TEXT: 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. 
   
   
   
   
  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. 
   
   
   
   
  SPELLS USABLE BY CLASS AND LEVEL — MAGIC-USERS 
   
   
  Magic-User 
  Spell Level 
  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 
   
  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. 
   
   
   
   
  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. 
   
   
   
   
  SPELLS USABLE BY CLASS AND LEVEL — CLERICS 
   
   
  Spell Level 
  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 
  2 
  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 
   
  
  ^as^k`ba=arkdblkp=C=ao^dlkp
  ®  DUNGEON MASTER'S SCREEN 
   
   
  COMBINED WEAPONS TABLES (SELECTED INFORMATION) 
   
   
   
   
   
   
  Damage vs. 
  Weapon 
  Weight  
  in G.P. 
  Length 
  Space 
  Req. 
  SF 
  Size 
  S/M 
  Size 
  L 
  Arrow 
  2 
   
  see below 
   
  1-6 
  1-6 
  Awl pike 
  80 
  18' 
  1' 
  13 
  1-6 
  1-12 
  Axe, battle 
  75 
  c. 4' 
  4' 
  7 
  1-8 
  1-8 
  Axe, hand 
  50 
  c. 1½' 
  1' 
  4 
  1-6 
  1-4 
  Bardiche 
  125 
  c. 5' 
  5' 
  9 
  2-8 
  3-12 
  Bec de corbin 
  100 
  c. 6' 
  6' 
  9 
  1-8 
  1-6 
  Bill-guisarme 
  150 
  8'+ 
  2' 
  10 
  2-8 
  1-10 
  Bo stick 
  15 
  c. 5' 
  3' 
  3 
  1-6 
  1-3 
  Club 
  30 
  c. 3' 
  1'-3' 
  4 
  1-6 
  1-4 
  Dagger 
  10 
  c. 15" 
  1' 
  2 
  1-4 
  1-3 
  Dart 
  5 
   
  see below 
   
  1-3 
  1-2 
  Falchion 
  80 
  c. 3½' 
  3½' 
  5 
  2-7 
  2-8 
  Fauchard 
  60 
  8'+ 
  2' 
  8 
  1-6 
  1-8 
  Fauchard-fork 
  80 
  8' 
  2' 
  8 
  1-8 
  1-10 
  Fist, bare or open hand 
  - 
  2'+ 
  1' 
  1 
  1-2 
  1 
  Fist, mailed 
  - 
  2'+ 
  1' 
  1 
  1-3 
  1-2 
  Flail, footman's 
  150 
  c. 4' 
  6' 
  7 
  2-7 
  2-8 
  Flail, horseman's 
  35 
  c. 2' 
  4' 
  6 
  2-5 
  2-5 
  Foot, Bare or Soft Boot 
  - 
  3'+ 
  1' 
  3 
  1-3 
  1-2 
  Foot, hard boot 
  - 
  3'+ 
  1' 
  3 
  1-4 
  1-3 
  Fork, military 
  75 
  7'+ 
  1' 
  7 
  1-8 
  2-8 
  Glaive 
  75 
  8'+ 
  1' 
  8 
  1-6 
  1-10 
  Glaive-guisarme 
  100 
  8'+ 
  1' 
  9 
  2-8 
  2-12 
  Guisarme 
  80 
  6'+ 
  2' 
  8 
  2-8 
  1-8 
  Guisarme-voulge 
  150 
  7'+ 
  2' 
  10 
  2-8 
  2-8 
  Halberd 
  175 
  5'+ 
  5' 
  9 
  1-10 
  2-12 
  Hammer, lucern 
  150 
  5'+ 
  5' 
  9 
  2-8 
  1-6 
  Hammer, war 
  50 
  c. 1½' 
  2' 
  4 
  2-5 
  1-4 
  Hook fauchard 
  80 
  8'+ 
  2½' 
  9 
  1-4 
  1-4 
  Javelin 
  20-30 
   
