Advanced Dungeons & Dragons - Second Edition
AD&D Revised
A 5e-Inspired House Rules Supplement
Draft 0.21 - July 29, 2026
Preserve AD&D's campaign engine, class identity, danger, resource pressure, and player-driven problem solving. Modernize only the procedures that are slow, opaque, or awkward at the table.
Contents
The supplement is organized in publication order, with quick-reference material at the end.
Design Thesis
This is a compatibility layer, not a conversion. It keeps AD&D 2e’s classes, spell lists, saving throws, advancement, morale, exploration, and attrition while using cleaner modern procedures for attack math, grid movement, reactions, actions, and reference presentation.
0. What Kind of Game Is This?
This game uses AD&D 2nd Edition as its foundation, with selected modern rules added where they make play clearer or smoother. It will feel familiar in some ways, but its underlying assumptions are different from those of 5th Edition.
5e uses bounded accuracy, keeping attack bonuses, Armor Class, and target numbers within a relatively narrow range. AD&D is comparatively unbounded: advancement and magic can create much wider gaps, so weak opponents may become nearly irrelevant while some powerful foes may be practically untouchable until the party gains levels, equipment, or a better plan.
In 5e, encounters are often designed as balanced contests. The party is expected to engage with them, spend an appropriate amount of resources, and usually win. AD&D is less concerned with making every encounter a fair fight. Encounters arise from the location, the creatures living there, random chance, and the ongoing situation. The world is not automatically adjusted to match the party's level.
You may encounter enemies that are too powerful to defeat in a direct fight. This is not necessarily a mistake or an indication that you have missed the intended solution. Sometimes the correct response is to avoid the threat, negotiate, create a diversion, barricade a passage, exploit the terrain, or run away. Escaping from a dangerous situation can itself be the challenge.
Combat is only one tool. Gathering information, scouting, planning routes, hiring assistance, preparing equipment, setting ambushes, controlling when and where a fight happens, and deciding when not to fight are often more important than the abilities written on the character sheet. Your character's statistics matter, but the game also expects you to rely heavily on your own judgment, caution, and creativity.
Enemies do not necessarily attack on sight or fight to the death. Reaction rolls, morale, competing interests, fear, greed, and self-preservation all matter. A group of hostile creatures may be bribed, intimidated, misled, divided, recruited, or convinced that fighting is not worth the risk. Likewise, an enemy that begins to lose may surrender or flee rather than remain in combat until reduced to zero hit points.
The game is more dangerous than 5e. Characters have fewer safety mechanisms, healing is less abundant, and poor decisions can have serious consequences. Death is not always permanent, but resurrection is difficult, uncertain, and limited. It requires access to powerful magic, may demand significant cost or obligation, requires a resurrection survival roll, and permanently reduces Constitution. Recovering and restoring a fallen character may become an adventure in itself.
This does not justify arbitrary lethality. Serious dangers should usually be telegraphed clearly enough for careful players to recognize when fighting is a bad idea. Rumors, tracks, corpses, damaged structures, frightened witnesses, unusual silence, and other clues can all indicate that something dangerous lies ahead.
Victory is therefore less automatic. Surviving a difficult expedition, defeating a dangerous enemy through careful planning, rescuing a fallen companion, or escaping from something that could have destroyed the party should feel like a genuine accomplishment.
Character advancement is also slower. You should not expect to gain a level every few sessions or receive a major new class ability at every level. A character's growth comes from more than class progression. Magic items, scrolls, potions, wands, specialized equipment, allies, retainers, followers, property, reputation, political influence, secret knowledge, and access to powerful institutions can all change what the party is capable of doing.
These rewards are not merely substitutes for class features. They are part of the game's larger structure. A loyal retainer, a map to a forgotten entrance, a favor owed by a temple, or a wand with six charges may be more important than a numerical improvement on the character sheet. Characters become powerful partly by building relationships and accumulating resources in the world.
Magic requires more advance planning than it does in 5e. Wizards and priests prepare specific spells rather than choosing freely from all prepared magic at the moment of casting. A spellcaster who expects the wrong kind of danger may not have the ideal spell available. Information, prediction, and preparation therefore matter greatly.
Unlike 5e, AD&D does not impose a universal limit of one concentration spell at a time. Many ongoing spells can coexist, allowing careful players to layer compatible protections, enhancements, and battlefield effects. Individual spells may still require concentration or restrict other actions, and the same effect does not necessarily stack with itself, but spellcasters can generally maintain several compatible effects at once.
Spellcasters are expected to supplement memorized spells with scrolls, potions, wands, staves, and other magical resources. These items provide much of the flexibility that spontaneous casting supplies in later editions. Charges and consumable items are meant to be used, not preserved forever for an imaginary future emergency.
Resource management extends beyond spell slots. Light, ammunition, food, healing, time, carrying capacity, safe resting places, and the risk of additional encounters all influence decisions. Continuing deeper into danger may offer greater rewards, but retreating while the party still has the ability to do so is often the wiser choice.
The campaign is not intended to reject everything developed in later editions. We are adopting 5e rules where they improve clarity, reduce unnecessary bookkeeping, or make tactical play easier without undermining AD&D's structure. The goal is not to reproduce every awkward rule from 1989. It is to preserve a style of play built around exploration, uncertainty, preparation, meaningful danger, and player-driven problem solving while using modern mechanics where they fit.
The Central Expectation
The game does not guarantee that every problem can be defeated in a fair fight. It does guarantee that careful players will usually have more options than simply attacking.
1. Design Goals and Scope
| Principle | Application |
|---|---|
| Preserve the AD&D engine | Classes, level advancement, spell memorization, five saving throws, thief skills, morale, reaction rolls, exploration turns, and strategic resource pressure remain AD&D 2e. |
| Modernize procedures, not outcomes | Prefer exact mathematical translations and clearer turn procedures. Avoid changing probabilities merely to make the rules resemble 5e. |
| Miniatures should be easy to use | Use a 5-foot grid, explicit movement allowances, reactions, reach, cover, and standardized actions without requiring facing diagrams. |
| Keep low-level danger | Do not import full-rest recovery, Hit Dice healing, damage cantrips, death saves, or bounded-accuracy assumptions. |
| Let high-level magic be high-level magic | Do not over-engineer restrictions to preserve torch accounting or similar low-level constraints once characters have surpassed them. |
| Prefer optional modules | Rules that substantially change class math or campaign tone should remain optional rather than entering the core package by accident. |
1.1 Change Map
| Treatment | Rules |
|---|---|
| Adopt directly | Ascending Armor Class; attack bonuses; 5-foot or 1-inch tactical scale; +2/+5 cover; one reaction per round; standardized action and condition names. |
| Adapt carefully | Movement and action economy; advantage/disadvantage; weapon readiness and initiative timing; surprise; spell interruption and targeting; human versatility and racial soft level limits; Intelligence bonus wizard spells; minor magic; monster stat-block formatting. |
| Retain unchanged | Five saving throws; thief skills; morale; reaction rolls; exploration; spell memorization; kits; followers; racial class restrictions and multiclass combinations; punching, wrestling, and overbearing. Class XP tables remain controlling except for doubled increments above racial level limits. |
| Do not import | Proficiency bonus; bounded accuracy; short-rest Hit Dice; full overnight recovery; damage cantrips; universal 5e concentration; 5e multiclassing; death saves. |
Controlling Rule
When this supplement does not explicitly replace an AD&D 2e rule, use the original rule. Modern terminology does not silently import the rest of the 5e subsystem associated with that term.
2. Core Mathematical Conversion
2.1 Ascending Armor Class
Conversion Formula
Ascending AC = 20 − descending AC. Attack bonus = 20 − THAC0. An attack hits when d20 + attack bonus is at least the target’s ascending AC.
| 2e Descending AC | Ascending AC |
|---|---|
| 10 | 10 |
| 9 | 11 |
| 8 | 12 |
| 7 | 13 |
| 6 | 14 |
| 5 | 15 |
| 4 | 16 |
| 3 | 17 |
| 2 | 18 |
| 1 | 19 |
| 0 | 20 |
| -1 | 21 |
| -2 | 22 |
| -3 | 23 |
| -4 | 24 |
| -5 | 25 |
| -6 | 26 |
| -7 | 27 |
| -8 | 28 |
| -9 | 29 |
| -10 | 30 |
2.2 Attack Bonuses
| THAC0 | Attack Bonus |
|---|---|
| 20 | +0 |
| 19 | +1 |
| 18 | +2 |
| 17 | +3 |
| 16 | +4 |
| 15 | +5 |
| 14 | +6 |
| 13 | +7 |
| 12 | +8 |
| 11 | +9 |
| 10 | +10 |
| 9 | +11 |
| 8 | +12 |
| 7 | +13 |
| 6 | +14 |
| 5 | +15 |
| 4 | +16 |
| 3 | +17 |
| 2 | +18 |
| 1 | +19 |
| 0 | +20 |
Example: A character with THAC0 16 has a +4 attack bonus. An opponent with descending AC 2 has ascending AC 18. The character still needs a natural 14: 14 + 4 = 18.
