Advanced Dungeons & Dragons®
Player's Handbook
for the AD&D® Game.
Table of Contents
Foreword for the 2nd Edition
Credits
Foreword
Welcome to the AD&D Game
How the Rule Books are Organized
Learning the Game
Coming from the D&D Game
The AD&D Game Line
A Note About Pronouns
The Real Basics
The Goal
Required Materials
An Example of Play
Glossary
Step-by-Step Player Character Generation
Chapter 1: Player Character Ability Scores
Rolling Ability Scores
Alternative Dice-Rolling Methods
The Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
What the Numbers Mean
Chapter 2: Player Character Races
Minimum and Maximum Ability Scores
Racial Ability Adjustments
Class Restrictions and Level Limits
Languages
Dwarves
Elves
Gnomes
Half-Elves
Halflings
Humans
Other Characteristics
Chapter 3: Player Character Classes
Class Ability Score Requirements
Warrior
Fighter
Paladin
Ranger
Wizard
Mage
The Schools of Magic
Specialist Wizards
Illusionist
Priest
Cleric
Priests of Specific Mythoi
Requirements
Weapons Allowed
Spells Allowed
Granted Powers
Ethos
Priest Titles
Balancing It All
Druid
Ethos
Granted Powers
Spells Allowed
Weapons Allowed
Requirements
Druid Organization
Druids, Archdruids, and the Great Druid
The Grand Druid
Rogues
Thief
Skill Explanations
Bard
Multi-Class Characters
Multi-Class Combinations
Multi-Class Benefits and Restrictions
Dual-Class Benefits and Restrictions
Chapter 4: Alignment
Law, Neutrality, and Chaos
Good, Neutrality, and Evil
Alignment Combinations
Non-Aligned Creatures
Playing the Character's Alignment
Changing Alignment
Chapter 5: Proficiencies (Optional)
Acquiring Proficiencies
Training
Weapon Proficiencies
Effects of Weapon Proficiencies
Related Weapon Bonus
Weapon Specialization
Cost of Specialization
Effects of Specialization
Nonweapon Proficiencies
Using What You Know
Secondary Skills
Nonweapon Proficiencies
Using Nonweapon Proficiencies
Nonweapon Proficiency Descriptions
Chapter 6: Money and Equipment
Starting Money
Equipment Lists
Equipment Descriptions
Tack and Harness
Transport
Miscellaneous Equipment
Weapons
Armor
Armor Sizes
Getting Into and Out of Armor
Creatures with Natural Armor Class
Encumbrance (Optional Rule)
Basic Encumbrance (Tournament Rule)
Specific Encumbrance (Optional Rule)
Encumbrance and Mounts (Tournament Rule)
Magical Armor and Encumbrance
Effects of Encumbrance
Chapter 7: Magic
Wizard Spells
Schools of Magic
Learning Spells
Illusions
Priest Spells
Casting Spells
Spell Components
Magical Research
Spell Descriptions
Chapter 8: Experience
Group Experience Awards
Individual Experience Awards
Training Experience
Where's the Specific Info?
Chapter 9: Combat
More Than Just Hack-and-Slash
Definitions
The Attack Roll
Figuring the To-Hit Number
Modifiers to the Attack Roll
Weapon Types vs. Armor Modifiers
Impossible To Hit Numbers
Calculating THAC0
Combat and Encounters
The Combat Round
What You Can Do in One Round
The Combat Sequence
Initiative
Standard Initiative Procedure
Initiative Modifiers
Group Initiative (Optional Rule)
Individual Initiative
Multiple Attacks and Initiative
Spellcasting and Initiative
Weapon Speed and Initiative (Optional Rule)
Magical Weapon Speeds
Attacking with Two Weapons
Movement in Combat
Movement in Melee
Movement and Missile Combat
Charging an Opponent
Retreat
Attacking Without Killing
Punching and Wrestling
Overbearing
Weapons in Nonlethal Combat
Nonlethal Combat and Creatures
Touch Spells and Combat
Missile Weapons in Combat
Range
Rate of Fire
Ability Modifiers in Missile Combat
Firing into a Melee
Taking Cover Against Missile Fire
Grenade-Like Missiles
Types of Grenade-Like Missiles
Special Defenses
Parrying (Optional Rule)
The Saving Throw
Rolling Saving Throws
Saving Throw Priority
Voluntarily Failing Saving Throws
Ability Checks as Saving Throws
Modifying Saving Throws
Magic Resistance
Effects of Magic Resistance
When Magic Resistance Applies
Successful Magic Resistance Rolls
Turning Undead
Evil Priests and Undead
Injury and Death
Wounds
Special Damage
Falling
Paralysis
Energy Drain
Poison
Treating Poison Victims
Healing
Natural Healing
Magical Healing
Herbalism & Healing Proficiencies
Character Death
Death From Poison
Death From Massive Damage
Inescapable Death
Raising the Dead
Chapter 10: Treasure
Treasure Types
Magical Items
Dividing and Storing Treasure
Chapter 11: Encounters