  see below 
   
  1-6 
  1-6 
  Jo stick 
  40 
  c. 3' 
  2' 
  2 
  1-6 
  1-4 
  Lance, heavy horse* 
  150 
  c. 14' 
  1' 
  8 
  3-9 
  3-18 
  Lance, light horse* 
  50 
  10' 
  1' 
  6 
  1-6 
  1-8 
  Lance, medium horse* 
  100 
  12' 
  1' 
  7 
  2-7 
  2-12 
  Mace, footman's 
  100 
  c. 2½' 
  4' 
  7 
  2-7 
  1-6 
  Mace, horseman's 
  50 
  c. 1½' 
  2' 
  6 
  1-6 
  1-4 
  Maul 
  125 
  c. 4' 
  5' 
  8 
  1-8 
  1-8 
  Morning star 
  100-150 
  3'-5' 
  4'-6' 
  7 
  2-8 
  2-9 
  Partisian 
  80 
  7'+ 
  3' 
  9 
  1-6 
  2-7 
  Pick, footman's 
  60 
  c. 4' 
  4' 
  7 
  2-7 
  2-8 
  Pick, horseman's 
  40 
  c. 2' 
  2' 
  5 
  2-5 
  1-4 
  Quarrel (or bolt), heavy 
  2 
   
  see below 
   
  2-5 
  2-7 
  Quarrel (or bolt), light 
  1 
   
  see below 
   
  1-4 
  1-4 
  Quarter staff 
  40-50 
  c. 6'-8' 
  3' 
  4 
  1-6 
  1-6 
  Ranseur 
  50 
  8'+ 
  1' 
  8 
  2-8 
  2-8 
  Scimitar 
  40 
  c. 3' 
  2' 
  4 
  1-8 
  1-8 
  Sling bullet 
  2 
   
  see below 
   
  2-5 
  2-7 
  Sling stone 
  1 
   
  see below 
   
  1-4 
  1-4 
  Spear** 
  40-60 
  5'-13'+ 
  1' 
  6-8 
  1-6 
  1-8 
  Spetum 
  50 
  8'+ 
  1' 
  8 
  2-7 
  2-12 
  Sword, bastard 
  100 
  c. 4½' 
  4'+ 
  6 
  2-8 
  2-16 
  Sword, broad 
  75 
  c. 3½' 
  4' 
  5 
  2-8 
  2-7 
  Sword, long 
  60 
  c. 3½' 
  3' 
  5 
  1-8 
  1-12 
  Sword, short 
  35 
  c. 2' 
  1' 
  3 
  1-6 
  1-8 
  Sword, two-handed 
  250 
  c. 6' 
  6' 
  10 
  1-10 
  3-18 
  Trident 
  50-70 
  4'-8'+ 
  1' 
  6-8 
  2-7 
  3-12 
  Voulge 
  125 
  8'+ 
  2' 
  10 
  2-8 
  2-8 
   
   
  HURLED WEAPONS AND MISSILES 
   
  Weapon 
  Fire Rate 
  S 
  M 
  L 
  Axe, hand 
  1 
  1 
  2 
  3 
  Bow, long 
  2 
  7 
  14 
  21 
  Bow, short 
  2 
  5 
  10 
  15 
  Bow, composite, long 
  2 
  6 
  12 
  21 
  Bow, composite, short 
  2 
  5 
  10 
  18 
  Club 
  1 
  1 
  2 
  3 
  Crossbow, heavy 
  ½ 
  8 
  16 
  24 
  Crossbow, light 
  1 
  6 
  12 
  18 
  Dagger 
  2 
  1 
  2 
  3 
  Dart 
  3 
  1½ 
  3 
  4½ 
  Hammer, war 
  1 
  1 
  2 
  3 
  Javelin 
  1 
  2 
  4 
  6 
  Sling (bullet) 
  1 
  5 
  10 
  20 
  Sling (stone) 
  1 
  4 
   8 
  16 
  Spear 
  1 
  1 
  2 
  3 
  ENCUMBRANCE LIMITS FOR CHARACTERS (SHOWN IN G.P.) 
   
