Category: Game Mechanics

This section includes changes to the game mechanics as well as tables of various things.

  • Revised Undead Turning Tables

    The article Extendable Rules for Turning Undead was originally written in 2005 and updated in 2011. It provides a consistent set of tables for turning undead, and consistent rules for determining the turning value of new and unique undead. This post contains just the tables for quick reference. For details regarding how to determine the Adjusted Hit Dice, read the main article.


     

    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part I
    Cleric Level †
    AHD Undead Type 1 2 3 4 5 6 7 8 9 10
    1 Poltergeist, Skeleton, Animal Skeleton 11 8 5 2 T T T D D D
    2 Zombie 14 11 8 5 2 T T T D D
    3 Coffer Corpse, Ghoul, Sheet Phantom 17 14 11 8 5 2 T T T D
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie 20 17 14 11 8 5 2 T T T
    5 Ghast, Shadow 20 17 14 11 8 5 2 T T
    6 Son of Kyuss, Wight, Monster Zombie 20 17 14 11 8 5 2 T
    7 Crypt Thing, Wraith 20 17 14 11 8 5 2
    8 Mummy 20 17 14 11 8 5
    9 Spectre 20 17 14 11 8
    10 Apparition 20 17 14 11
    11 Vampire 20 17 14
    12 Eye Of Fear & Flame, Groaning Spirit 20 17
    13 Death Knight, Ghost, Lich 20
    14 Skeleton Warrior
    15 ??
    16 ??
    17 ??
    18 ??
    19 ??
    20 ??
    21 ??
    22 ??
    23+ ??
    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part II
    Cleric Level †
    AHD Undead Type 11 12 13 14 15 16 17 18 19 20
    1 Poltergeist, Skeleton, Animal Skeleton D1 D1 D1 D2 D2 D2 D3 D3 D3 D3
    2 Zombie D D1 D1 D1 D2 D2 D2 D3 D3 D3
    3 Coffer Corpse, Ghoul, Sheet Phantom D D D1 D1 D1 D2 D2 D2 D3 D3
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie D D D D1 D1 D1 D2 D2 D2 D3
    5 Ghast, Shadow T D D D D1 D1 D1 D2 D2 D2
    6 Son of Kyuss, Wight, Monster Zombie T T D D D D1 D1 D1 D2 D2
    7 Crypt Thing, Wraith T T T D D D D1 D1 D1 D2
    8 Mummy 2 T- T T D D D D1 D1 D1
    9 Spectre 5 2 T T T D D D D1 D1
    10 Apparition 8 5 2 T T T D D D D1
    11 Vampire 11 8 5 2 T T T D D D
    12 Eye Of Fear & Flame, Groaning Spirit 14 11 8 5 2 T T T D D
    13 Death Knight, Ghost, Lich 17 14 11 8 5 2 T T T D
    14 Skeleton Warrior 20 17 14 11 8 5 2 T T T
    15 ?? 20 17 14 11 8 5 2 T T
    16 ?? 20 17 14 11 8 5 2 T
    17 ?? 20 17 14 11 8 5 2
    18 ?? 20 17 14 11 8 5
    19 ?? 20 17 14 11 8
    20 ?? 20 17 14 11
    21 ?? 20 17 14
    22 ?? 20 17
    23+ ?? 20
    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part III
    Cleric Level †
    AHD Undead Type 21 22 23 24 25 26 27 28 29 30
    1 Poltergeist, Skeleton, Animal Skeleton D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    2 Zombie D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    3 Coffer Corpse, Ghoul, Sheet Phantom D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    5 Ghast, Shadow D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    6 Son of Kyuss, Wight, Monster Zombie D2 D3 D3 D3 D3 D3 D3 D3 D3 D3
    7 Crypt Thing, Wraith D2 D2 D3 D3 D3 D3 D3 D3 D3 D3
    8 Mummy D2 D2 D2 D3 D3 D3 D3 D3 D3 D3
    9 Spectre D1 D2 D2 D2 D3 D3 D3 D3 D3 D3
    10 Apparition D1 D1 D2 D2 D2 D3 D3 D3 D3 D3
    11 Vampire D1 D1 D1 D2 D2 D2 D3 D3 D3 D3
    12 Eye Of Fear & Flame, Groaning Spirit D D1 D1 D1 D2 D2 D2 D3 D3 D3
    13 Death Knight, Ghost, Lich D D D1 D1 D1 D2 D2 D2 D3 D3
    14 Skeleton Warrior D D D D1 D1 D1 D2 D2 D2 D3
    15 ?? T D D D D11 D1 D1 D2 D2 D2
    16 ?? T T D D D D1 D1 D1 D2 D2
    17 ?? T T T D D D D1 D1 D1 D2
    18 ?? 2 T T T D D D D1 D1 D1
    19 ?? 5 S T T T D D D D1 D1
    20 ?? 8 5 2 T T T D D D D1
    21 ?? 11 8 5 2 T T T D D D
    22 ?? 14 11 8 5 2 T T T D D
    23+ ?? 17 14 11 8 5 2 T T T D

    Notes:

    Paladins turn undead as a cleric two levels below their own.
    ?? No undead creature with an AHD of this value existed at the time this article was written.