Natural rolls: A natural 20 always hits and a natural 1 always misses. A natural 1 has no additional fumble effect. See Section 12.1 for critical hits.
Dual notation: During transition, stat blocks may show both values, such as AC 18 [2] and Attack +4 [THAC0 16].
3. Tactical Scale and Movement
3.1 Determining Movement Rate (MR)
MR is the Player’s Handbook movement statistic. Use the character’s current Movement Rate after racial base rate, encumbrance, magic, and other adjustments. AD&D monster statistics often abbreviate the same value as MR; treat a listed MR number as MR unless the entry states a special movement mode.
Base Movement Rates
For tactical play, the slower player-character races use MR 10 instead of their printed MR 6. This produces a 25-foot move while acting, rather than a 15-foot move.
| Race | PHB Base MR | House-Rule Base MR | Move with Action | Full Move |
|---|---|---|---|---|
| Human, elf, half-elf | 12 | 12 | 6 squares / 30 feet | 12 squares / 60 feet |
| Dwarf, gnome, halfling | 6 | 10 | 5 squares / 25 feet | 10 squares / 50 feet |
Tactical Conversion
One point of current MR equals one 5-foot square of full tactical movement. A creature taking an attack or another substantive action normally moves up to half current MR, rounded down. A Full Move permits movement up to current MR.
Reading Other Movement Notation
| Source Notation | Use in These Rules |
|---|---|
| Monster stat block: MV 15 | Use MR 15. |
| Movement Rate 12 | Use MR 12, unless the racial base-rate replacement above applies. |
| 120 feet per dungeon round | The underlying AD&D rate is 12; use MR 12 rather than converting 120 feet into 24 squares. |
| A literal instruction such as “move 30 feet” | Use the stated distance: 6 squares or 6 inches. |
Encumbrance
Use PHB Table 47 to determine the character’s encumbrance category from Strength and carried weight. Then apply the category below to the character’s house-rule base MR. Fractions are rounded down. The detailed PHB Table 48 method is not used with this tactical movement system because it assumes the printed base rates of 12 and 6.
| Encumbrance | MR Adjustment | Base MR 12 | Base MR 10 |
|---|---|---|---|
| Unencumbered | Full base MR | 12 | 10 |
| Light | Two-thirds, round down | 8 | 6 |
| Moderate | One-half, round down | 6 | 5 |
| Heavy | One-third, round down | 4 | 3 |
| Severe | MR 1 | 1 | 1 |
Human example: A lightly encumbered human has current MR 8. The character can move 4 squares (20 feet) while attacking or 8 squares (40 feet) with a Full Move.
Dwarf example: An unencumbered dwarf has house-rule MR 10 and can move 5 squares (25 feet) while attacking. Under moderate encumbrance, the dwarf has current MR 5 and can move 2 squares (10 feet) while attacking or 5 squares (25 feet) with a Full Move.
3.2 Grid Scale
- One square represents 5 feet.
- A Medium or smaller creature normally occupies one square.
- One point of Movement Rate (MR) equals one square of full tactical movement.
- Diagonals cost one square. This favors speed and clarity over exact geometric measurement.
- Difficult terrain costs two squares for each square entered.
- Fractions are rounded down, to a minimum movement allowance of one square when movement is otherwise permitted.
Movement Example
A human with MR 12 can move 12 squares (60 feet) with a Full Move action. When attacking or taking another action that permits half movement, the same character can move 6 squares (30 feet). No separate halving conversion is applied to the creature’s printed movement rate.
3.3 Gridless Miniatures
- One inch of tabletop distance equals one 5-foot square and one point of Movement Rate.
- Measure the actual path taken by the miniature. Difficult terrain costs 2 inches of movement for each inch crossed.
- Normal 5-foot melee reach requires base contact. Each additional 5 feet of reach extends 1 inch beyond base contact.
- Ranges and areas are measured from the nearest point of the origin base. A miniature is affected by an area if any part of its base lies within the template.
- Large creatures use their actual base footprint. Miniatures cannot end movement with overlapping bases.
| Game Distance | Tabletop Distance |
|---|---|
| 5 feet / 1 square | 1 inch |
| 10 feet / 2 squares | 2 inches |
| 30 feet / 6 squares | 6 inches |
| MR 10 full movement | 10 inches |
| MR 12 full movement | 12 inches |
| 20-foot radius | 4-inch radius |
3.4 Movement Modes
| Mode | Allowance | Notes |
|---|---|---|
| Attack or ordinary action | Up to half MR | May divide movement before and after the action when practical. |
| Full Move (Dash) | Up to full MR | No attack or other substantive action. |
| Withdraw (Disengage) | Up to half MR | Movement does not provoke opportunity attacks. |
| Charge | Up to full MR | Use existing 2e charge requirements, modifiers, and restrictions. |
| Crawl | Up to one-quarter MR | Creature is prone; minimum one square or one inch. |
| Forced movement | As effect states | Does not provoke opportunity attacks. |
3.5 Positioning
Split movement: A creature may divide permitted movement before, between, and after its attacks, provided it does not exceed the action’s movement allowance.
Facing: The core rules do not track facing. A creature threatens all squares within its reach.
Flanking: There is no default flanking bonus. Positioning already matters through reach, cover, blocked movement, and opportunity attacks.
Occupied squares: A creature cannot normally move through an enemy’s space. Movement through an ally’s space is permitted, but the ally’s square counts as difficult terrain and cannot be used as an ending space.
4. Turn Structure and Actions
4.1 Round Sequence
Resolve start-of-round effects and refresh each creature’s reaction.
Players who intend to cast spells declare those spells. Other actions are not declared.
Each side rolls initiative. Lower modified results act first.
On its turn, each creature chooses an action, uses any permitted movement, and resolves attacks or effects.
Resolve end-of-round durations, morale checks, and other campaign procedures.
4.2 Standard Actions
| Action | Movement | Effect |
|---|---|---|
| Attack | Half MR | Make all attacks normally granted by level, specialization, two-weapon fighting, or rate of fire. |
| Cast a Spell | Per existing 2e restrictions | Resolve the declared spell at its modified initiative. This supplement grants no additional spellcasting mobility. |
| Full Move | Full MR | Move without making an attack or taking another substantive action. |
| Withdraw | Half MR | Move without provoking opportunity attacks. |
| Defend | Half MR | Until the creature’s next turn, attacks against it have disadvantage. The creature makes no attacks. |
| Ready | Half MR before readying | Specify a perceivable trigger and an action. Resolve it using the creature’s reaction when the trigger occurs. |
| Use an Item | Usually half MR | Activate, manipulate, or employ an item as the item and referee permit. A brief interaction may be free. |
| Help | Half MR | Grant advantage on one ally’s next relevant attack or check before the helper’s next turn, when meaningful assistance is possible. |
| Charge | Full MR | Use the existing 2e charge procedure, expressed on the grid or tabletop. |
| Stabilize | None | If Hovering on Death’s Door is used, spend the action adjacent to a dying creature to stop its automatic hit-point loss; no check is required. |
| Unarmed Maneuver | As 2e rule states | Use the existing punching, wrestling, or overbearing rules. This supplement does not replace those subsystems. |
| Special Action | As rule states | Turn undead, thief skills, class abilities, and unusual maneuvers use existing rules unless explicitly replaced. |
4.3 Multiple Attacks
Attack action: All attacks granted for the round belong to the same Attack action; extra attacks do not grant extra actions or extra movement allowances.
Three attacks every two rounds: A 3/2 attack progression continues to alternate between one attack and two attacks in successive rounds.
Rate of fire: A missile weapon’s rate of fire determines the number of shots made with the Attack action. Loading, ammunition, line of sight, and other 2e restrictions still apply.
Split movement: A creature may divide its permitted half movement among multiple attacks, allowing movement between attacks.
