1d8
    3 1d6 + 2 2d6 + 5
    5 1d4 + 4 2d4 + 9 3d4 + 14
    7 1d2 + 6 2d2 + 13 3d2 + 20 4d2 + 27
    9+ 8 17 26 35 44

    Note: This optional rule applies only to curing of wounds. Caused wounds are rolled normally, e.g., Cause Light Wounds inflicts 1d8 hit points of damage and Cause Critical Wounds inflicts 5d8+4 hit points of damage


    Sidebar: What Does That Spell Cost?

    Pages 103 and 104 of the Dungeon Masters Guide contains a section on hiring NPC clerics to cast spells. There is a table listing suggested costs. The following table extends the figures for Cure spells to cover all spells listed in this article.

    Note that the cost of NPCs casting spells may vary by locale, NPC alignment, difference between the PC and NPC alignment, and/or DM fiat.

    Spell Cost (GP)
    Cure Light Wounds 100
    Cure Moderate Wounds 225
    Cure Serious Wounds 350
    Cure Grievous Wounds 475
    Cure Critical Wounds 600

    Sidebar: This bonus cleric spell is the antithesis of the Cure Wounds spells!

    Righteous Rage

    by Andrew Hamilton

    Level: Cleric 5
    Type: Enchantment/Charm
    Range: touch
    Duration: 1 round/level
    Area of effect: one person
    Components: V, S, M
    Casting Time: 1 round
    Saving Throw: None

    A spell often used by clerics who worship gods of war, the Righteous Rage spell is similar in effect to the spell Aid, although with a far greater benefit. The cleric (or other person) under the effects of the spell gains +2 to hit and damage, +2 to all saving throws, and receives a temporary boost of hit points equal to 1d8 + the caster’s level, e.g. a 9th level caster receives 1d8+9 temporary hit points.

    While under the effects of the Righteous Rage, the cleric is immune to all fear and charm effects, and radiates such am powerful aura that all turning attempts are treated as if the cleric is 1 level higher. The material component is the cleric’s holy symbol.


  • Weapon Specialization for Fighters

    March 2020

    Weapon specialization for fighters as described in Unearthed Arcana (UA) immediately struck me as unbalanced. We play tested the rule and vetoed it. As excited as my group was to get UA, a lot of the rules proved to be disappointing, especially the new classes.

    It was years later I learned that Gary Gygax published UA shortly after returning to Lake Geneva after his long stint in California. TSR was in serious financial trouble due to mis-management, and it appears (to me, anyway) that UA was banged out to generate badly needed revenue in short order. [I’m not criticizing EGG from a business viewpoint, as if I was in his shoes I expect I’d do the same. However, as a consumer, I’m less than happy.]

    So … within a month or so I developed the following weapon specialization system, which my group happily and successfully play tested and adopted.

    November 2008

    Weapon specialization is an ability available to fighters and some fighter sub-classes. The fighter uses a weapon proficiency slot to learn extra ability with one weapon, such as long sword, broad sword, mace, or bow. When using this weapon the fighter gains bonuses to-hit and damage, and may receive additional attacks per round.

    To specialize in a weapon, the fighter must use two weapon proficiency slots instead of the usual one. At 1st level a fighter has four weapon proficiency slots — if he chooses to specialize he may choose three weapons of proficiency, one of which is specialized. A fighter may specialize in only one type of weapon, regardless of level.

    Six levels after choosing to specialize in a weapon the fighter may choose to double specialize in that weapon. Another weapon proficiency slot must be used for this purpose. Six levels after that the fighter may again use a weapon proficiency slot to triple specialize, which gives the fighter the best specialization that can be obtained.

    As noted, specialization gives the fighter bonuses to-hit and damage, and may gain additional attacks per round. Although a fighter may choose to specialize in a weapon any time a new proficiency is earned due to level, the most benefits accrue if the specialization is chosen at 1st level. The following tables display the hit and damage bonuses and attacks per round if the fighter specializes at first level.

    Melee Weapons

    Specialization with a melee weapon immediately provides a bonus to-hit and damage. Three levels later, an additional attack every other round is added. The increase in the number of attacks is part of the specialization; it does not cost an additional proficiency slot.

    Note that if the specialized weapon may be thrown, no bonus is allotted to the weapon when thrown. The bonuses apply only to hand-held attacks.