   
  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 
   
   
  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" 
   
   
  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 
   
   
  LIGHT SOURCES 
   
  The table below gives the properties of the usual light sources: 
   
  Light Source 
  Radius of 
  Illumination 
  Burning 
  Time 
  Torch 
  40' 
  6 turns 
  Lantern 
  30' 
  24 turns* 
  Bullseye Lanthorn 
  80’** 
  24 turns* 
  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  © 1979 TSR Games 
   
  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 
   
   
   
   
   
   
   
   
  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. 
   
   
  WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING 
   
  Wall Surface is Best  
  Condition of Surface* 
  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' 
   
  * SLIGHTLY SLIPPERY surfaces DOUBLE chances of slipping and falling. SLIPPERY 
  surfaces make chances of slipping and falling TEN TIMES more likely. Thus, a 
  slippery surface cannot be attempted successfully by any thief under 6th level, 
  and even a 10th level thief has a 10% chance per round of slipping and falling. 
   
  Be certain to check each round of vertical or horizontal movement for chance of 
  slipping and falling. Treat surfaces inclined inwards as a worse surface and 
  surfaces inclined away as either a better surface condition or rougher texture. Most 
  dungeon walls will fall into the fairly rough to rough category. Some will be non-
  slippery, but most will be slightly slippery due to dampness and slime growth. 
   
   
  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. 
  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% 
  faIl back, fighting 
  16% to 30% 
  disengage-retreat 
  31% to 50% 
  flee in panic 
  51% or greater 
  surrender 
   
   
  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: 
   
  Level/ 
   
  Hit Dice of 
  Intelligence Ability Rating
  Intelligence Ability Rating
  Intelligence Ability Rating
  Intelligence Ability Rating 
  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 
   
   
  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) 
   
   
  
  ^as^k`ba=arkdblkp=C=ao^dlkp
  ®  DUNGEON MASTER'S SCREEN 
   
   
  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 
  Spectre b 
  -- 
  -- 
  -- 
  20 
  19 
  16 
  13 
  10 
  7 
  T 
  Vampire c 
  -- 
  -- 
  -- 
  -- 
  20 
  19 
  16 
  13 
  10 
  4 
  Ghost d 
  -- 
  -- 
  -- 
  -- 
  -- 
  20 
  19 
  16 
  13 
  7 
  Lich e 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  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 ex-
  ceeded 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 un-
  successful. 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. 
   
   
  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:  
   
  Liquid 
  Area of 
  Damage from a 
  Contents 
  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, Crush-
  ing 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 con-
  tainer 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.  
  
  — COMBAT AND SAVING THROW TABLES 
  © 1979 TSR Games 
   
  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. 
    
   
   
  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. 
   
   
   
  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.). 
  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. 
   
   
  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. 
   
   
  CREATURES STRUCK ONLY BY MAGIC WEAPONS  
   
  Despite special defenses which protect certain creatures from attacks by non-
  magical weapons, these monsters can be effectively hit by attackers as follows:  
   
  Defender is 
  Attacker Must Have The Following 
  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. 
  
  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. 
   
   
  II. ATTACK MATRIX FOR MONSTERS (INCLUDING GOBLINS, HOBGOBLINS, KOBOLDS, AND ORCS) 
   
  Opponent  
  Armor 
  20-sided Die Score to Hit by Monster's Hit Dice Number 
  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.  
   
   
  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. 
  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. 
   
  
  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:  
   
  1. 
  Those with abilities of other character 
  classes 
  gain 
  the benefit of the most 
  favorable saving throw score, i.e. be it 
  cleric or magic-user or thief.  
   
  2. 
  Those 
  with 
  no 
  real 
  offensive 
  fighting 
  capabilities save according to their area of 
  ability — cleric, magic-user, thief, etc.  
   