4.4 Brief Interactions
Free interaction: Once during a creature’s turn, it may perform one brief interaction incidental to its movement or action without spending its action. Drawing or switching a weapon may postpone the turn under Section 6.2.
| Usually Free | Usually Requires an Action |
|---|---|
| Draw or sheathe one weapon; open an unlocked door; pick up an accessible object; hand an item to an adjacent creature; pull a lever; perform anything of similar brevity. | Activate a magic item; drink or administer a potion; retrieve an item from a packed container; pick a lock; load a weapon unless its rules allow it; operate a complex mechanism; perform a second brief interaction. |
4.5 Standing and Crawling
Standing: Standing from prone costs movement equal to half the creature’s current MR. A creature taking the Attack action can normally stand and attack but has no movement remaining.
Crawling: Each square or inch crawled costs 2 movement points. Because an ordinary action permits half MR, a prone creature normally crawls up to one-quarter MR while acting.
5. Reactions and Opportunity Attacks
Reaction limit: Each creature may take one reaction per round. The reaction refreshes at the beginning of the next round.
Opportunity attack trigger: A creature provokes when it voluntarily leaves an enemy’s reach without withdrawing.
Resolution: The enemy may spend its reaction to make one melee attack. This is a single attack, not the creature’s full attack routine.
Movement within reach: Moving from one threatened square to another without leaving the enemy’s reach does not provoke.
No trigger: Forced movement, teleportation, falling, and other movement not caused by the creature’s own movement do not provoke.
Withdraw: The Withdraw action prevents opportunity attacks caused by that movement.
Readied actions: Resolving a readied action consumes the same reaction that could otherwise be used for an opportunity attack.
Reach
A creature threatens every square within the reach of its current melee attack. A reach weapon can therefore control additional space without requiring facing rules.
6. Initiative and Spellcasting
| Element | Rule |
|---|---|
| Procedure | Use the Player’s Handbook standard initiative: each side rolls 1d10, applies the standard situational modifiers, and lower modified totals act first. |
| Declaration | Only spellcasters declare their intended spells before initiative is rolled. |
| Individual modifiers | Use the full optional individual-modifier table from the Player’s Handbook. Each combatant adjusts its side’s roll separately — most often with the speed factor of its slowest ready weapon or a declared spell’s casting time, but magic item activation, innate spell-like abilities, and breath weapons use their listed modifiers. |
| Dexterity | Dexterity does not modify initiative. The normal Dexterity Reaction Adjustment continues to apply to surprise. |
| Spells | Add the spell’s casting time instead of weapon speed. The spell resolves at that modified result. |
| Other actions | Non-spell actions are selected when the creature’s turn arrives. |
| Ties | Tied modified totals resolve simultaneously. |
| Reaction timing | A reaction interrupts the normal sequence when its trigger occurs, then play resumes at the interrupted point. |
6.1 Initiative Procedure
Combat uses the side-based initiative of the Player’s Handbook together with its optional individual modifiers: one d10 per side, with each combatant applying its own modifier to the side’s roll.
Initiative Formula
Initiative total = side’s 1d10 + standard situational modifiers + the combatant’s individual modifier. Lower totals act first.
- Each side rolls 1d10 at the start of the round and applies the Player’s Handbook standard situational modifiers (haste and slow, higher ground, receiving a charge, poor footing, and the like). Compare each combatant’s modified total across sides; lower totals act first.
- Each combatant then applies its own entry from the full optional individual-modifier table: a declared spell adds its casting time; magic item activation, innate spell-like abilities, and breath weapons add their listed modifiers; anyone else adds the speed factor of the slowest ready weapon. Weapon speed and casting time never stack.
- A combatant with no ready weapon, or one using only unarmed or natural attacks, adds +0.
- Dexterity does not modify initiative, and this supplement adds no house initiative modifiers of its own.
- Tied modified totals resolve simultaneously.
Example: The party’s side rolls 4. A wizard who declared a spell with casting time 3 resolves it on 7, an ally with a long sword (speed factor 5) acts on 9, and an unarmed monk acts on 4.
6.2 Weapon Speed and Readiness
Weapon speed represents the readiness cost of the weapon already in hand. It modifies initiative without requiring a character to declare an attack.
Adjusted speed factor: Start with the weapon’s printed speed factor. Reduce it by the weapon’s magical attack bonus, to a minimum of 0. If a weapon has different magical bonuses against different targets, use the lesser bonus, as in the original 2e rule.
- At the start of the round, use the slowest weapon currently wielded and ready. A combatant with no ready weapon, or one using only unarmed or natural attacks, adds +0.
- When two weapons are wielded, use the weapon with the greater speed factor.
- Drawing or switching to a slower weapon before completing the substantive action recalculates initiative using that weapon. If the new count is later than the current count, postpone the remainder of the turn to the new count.
- Switching to a faster weapon never improves initiative during the current round. The combatant retains the slower initiative already established.
- A weapon drawn after the substantive action is complete does not retroactively delay that action, but it cannot be used for another normal attack that round. It is ready for reactions and the next round.
- Spellcasting uses casting time instead of weapon speed; the two modifiers do not stack.
- Weapon speed never delays reactions. A weapon must already be ready to make a weapon reaction unless a specific rule permits drawing it as part of the reaction.
| Example | Result |
|---|---|
| A combatant’s side rolls 4 while the combatant is unarmed; a two-handed sword is drawn before acting. | The sword has speed factor 10, so the turn is postponed from count 4 to count 14. |
| A combatant begins with a two-handed sword at count 14, then switches to a dagger. | The combatant remains at count 14; switching to a faster weapon does not improve initiative. |
| A long sword +2 has printed speed 5. | Its adjusted speed factor is 3. |
| A combatant wields a long sword and dagger. | Use the long sword’s speed factor 5 because it is the slower weapon. |
| A wizard holding a two-handed sword casts a spell with casting time 2 after the side rolls 4. | The spell resolves on count 6. The sword’s speed factor 10 is ignored for that spell. |
6.3 Spell Interruption
Interruption window: A declared spell is vulnerable from the beginning of the round until it resolves at the caster’s modified initiative.
Damage: If the caster takes damage before the spell resolves, the spell is interrupted and lost.
Loss of components or attention: A condition that prevents required speech, gestures, material-component use, or deliberate spellcasting interrupts the spell.
No retroactive interruption: Damage taken after the spell resolves has no effect on that casting.
6.4 Sustained Effects
AD&D 2e has no universal 5e-style concentration rule. “Sustained” is a defined duration used only when an effect explicitly says so.
| Sustained Rule | Procedure |
|---|---|
| Maintaining the effect | The caster must spend the action each round maintaining it and may move no more than half MR. The caster cannot attack, cast another spell, or perform another action requiring deliberate attention. |
| Disruption | Taking damage or failing a saving throw ends the sustained effect. |
| Limit | A caster may sustain only one effect at a time. Beginning another sustained effect ends the first. |
| Fixed durations | Effects with a duration measured in rounds, turns, hours, or days require no sustaining unless their description explicitly says otherwise. |
7. Surprise and Ambushes
7.1 Determine Awareness
Detection first: Resolve whether either side notices the other using the abilities and circumstances that actually apply: thief skills, ranger abilities, racial senses, relevant NWPs, a Wisdom check by an assigned lookout, illumination, noise, tracks, scent, concealment, terrain, and monster abilities.
Clear detection: A side that detects the threat with enough warning cannot be surprised by that threat.
7.2 Surprise Roll
| Awareness State | Roll |
|---|---|
| Threat clearly detected | No surprise roll; the side is not surprised. |
| Alert or suspicious, but threat not located | Roll 2d10 and keep the higher result. |
| Ordinary unexpected encounter | Roll 1d10. |
| Opponent successfully concealed or approached stealthily | Roll 2d10 and keep the lower result. |
| Surprised | A retained modified result of 1-3 means the side is surprised. |
Modifiers: Apply existing racial, class, monster, and situational surprise modifiers to the retained die. Advantage or disadvantage on the surprise roll does not stack with itself.
7.3 Effects of Surprise
- If both sides are surprised, the effects cancel and normal initiative begins.
- If only one side is surprised, resolve one surprise round before normal initiative.
- A surprised creature cannot move, act, or use reactions during the surprise round. It loses Dexterity bonuses to AC, and attacks against it gain +1.
- Ordinary surprise permits movement, melee attacks, missile attacks, and magical-item use by the unsurprised side, but not spellcasting.
- Surprise imposes no general saving-throw penalty unless a particular attack or effect says otherwise.
7.4 Prepared Ambushes
Ambush: A successfully concealed ambush causes the victims to make the disadvantage surprise roll. Ambushers may cast spells during the resulting surprise round because the timing and spell were prepared in advance. Do not make a second surprise roll afterward.