    Rules for Turning:

    When turning or commanding into service undead creatures locate the entry for the cleric’s level and the adjusted hit dice of the monster. Following are the instructions for each value:

    The cleric has no chance of turning or commanding this monster.
    <nn> If this number or greater is rolled on a 1d20 the cleric has turned or commanded 1-12 (d12) undead. If turned the affected number will move away from the cleric at maximum speed, or if unable to do so will move as far from the cleric as possible.
    T Indicates the cleric automatically turns 1-12 (1d12) undead.
    D Instead of turning the undead the cleric destroys 1-12 (1d12) of them.
    D1 Same as D, but the number destroyed is 7-12 (1d6+6).
    D2 Same as D, but the number destroyed is 8-18 (2d6+6).
    D3 Same as D, but the number destroyed is 14-24 (2d6+12).

     


    This page last updated: 06 January 2022

    Copyright 2007, 2011, 2022 Bryan Fazekas

  • Revised Saving Throw Matrix

    In Dragon Magazine #80 in the column Leomund’s Tiny Hut Lenard Lakofka published a revised saving throws table that smoothed out the incremental changes by level, e.g., instead of the Magic User changing saving throws every 4 levels, slight changes were made more often.

    Upon reading Lenard’s article I immediately adopted his version of this table into my campaigns. I’ve reproduced the table on this page for your edification. Note: I made no changes to this table for this publication. Allowing for format changes and possible errors on my part this table is identical with that published in Dragon Magazine #80.

    Saving Throw Matrix

    Level or Hit Dice
    Class 0 1-1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
    Paralyzation/Poison/Death Magic
    Cleric 12 11 10 10 9 9 8 8 7 7 6 6 6 5 5 5 4 4 4 3 2 2 2
    Fighter 16 15 14 13 13 12 11 10 10 9 8 7 7 6 5 4 4 3 3 3 3 3 3
    MU 16 15 14 14 14 13 13 13 12 12 12 11 11 11 11 11 10 10 10 9 9 9 8
    Thief 15 14 13 13 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8
    Petrification/Polymorph
    Cleric 15 14 13 13 12 12 12 11 10 10 9 9 9 8 8 8 7 7 7 6 5 5 5
    Fighter 17 16 15 14 14 13 12 11 11 10 9 8 8 7 6 5 5 4 4 4 4 4 4
    MU 15 14 13 13 12 12 11 11 11 10 10 9 9 9 8 8 7 7 7 6 6 5 5
    Thief 14 13 13 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 7
    Rod/Staff/Wand
    Cleric 16 15 14 14 13 13 12 11 11 11 10 10 10 9 9 9 8 8 8 7 6 6 6
    Fighter 18 17 16 15 15 14 13 12 12 11 10 9 9 8 7 6 6 5 5 5 5 5 5
    MU 13 12 11 11 10 10 9 9 9 8 8 7 7 7 6 6 5 5 5 4 4 3 3
    Thief 16 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4
    Breath Weapon
    Cleric 18 17 16 16 15 15 15 14 13 13 12 12 12 11 11 11 10 10 10 9 8 8 8
    Fighter 20 19 17 16 16 15 13 12 12 11 9 8 8 7 5 5 4 4 4 4 4 4 4
    MU 17 16 15 15 14 14 13 13 13 12 12 11 11 11 10 10 9 9 9 8 8 7 7
    Thief 18 17 16 16 16 15 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11
    Spells
    Cleric 17 16 15 15 14 14 14 13 12 12 11 11 11 10 10 10 9 9 9 8 7 7 7
    Fighter 19 18 17 16 16 15 14 13 13 12 11 10 10 9 8 7 7 6 6 6 6 6 6
    MU 14 13 12 12 11 11 10 10 10 9 9 8 8 8 7 7 6 6 6 5 5 4 4
    Thief 17 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5

  • Revised Combat Matrix

    This page contains a revised Combat Matrix for all levels and hit dice of characters and monsters.