  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. 
    
   
  SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS 
   
   
  Attack Form and Number 
   
  a 
  c 
  i 
  d 
  cr 
  b 
  l 
  o 
  w 
  nor 
  b 
  l 
  o 
  w 
   
  d 
  i 
  s 
  f 
  a 
  l 
  l 
  f 
  i 
  r 
  e 
  ball 
  mag 
  f 
  i 
  r 
  e 
  nor 
  f 
  i 
  r 
  e 
  f 
  r 
  o 
  s 
  t 
  l 
  t 
  n 
  g 
  e 
  l 
  e 
  c 
  t 
  Item Description 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  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 
   1 a 
  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. 
   
  
  ^as^k`ba=arkdblkp=C=ao^dlkp
  ®  DUNGEON MASTER'S SCREEN 
   
  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+ 
   
  Psionic Blast20  
  D 
  C 
  C 
  15 
  10 
  5 
  5 
   
  Mind Thrust4  
  W 
  W 
  40 
  35 
  30 
  25 
  20 
  01-25 
  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% 
   
  Psionic Blast20  
  S 
  D 
  C 
  C 
  15 
  10 
  5 
   
  Mind Thrust4  
  W 
  W 
  W 
  40 
  35 
  30 
  25 
  26-50 
  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% 
   
  Psionic Blast20  
  W 
  S 
  D 
  C 
  C 
  15 
  10 
   
  Mind Thrust4  
  P 
  W 
  W 
  W 
  40 
  35 
  30 
  51-75 
  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% 
   
  Psionic Blast20  
  P 
  W 
  S 
  D 
  C 
  C 
  15 
   
  Mind Thrust4  
  P 
  P 
  W 
  W 
  W 
  40 
  35 
  76-100 
  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% 
   
  Psionic Blast20  
  K 
  P 
  W 
  S 
  D 
  C 
  C 
   
  Mind Thrust4  
  P 
  P 
  P 
  W 
  W 
  W 
  40 
  101-125 
  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% 
   
  Psionic Blast20  
  K 
  K 
  P 
  W 
  S 
  D 
  C 
   
  Mind Thrust4  
  P 
  P 
  P 
  P 
  W 
  W 
  W 
  126+ 
  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. 
   
   
  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.  
  
  — PSIONIC COMBAT TABLES 
  © 1979 TSR Games 
   
  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 
   
  Psionic Blast20  
  3 
  7 
  4 
  1 
  0 
   
  Mind Thrust4  
  12 
  4 
  0 
  0 
  1 
  01-25 
  Ego Whip7  
  8 
  3 
  0 
  0 
  0 
   
  Id Insinuation10  
  1 
  6 
  8 
  1 
  1 
   
  Psychic Crush14  
  2% 
  --- 
  --- 
  --- 
  --- 
   
  Psionic Blast20  
  6 
  9 
  6 
  2 
  0 
   
  Mind Thrust4  
  15 
  6 
  1 
  0 
  2 
  26-50 
  Ego Whip7  
  12 
  4 
  0 
  0 
  0 
   
  Id Insinuation10  
  2 
  8 
  10 
  3 
  3 
   
  Psychic Crush14  
  5% 
  2% 
  1% 
  --- 
  --- 
   
  Psionic Blast20  
  10 
  12 
  9 
  4 
  1 
   
  Mind Thrust4  
  18 
  9 
  2 
  2 
  3 
  51-75 
  Ego Whip7  
  17 
  6 
  1 
  1 
  1 
   
  Id Insinuation10  
  4 
  11 
  13 
  7 
  6 
   
  Psychic Crush14  
  9% 
  4% 
  2% 
  1% 
  --- 
   
  Psionic Blast20  
  15 
  16 
  13 
  7 
  2 
   
  Mind Thrust4  
  22 
  13 
  5 
  4 
  5 
  76-100 
  Ego Whip7  
  23 
  9 
  3 
  2 
  3 
   