8. Cover, Conditions, and Spell Targeting
8.1 Cover
| Cover | Benefit | Guidance |
|---|---|---|
| Half cover | +2 AC | Roughly half the target is blocked. |
| Three-quarters cover | +5 AC | Most of the target is blocked. |
| Total cover | Cannot be directly targeted | No direct line of effect exists. |
| Saving throws | Same bonus when applicable | Apply only when the cover physically obstructs the effect being saved against. |
8.2 Standard Conditions
| Condition | Effect |
|---|---|
| Blinded | Cannot see and automatically fails sight-dependent checks. Its attacks have disadvantage; attacks against it have advantage. |
| Charmed | Cannot attack or knowingly harm the charmer. The charmer receives favorable treatment on reaction and social checks, subject to circumstances. |
| Deafened | Cannot hear and automatically fails hearing-dependent checks. |
| Frightened | Has disadvantage on attacks and checks while the source of fear is visible and cannot willingly move closer to it. |
| Grappled | Movement becomes 0. The condition ends if the grappler is incapacitated or the creatures are forcibly separated beyond reach. |
| Incapacitated | Cannot take actions or reactions. |
| Invisible | Cannot be seen without magic or a special sense. Its attacks normally have advantage and attacks against it normally have disadvantage. It is not automatically silent or hidden. |
| Paralyzed | Incapacitated; cannot move or speak; treated as helpless under existing 2e rules. |
| Petrified | Transformed into solid material; incapacitated; does not age, breathe, eat, or move. Use existing spell and object-damage rules for reversal or destruction. |
| Poisoned | Has disadvantage on attack rolls and ability or proficiency checks. |
| Prone | May crawl at one-quarter MR or stand by spending movement equal to half current MR. Its attacks have disadvantage. Adjacent melee attacks against it have advantage; nonadjacent attacks have disadvantage. |
| Restrained | Movement becomes 0. Its attacks have disadvantage and attacks against it have advantage. Apply a −4 penalty to saves or checks that depend primarily on bodily movement. |
| Stunned | Incapacitated, cannot move, and can speak only falteringly. Attacks against it have advantage. |
| Unconscious | Incapacitated, unaware, and prone; drops held items; treated as helpless under existing 2e rules. |
Specific overrides general: A spell or monster ability may add, remove, or replace parts of a standard condition. The glossary supplies the default meaning when the effect does not restate it.
8.3 Line of Sight and Unobstructed Paths
AD&D spell descriptions do not consistently use a single universal line-of-effect rule. Use the following default only when the spell text does not decide the question.
| Concept | Default Rule |
|---|---|
| Line of sight | The caster can visually perceive the target or chosen point. Clear glass permits line of sight; darkness and opaque barriers do not. |
| Unobstructed path | No solid physical barrier lies between origin and destination. A closed window blocks an unobstructed path even though it permits sight. |
| Traveling effect | A missile, ray, bolt, cone, stream, breathlike effect, or similar effect traveling from the caster requires an unobstructed path and strikes an intervening barrier. |
| Direct manifestation | An effect that appears directly upon a visible creature or point normally requires line of sight only, unless its text requires a path. |
| Area spread | Once created, an area spreads according to its nature; walls and closed barriers block or shape the area unless the effect says otherwise. |
| Specific spell text | Explicit wording such as touch, unobstructed path, line of sight, or “passes through” overrides these defaults. |
Examples: A magic missile or projected bolt cannot pass through a closed window. A direct enchantment such as charm or hold may target a clearly visible creature through ordinary glass unless the spell says otherwise. A touch spell still requires actual contact.
9. Advantage and Disadvantage
| Roll Type | Advantage | Disadvantage |
|---|---|---|
| Attack roll or saving throw | Roll twice and use the higher d20. | Roll twice and use the lower d20. |
| Roll-under ability or NWP check | Roll twice and use the lower result. | Roll twice and use the higher result. |
| Percentile thief or similar check | Roll twice and use the lower result. | Roll twice and use the higher result. |
| Damage or other non-check roll | Normally not applicable. | Normally not applicable. |
No stacking: Multiple sources of advantage do not add further dice. Multiple sources of disadvantage do not add further dice.
Cancellation: If both advantage and disadvantage apply, they cancel and the roll is made normally, regardless of how many sources exist on either side.
Keep numeric modifiers: Armor, cover, magic weapons, ability adjustments, range, specialization, and other stable measurable effects retain their normal numeric modifiers.
Use advantage for circumstances: Use it for surprise positioning, meaningful assistance, poor footing, impaired senses, especially favorable plans, and similar transient situations that would otherwise generate ad hoc modifiers.
10. Ability and Proficiency Checks
| Procedure | Rule |
|---|---|
| Unopposed check | Roll equal to or below the adjusted ability or proficiency score. |
| Margin of success | Score minus roll. A larger positive margin indicates a better success. |
| Opposed check | Each participant rolls. Successful checks beat failed checks; otherwise compare margins of success. If both fail, the referee decides whether the contest remains unresolved or the lesser failure prevails. |
| Group check | The group succeeds when at least half of the participating characters succeed, unless the task logically requires every participant. |
| Assistance | Meaningful assistance grants advantage. Assistance is impossible when the helper lacks access, time, tools, or relevant competence. |
| Trained tasks | A nonweapon proficiency defines what a trained character can attempt routinely; it is not merely a small bonus to something everyone can do equally well. |
No Unified DC System
Do not replace these checks with 5e ability modifiers and target DCs. Doing so would change class competence and ability-score probabilities across the game.
10.1 Untrained Proficiency Attempts
Characters may attempt plausible actions without the corresponding NWP, but training still controls advanced and reliable use.
Untrained check: For a trainable task, use the NWP’s listed ability and normal modifier, then apply an additional -4 penalty to the adjusted score. Roll low as usual.
| Task Category | Untrained Character |
|---|---|
| Common | May attempt an ordinary ability check, usually without the NWP penalty. Example: remain on a calm horse or recognize a familiar local faith. |
| Trainable | May attempt the corresponding NWP check at -4. Example: control a frightened horse, make a basic repair, or recall an obscure rite. |
| Specialist | Cannot perform the advanced use without the proficiency. Example: train a warhorse, forge a functional sword, or correctly conduct a formal ritual. |
Tools and circumstances: Required tools, materials, time, assistance, and familiarity still apply. Missing essential tools may impose another penalty or make the attempt impossible.
10.2 System Shock
System Shock is removed as a general character statistic and retained only through the game’s existing death saving throw when a specific effect explicitly requires a bodily-survival test.
Replacement rule: System Shock is not used as a general character statistic. Voluntary transformation, beneficial magic, magical aging, petrification reversal, and similar effects do not require an additional survival roll. When an individual spell or effect explicitly requires a System Shock check, make a saving throw versus death instead.
| Situation | Procedure |
|---|---|
| General System Shock statistic | Ignore it. Characters do not record or make routine percentile System Shock checks. |
| Voluntary transformation | No additional survival roll merely because the character willingly changes form. |
| Beneficial magic | No additional survival roll after the beneficial effect otherwise succeeds. |
| Magical aging | Apply the stated aging normally, but do not make a System Shock check. |
| Petrification reversal | Once the reversal succeeds, no System Shock check is required to survive restoration. |
| Effect explicitly requiring System Shock | Make a saving throw versus death instead. Apply the effect’s stated consequence if the save fails. |
Do Not Add a Second Survival Roll
Transformation, bodily stress, magical aging, or recovery from petrification does not by itself create a new check. Use the replacement saving throw only when the individual spell, item, monster ability, or other effect expressly calls for System Shock.
11. Races and Advancement
11.1 Human Versatility
At 1st level, a human character receives one additional nonweapon proficiency slot.
| Rule | Procedure |
|---|---|
| Bonus slot | Add one nonweapon proficiency slot during 1st-level character creation. |
| New proficiency only | The bonus slot must help purchase a distinct proficiency. It cannot improve the check score of a proficiency the character already knows. |
| Normal slot costs | The slot may contribute toward a two-slot proficiency or the additional cost of an out-of-group proficiency. Pay any remaining cost from the character's normal slots. |
| Later advancement | The bonus does not change the class-based rate for gaining later proficiency slots and is not granted again if the human later becomes dual-classed. |
11.2 Racial Level Limits
Racial class level limits are soft limits. Demihumans may continue advancing beyond the applicable limit, but advancement above it requires twice the normal experience-point increment.
| Rule | Procedure |
|---|---|
| Determine the limit | Use DMG Table 7, Racial Class and Level Limits. Apply any additional levels from DMG Table 8, Prime Requisite Bonuses, before determining the character's final limit. |
| At or below the limit | Use the class's normal cumulative experience table. |
| Above the limit | For each level above the final racial limit, calculate the normal XP difference between that level and the next, double that increment, and add it to the character's current adjusted threshold. |
| Increment, not total | Do not double the character's entire cumulative XP total. Only the additional XP normally required for the next level is doubled. |
| Multiclass characters | Divide earned XP normally, then apply the soft limit separately to each class. A class above its racial limit uses doubled increments; the other class or classes use their own normal or adjusted progression. |
| Humans and class restrictions | Humans remain unlimited in level. Existing racial class restrictions and demihuman multiclass combinations remain unchanged. |
XP Example
If the normal advancement from the current level to the next requires another 250,000 XP, a demihuman advancing above the racial limit instead requires another 500,000 XP. Later thresholds continue from the adjusted total.