    Melee Weapon Specialization Bonuses

    Specialization

    Level

    Hit/Damage Bonus

    Attacks/Round

    Single 1-3 +1/ +1 1
    Single 4+ +1/ +1 3/2
    Double 7-9 +2/+2 3/2
    Double 10+ +2/+2 2
    Triple 13-15 +3/+3 2
    Triple 16+ +3/+3 5/2

    Distance Weapons

    Specialization for distance weapons is slightly different. The bonus to-hit and damage changes by range, as indicated in the next table.

    Note: Similar to melee weapons, specialization in a thrown weapon such as handaxe provides no bonuses in melee.

    Distance Weapon Specialization Bonuses

    Hit/ Damage Bonus by Range

    Specialization

    Level

    Short

    Medium

    Long

    Single 1-3 +1/+1
    Single 4+ +1/+1 +1/+1
    Double 7-9 +2/+2 +1/+1
    Double 10+ +2/+2 +2/+2 +1/+1
    Triple 13-15 +3/+3 +2/+2 +2/+2
    Triple 16+ +3/+3 +3/+3 +3/+3

    Distance Weapon Attacks per Round

    The number of attacks per round varies by weapon, although the system functions like melee weapons: specialization first provides a bonus to-hit and damage, and 3 levels later adds additional attacks.

    Attacks per Round

    Specialization

    Level

    1/2

    1

    2

    3

    Single 1-3 1/2 1 2 3
    Single 4+ 1 2 3 4
    Double 7-9 1 2 3 4
    Double 10+ 2 3 4 5
    Triple 13-15 2 3 4 5
    Triple 16+ 3 4 5 6

    If a fighter choose to specialize at a level after 1st level, the progression of abilities has the same span, e.g., double specialization can occur 6 levels after the decision to specialize. Please note that for melee weapons this negates the advantage of additional attacks per round.

    For instance, Sam Swordswinger chooses to specialize in the long sword at 4th level. He immediately gains and additional +1 to-hit and damage when using a long sword. Three levels later, at 7th level, he gains three attacks every two rounds — but he gets that for attaining 7th level regardless of specialization. In this example only at 16th level would he gain additional attacks per round not granted by level. So the best advantage is gained by specializing at 1st level.

    A similar progression occurs for missile weapons, e.g., if a fighter choose to specialize in throwing daggers at 7th level he cannot double specialize until 13th level.


    This page last updated: March 2020
    Copyright 2008-2020 Bryan Fazekas

  • Character Generation

    May 2007

    First, let’s review the character generation rules in the Dungeon Masters Guide (DMG) on page 11. These four methods are paraphrased here, along with a fifth one from Unearthed Arcana (UA, page 74):

    1. Roll 4d6, discarding the lowest, for each ability score. Arrange in the order desired.
    2. Roll 3d6 twelve times, keeping the best six rolls. Arrange in the order desired.
    3. Roll 3d6 six times for each ability score, retaining the best roll for attribute. Attributes are rolled in this order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
    4. Roll 3d6 six times, in the same order as Method #3. Do this 12 times and choose the set desired.
    5. Choose a class and roll a specified number of d6 for each attribute, retaining the best 3 for each attribute. The number of dice to roll for each attribute are listed on page 74 of UA.

    Please note that rolling 3d6 in order is NOT an AD&D character generation method — this is an OD&D method.

    In the Players Handbook (PH) on page 9 in the first paragraph, it is noted that player characters are exceptional and strongly recommends that player characters have at least two scores of 15 or higher.

    Over the years I’ve tried all 4 of the DMG methods and discovered that to achieve a character with at least two scores of at least 15, it normally took numerous tries. I ran numerical analysis using Microsoft Excel, and no method had a success rate on the first try higher than 50%.

    Rolling a specialized class such as paladin or monk was nigh to impossible. The basic rolling averages 10.5 points for each attribute, not the thing that heroes are made of!

    I developed the following 2 methods to simplify and shorten the character generation process.

    They player can choose either method, but must decide which before starting.

    Method I

    This method produces the best general characters on the first try, those who do not have tough attribute requirements to meet. For rolling a class that has tough requirements this one may not produce the desired results, so Method II should be used.

    1. Roll six attribute values, using this method: For each value roll 4d6, re-rolling 1’s, and then drop the lowest die. Example: four dice are rolled, producing 6, 1, 3, 2. The “1” is re-rolled, producing a 4. Since the “2” is the lowest value so it is dropped, and the sum of the remaining dice is 13.
    2. Choose a class.
    3. Arrange the values for the attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. The player may decide where to place the values to create the class desired.
    4. Choose a race and apply racial adjustments. No values above 18 can be achieved.
    5. The player may add three additional points where desired, e.g., all 3 points can be added to a single attribute or divided as desired. No values above 18 can be achieved.
    6. Roll for Comeliness: roll 3d6, re-rolling 1’s, and sum the result.