  Id Insinuation10  
  7 
  15 
  17 
  12 
  10 
   
  Psychic Crush14  
  14% 
  7% 
  5% 
  3% 
  2% 
   
  Psionic Blast20  
  21 
  21 
  18 
  11 
  4 
   
  Mind Thrust4  
  26 
  18 
  9 
  7 
  8 
  101-125 
  Ego Whip7  
  30 
  13 
  6 
  4 
  6 
   
  Id Insinuation10  
  11 
  20 
  22 
  18 
  15 
   
  Psychic Crush14  
  20% 
  11% 
  9% 
  6% 
  4% 
   
  Psionic Blast20  
  28 
  27 
  24 
  16 
  7 
   
  Mind Thrust4  
  30 
  24 
  16 
  11 
  12 
  126+ 
  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. 
   
   
  PSIONIC BLAST ATTACK UPON NON-PSIONIC CREATURE  
   
  Attacked 
  Creature's Total 
  Intelligence 
  Saving Throw  
  at Attack Range 
   
  Likely Result if  
  Saving Throw is not 
  & Wisdom** 
  Short Medium Long 
   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. 
  
   
  ^as^k`ba=
  arkdblkp=C=Ço^dlkp
  TM 
  DUNGEON MASTER'S SCREEN 
   
   
   
   
   
   
   
   
   
   
   
   
  This package consists of an eight panel 11" X 51" folding cardstock screen for DM's reference use in playing ADVANCED 
  DUNGEONS & DRAGONS including: EQUIPMENT AND GENERAL REFERENCE TABLES, COMBAT AND SAVING THROW 
  TABLES, and PSIONIC COMBAT TABLES. This screen is useful for shielding maps and other game materials from the players 
  when placed upright and also provides instant reference to the most commonly used charts and tables during play. The screen 
  is printed on both sides — the players' side shows five full color illustrations to set the mood, as well as tables for the more 
  standard character classes and the COMBINED WEAPONS AND ARMOR TABLES. This screen has been laminated on the 
  exterior to protect it from common wear and tear. This (and only this) screen contains all of the official AD&D statistics and 
  game tables. 
   
   
  © 1979, FSR Games 
   
   
   
  FSR GAMES 
   
  POB 577 
   
  LAKE GENEVA, WI 06630 
  9024 
  
   
   
  COMBINED WEAPONS TABLES (SELECTED INFORMATION) 
  Damage vs. Opponent 
  Weapon 
  Weight in  
  Gold Pieces 
  Length 
  Space 
  Required 
  Speed 
  Factor 
  Size S or M 
  Size L 
  Arrow 
  2 
   
  see below 
   
  1-6 
  1-6 
  Awl pike 
  80 
  18' 
  1' 
  13 
  1-6 
  1-12 
  Axe, battle 
  75 
  c. 4' 
  4' 
  7 
  1-8 
  1-8 
  Axe, hand 
  50 
  c. 1½' 
  1' 
  4 
  1-6 
  1-4 
  Bardiche 
  125 
  c. 5' 
  5' 
  9 
  2-8 
  3-12 
  Bec de corbin 
  100 
  c. 6' 
  6' 
  9 
  1-8 
  1-6 
  Bill-guisarme 
  150 
  8'+ 
  2' 
  10 
  2-8 
  1-10 
  Bo stick 
  15 
  c. 5' 
  3' 
  3 
  1-6 
  1-3 
  Club 
  30 
  c. 3' 
  1'-3' 
  4 
  1-6 
  1-4 
  Dagger 
  10 
  c. 15" 
  1' 
  2 
  1-4 
  1-3 
  Dart 
  5 
   