The Surprise Roll
Effects of Surprise
Encounter Distance
Encounter Options
Chapter 12: NPCs
Hirelings
Followers
Henchmen
Player Character Obligations
Chapter 13: Vision and Light
Limits of Vision
Light
Infravision
Using Mirrors
Chapter 14: Time and Movement
Movement
Jogging and Running (Optional Rule)
Cross Country Movement
Swimming
Holding Your Breath
Climbing
Calculating Success
Climbing Rates
Types of Surfaces
Actions While Climbing
Climbing Tools
Getting Down
Appendix 1: Spell Lists*
Wizard Spells
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Priest Spells Spell Lists
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
Appendix 2: Notes on Spells
Adjudicating Illusions
Appendix 3: Wizard Spells
First-Level
Second-Level
Third-Level
Fourth-Level
Fifth-Level
Sixth-Level
Seventh-Level
Eighth-Level
Ninth-Level
Appendix 4: Priest Spells
First-Level
Second-Level
Third-Level
Fourth-Level
Fifth-Level
Sixth-Level
Seventh-Level
Appendix 5: Wizard Spells by School
Abjuration
Alteration
Conjuration/Summoning
Enchantment/Charm
Illusion/Phantasm
Invocation/Evocation
Lesser/Greater Divination
Necromancy
Appendix 6: Priest Spells by Sphere
All
Animal
Astral
Charm
Combat
Creation
Divination
Elemental
Guardian
Healing
Necromantic
Plant
Protection
Summoning
Sun
Weather
Appendix 7: Spell Index
Appendix 8: Compiled Character Tables
Table 1: Strength
Table 2: Dexterity
Table 3: Constitution
Table 4: Intelligence
Table 5: Wisdom
Table 6: Charisma
Table 7: Racial Ability Requirements
Table 8: Racial Ability Adjustments
Table 9: Constitution Saving Throw Bonuses
Table 13: Class Ability Minimums
Table 18: Ranger Abilities
Table 21: Wizard Spell Progression
Table 22: Wizard Specialist Requirements
Table 25: Priest Spell Progression
Table 26: Thieving Skill Base Scores
Table 27: Thieving Skill Racial Adjustments
Table 28: Thieving Skill Dexterity Adjustments
Table 29: Thieving Skill Armor Adjustments
Table 30 Backstab Damage Multipliers
Table 32: Bard Spell Progression
Table 33: Bard Abilities
Table 43: Initial Character Funds
Table 46: Armor Class Ratings
Table 53: Calculated THAC0S
Table 61: Turning Undead
Tables
Table 1: Strength
Table 2: Dexterity
Table 3: Constitution
Table 4: Intelligence
Table 5: Wisdom
Table 6: Charisma
Table 7: Racial Ability Requirements
Table 8: Racial Abilities
Table 9: Constitution Saving Throw Bonuses
Table 10: Average Height and Weight
Table 11: Age
Table 12: Aging Effects
Table 13: Class Ability Minimums
Table 14: Warrior Experience Levels
Table 15: Warrior Melee Attacks per Round
Table 16: Fighter's Followers
Table 17: Paladin Spell Progression
Table 18: Ranger Abilities
Table 19: Ranger's Followers
Table 20: Wizard Experience Levels
Table 21 Wizard Spell Progression
Table 22: Wizard Specialist Requirements
Table 23: Priest Experience Levels
Table 24: Priest Spell Progression
Table 25: Rogue Experience Level
Table 26: Thieving Skills Base Scores
Table 27: Thieving Skill Racial Adjustments
Table 28: Thieving Skill Dexterity Adjustments
Table 29: Thieving Skill Armor Adjustments
Table 30: Backstab Damage Multipliers
Table 31: Thief's Followers
Table 32: Bard Spell Progression
Table 33: Bard Abilities
Table 34: Proficiency Slots
Table 35: Specialist Attacks Per Round
Table 36: Secondary Skills
Table 37: Nonweapons Proficiency Group
Table 38: Nonweapon Proficiency Group Crossovers
Table 39: Tracking Modifiers
Table 40: Movement While Tracking
Table 41: Weapon Construction
Table 42: Standard Exchange Rates
Table 43: Initial Character Funds
Table 44: Equipment
Table 45: Missile Weapon Ranges
Table 46: Armor Class Ratings
Table 47: Character Encumbrance
Table 48: Modified Movement Rates
Table 49: Carrying Capacities of Animals
Table 50: Stowage Capacity
Table 51: Combat Modifiers
Table 52: Weapon Types vs. Armor Modifiers
Table 53: Calculating THAC0S
Table 54: THAC0 Advancement
Table 55: Standard Modifiers to Initiative
Table 56: Optional Modifiers to Initiative
Table 57: Armor Modifiers for Wrestling
Table 58: Punching and Wrestling Results
Table 59: Cover and Concealment Modifiers
Table 60: Character Saving Throws
Table 61: Turning Undead
Table 62: Visibility Ranges
Table 63: Light Sources
Table 64: Base Movement Rates
Table 65: Base Climbing Success Rates
Table 66: Climbing Modifiers
Table 67: Rates of Climbing
Table of Contents