    Method II

    This method allows the player to create a character of the class desired, and is generally used for those with difficult requirements, e.g., monks, bards, etc. It does not produce the best attributes, but guarantees that the desired class will be created.

    1. Choose the character’s class.
    2. Roll six values — in order — for the attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, e.g., the first roll is Strength, second Intelligence, etc. Use the process described in Step 1 of Method I.
    3. Decide upon the desired race and apply racial adjustments. No values above 18 can be achieved.
    4. If any attributes are below the minimum for the class decided in Step 1, increase the attribute to the minimum.
    5. Roll for Comeliness: roll 3d6, re-rolling 1’s, and sum the result.

  • Revised Monster Experience Point Table

    November 2008

    The following table contains alternate information for calculating the experience points for monsters, superseding the information found in the DMG. This table is more consistent and provides a more even progression.

    This table was based upon an article published in Dragon Magazine #80, in the Leomund’s Tiny Hut column by Lenard Lakofka. This column was about the 5% Rule which evened out the progression of the combat, saving throw, and experience point tables. This table is accompanied by expanded lists that describe what attributes qualify as Special and Exceptional abilities.

    I liked it so much I immediately adopted this for my campaign!

    I can’t recall how much modification I made to his table when I adapted it for use — it may be that I did nothing more than re-type it (this was 20+ years ago and I honestly don’t remember). IF I made any additions to his work it was minor and I cheerfully claim no credit for his work.

     

    Experience Table for Monsters

      Experience Points
    HD or Level Basic Experience Points HP per Hit Point HP per Special Ability HP per Exceptional Ability
    1-6 hp   5 1 2 25
    1-1 HD L0 7 1 3 30
    1 HD M@A 10 1 4 35
    1+1 to 1+3 L1 20 2 8 45
    1+4 to 2+3 L2 35 3 15 55
    2+4 to 3+3 L3 60 4 25 65
    3+4 to 4+3 L4 90 5 40 75
    4+4 to 5+3 L5 150 6 75 125
    5+4 to 6+3 L6 225 8 125 175
    6+4 to 7+3 L7 375 10 175 275
    7+4 to 8+3 L8 600 12 300 400
    8+4 to 9+3 L9 900 14 450 600
    9+4 to 10+3 L10 1,100 15 575 725
    10+4 to 11+3 L11 1,300 16 700 850
    11+4 to 12+3 L12 1,550 17 825 1,025
    12+4 to 13+3 L13 1,800 18 950 1,200
    13+4 to 14+3 L14 2,100 19 1,100 1,400
    14+4 to 15+3 L15 2,400 20 1,250 1,600
    15+4 to 16+3 L16 2,700 22 1,400 1,800
    16+4 to 17+3 L17 3,000 25 1,550 2,000
    17+4 to 18+3 L18 3,500 27 1,825 2,250
    18+4 to 19+3 L19 4,000 30 2,100 2,500
    19+4 to 20+3 L20 4,500 32 2,350 2,750
    20+4 and up L21+ 5,000 35 2,600 3,000

     

    Typical Special Abilities

    • 3 or more attacks/round
    • missile discharge
    • AC0 or lower
    • special attacks (blood drain, hug, crush, rake, etc.)
    • special defenses (regeneration, hit only by special weapons, etc.),
    • high intelligence affecting combat
    • use of minor spells
    • attack multiple opponents
    • immunity or resistance to common attack form
    • using magic armor or weapon (+1 or +2)
    • using minor offensive/defensive magic item
    • cause more damage than like monsters due to strength.

     

    Typical Exceptional Abilities:

    • energy level drain
    • paralysis
    • poison
    • major breath weapon
    • magic resistance
    • spell use
    • swallowing whole
    • weakness
    • attacks causing maximum damage greater than 20 singly, 24 doubly, 28 trebly, or 32 in all combinations in 1 round
    • hit only by +2 or better weapon
    • use of major armor or weapon
    • use of protective item.

  • Spell Memorization Time

    September 2006

    This page provides revised rules for spell memorization. If I recall correctly, I based this upon an article inDragon Magazine.


    Spell Memorization

    By the book, spells require 15 minutes per spell level to memorize, following a rest period. This is for all classes and sounds reasonable, as it typically takes a 1st level a mere 15 minutes to memorize their one spell.