  see below 
   
  1-3 
  1-2 
  Falchion 
  80 
  c. 3½' 
  3½' 
  5 
  2-7 
  2-8 
  Fauchard 
  60 
  8'+ 
  2' 
  8 
  1-6 
  1-8 
  Fauchard-fork 
  80 
  8' 
  2' 
  8 
  1-8 
  1-10 
  Fist, bare or open hand 
  - 
  2'+ 
  1' 
  1 
  1-2 
  1 
  Fist, mailed 
  - 
  2'+ 
  1' 
  1 
  1-3 
  1-2 
  Flail, footman's 
  150 
  c. 4' 
  6' 
  7 
  2-7 
  2-8 
  Flail, horseman's 
  35 
  c. 2' 
  4' 
  6 
  2-5 
  2-5 
  Foot, bare or soft boot 
  - 
  3'+ 
  1' 
  3 
  1-3 
  1-2 
  Foot, hard boot 
  - 
  3'+ 
  1' 
  3 
  1-4 
  1-3 
  Fork, military 
  75 
  7'+ 
  1' 
  7 
  1-8 
  2-8 
  Glaive 
  75 
  8'+ 
  1' 
  8 
  1-6 
  1-10 
  Glaive-guisarme 
  100 
  8'+ 
  1' 
  9 
  2-8 
  2-12 
  Guisarme 
  80 
  6'+ 
  2' 
  8 
  2-8 
  1-8 
  Guisarme-voulge 
  150 
  7'+ 
  2' 
  10 
  2-8 
  2-8 
  Halberd 
  175 
  5'+ 
  5' 
  9 
  1-10 
  2-12 
  Hammer, lucern 
  150 
  5'+ 
  5' 
  9 
  2-8 
  1-6 
  Hammer, war 
  50 
  c. 1½' 
  2' 
  4 
  2-5 
  1-4 
  Hook fauchard 
  80 
  8'+ 
  2½' 
  9 
  1-4 
  1-4 
  Javelin 
  20-30 
   
  see below 
   
  1-6 
  1-6 
  Jo stick 
  40 
  c. 3' 
  2' 
  2 
  1-6 
  1-4 
  Lance, heavy horse* 
  150 
  c. 14' 
  1' 
  8 
  3-9 
  3-18 
  Lance, light horse* 
  50 
  10' 
  1' 
  6 
  1-6 
  1-8 
  Lance, medium horse* 
  100 
  12' 
  1' 
  7 
  2-7 
  2-12 
  Mace, footman's 
  100 
  c. 2½' 
  4' 
  7 
  2-7 
  1-6 
  Mace, horseman's 
  50 
  c. 1½' 
  2' 
  6 
  1-6 
  1-4 
  Maul 
  125 
  c. 4' 
  5' 
  8 
  1-8 
  1-8 
  Morning star 
  100-150 
  3'-5' 
  4'-6' 
  7 
  2-8 
  2-9 
  Partisian 
  80 
  7'+ 
  3' 
  9 
  1-6 
  2-7 
  Pick, footman's 
  60 
  c. 4' 
  4' 
  7 
  2-7 
  2-8 
  Pick, horseman's 
  40 
  c. 2' 
  2' 
  5 
  2-5 
  1-4 
  Quarrel (or bolt), heavy 
  2 
   
  see below 
   
  2-5 
  2-7 
  Quarrel (or bolt), light 
  1 
   
  see below 
   
  1-4 
  1-4 
  Quarter staff 
  40-50 
  c. 6'-8' 
  3' 
  4 
  1-6 
  1-6 
  Ranseur 
  50 
  8'+ 
  1' 
  8 
  2-8 
  2-8 
  Scimitar 
  40 
  c. 3' 
  2' 
  4 
  1-8 
  1-8 
  Sling bullet 
  2 
   
