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2159 ac) Player's Handbook dvanced Dunséons& Dragons Advanced Dungeons &Dragons Foreword to the 2nd Edition thas been 3 long time geting here. | donit mean the months, perhaps ‘even years, you may have wated for arewsed, expanded, and improved ‘econ of the ADED garne. I mean the longtime it has taken me to reach ths point, the wring ofthe foreword, Forewords are writen last, so that ‘you can summarize your feeings and experiences about the book you have writen, Its not accurate to say this isa book that | alone have wt. Fist of there are a lot of other names listed in the credits. They, especially the developers, contibuted time and talents that | dort have. Improvng the ‘organization and readabilly was one ofthe reasons we stated this project in the first place, These are tasks that can't be done without talented ‘developers and editors who play and care about the game. you discover ‘that i's easier to find rules during your gaming sessions and that eveny- thing seems to meke more sense, thank them. Even wih the editors, this is not our work alone. None of this would ‘ever have core into being without interested and invalved players. The ‘people who really decided what needed to be done for the ADRD 2nd Edition game are the players who mailed in questions, everyone who \wrote an arcle for ORAGON" Magazine, ad everyone who buttor-holed me (or other designers) at conventions. These were the people who decided what needed to be done, what needed fing, what was unclear, and what they just didnt lke | didn't sin a vacuum and make these decisions. As the designer, | had to make the final choice, but those choices were based on your input. And your input is the most valuable asset we have going, ‘So how do | feel? Excited, exhausted, relieved, and newvousal at ‘once fsa great bag of emotions. tm exited to see this book come out. "ve spent more time on ths than I have on any other single work "ve done. That leads to exhaustion. The AD&D 2nd Edition game has ‘demanded and received hours upon months of attention. Now that itis. finaly coming out, the feeling of elt is begining to set in. There were times when the tsk looked impossible, when it seemed it woud never end, cr hen everyting was going wrong, Only now, when it’ in the nal stages of posing am begnning to reaize that ti realy done dof course theres the newousness. The ADED game's the granddaddy of al roleplaying games. You've made t pertecty dear hat you iked the og ‘al editon ofthe ADAD game, even wh als wars kad (and sl ke) it So, now withthe aval of ADAD 2nd Eaton, of couse Im Nenous ‘None of this comes as any suprise | volunteered to prepare ths 6S fon because | wanted to do something forthe game liked The ten yeas of experince Te had in gare design has shown me what works and what dossrtt and sometimes even wiy- Al he very sat. we outined the fod: to make it este to find things, to: make the rules easier to under Stand, to fic the things that dd not work, to add the best ew ideas fom the expansions and other sources, and, mast important fal to make sure the game wes sil he one you knew and enjoyed. Of them al the last was the hardest and mest demanding, conficing 2st i wth my basic desir to design things. Fortunately things cit rest on me alone Lots of eager eyes, fom those of fellow desgrers to those of enbsiasic playtesters, minutely examined this book and restrained re from ‘erzealoustess. I hast alvays been easy to walk the fre Ine berween “not enough” and ‘too much? Inthe past tuo years, ve take to interested players many times, heating thet concer a sharing my ideas. was atthe end of one of these tals (at @ convention in Missoula, Montana), just as | described some res change, tat one ofthe Isteners smiled and sald, "You kre, ‘we've been doing that for years” And thats whet ADED 2nd Editon sal sbout-collecing and rganiing al those things that we, 2 players, have been doing for yeas. . David “Zeb Cook; January, 1989 Credits 2nd Edition Design: David "Zeb" Cook Development: Steve Winter and Jon