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SKIP WILLIAMS

Duration.....................................................18 game are considerably different than in previ-


CONTENTS Casting Time .............................................18 INTRODUCTION ous editions of the game (see sidebar). Follow
Area of Effect .............................................18 This booklet is intended to help you preserve the these steps to calculate a dual- or multiclassed
Introduction..........................................................3 Saving Throw.............................................18 best of your old D&D campaign as you adopt the character’s level:
Characters from Earlier Editions .........................3 Spell Resistance ........................................19 new rules. Various sidebars, such as the one on 1. Find the highest level the character has
Level and Experience .......................................3 Spell Description.......................................19 this page, are provided to remind you of what has reached in any class. For example, Escolrande is
Adjusting Experience Points .......................3 Spells You Shouldn’t Convert........................19 changed. The rest of the booklet contains advice an 8th-level fighter/9th-level wizard/9th-level
Adjusting Dual- and Multiclassed Renamed Magic Items ..................................19 on converting your favorite player characters and thief. His highest level is 9.
Characters ...............................................3 Converting Old Magic Items.........................20 their equipment to the new rules, along with 2. Divide each level the character has
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Ability Scores ...................................................3 Caster Level ...............................................20 some notes for the Dungeon Master on convert- achieved in any other class by three and round
Exceptional Strength ...................................3 Prerequisites..............................................20 ing old monsters that have not yet appeared down. If the result rounds down to 0, record a 1
Level-based Improvement ..........................4 Market Price ..............................................20 under the new rules. instead. For example, Escolrande’s remaining
Ability Tips...................................................4 Magic Item Notes .....................................20 levels are 8 and 9; 8 ÷ 3 = 2.67, which rounds
Character Race.................................................4 Monsters ............................................................20 down to 2, and 9 ÷ 3 = 3.
3. Add the numbers you got in step 2 to the
Standard Player Character Races................4
Nonstandard Player Character Races.........4
Converting Old Monsters..............................20
Size and Type.............................................20
CHARACTERS FROM number you got in step 1. This equals the char-
Character Class ................................................4 Hit Dice and Hit Points ............................20 EARLIER EDITIONS acter’s level in the new edition of the D&D
Attack Bonus ...............................................4 Initiative .....................................................20 To use characters from any earlier edition of the game. In Escolrande’s case, 9 + 2 + 3 = 14.
Saving Throws .............................................5 Speed .........................................................20 DUNGEONS & DRAGONS or ADVANCED DUNGEONS 4. You can divide up the levels among classes
Hit Dice and Hit Points ..............................5 Armor Class...............................................21 & DRAGONS game with the new edition of the any way you see fit. For example, Escolrande
Spells ...........................................................5 Attacks and Attack Bonus.........................21 D&D game, just follow the steps outlined could become a 9th-level wizard/4th-level
Thief Skills ...................................................6 Damage .....................................................21 below. rogue/1st-level fighter, or an 8th-level
Multiclass Characters .................................6 Special Attacks ..........................................22 You’ll need a copy of the new Player’s wizard/3rd-level rogue/3rd-level fighter, or any
Proficiencies ................................................6 Special Defenses .......................................22 Handbook and a fresh new D&D character other combination of wizard, rogue, and fighter
Weapon Specialization................................6 Creatures Hit Only by Silver or Magical sheet or clean sheet of scratch paper. You’ll find levels that adds up to 14.
AC and Movement Rate ..................................6 Weapons................................................22 a photocopyable character sheet on pages 287-
Armor Worn.................................................6 Magic Resistance ......................................22 288 of the new Player’s Handbook. Ability Scores
Shields .........................................................6 Saving Throws ...........................................22 Record the character’s existing ability scores. In
Size ..............................................................6 Ability Scores.............................................22 Level and Experience some cases, you’ll need to adjust your character’s
Initiative ...........................................................7 Skills and Feats ..............................................22 For single-classed characters, record the charac- ability scores.
Feats .................................................................7 Description ....................................................22 ter’s current level. You will need to adjust the Exceptional Strength: The exceptional
Extra Fighter Feats ......................................7 Creatures that Affect Surprise .......................22 character’s experience point total to match the Strength rule is no longer part of the game. If
Extra Human Feats .....................................7 Climate/Terrain ..............................................22 new D&D experience system. Characters with your character has an exceptional Strength
Skills .................................................................8 Organization, Challenge Level, and Treasure...22 more than one class require special handling.
Characters with Nonweapon Alignment.......................................................22 • Adjusting Experience Points: All characters in
Proficiencies............................................8 Advancement Range......................................22 the D&D game use the same experience table. New Names for Some Old Terms
Skill Tips ......................................................9 The table is constructed differently from the The following terms have new names in the new
Characters with Secondary Skills................9 Sidebars class experience tables in earlier versions of the edition. The new names often reflect changes to
Converting Thief Skills ................................9 New Names for Some Old Terms ..................3 game, which makes it necessary to adjust the the way the game works or simply better reflect
Equipment......................................................10 What’s New about Ability Scores?..................4 character’s experience point total. what the terms represent:
Weapons ....................................................10 What’s New about Character Races?..............7 The easiest way to make the adjustment is
Encumbrance ............................................10 What’s New about Proficiencies? ...................7 simply to set the total at some point between Old Term New Term
Magic Items...............................................10 What’s New about Dual- and the minimum for the character’s current level priest spell divine spell
Character Troubleshooting.................................10 Multiclass Characters?..............................10 and the minimum for the next level (we recom- THAC0 attack bonus
Magic ...............................................................15 What’s New about THAC0 and Armor Class?....11 mend halfway to the next level or the minimum thief rogue
Renamed Spells .............................................15 What’s New about Saving Throws? ..............12 for the current level). If you prefer a more accu- magic resistance spell resistance
Wizard Spells with New Schools ..................16 What’s New about Spells? ............................12 rate conversion of the character’s experience memorize (a spell) prepare (a spell)
Converting Old Spells....................................17 What’s New about Character Classes?.........13 total, see the Character Troubleshooting section movement rate speed
School ........................................................17 on page 10. nonweapon proficiency skill
Subschool and Descriptor ........................17 DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, and the • Adjusting Dual- and Multiclassed Characters: proficiency check skill check
Level...........................................................17 Wizards of the Coast logo are registered trademarks owned by The rules for handling a character with more sphere (of priest spells) domain
Range .........................................................17 Wizards of the Coast, Inc. ©2000 Wizards of the Coast, Inc. than one class in the new edition of the D&D wizard spell arcane spell
Components ..............................................18 All rights reserved. Made in the U.S.A.