    The Combat Matrix presented here is reproduced from an article published by Lenard Lakofka in Dragon Magazine #80. Lenard’s article was on the “5% Rule” which evened the attack tables out and made the progression more even. I made no contribution to his effort other than re-typing the table itself. I stake no claim to this particular effort, merely posting it here for others to use.

    To use the matrix:

    The first 5 rows of each section of the matrix are the hit dice (monsters) or levels (Fight, Cleric, Thief, or Magic-User) for which a to-hit number is needed.

    Below those rows, the final 11 rows of each matrix are for the Armor Class indicated in the left-most column.

    For example, to find the to-hit number for a 5th level thief against armor class 4, first locate the thief’s level in the 4th row, the fifth column in the table. From there, follow that column down until “4” is listed in the left-most column. This indicate “15” is what the thief needs to roll to hit armor class 4.


    Revised Combat Matrix

    HD: 1-2 hp 1-4 hp 1-1 1 1+1 to 1+3
    F: 0 M@A 1 2 3
    C: 1 to 2 3 4 to 5
    T: 1 to 2 3 to 4 5 6 to 7
    MU: 1 2 to 3 4 to 5 6 to 7 8 to 9
    10 12 11 10 9 8
    9 13 12 11 10 9
    8 14 13 12 11 10
    7 15 14 13 12 11
    6 16 15 14 13 12
    5 17 16 15 14 13
    4 18 17 16 15 14
    3 19 18 17 16 15
    2 20 19 18 17 16
    1 20 20 19 18 17
    0 20 20 20 19 18
    -1 20 20 20 20 19
    -2 20 20 20 20 20
    -3 20 20 20 20 20
    -4 21 20 20 20 20
    -5 22 21 20 20 20
    -6 23 22 21 20 20
    -7 24 23 22 21 20
    -8 25 24 23 22 21
    -9 26 25 24 23 22
    -10 27 26 25 24 23

     


     

    HD: 1+4 to 2+3 2+4 to 3+3 3+4 to 4+3 4+4 to 6+3 6+4 to 7+3
    F: 4 5 6 7 8
    C: 6 7 to 8 9 10 to 11 12
    T: 8 9 to 10 11 to 12 13 to 14 15 to 16
    MU: 10 11 to 12 13 14 to 15 16 to 17
    10 7 6 5 4 3
    9 8 7 6 5 4
    8 9 8 7 6 5
    7 10 9 8 7 6
    6 11 10 9 8 7
    5 12 11 10 9 8
    4 13 12 11 10 9
    3 14 13 12 11 10
    2 15 14 13 12 11
    1 16 15 14 13 12
    0 17 16 15 14 13
    -1 18 17 16 15 14
    -2 19 18 17 16 15
    -3 20 19 18 17 16
    -4 20 20 19 18 17
    -5 20 20 20 19 18
    -6 20 20 20 20 19
    -7 20 20 20 20 20
    -8 20 20 20 20 20
    -9 21 20 20 20 20
    -10 22 21 20 20 20

     


     

    HD: 7+4 to 8+3 8+4 to 9+3 9+4 to 11+3 11+4 to 12+3 13+4 to 15+3
    F: 9 10 11 12 13
    C: 13 to 14 15 16 to 17 18 19+
    T: 17 to 18 19 to 20 21+
    MU: 18 to 20 21+
    10 2 1 0 -1 -2
    9 3 2 1 0 -1
    8 4 3 2 1 0
    7 5 4 3 2 1
    6 6 5 4 3 2
    5 7 6 5 4 3
    4 8 7 6 5 4
    3 9 8 7 6 5
    2 10 9 8 7 6
    1 11 10 9 8 7
    0 12 11 10 9 8
    -1 13 12 11 10 9
    -2 14 13 12 11 10
    -3 15 14 13 12 11
    -4 16 15 14 13 12
    -5 17 16 15 14 13
    -6 18 17 16 15 14
    -7 19 18 17 16 15
    -8 20 19 18 17 16
    -9 20 20 19 18 17
    -10 20 20 20 19 18

     


     

    HD: 15+4 to 16+3 16+4 to 19+3 19+4 to 22+3 22+4 & up
    F: 14 15 16 17+
    C:
    T:
    MU:
    10 -3 -4 -5 -6
    9 -2 -3 -4 -5
    8 -1 -2 -3 -4
    7 0 -1 -2 -3
    6 1 0 -1 -2
    5 2 1 0 -1
    4 3 2 1 0
    3 4 3 2 1
    2 5 4 3 2
    1 6 5 4 3
    0 7 6 5 4
    -1 8 7 6 5
    -2 9 8 7 6
    -3 10 9 8 7
    -4 11 10 9 8
    -5 12 11 10 9
    -6 13 12 11 10
    -7 14 13 12 11
    -8 15 14 13 12
    -9 16 15 14 13
    -10 17 16 15 14
  • Dungeon/Monster Level

    Figuring out the “dungeon level” of a monster was a mystery for decades, as I missed a small table on page 174 of the Dungeon Masters Guide. It’s easy to miss as it has 5 lines and is not formatted like other tables in the book.

