Maximum DAMAGE FOR ARCANE SPELLS
‘Arcane Max Damage Max Damage
‘Spell Level (Single Trg) (ipl Target)
ist dice =
2nd l0dce 5 dice
3rd To dee Vodice
4th ISdce VO dice
Sth IS dee 1S dice
eth 20 de 15 dice
2th 20 dice 20 dice
ath 2 dice 20 dice
oth 25 dice 25 dice
Maximum DAMAGE For DiviNe SPELLS.
Divine Max Damage Max Damage
‘Spell Level (Single Target) ( uiiple Targets)
ist dle =
2nd 5 dice 1die
3d 10 dice S dice
ath lO dee 1 dice
sth 1S dice 1odice
eth 15 dee 1S dice
2th 20 dice 1S dice
ath 20 dice 20 dice
oth 25 de 20 dice
the damage eap depends on whether a spell affects a single
target or multiple targets. A single-target spel affects only one
creatute or has its coral damage divided among several creatures
For example, a magie mise spell can deliver 5 dice of damage
‘one target. fitstrikes more than one target is damage dice muse
be divided among them. A muliple-arget spell deals fll damage
10 two or more croarares simultaneously For example a ficball
damages everything within its 20-for spread
“Milaloe and Tordek stand within the weasure chamber, surveying.
she riches before them, To go there, they slew thrae rolls, by
passed several devious craps, and solved the ride ofthe golden
golem ro stop it from crushing them, Now they are not only.
‘cher, but from their experiences they have grown in knowledge
and poser,
[Experience points are a measure of accomplishment. They se
resent training and learning by doing, and they illustrate ee fact
thar, n fantasy, che more experienced a characteris, the more pow
‘ex he or she possesses. Experience points allow a character to pain
levels. ining levels beightens the fun and excitement.
Experience points can bespent by spellcasters to power some of
their most potent spells, Experience points also represent the per
sonal puissance thar a character must imbue an object with in
‘onder ro create a magic item
Inaddition to experience, characters aso carn treasure on theit
adventures: They find gold and other valsabls tat allow them 10
buy bigger and better equipment, and they find magic items that
sive them new and better abilities.
EXPERIENCE AWARDS.
‘When the party defeats monsters, you award the characters expe-
rence points (XP), The mote dangerous the monsters, compared
ro the party’ level, che more XP the characters ear, The PCs spit
the XP berween themselves, and each character increases in level
‘as his or her personal XP total increases,
‘You need to calculate XP awards during the course of an adver
tur, whether its one you wrote or one you purchased. You may
‘wish to award experience points atthe end ofa session to enable
players co advance their characters in level if they have enough
experience points. Alternatively, you may wish to give out XP
awards tthe beginning ofthe game session following the one in
Which the characters earned st. his gives you rime berween ses-
sions to use these rules and determine the experience award,
As part of determining experience point awards, you need 10
break the game down into encounters and then bral re encom.
ters dawn into parts. If youre using monsters from the Monser
Manual, some of the work has already been done for you. Each
‘monster in that hook has a Challenge Rating (CR) ther, when
compared to party level, translates directly into an XP award,
‘AChallenge Rating i measure of how easy or difficult mom
ster or ap ist overcome, Challenge Rarings ae wsed in Chapter
3: Adventures to determine Encounter Levels (EL), which in turn
indicate how difficult an encounter (often involving multiple
‘monsters) 0 avercome. A monster issnlly overcame by defer
ing iin atl, at by being disarmed, and so forth,
‘You must decide when achallenge has been overcome. Usually,
this is simple rode, Did the BCs defeat the enemy in batle? Then
‘they mer the challenge and earned experience points. Other
VARIANT: SPELL ROLL
Substitute this variant for the standard method of determining saving
‘throw DCs for spells. Every ime a character casts spell that requies
a target to make a saving throw, the caster rolls 1420 and adds the spl
level and the appropriate ability modifier. The results the DC for the
saving throw Roll ence even fora spell that affects many creatures.
This variant introduces a great deal more randomness into spell