Pickens Playtest Coordination: Jon Pickens Editing: Mike Breault, Jean Rabe, Thomas Reid, Steven Schend, and Ray Vallese Proofreading: Jean Black, Teresa Reid, Curtis Smith, Valerie Vallese, and James Ward ‘Art Coordinator: Peggy Cooper Cover Illustration: Jeff Easley Intetior Illustrations: Ned Dameron, Laura Lakey, Den Beauvais, Les Dorscheid, Jef Easley, Ken Frenk, Daniel Fr Carol Heyer, David O. Miller, Alan Pollack, Robh Ruppel, Tony Sczcudlo Graphics Coordinator: Sarah Feggestad Graphic Design: Dee Barnett Typography: Nancy J. Kerkstra Diagrams: Diesel ‘Too numerous to mention by name are the hundreds of players who assisted us in playtesting the AD&D 2nd Edition game. ‘Their efforts were invaluable in improving the manuscript. Finally, credit must also be shared with anyone who has ever asked a question, offered a suggestion, written an article, or made a comment about the AD&D geme. This is a derivative work based on the original AvaNceD DUNGEONS & Daxcons Player's Handbook and Duncéow Masree’ Guide by Gary Gygax and Unearthed Arcana and other materials by Gary Gygax and others, Dunceons& Deacons, AawnceD DINCtENS & Daren, ADED, DEO, Dass Su, DEON MASTER, DICON, DRACORLA,FORCOTEN REA, A- Cho, Monsticus Cowon ‘Geen and Rani ae regard tacematt of TSR le, MCASROVS MUN, PUNESC, BATCH, PLS OPN, andthe TSR Logo ae Vader: onned by TS, ne. “This book is toed under the copyright aus ofthe United Sates of Amenca. ny reproducten o other unauthorised use ofthe ‘ateal or aor contained here is prohbed wihout te express wt permission of TSR I fandom House and is atte companies have wortwde devibuon rights in the book race for English anguage products 073. ine Ditiotedt the book and hobby tae inthe Unies Kingdom by TSR Lid. Distbuzed to te toy and hobby tad by regina! dst ars © 1999, 1995 TSR, nc A Righs Resend, 0-88088-716-515th 1st ining At 1995, Prien the USA Foreword Before we even start, | want to make sure everyone understands one very impor tant fact: This is not AD&D 3rd Edition! ‘There, everyone can breathe again. Rest assured that this is still the same version of the AD&D game that your friends, classmates, and business partners have been playing for years. Yes, there are some small and subtle changes in the rules, but you would have to read the whole book very carefully, and have a tremendous memory, to find them. (The changes are the sorts of minor corrections and clarifications we make Je reprint, and we've reprinted both the Player's Handbook and Guide more than 10 times since 1989!) anged? Obviously, the books look different: We were awfully released in 1989, but the world doesn't stand stil after si yeas, it was time for a new look. And as AD ing a new sutt of dothes, we elected to let out the seams a bit, too. Both books are a lot bigger: 25% more pages in the PHB, e in the DMC d them up lust looking good. inside youl find and pages that are easy to read. Making the e work than most of us expected it to be, Buti eased, the AD&D game has grown in ways we {to a multitude of fabulous worlds, from the misty 4, and across the buming fa and beyond ublish things that mal ing for! Table of Contents ‘Welcome to the AD&D® Game How the Rule Books are Organized 8 Learning the Game 8 ‘Coming From the D&D" Game. 8 The ADSD Game Line... sesso 9 ANote About Pronouns. 3 ‘The Real Basics The Goal. Required Materials ‘An Example of Play... Glossary .- Step-by-Step Character Generation Chapter 1: Player Character Ability Scores ... Rolling Ability Scores 18 Altemative Dice-Rolling Methods... 18 ‘The Abily Scores. Strength. ......2.+ Sm : Dexterity .......... 20 Constitution 20 Intelligence... 26s cece 2 Wisdom. 223 Charisma 2 B What the Numbers Mean oe vee 25 Chapter 2: Player Character Races Minimum and Maximum Ability Scores. Recial Ability Adjustments. .....2.+0.+ ‘Class Restrictions and Level Limits Languages: DWaves ee eeseeeee Elves . Gnomes Hatf-Elves Halfling Humans... Other Characteristics Chapter 3: Player Character Classes .. Class Ability Score Requirements. 