    However, as the character rises in level, the time required grows at an ever increasing rate. A 9th level cleric takes 8.5 hours to re-memorize all spells. In game terms, this adds a full day to between when a party may leave a dungeon to recuperate and when they may re-enter the dungeon. Personally, that bogs the adventure down, especially in higher level campaigns, as teh following table demonstrates.

    Table #A5 – Cleric Memorization Times

    Level Hours
    1 0.25
    5 3.00
    9 8.50
    13 18.50

    An alternate is to enable high intelligence/wisdom to reduce the time required. The time per level decreases with increasing intelligence/wisdom to a minimum of 5 minutes per spell level for those with an intelligence/wisdom of 19 or higher. Spell casters cannot have an intelligence/wisdom less than 9 so 15 minutes is the maximum time required.

    Table A6 lists the times by Intelligence/Wisdom.

    Table #A6 — Spell Memorization Time

    Intelligence or Wisdom Time (minutes)
    9 15
    10 14
    11 13
    12 12
    13 11
    14 10
    15 9
    16 8
    17 7
    18 6
    19 5

    A cleric with a wisdom of 18 has greatly reduce memorization times.

    Table #A7 – Revised Cleric Memorization Times

    Level Hours
    1 0.10
    5 1.20
    9 3.40
    13 7.40

  • Cost for NPC Spell Casting

    September 2006

    This page provides expanded rules regarding the cost of non-player character (NPC) spell casting. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Cost of NPC Spell Casting

    Spells cast by NPC’s for player characters cost large sums of gold and/or magic items, depending upon the level of the spell, the level of the caster, the material components required, and the danger to the caster. Rare or expensive components must be supplied or paid for, and a typical fee of 50gp cumulative per level of the caster may be required.

    This extra fee may be lowered for well known associates or assistants. Please note that hazardous spells may increase the per level fee up to 250gp, assuming the caster is willing to take the risk.

    There is also a basic charge based upon the level of the spell, listed Table A4.

    Table #A4 — Cost of NPC Spell Casting

    Level Cost (GP)
    1 100
    2 300
    3 600
    4 1,000
    5 1,500
    6 2,100
    7 2,800
    8 3,600
    9 4,500

    Hazardous spells may multiply the basic cost per spell by as much as 5 times, depending on the level of the caster. Note that these prices are not firm. A caster may charge as much as he thinks the spell is worth or as much as he thinks he can get.

  • Spell Research

    September 2006

    This page provides expanded rules and information regarding the cost of magical research for new spells. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Research

    The research of new spells requires the use of a library of magical knowledge. The types and levels of spells that can be researched depend upon the depth and breadth of the library, as indicated by value. The more valuable the library, the higher the level of spells that can be researched. The minimum value of the library required for research at each level is given in Table A3.

    Table #A3 — Library Minimum Values

    Level Value (GP)
    1 2,000
    2 6,000
    3 12,000
    4 20,000
    5 30,000
    6 42,000
    7 56,000
    8 72,000
    9 90,000

    The cost of research with a proper library is 200 gp per spell level per week, plus an additional 100-400 gp per week for incidental expenses. If the character does not have such a library then space must be rented in another’s library. This will typically cost 50-200 gp per spell level per week.

    Research helps to build a library. Some materials must be bought and new things can be learned, so that books and papers can be written. 10% of the cost of research goes towards adding to a character’s library. Please note that the character must have a secure space to store such materials, and that may incur an additional cost after the research is completed.

    The time to research spells varies. It always takes a minimum of 1 week per spell level, plus 1 week. Each week upon reaching the minimum time the researcher has a percentage chance of success. The percentage chance of success is 10% plus the level of the researcher plus the intelligence of the researcher, minus twice the level of the spell. This percentage is checked weekly until success is reached or the researcher gives up.

    For example: Karl Klutz, 10 level cleric with 12 wisdom, decides to research a 5th level spell. His chance of successfully completing the research in the 11th week is the base success value (10) + his level (10) + his wisdom (12) – twice the level of the spell (5*2=10), e.g.,

    10 + 10 + 12 – 10 = 22%

    So each week he checks for success. Each week he fails increases the cost of his research.

    However, if the library is valued above the minimum necessary for research of a given spell level, a maximum of 20% increase in the success rate may be achieved. This bonus is calculated by dividing the value of the library by the minimum value necessary for research. For each whole multiple the researcher receives an additional 5% chance.

    The minimum value of the library to research a 5th level spell is 30,000 gp. If the library Karl uses is valued at 75,000 gp, divide the actual value by minimum value, e.g.,

    75,000 / 30,000 = 2.5

    This value rounds down to 2 and is then multiplied by 5%, means that Karl has an additional 10% chance of success each week.