12. Weapons and Equipment Presentation
| Property | Meaning |
|---|---|
| Light | Suitable for off-hand use under the existing two-weapon rules and easy to manipulate in cramped spaces. |
| Loading | Requires a loading step or reload procedure specified by the weapon’s existing rate-of-fire rule. |
| Reach | Threatens squares beyond adjacent reach as stated by the weapon. |
| Thrown | May be used as a missile weapon at its listed ranges. |
| Two-handed | Requires two hands to attack effectively. |
| Versatile | Can be used one- or two-handed, using the weapon’s listed damage values or campaign ruling. |
| Heavy | A descriptive tag for unusually cumbersome weapons. It has no universal Strength threshold in the core rules. |
| Finesse | Reserved for an optional Dexterity-to-melee module. It has no default mechanical effect in this supplement. |
No silent rebalance: Adding a property label does not change a weapon’s damage, speed, rate of fire, cost, proficiency category, or specialization rules unless a specific house rule says otherwise.
Damage categories: Retain separate damage against Small/Medium and Large targets where the original weapon table provides it.
Specialization: Weapon specialization remains a fighter-class subsystem and is not replaced by a universal proficiency bonus.
12.1 Critical Hits
Critical hits use the simple 2e double-dice method, with a confirmation built into the original attack total rather than a second roll.
A natural 20 always hits. It is a critical hit only if the modified attack total would also equal or exceed the target’s Armor Class. If the natural 20 hits only because of the Rule of 20, it is a normal hit.
Critical Damage
Roll the attack’s base damage dice twice and total them. Add Strength, specialization, magical bonuses, and all other static modifiers only once. For fixed base damage, double only the fixed base amount.
| Attack | Normal Damage | Critical Damage |
|---|---|---|
| Long sword vs. Small/Medium | 1d8 + modifiers | 2d8 + modifiers |
| Long sword vs. Large | 1d12 + modifiers | 2d12 + modifiers |
| Two-handed sword vs. Small/Medium | 1d10 + modifiers | 2d10 + modifiers |
| Weapon dealing 2d4 | 2d4 + modifiers | 4d4 + modifiers |
| Natural claw attack | 1d6 + modifiers | 2d6 + modifiers |
Eligible Attacks and Damage
| Category | Rule |
|---|---|
| Eligible attacks | Melee weapons, direct-fire missile weapons, thrown weapons, and natural attacks that use an attack roll. |
| Base damage doubled | The weapon’s listed damage dice, a natural attack’s listed damage dice, or fixed base weapon damage. |
| Not doubled | Strength, specialization, magical bonuses, poison, disease, energy drain, saving-throw effects, spell effects, ongoing damage, and other secondary damage. |
| Not eligible | Wrestling, overbearing, grenade-like or area weapon attacks, automatic weapon damage, and touch attacks that only deliver a spell. Spell damage is handled separately in Section 12.2. |
| Natural 1 | Always misses. It is not a critical fumble and causes no additional mishap. |
Backstabs and Other Damage Multipliers
Critical backstab: Multiply the thief's normal backstab multiplier by ×2 for the critical hit. This multiplies only the weapon's base damage; add Strength, specialization, and magical weapon bonuses once afterward.
Other multipliers: When a critical hit combines with charge damage or another multiplier, add the multipliers rather than multiplying them together unless a specific rule says otherwise: combined multiplier = 1 + the sum of each multiplier minus 1.
| Effects | Combined Base-Damage Multiplier |
|---|---|
| Critical ×2 and backstab ×2 | ×4 |
| Critical ×2 and backstab ×3 | ×6 |
| Critical ×2 and backstab ×4 | ×8 |
| Critical ×2 and backstab ×5 | ×10 |
| Critical ×2 and charge ×2 | ×3 |
Example
A 1st-level thief critically backstabs a Medium target with a short sword. Backstab ×2 and critical ×2 combine to ×4, so the thief rolls 4d6 base damage, then adds Strength and magical weapon modifiers once.
Symmetry: The rule applies equally to player characters, NPCs, and monsters. Multiple attacks create multiple opportunities to score a critical hit; there is no one-critical-per-round limit.
12.2 Spell Critical Hits
Spell criticals use an attack roll or saving throw that the effect already requires. Never make a separate critical-check roll.
Only a spell or magical effect that directly inflicts hit-point damage can critically hit. Resolve magic resistance first; an effect that is completely resisted cannot critically hit.
| How the Effect Is Resolved | Critical Trigger |
|---|---|
| Attack roll, no saving throw | A natural 20, provided the modified attack total would also have hit normally. |
| Saving throw, no attack roll | A natural 1, provided the modified saving throw fails. |
| Both attack roll and saving throw | Use only the attack roll. The saving throw cannot create a second critical opportunity. |
| Neither attack roll nor saving throw | The effect cannot critically hit. Do not make an additional roll. |
| No direct hit-point damage | The effect cannot critically hit, even if it requires an attack roll or saving throw. |
Spell Critical Damage
Roll one additional set of the effect’s immediate direct-damage dice against the affected target. Add fixed modifiers only once. Do not repeat secondary effects, duration, ability loss, poison, disease, energy drain, or damage dealt in later rounds.
Area Effects and Repeated Damage
- For an area spell, each target’s saving throw determines separately whether that target suffers a critical hit.
- The normal damage roll may be shared among all targets. Roll the additional critical-damage dice only for a target whose natural 1 also fails after modifiers.
- If an effect makes repeated attack rolls, each attack can critically hit normally.
- If an effect deals ongoing damage without another attack roll or saving throw, only its initial application can critically hit. Later automatic damage does not.
Examples
| Effect | Resolution |
|---|---|
| Shocking grasp | A qualifying natural 20 on the attack roll doubles the spell’s immediate damage dice. |
| Fireball | A target that rolls a natural 1 and still fails after modifiers takes the normal damage plus one additional full set of the spell’s damage dice. Other targets are resolved normally. |
| Melf’s acid arrow | A qualifying natural 20 adds one additional set of the initial impact-damage dice. Acid damage in later rounds is unchanged. |
| Magic missile | It requires neither an attack roll nor a saving throw, so it cannot critically hit. |
| Charm, hold, polymorph, and similar effects | They do not directly inflict hit-point damage and cannot critically hit. |
13. Wizard Spell Capacity and Cantrips
13.1 Bonus Spells from Intelligence
A wizard with Intelligence 13 or higher gains bonus wizard spell slots by using the PHB priest bonus-spell progression with Intelligence in place of Wisdom. The table below states the cumulative bonus slots directly.
| Intelligence | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|
| 9–12 | — | — | — | — | — | — | — |
| 13 | 1 | — | — | — | — | — | — |
| 14 | 2 | — | — | — | — | — | — |
| 15 | 2 | 1 | — | — | — | — | — |
| 16 | 2 | 2 | — | — | — | — | — |
| 17 | 2 | 2 | 1 | — | — | — | — |
| 18 | 2 | 2 | 1 | 1 | — | — | — |
| 19 | 3 | 2 | 2 | 1 | — | — | — |
| 20 | 3 | 3 | 2 | 2 | — | — | — |
| 21 | 3 | 3 | 3 | 2 | 1 | — | — |
| 22 | 3 | 3 | 3 | 3 | 2 | — | — |
| 23 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 24 | 4 | 3 | 3 | 3 | 3 | 2 | — |
| 25 | 4 | 3 | 3 | 3 | 3 | 3 | 1 |
- Bonus slots are cumulative and are added to the wizard’s normal daily spell allotment.
- A bonus slot of a given spell level is unavailable until the wizard can normally memorize spells of that level.
- Specialist bonus spells and Intelligence bonus spells stack.
- Intelligence bonus slots do not increase prepared-cantrip capacity.