35 lass Descriptions ..: a Warrior Fighter Paladin. . Ranger Wizard. .. Mage Schools of Magic. . Specialist Wizards. .... Hlusionist DIESE sewsenxcanmmncinensccin Ole sracssge Priests of Specifc Mythoi Requirements. . Weapons Allowed Spells Allowed (Spheres of Influence)... Granted Powers ae EthOS. eee Priest Titles Balancing It All Druid Druid Organization Rogue vies THER asewrsesnewne B8d sarmerorzvenes es Muii-Class and Dual-Class Characters. Multi-Class Combinations. ‘Mult-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) Acquiting Proficencies. Tiaining... Weapon Prficiencies. Effects of Weapon Profiiences, Related Weapon Bonus . Weapon Specialization. . Cost of Specialization. Effects of Specialization Nonweapon Proficiencies ........ 70 n a RD 2 B a8 7 aS Table of Contents Using What You Know . ‘ <.74 | Chapter 8: Experience Secondary Skil. .......2... 74 Noreapon Proficiencies sec nod TB Group Experience AWards.......++6+. 7 Using Nomweapon Profciencies 75 Individual Experience Awards 7 Nonweapon Proficiency Descriptions ..... 7 Tiaining 7 Where’ the Specific Info? 7 Chapter 6: Money and Equipment .......... Chapter 9: Combat .. Starting Money. a seed Equipment Lists vieveeeeee ee 90 More Than Just Hackand-Slash. ... seseNNB Clothing ne ences Definitions ........ cee ceeeeseee 1B Dally Food and Lodging 90 ‘The Attack Roll : SN Household Provisioning ..........e.- +..90 Figuring the To-Hit Number... ng Transport 90 Modifiers to the Attack Roll 120 ANIMAS ooo eee eee eeeeeeeeeee eee 90 Weapon Type vs. Armor Modifiers ........2.2.2+++ 120 Services... 90 The Various Types of Weapons . 120 Tack and Hames... .eeceeeceeeee 21 Impossible To-Hit Numbers 121 Miscellaneous Equipment a) Caleulating THACO. .. 121 Armor. 92 Combat and Encounters 121 Weapons coeseeteree 94 The Combat Round. S 122 Equipment Descriptions . voce BD What You Can Do in One Round... 122 Tack and Harness -89 The Combat Sequence .........+. cece 122 Transport... veeveee eee 92 Initiative... — 2124 Miscellaneous Equipment 93 Standard Intative Procedure 2124 Weapons... 96 Initiative Modifiers, 8 eevee Armor. nee 299 Group Initative........ essere 125 Armor Sizes sage 10] Individual initiative .. anes reuravamrenell 20) Getting into and Out of Armor... 2107 Multiple attacks and tative... 126 Creatures with Natural Armor Classes 102 Spellcasting and Initiative... ...seesee1e 127 Encumbrance. . 102 Weapon Speed and initiative ..... 127 Basic Encumbrance . .. 102 Magical Weapon Speeds, 127 ‘Specfic Encumbrance ..... 102 Attacking with Two Weapons. 2.2.55 127 Encumbrance and Mounts. severe 102 Movement in Combat.......- 127 Magical Armor and Encumbrance 105 Movernent in Melee... .2.2.2eceess 128 Effects of Encumbrance amen Movement and Missile Combat. we 128 Charging an Opponent sronaniseeememen 2D Chapter 7: Magic ..... -106 Retreat. coe 128 tacking Without Kiting 128 Wizard Spells bie ceeceteteteeeesees 1OT Punching and Wrestling .... 128 Schools of Magic. ...... 3 107 Overbearing. .... wn 129 Leaming Spells............ = 108 Weapons in Nonlethal Combat... 130 Hlusions cones 108 Nonlethal Combat and Creatures cesses TBI Pest Spells m Touch Spells and Combat... 2131 Casting Spells... eve eeeeee m1 Missile Weapons in Combat sage)3l Spell Components — 13 Range 131 ‘Magical Research MB Rate of Fire : 2131 Spell Descriptions coteeveeeeeeee HB Ability Modifiers in Missle Combat. 31 Fring into a Melee sal 2 Taking Cover Against Missile Fire. . ees Table of Contents g Grenadelike Missi 132 | Chapter 12: NPCs 150 Types of Grenadelike Missiles Special Defenses. . Partying The Saving Throw . Rolling Saving Throws Saving Throw Priority a Voluntary 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. Tuming Undead es il Priests and Undead Injury and Death Wounds, Special Damage. Falling Paralysis, : o Energy Drain... es eeceeeeeeee Treating Poison Victims Healing —_ Natural Healing. .... Magical Healing. ..... Herbalism and Healing Proficiencies. Character Death Death From Poison. Death From Massive Damage . .. Inescapable Death Reising 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. .... 