    It’s simple enough to use — just look up the XP value of a monster in the table to determine the dungeon level. Except the XP for a monster varies by the number of hit points, so the level can vary.

    I thought about it and skip the XP for hit points — I total the Base XP, Special XP, and Exceptional XP when determining the level. This is simple and is probably what was intended.

    Following is this table, plus the corresponding table from OSRIC. I often use OSRIC tables in lieu of AD&D tables, as OSRIC is more consistent.

    However, I took a fresh stab at this, starting with 10,001 as the minimum value for 10th level, and divided by 2 until I got 10 levels. I tweaked the values a bit to even them out, which resulted in the column titled “Bryan”.

    Dungeon Level AD&D OSRIC Bryan
    1 1 to 20 1 to 20 1 to 20
    2 21 to 50 21 to 60 21 to 40
    3 51 to 150 61 to 150 41 to 80
    4 151 to 250 151 to 275 81 to 155
    5 251 to 500 276 to 500 156 to 315
    6 501 to 1,000 501 to 1,100 316 to 625
    7 1,001 to 3,000 1,101 to 3,000 626 to 1,250
    8 3,001, to 5,500 3,001 to 5,250 1,251 to 5,000
    9 5,501 to 10,000 5,251 to 10,000 5,001 to 10,000
    10 10,001 + 10,001 + 10,001 +

    Not that Dungeon Level matters much to me. I assume this attribute was designed to help adventure designers pick monsters, and I may look at the level, but choose monsters using other criteria.

    I have been examining the XP system, as it’s just as inconsistent. I use Lenard Lakofka’s 5% Rule tables, which is IMO better, but still not consistent. In this respect the newer D&D games are better.

    Especially with an inconsistent XP system, the Dungeon Level is less useful.

  • 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


  • 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.

  • 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.

  • Spells Books

    September 2006

    This page provides expanded rules and information regarding the size and cost of spell books. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Books

    Magic-user and illusionist spell books are normally of a standard size, i.e. 8 inches wide by 12 inches high. The covers must be of a durable material, usually dragon hide, and are a minimum of 1/8 inch thick each. The pages are normally made of the finest vellum, each sheet being 1/100 inch thick. Spells generally require space equal to 1 page per level of the spell, plus an additional 1d4 pages of general notes and comments. Cantrips are counted as first levels spells for space purposes. The standard number of pages, number of spells the book will hold, and the encumbrance for the different spell levels is listed in Table A1.

    Table #A1 — Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 125 31 75
    2 125 25 75
    3 150 25 90
    4 150 22 90
    5 175 22 105
    6 175 20 105
    7 200 20 120
    8 200 18 120
    9 200 16 120

    To determine the thickness of a spell book, divide the number of pages by 100 and add 1/4 inch to include the covers. This is the standard size, while books designed to hold any number of spells may be constructed.

    All the books are made with the finest and most durable materials available, so the expense of a single book is quite high. The cost of enchanting a book so as to hold spells is also rather expensive, requiring an Enchant An Item or Major Creation spell, depending on whether the book is for a magic-user or illusionist. A book normally costs 1,000gp plus 500gp per level of the spell it is designed to hold. A traveling book (see below) costs 750gp plus 500gp per level of the spell. A book containing spells has the value of the book itself, allowing for condition, plus 100gp-300gp per level for each spell contained in it.

    Traveling Spell Books

    One of the most popular sizes is the “traveling books”, which are much smaller and easier to carry, but hold less spells. These books are normally 6 inches wide by 10 inches high and the number of pages, number of spells, and encumbrance of each is listed in Table A2.

    Note: Due to the smaller page size, travelling books require an additional 1d2 pages per spell, regardless of level.

    Table #A2 — Traveling Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 50 10 25
    2 50 8 25
    3 50 7 25
    4 55 7 30
    5 6 22 30
    6 60 6 35
    7 60 5 35
    8 60 5 35
    9 60 4 35