- These bonuses apply to wizard-class spellcasting, including a multiclass wizard, but not to bard spellcasting.
Example
An Intelligence 18 mage receives two bonus 1st-level slots, two bonus 2nd-level slots, one bonus 3rd-level slot, and one bonus 4th-level slot. At 1st level, only the two 1st-level bonus slots are available. An Intelligence 18 specialist also receives the normal specialist school slot.
13.2 Lower-Level Spells in Higher-Level Slots
When memorizing wizard spells, a wizard may fill a spell slot with a spell of that slot's level or any lower level. For example, detect magic, a 1st-level spell, may be memorized in a 2nd-level spell slot.
| Rule | Procedure |
|---|---|
| Eligible spell | A wizard spell may be memorized in any available wizard spell slot of its printed level or higher. A higher-level spell can never be placed in a lower-level slot. |
| Spell level | The spell remains its printed level for learning, copying, memorization time, casting time, saving throws, dispelling, magical defenses, and every other rule. Only the slot it occupies is higher level. |
| No automatic improvement | Using a higher-level slot does not increase damage, range, duration, area, number of targets, saving-throw difficulty, or any other effect unless the spell itself explicitly says otherwise. |
| Slot expenditure | The higher-level slot is occupied during memorization and is erased normally when the spell is cast. It cannot also hold a spell of its own level. |
| Specialists | A specialist's bonus school slot may hold a lower-level spell only if that spell belongs to the specialist's school. Opposition-school restrictions continue to apply. |
| Intelligence bonus slots | An Intelligence bonus slot may hold a lower-level wizard spell under this rule once that bonus slot has become available. |
Example
A wizard who has an unused 2nd-level slot may memorize detect magic in it. The spell is still a 1st-level spell and receives no increased effect. When cast, it erases the occupied 2nd-level slot normally.
13.3 Cantrip Preparation and Memorization
| Rule | Procedure |
|---|---|
| Preparation capacity | A wizard may memorize a number of cantrips equal to the wizard’s normal 1st-level spell-slot capacity, including any specialist school slot but excluding Intelligence bonus slots, with a minimum of two cantrips. |
| Fixed capacity | Capacity is based on total slot capacity, not currently uncast spells. Casting a 1st-level spell does not reduce cantrip capacity. |
| Specialists | Include specialist bonus spell slots when determining capacity. Intelligence bonus slots do not count. Opposition-school restrictions still apply. |
| No level cap | Capacity continues to scale naturally. High-level wizards are not artificially limited in trivial magic. |
| Spellbook | A wizard must know and record a cantrip in a spellbook before memorizing it, using normal learning rules unless the referee provides a starting package. |
| Memorization time | A cantrip is treated as a 1/2-level spell for memorization time and requires 5 minutes of uninterrupted study. |
| Not expended | Casting a memorized cantrip does not erase it. The cantrip may be cast repeatedly. |
| Retention | A memorized cantrip remains memorized until the wizard voluntarily replaces it during a later spell-memorization period. |
| Normal casting | Cantrips use verbal, somatic, and inexpensive material components as applicable, consume the caster’s action, and may be interrupted like other spells. |
| Casting time | A cantrip has casting time 1 unless its description states otherwise. |
| Design boundary | Core cantrips do not directly deal hit-point damage, heal hit points, or grant direct attack, damage, AC, or saving-throw bonuses. |
Memorization Example
A 1st-level wizard with one 1st-level slot prepares the minimum two cantrips. The 1st-level spell requires 10 minutes and the two cantrips require 10 more minutes. At higher capacity, each additional cantrip requires 5 minutes.
13.4 Cantrip Capacity Examples
| Cantrip-Counting 1st-Level Capacity | Cantrips Memorized | Time to Replace All Cantrips |
|---|---|---|
| 1 | 2 (minimum) | 10 minutes |
| 2 | 2 | 10 minutes |
| 3 | 3 | 15 minutes |
| 4 | 4 | 20 minutes |
| 5 | 5 | 25 minutes |
| 6 | 6 | 30 minutes |
13.5 Core Cantrip List
| Cantrip | Range | Duration | Effect |
|---|---|---|---|
| Arcane Compass | Self | Instantaneous | The caster knows the direction of true north. It reveals no route, distance, elevation, exit, or direction to any other object. |
| Arcane Mark | Touch | Permanent | Place or erase the caster’s personal magical symbol on a surface. It conveys no identification or security beyond recognition. |
| Chronometer | Self | Instantaneous | The caster knows the exact local time of day to the nearest minute. It gives no useful result where a normal local day does not exist. |
| Conjure Flame | Self or touch | 1 turn/level | Create a harmless candle-sized flame. It can ignite ordinary combustible material but cannot be thrown or used as an attack. One active flame per caster. |
| Count | 30 ft. | Instantaneous | Count up to 1,000 visible, discrete, substantially similar objects in a defined collection. Concealed, nested, fused, or visually indistinguishable objects are not included. |
| Detect Magic | 30 ft. | Sustained, up to 1 turn | After one round of study, detect the presence of magic on one touched object or within one 10-foot area. It reveals no school, strength, command word, or function. |
| Drycloak | Self | 1 hour/level | Ordinary rain, sleet, snow, mist, drips, and spray slide from the caster and worn or carried equipment. It does not dry existing wetness or protect against immersion, waves, magical water, or attacks. |
| Light | 30 ft. | 1 turn/level | Cause one object to shed torch-equivalent light. Only one instance from this cantrip may be active per caster. |
| Mage Hand | 30 ft. | Sustained | Move or manipulate one unattended object weighing up to 10 pounds. It cannot attack, pick locks, disarm traps, activate magic items, or perform fine work beyond visible control. |
| Measure | Touch | Instantaneous | Determine one exact mundane measurement of a touched object or defined space: length, distance, area, volume, weight, or angle. It reveals no value, composition, magic, or inaccessible interior. |
| Mending | Touch | Permanent | After one turn of work, repair one small mundane break or tear no larger than about one foot. It cannot replace missing material or repair destroyed armor, weapons, or complex mechanisms. |
| Message | 60 ft. | 1 round | Exchange a brief whispered message with one creature along an unobstructed path. It does not create group telepathy or cross sealed barriers. |
| Minor Illusion | 30 ft. | 1 round/level | Create one stationary image no larger than a 3-foot cube or one brief sound. Physical interaction reveals it; observers use normal disbelief procedures. |
| Prestidigitation | 10 ft. | Instantaneous or 1 turn | Clean, soil, dry, warm, chill, flavor, scent, color, mark, spark, or create a faint harmless sound. Completed changes are instantaneous; sensory, color, temperature, flavor, or scent effects last 1 turn. Only one non-instantaneous effect may be active. |
| Read Magic | Self | 1 turn | Read one magical inscription, scroll notation, or spell formula. This does not identify a magic item or explain effects not actually encoded in the text. |
| Scribe | 30 ft. | 1 turn/level | An unattended quill records one designated target’s clearly spoken words while the target remains in range, using supplied ink and paper. It does not translate, copy text or art, or create magical, spellbook, or scroll notation. |
13.6 Cantrip Adjudication
| Category | Guidance |
|---|---|
| Normally acceptable | Minor manipulation; communication; illumination; sensory effects; cleaning; marks; timekeeping; measurement; magical notation; slow repair; narrow detection that costs exploration time. |
| Requires scrutiny | Effects that replace thief skills or NWPs; automatically test every object or square; force repeatable saving throws; provide long-range communication; create permanent useful goods; or reshape terrain and structures. |
| Excluded from the core list | Direct hit-point damage; healing; repeatable attack, AC, damage, or save bonuses; automatic trap finding; reliable invisibility detection; lock opening; meaningful armor or weapon restoration; food preservation; valuable material creation. |
Balance principle: Preparation limits versatility; spell text limits repeatability. Daily choice allows cantrips to be more useful than purely cosmetic tricks, but any individual effect must still remain safe when cast repeatedly.
Campaign texture: Unlimited light or similar utility is a campaign-style decision, not automatically a balance failure. A wizard who devotes a preparation to the party’s lantern has made a meaningful daily choice.