2 159 2139 asl 39) 2139 132 133 2133 133 133 134 135 135 BBE 135 2.136 136 = 136 136 137 137 139 140 2.140 140 140 141 141 141 .141 well 141 141 --142 = 142 143 2145; =. 146 147 148 148 148, Hirelings Followers Henchmen Player Character Obligations Chapter 13: Vision and Light Limits of Vision. Light Infraxision Using Mirrors... Chapter 14: Time and Movement .... Movement c Jogging and Running (Cross-Country Movement ‘Swimming Holding Your Breath .. Climbing Calculating Success Climbing Rates ‘Types of Surfaces . . Adtions While Climbing... Climbing Tools ..... Getting Down Appendix 1: Spell Lists . Appendix 2: Notes on Spells . Appendix 3: Wizard Spells .. First-Level Spells Second-Level Spells Third-Level Spells Fourth-Level Spells Fifth-Level Spells ..... Sixth-Level Spells Seventh-Level Spells .. Eighth-Level Spells Ninth-Level Spells... -151 151 -151 153 154 154 155 = 155, 155 156 157 157 158 158 160 160 160 161 162 162 163 163 - 164 168 -.170 170 180 -190 198 209 220 = 232 238 245 Table of Contents Appendix 4: Priest Spells 252 FistLevel Spells... esse ceseee 282 Second-evel Spells. 257 Thir-Level Spel. . 265 FourthLevel Spells. 273 FithLevel Spells... 280 Siath-Level Spells 287 Seventh-Level Spells... 292 Tab Table 1: Strength ... 9 Table 2: Dexterity... 20 Table 8: Constitution... 21 Table 4: Intelgence. 2 Table 5: Wisdom soc. ss cccsvsseeeesesreerenes 23 Table 6: Charisma 5 Table 7: Radial Abilty Requirements. 7 Table 8: Racal Ability Adjustments. ra Table 8: Constitution Saving Throw Bonuses. 28 Table 10; Average Height and Weight... 33 Table 11: Age 33 Table 12; Aging Effects 2.2... 3 Table 13: Class Ability Minimurrs 35 Table 14; Warrior Experience Levels... 2c... 36 Table 15: Wstior Attacks per Round 136 Teble 16: Fighter's Followers 38 Teble 17: Paladin Spell Progression 40 Teble 18: Ranger Abilis . 41 Table 19: Ranger's Followers 4 Teble 20: Wizard Experience Levels 42 Table 21: Wieard Spell Progression 43 Teble 22: Whzard Specialist Requirements ............45 Table 23: Priest Experience Levels Table 24: Priest Spell Progression Tle 25: Rogue Experience Levels Tie 26: Thieving Skil Base Scores bie 27: Thieving Skil Racial Adjustments 34 ‘ble 28: Thieving Skil Dexerity Adjustments 54 ‘ble 29: Thieving Skil Armor Adjustments 56 “ble 30: Backstab Damage Multipliers. 57 Table 31: Thief Followers 58 Table 32: Gard Spell Progression «0.2... 39 Table 33: Bard Abilities 59 Table 34: Proficiency Slots. . n Appendix 5: Wizard Spells by School Appendix 6: Priest Spells by Sphere .. Appendix 7: Spell Index .. 2304 Appendix 8: Compiled Character Generation Tables ........ 308 Index 314 les Table 35: Specialist Attacks per Round n Table 36: Secondary Skills 75 Table 37: Nonweapon Proficiency Groups 76 Table 38: Nonweapon Proficiency Group Crossovers . 7 Table 38: Tracking Modifiers . 86 Table 40; Movement While Tracking 87 Table 41: Weapon Construction 87 Table 42: Standard Exchange Rates, 89 Table 43: Initial Character Funds. ee) Table 44: Equipment .....2.2.++ -90, 94 Table 45: Missile Weapon Ranges 195. Table 46: Armor Class Ratings 199 Table 47: Character Encumbrance +108 Toble 48: Modified Movement Rates. 103 Table 49: Canying Capacities of Animals. +105: Table 50: Stowage Capacity 105 Table 51: Combat Modifiers savasvovwee TO) Table 52: Weapon Type vs. Armor Modifiers. 121 Table 53: Calculated THACOs. 121 Table 54: THACO Advancement 121 Table 55: Standard Modifiers to Initiative. .. 125 Table 56: Optional Modifies to Initiative 125 Table 57: Armor Modifiers for Wrestling 1128 Table 58: Punching and Wrestling Results 129 Table 59: Cover and Concealment Modifiers. 132 Table 60: Character Saving Throws. 134 Table 61: Turing Undead 137 Teble 62: Visibility Ranges. . 155 Table 63: Light Sources. . 155 Table 64: Base Movernent Rates 157 Teble 65: Base Climbing Success Rates. 