  see below 
   
  2-5 
  2-7 
  Sling stone 
  1 
   
  see below 
   
  1-4 
  1-4 
  Spear** 
  40-60 
  5'-13'+ 
  1' 
  6-8 
  1-6 
  1-8 
  Spetum 
  50 
  8'+ 
  1' 
  8 
  2-7 
  2-12 
  Sword, bastard 
  100 
  c. 4½' 
  4'+ 
  6 
  2-8 
  2-16 
  Sword, broad 
  75 
  c. 3½' 
  4' 
  5 
  2-8 
  2-7 
  Sword, long 
  60 
  c. 3½' 
  3' 
  5 
  1-8 
  1-12 
  Sword, short 
  35 
  c. 2' 
  1' 
  3 
  1-6 
  1-8 
  Sword, two-handed 
  250 
  c. 6' 
  6' 
  10 
  1-10 
  3-18 
  Trident 
  50-70 
  4'-8'+ 
  1' 
  6-8 
  2-7 
  3-12 
  Voulge 
  125 
  8'+ 
  2' 
  10 
  2-8 
  2-8 
   
   
   
   
  HURLED WEAPONS AND MISSILES 
   
  ARMOR CLASS TABLE 
  Weapon 
  Fire Rate 
  S 
  M 
  L 
   
   
  Type of Armor 
   
            
  Armor Class 
  Rating 
  Axe, hand 
  1 
  1 
  2 
  3 
   
  None 
  10 
  Bow, long 
  2 
  7 
  14 
  21 
   
  Shield only 
  9 
  Bow, short 
  2 
  5 
  10 
  15 
   
  Leather armor or padded armor 
  8 
  Bow, composite, long 
  2 
  6 
  12 
  21 
   
  Leather armor + shield, padded armor + shield, 
  7 
  Bow, composite, short 
  2 
  5 
  10 
  18 
   
  ring mail, or studded leather armor 
   
  Club 
  1 
  1 
  2 
  3 
   
  Ring mail + shield, studded leather armor  
  6 
  Crossbow, heavy 
  ½ 
  8 
  16 
  24 
   
  + shield, or scale mail 
   
  Crossbow, light 
  1 
  6 
  12 
  18 
   
  Scale mail + shield, or chain mail 
  5 
  Dagger 
  2 
  1 
  2 
  3 
   
  Chain mail + shield, banded mail, or splint 
  4 
  Dart 
  3 
  1½ 
  3 
  4½ 
   
  mail 
   
  Hammer, war 
  1 
  1 
  2 
  3 
   
  Banded mail + shield, splint mail + shield, 
  3 
  Javelin 
  1 
  2 
  4 
  6 
   
  or plate mail 
   
  Sling (bullet) 
  1 
  5 
  10 
  20 
   
  Plate mail + shield 
  2 
  Sling (stone) 
  1 
  4 
   8 
  16 
   
   
   
  Spear 
  1 
  1 
  2 
  3 
   
   
   
  See text (pages 36-38) for complete information on these tables. 
  
  ^as^k`ba=arkdblkp=C=ao^dlkp
  ®  DUNGEON MASTER'S SCREEN 
  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 
  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. 1½' 
  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 
  40 
  c. 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 man-
  sized 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.
   
  HURLED WEAPONS AND MISSILES 
   
   
  Weight 
  Fire 
  Range 
      Armor Class Adjustment 
  Damage vs. Opponent 
  Weapon 
  in G.P. 
  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 
  1½ 
  3 
  4½ 
  -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. 
  
  Build your own, ultimate DM screen: 
   
  For this project you will need: 
   
  12 Pdf's for the appropriate panels (8 inside & 4 outside for the 8 panel version) 
  08 Sheets goldenrod paper (24#) 
  08 Sheets white paper (24#) 
  01 Printer (laser or inkjet) 
  01 Can 3M permanent spray adhesive 
  01 Poster sized white matte board cut into eight 8.5" x 11" panels 
  01 Roll of 3M Scotch Transparent Packing Tape 
  01 Pair of scissors 
  01 Ruler (inches) 
  01 Straight pin 
  01 Pencil 
  01 Package of self sticking adhesive lamination sheets (highest transparency possible) 
   
  Access to a Copy Shop For: 
   