14. Priest Minor Blessings
14.1 Preparation and Prayer
| Rule | Procedure |
|---|---|
| Preparation capacity | A priest may prepare a number of Minor Blessings equal to total 1st-level priest spell slots, including Wisdom bonus spells, with a minimum of two. |
| Spheres | Each blessing belongs to one or more spheres. Minor access is sufficient. Blessings in the All sphere are broadly available. |
| Prayer time | Each blessing requires 5 minutes of prayer under the same rest and preparation conditions used for priest spells. |
| Not expended | Invoking a prepared blessing does not erase it. It remains available until voluntarily replaced during later prayer. |
| Normal casting | Blessings use normal priest spellcasting requirements, casting time 1 unless stated otherwise, initiative, and interruption rules. |
| Design boundary | Minor Blessings do not restore hit points, purify or preserve supplies, detect alignment, or grant repeatable attack, AC, damage, or saving-throw bonuses. |
14.2 Core Minor Blessing List
| Minor Blessing | Sphere | Range | Duration | Effect |
|---|---|---|---|---|
| Bless Meal | All | Touch | Instantaneous | Improve the flavor, temperature, aroma, and presentation of one meal per caster level. It does not purify, preserve, create, or increase nutritional value. |
| Comfort | All / Protection | Touch | 1 turn/level | The target remains comfortably warm or cool in ordinary weather and surroundings. It does not keep the target dry, replace shelter or clothing, prevent penalties or damage, or resist extreme or magical conditions. |
| Recognize Consecration | Divination | Touch | Instantaneous | Learn whether an altar, shrine, holy symbol, grave, or similar religious object was formally dedicated or ritually profaned. Recognize a familiar faith. This detects no alignment, magic, curse, undead, or divine presence. |
| Sacred Light | All | Touch | 1 turn/level | The priest’s holy symbol or one touched devotional object sheds candle-strength light. One instance per caster. |
| Sacred Sign | All | Touch | 1 day/level | Place a visible religious symbol, benediction, memorial mark, or short devotional inscription. It provides no protection, authentication, or detection and can be defaced normally. |
| Sense Affliction | Healing / Divination | Touch | Instantaneous | Determine whether a creature is poisoned, diseased, or suffering an ordinary physical injury. The blessing does not identify the poison, disease, cause, severity, or treatment. |
| Soothe | Animal / Charm | 30 ft. | 1 turn | Calm an ordinary domestic animal or distressed child. It has no effect on hostile creatures, monsters, combatants, morale checks, or magically compelled behavior. |
| Voice of Prayer | All | Self | 1 turn | The priest’s speaking voice carries clearly throughout a 60-foot radius without shouting. It does not penetrate silence, soundproof barriers, or conditions that normally block sound. |
| Ward Vermin | Protection / Animal | Touch | 1 turn/level | Ordinary insects, spiders, worms, leeches, and similar vermin avoid the target. It has no effect on giant, monstrous, summoned, controlled, or combat-capable swarms. |
Stabilization is not a Minor Blessing. Under Hovering on Death’s Door, any adjacent character may already spend one round tending the wounds with no check; a touch-range blessing would be redundant, while a ranged version would remove the intended positional risk.
15. Monster and NPC Presentation
| Block | Recommended Order |
|---|---|
| Identity | Name; size; type; alignment; intelligence; organization or role. |
| Defense | Ascending AC with descending AC in brackets; hit dice; hit points; saves; magic resistance; immunities. |
| Movement | MR by mode (often labeled MV in monster sources); occupied space; reach. |
| Offense | Attack bonus with THAC0 in brackets; number of attacks; damage; rate of fire; special attacks. |
| Tactics | Morale; preferred targets; retreat conditions; spell or ability priorities. |
| Campaign data | Frequency; habitat; activity cycle; treasure; XP value; ecology or social notes. |
15.1 Compact Template
Monster Name
Size/Type, Alignment | AC 18 [2] | MR 12 [MV 12] | HD — | HP — | Attack +4 [THAC0 16] | Attacks — | Damage — | Reach — | Saves — | Morale — | Special Attacks/Defenses — | XP —
Conversion discipline: A reformatted stat block should contain the same underlying values as the original monster unless a separate balance change is explicitly documented.
16. Systems Retained from AD&D 2e
| System | Treatment |
|---|---|
| Class-specific XP tables | Retain differing advancement rates and class progression. Above an adjusted racial level limit, use the doubled XP increments in Section 11.2. |
| Five saving-throw categories | Retain class-specific save identity; do not convert to six ability saves. |
| Nonweapon proficiencies | Retain roll-under proficiency checks and slot costs, with the untrained-attempt rule in Section 10.1 and the human starting-slot bonus in Section 11.1. |
| Thief skills | Retain percentile class abilities and their progression. |
| Morale and reaction rolls | Retain uncertainty in monster behavior, negotiations, followers, and retainers. |
| Exploration turns | Retain time tracking, searching, light duration, movement, and wandering encounters. |
| Spell memorization | Retain prepared Vancian spell slots and spell loss on casting, with the Intelligence bonus slots in Section 13.1 and the repeatable cantrip and Minor Blessing exceptions. |
| Punching, wrestling, and overbearing | Retain the PHB unarmed-combat procedures. Modern terms such as grapple or knock down refer to those existing rules rather than a replacement subsystem. |
| Hirelings and followers | Retain domain-scale and social play rather than assuming every problem is solved by the adventuring party alone. |
| Kits | Retain kits as campaign- and class-specific character packages. |
| Level drain and other legacy hazards | Retain unless specifically revised elsewhere in this supplement. System Shock is replaced by Section 10.2. |
| Training and encumbrance | Remain available as campaign modules under normal 2e rules. |
| Weapon specialization | Retain as a fighter-class capability rather than replacing it with universal scaling. |
17. 5e Systems Not Imported
| System | Reason |
|---|---|
| Proficiency bonus and bounded accuracy | Would require rebuilding THAC0, monster AC, saving throws, thief skills, and class progressions. Ascending AC already supplies the usability improvement without changing probabilities. |
| Short-rest Hit Dice | Would weaken expedition attrition, healing magic, retreat decisions, and supply management. |
| Full overnight recovery | Would erase much of AD&D’s strategic resource pressure. |
| Damage cantrips | Would turn low-level wizards into reliable ranged damage dealers and change their class role. |
| Universal concentration | 5e spells were designed around it; applying it to the 2e spell list would weaken spells unpredictably and require hundreds of classifications. |
| Six ability saving throws | Would remove class-specific save identity and require reauthoring spells and monster abilities. |
| 5e multiclassing | Level-by-level mixing does not coexist cleanly with class XP tables, racial multiclassing, or dual-classing. |
| Death saving throws | Would introduce repeated unconscious-recovery loops and change lethality. Use an existing 2e death option instead. |
| Bonus actions | No 2e class is balanced around a second universal action category. Existing extra attacks and class abilities remain part of their normal action. |
| Default flanking advantage | Advantage is too large and too easy to obtain on a grid. Tactical position already matters through reach, movement, cover, and reactions. |
18. Campaign Options and Deferred Decisions
| Option | Current Treatment |
|---|---|
| Death and dying | Choose death at 0 hp or Hovering on Death’s Door. If the latter is used, the Stabilize action restates its existing one-round wound-tending procedure; do not use 5e death saves. |
| Facing and rear attacks | May be added as a Combat & Tactics-style module for groups that want greater positional detail. |
| Flanking | No default rule. A conservative optional version should use a small numeric bonus rather than advantage. |
| Dexterity-based melee attacks | Not part of the core. If adopted, restrict it to weapons explicitly tagged Finesse and review interaction with Strength bonuses and specialization. |
| Curated sustained effects | Use the Sustained duration only where explicitly assigned. Do not retrofit universal 5e concentration onto the 2e spell list. |
| Combat & Tactics maneuvers | May be layered on selectively. Core punching, wrestling, and overbearing remain unchanged unless an individual maneuver explicitly replaces them. |
| Minor-magic expansion | New wizard cantrips and priest Minor Blessings may be added using the boundaries in Sections 13.6 and 14.1. |
| Critical fumbles | Not used. A natural 1 remains an automatic miss but causes no additional mishap. |
18.1 Decision Record
| Status | Items |
|---|---|
| Finalized | Ascending AC and full THAC0 conversion; 5-foot grid and 1-inch gridless scale; racial base MR 12/10; half current MR with attacks; full current MR as Full Move; one reaction; simplified opportunity attacks; spell-only declaration; side-based initiative with the Player’s Handbook standard situational modifiers and full optional individual modifiers; brief interaction; standing and crawling; Intelligence bonus wizard spell slots using the priest bonus-spell progression; lower-level wizard spells memorized in higher-level slots without changing their spell level or effects; prepared wizard cantrips; priest Minor Blessings; 5-minute preparation; weapon and spell critical hits using existing attack rolls or saving throws, extra base-damage dice, normal-hit or failed-save qualification, multiplicative critical backstabs, and additive stacking for other weapon-damage multipliers; System Shock removed as a general statistic, with explicit checks replaced by saving throws versus death; human versatility granting one additional 1st-level NWP slot for a new proficiency; racial level limits treated as soft caps with doubled normal XP increments above the adjusted limit. |
| Strong direction | Standard actions; standardized conditions; advantage/disadvantage; awareness-first surprise; spell targeting defaults; untrained NWP attempts; modernized stat blocks. |
| Retained rather than replaced | Punching, wrestling, overbearing, five saves, thief skills, class XP, spell memorization, morale, reactions, and exploration procedures. |
| Not finalized | Exact wording of some conditions; optional weapon properties beyond speed; campaign death rule; optional facing/flanking; future minor-magic additions. |
| Rejected for core | Damage cantrips; proficiency bonus; bounded accuracy; universal 5e concentration; 5e recovery and death saves; bonus actions; 5e multiclassing; critical fumbles; routine System Shock survival rolls. |
19. Quick Reference
This section consolidates the rules most likely to be consulted during play.