161 Table 66: Climbing Modifiers vis 161 Table 67: Rates of Climbing = 168 Welcome to the AD@D® Game S The ADRD game rule books are I none of your friends are involved in a game, the best How the Rule intended pimariy as reference Books are 20's. They are designed so any : specific rule can be found quickly Organized ‘and easly during 2 game. Everything a player needs to know is in the Player's Handbook That’s not to say that all the rules are in this book. But every rule that a player needs to know in order to play the game is in this book, AA few rules have been reserved for the DUNGEON MASTER" Guide (DMG). These either cover situations that very sel- dom atise or give the Dungeon Master (OM) information that layers should not Rove beforehand Everything else in the DG is information that only the Dungeon Master needs. Ifthe DM feels that players need to know some- thing that is explained inthe DMG, he wil tell them, Like the DMG, the Monstrous Manuat™ supplement is the province of the DM, ‘This gives complete and detailed infor- mation about the monsters, people, and other creatures inhabiting the AD&D ‘world, Some DMs don't mind if players read this information, but the game is more fun if players don’t know everything about their foes—it heightens the sense of discovery and danger of the unknown, i If you have played the AD&D game Learning pelo you know simon everthing you the Game need to play. We advise you to read the entire Player's Handbook, but that’s a big job. Be sure to read at least chapters 1, 2, 3, and 4 before sitting down to play. IFyou come to a term you do not understand, look for it in the Glossary. If you have never played the AD&D game before, the best way to learn to play the game is to find a group of experienced players and join them. They can get you immediately into the ‘game and explain things as you need to know them. You don’t need to read anything beforehand. In fact, it's best if you can play the game for several hours with experienced players before reading any of the rules. One of the amazing things about a role-playing game is that the concept is difficult to explain, but marvelously simple to demonstrate. place to find experienced players is through your local iabby store. Role-playing and general gaming clubs are common and are always eager to accept new members. Many hobby stores offer a bulletin board through which DMs can advertise for new players and new players can ask for information about new or ongoing games. If there is no hobby store in your area, check at the local library or school. If you can't find anyone else who knows the AD&D game, you can teach yoursell. Read the Player's Handbook and ‘create some characters Ty to create a variety of character classes, Then pick up a pre-packaged adventure module for low-level characters, round up two or three friends, and dive into it. You probably will make lots of mistakes and wonder constantly whether you are doing everything wiong. Even if you are, don’t worry about it. The AD&D game is big, but eventu- ally you'll Bring it under contro. : Ifyou are switching to the Apvanceo Comming from Gincans & Dncens geme lem the D@D® _ the Durccons & Deacons" game, you have some special adaptations Game to make. You know everything you need to about role-playing, but you will need to adjust to doing certain things different ways. ‘Much of the jargon of the two games is very similar. Don't let this mislead you into thinking that they are the same game. There are many subtle differences (along with some Obvious ones), and you will need to read the rules in this book carefully to catch them all Pay special attention to the chapters on PC races and classes, alignment, weapons and armor, and spell descrip- tions. The terminology of both games is quite similar, some- times identical, when discussing these rules. These similar ties often hide important differences between the way the rules work or how the numbers fine up. Overall it is best to approach the AD&D game as if itis a completely new game and be pleasantly surprised when you find overlapping concepts. Don't make the mistake of assum: ing that a rule, item, or spell with the same name in both games works the same way in both games.

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