  A paper cutter 
  A color photocopy machine for artwork (they'll print off .jpg .tif artwork files too) 
   
  Work Area and Conditions: 
   
  - Wash and dry hands often to remove adhesive, dirt, and oils that will leave smudges 
  and fingerprints on color copies, laminate, and tape) 
  - Work on a clean table (formica or plastic) 
  - Cover the work area with paper when using the spray adhesive - have a spray area 
  and a finish area so as to not accidentally glue your work to the table 
  - Make sure the area is well ventilated & away from flame source (the spray adhesive 
  is wicked) 
   
  Step by Step Instructions: 
   
  01) Purchase necessary materials (see list above) 
  02) Download pdfs 
  03) Print off pdfs on appropriately colored 24# paper 
  04) Cover work area with clean paper, open a window to ensure good ventilation 
  05) Affix printed pages onto panels: 
  a) Line up sheet on board until in desired position 
  b) Firmly hold left edge in place bend right side of page over and pin with thumb  
  c) Spray the right side of the matte-board panel with adhesive spray 
  d) Lift thumb to let page fall to right and smooth/press page onto adhesive 
  e) Lift unglued left side of page and spray adhesive on matte board 
  f) Let left side fall and smooth/press page into adhesive 
  
  06) Repeat 5a-5f for each panel (use a sheet over printed pages when smoothing to 
  avoid rubbing off print or getting adhesive on your hands from edges) 
  07) Affix artwork onto panels: 
  a) Spray adhesive onto back of artwork 
  b) Carefully position and affix to sheets already affixed to panel 
  c) Smooth (use clean cover sheet) 
  08) Repeat 7a-5c for each piece of artwork (use a sheet over artwork when smoothing 
  to avoid smudging or getting adhesive on your hands from edges) 
  09) Cut self-sticking laminate sheets down to 9" x 11.5" 
  10) Apply self-sticking laminate sheets (outward side of panels only): 
  a) Pre-mark the backing paper on the laminate sheets on the lower left and lower 
  right corners in 1/4" from the sides and bottom. Make a small "+" at each of 
  the two points 
  b) Place the laminate sheet laminate side down/backing side up 
  c) Peel down a 2" section of the top of the sheet of backing paper and fold down 
  d) Lay down the first panel down without sticking it to the laminate 
  e) Position lower left and right corner of first panel on the "+" 
  f) Press the top of the panel firmly into the exposed laminate adhesive side 
  g) Lift bottom of panel, reach under and pull down and remove backing 
  h) Grasp laminate by the bottom edge and turn over panel 
  i) With a ruler gradually smooth down the laminate as it is lowered onto the 
  panel top to bottom, once in place firmly smooth it down 
  j) Use scissors to nip a square out of each corner of the laminate (ca. 1/4" x 1/4") 
  k) Use edge of panel and table to fold over and press down each edge to overlap 
  11) Repeat steps 10a-10k for each panel (use a sheet over printed pages when 
  smoothing to avoid rubbing off print) 
  12) Adjoin panels with 3M Scotch Transparent Packing Tape (NOTE: All tape is 
  applied to outside of screen panels on the laminated side only!): 
  a) First adjoin panels two at a time (1 to 2, 3 to 4, 5 to 6, 7 to 8): 
  1) Place tape along panel 1 edge where it meets panel 2 when folded shut  
  2) Place panel 1 and 2 together as if folded shut 
  3) Use panel edges against table to fold over tape onto panel 2 
  4)  Smooth with ruler and use straight pin to pop and smooth air bubbles 
  b) Repeat steps a1-a4 for each pair 
  c) Next adjoin panel pairs (1&2 to 3&4, 5&6 to 7&8): 
  1) Place all panel pairs laminated side up, flat, & butted together on table  
  2) Place tape along un-taped seams 
  3) Smooth with ruler and use straight pin to pop and smooth air bubbles 
  13) DM with total impunity! 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/DM sheets/DMSCREENv1_1.pdf