19.1 Core Conversions
| Rule | Formula |
|---|---|
| Ascending AC | 20 - descending AC |
| Attack bonus | 20 - THAC0 |
| Attack success | d20 + attack bonus >= ascending AC |
| Base MR | MR 12: human, elf, half-elf. MR 10: dwarf, gnome, halfling. Apply encumbrance afterward. |
| Old feet or yards notation | Divide the stated per-round distance by 10 to recover the underlying AD&D rate; apply the MR 10 racial replacement when relevant. |
| Grid scale | 1 square = 5 feet |
| Gridless scale | 1 inch = 5 feet = 1 movement point |
| Full tactical movement | MR in squares or inches |
| Movement with attack | Half MR in squares or inches |
| Human versatility | +1 NWP slot at 1st level; it must help purchase a new proficiency and does not alter later slot progression. |
| Racial level limits | Use DMG Tables 7 and 8 to determine the adjusted limit. Above it, double each normal XP increment, not total XP. |
| Bonus wizard spells | Use the Section 13.1 Intelligence table; slots are cumulative and unlock only when that spell level is normally available. |
| Higher-level wizard slots | May hold a spell of the slot’s level or lower. The spell remains its printed level and gains no automatic improvement. |
| Wizard cantrips | Normal 1st-level capacity including specialist slots, excluding Intelligence bonus slots; minimum 2 |
| Priest Minor Blessings | Total 1st-level slots including Wisdom bonuses, minimum 2 |
| Minor-magic preparation | 5 minutes each |
19.2 Combat Round
| Step | Procedure |
|---|---|
| Before round 1 | Resolve awareness, surprise, and any surprise round. |
| 1 | Refresh reactions and resolve start-of-round effects. |
| 2 | Declare spells only. |
| 3 | Each side rolls 1d10 and applies the PHB standard situational modifiers; lower modified totals act first. Each combatant adds its own optional individual modifier: ready-weapon speed factor, a declared spell’s casting time, or the listed modifier for magic items, innate abilities, and breath weapons. |
| 4 | On each turn, move as permitted and take one action. |
| 5 | Resolve end-of-round durations, morale, and campaign effects. |
19.3 Weapon Speed
- Use the printed speed factor of the slowest weapon currently wielded and ready; two-weapon users use the slower weapon. Unarmed and natural attacks add +0.
- Subtract a magical weapon’s attack bonus from printed speed, minimum speed 0.
- Drawing or switching to a slower weapon postpones the unfinished turn if the recalculated count is later. Switching faster never improves the current round’s initiative.
- Spell casting time replaces weapon speed. Reactions are not delayed by weapon speed.
19.4 Common Actions
| Action | Summary |
|---|---|
| Attack | Half MR; make all normal attacks. |
| Full Move | Full MR; no attack. |
| Withdraw | Half MR; no opportunity attacks. |
| Defend | Half MR; attacks against you have disadvantage until your next turn. |
| Ready | Define trigger; spend reaction to act. |
| Help | Grant advantage when meaningful assistance is possible. |
| Charge | Full MR; use existing 2e charge rules. |
| Cast | Declare before initiative; add casting time; damage before resolution interrupts. |
| Stabilize | With Hovering on Death’s Door, spend the action adjacent to stop automatic hp loss. |
| Unarmed maneuver | Use existing punching, wrestling, or overbearing rules. |
19.5 Brief Interaction and Prone Movement
| Procedure | Quick Rule |
|---|---|
| Brief interaction | One free interaction of similar brevity per turn: draw a weapon, open an unlocked door, pick up an object, hand over an item, or pull a lever. Drawing or switching weapons may change initiative under Section 6.2. |
| Second or complex interaction | Requires the action. |
| Stand from prone | Spend movement equal to half current MR. |
| Crawl | Each square or inch costs 2 movement points. |
19.6 Opportunity Attacks
- One reaction per round.
- Trigger: an enemy voluntarily leaves your reach.
- Make one melee attack, not a full attack sequence.
- No trigger for movement within reach, forced movement, teleportation, falling, or Withdraw.
19.7 Surprise
| Awareness | Surprise Procedure |
|---|---|
| Detected | No surprise roll. |
| Alert, threat not located | 2d10, keep higher. |
| Ordinary unexpected encounter | 1d10. |
| Opponent successfully concealed | 2d10, keep lower. |
| Result 1-3 | Surprised; lose the surprise round, Dexterity AC, and reactions; attacks gain +1. |
| Prepared ambush | Use the lower roll; ambushers may cast spells; never make a second surprise roll. |
19.8 Cover, Spell Targeting, and Advantage
| Situation | Rule |
|---|---|
| Half cover | +2 AC |
| Three-quarters cover | +5 AC |
| Total cover | Cannot be directly targeted |
| Clear glass | Permits line of sight but blocks an unobstructed path |
| Traveling spell effect | Requires an unobstructed path unless stated otherwise |
| Direct manifestation | Normally requires sight only unless stated otherwise |
| Advantage: d20 high-is-good | Roll twice, take higher |
| Advantage: roll-under/percentile | Roll twice, take lower |
| Disadvantage | Reverse the choice |
| Both apply | Cancel; roll normally |
19.9 Minor Magic
- Wizard cantrips prepared: normal 1st-level slot capacity, minimum two; specialist bonus slots count, Intelligence bonus slots do not.
- Priest Minor Blessings prepared: total 1st-level slots including Wisdom bonuses, minimum two.
- Each cantrip or blessing takes 5 minutes to prepare and is not expended when cast.
- Minor magic uses normal components, actions, initiative, and interruption rules; Sustained effects consume the action each round.
- Core minor magic does not deal hit-point damage, heal, purify or preserve supplies, or grant direct combat bonuses.
19.10 Critical Hits
| Situation | Rule |
|---|---|
| Natural 20 | Always hits. |
| Critical qualification | The modified attack total must also have hit the target normally. |
| Critical damage | Roll base damage dice twice; add static modifiers once. |
| Secondary damage | Poison, spell effects, energy drain, saves, and ongoing damage are not doubled. |
| Critical backstab | Multiply the normal backstab multiplier by ×2; multiply base weapon damage only and add static modifiers once. |
| Other multipliers | Add each multiplier beyond ×1 unless a rule says otherwise; ×2 plus ×2 becomes ×3. |
| Natural 1 attack roll | Always misses; no critical fumble. |
| Damaging spell with attack roll | A qualifying natural 20 critically hits. |
| Damaging spell with save only | A natural 1 critically hits only if the modified save also fails. |
| Spell with neither roll | Cannot critically hit; never add a separate critical-check roll. |
| Spell critical damage | Roll one additional set of immediate direct-damage dice; do not repeat modifiers, secondary effects, or later ongoing damage. |
19.11 System Shock
| Situation | Quick Rule |
|---|---|
| General System Shock checks | Do not use them. |
| Voluntary transformation, beneficial magic, magical aging, or petrification reversal | No additional survival roll. |
| Effect explicitly calls for System Shock | Save versus death instead; use the effect’s stated failure consequence. |
19.12 Races and Advancement
| Situation | Quick Rule |
|---|---|
| Human at 1st level | Gain one additional NWP slot. It must help purchase a new proficiency; it cannot improve one already known. |
| Two-slot or out-of-group NWP | The human bonus slot may pay part of the normal cost. |
| Determine demihuman limit | Use DMG Table 7 and apply prime-requisite additions from Table 8. |
| Advance above limit | Double the normal XP increment for each later level. Do not double total accumulated XP. |
| Multiclass character | Apply the rule separately to each class after dividing XP normally. |
| Other racial rules | Class restrictions, multiclass combinations, and human unlimited advancement remain unchanged. |
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