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score, convert it to a regular Strength score as Nonstandard Player Character Races: If your game. If a character’s base attack bonus is +6 or Constitution. You can use the new total or the
shown in the table below. character is not a member of a standard PC race, more, the character can make multiple attacks character’s old total, as you prefer.
turn to Chapter 2 of the DMG. This chapter each round, but the base attack bonus is Spells: All spellcasting characters use the
Exceptional Score New Strength Score explains how to use almost any type of creature reduced for each attack. The class tables in daily spell limits shown on their new class
18/01–18/50 19 as a PC race. Chapter 3 of the PH show how many attacks the tables. Other adjustments to spells are neces-
18/51–18/75 20 character can make and the base attack bonus sary, as follows:
18/76 –18/90 21 Character Class for each. For example, a 12th-level wizard has a Bonus Spells: All spellcasting characters gain
18/91–18/99 22 Record the character’s current class. Most base attack bonus of +6/+1, so the character can bonus spells for high ability scores. Bards and
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18/00 23 classes have changed at least slightly; turn to attack twice each round. sorcerers (a new character class) gain bonus
19–20 24 Chapter 3 of the PH and record your character’s If the character has an ability modifier, it spells from Charisma; clerics, druids, paladins,
21–22 25 new class abilities. The new abilities replace applies to both attacks. The character’s Strength and rangers gain bonus spells from Wisdom;
22–23 26 your character’s old ones. Table 3-2 in the PH modifier applies to melee attacks. The charac- and wizards gain bonus spells from
24–25 27 gives an overview of class abilities by level. ter’s Dexterity modifier applies to ranged Intelligence.
Tables 3-1 through 3-20 provide quick attacks. New Spell Lists: Clerics and specialty priests
Level-based Improvement: For every four summaries of base attack bonuses, base saving A character’s size now affects the character’s use the same spell list, and all priest characters
levels the character has attained, add one point throws, and features for each class. attack bonus. See Chapter 8 of the PH for are called clerics in the new game. All cleric
to any one ability score. Don’t worry about racial Attack Bonus: A character’s attack bonus details. characters gain extra spells for their domains
maximums; they no longer exist. replaces THAC0 from earlier editions of the If your character has more than one class, add (see Cleric in Chapter 3 of the PH). The cleric
When you’ve finished adjusting and record- up the character’s attack bonus from each class spell list now includes 8th- and 9th-level spells.
ing your character’s ability scores, turn to Table according to the instructions in Multiclass Bards now have their own spell lists and may
1-1 in the Player’s Handbook. This table gives What’s New about Ability Scores? Characters in Chapter 3 of the PH. have spells in their old repertoire that are no
the bonus or penalty (now called an ability The game uses the same abilities (Strength, Saving Throws: A character’s saving throw longer available. Bards should replace such
modifier) for any ability score. Dexterity, Constitution, Intelligence, and numbers are now expressed as bonuses. A charac- spells with spells from the bard list.
Ability Tips: Any ability score of 12 or more Charisma) it has always used. Significant ter’s ability modifiers Bards, clerics, and wizards now gain 0-level
will give your character a bonus for something. changes include: affect saving throw spells. Bards and wizards should add 0-level
Likewise, an ability score of 9 or less brings a Bonuses and Penalties from Ability Scores: bonuses. The spells to their spell lists as noted
penalty. Think twice about your character’s All six abilities use the same table (Table 1-1 in Constitution modi- in their class descriptions.
Intelligence score, because it governs how many the PH) to determine the bonus or penalty fier applies to Saving Throws: Spells that
skills your character can learn and a high associated with each score. The bonus or Fortitude saves, the allow saving throws now need
Intelligence score is much more useful for penalty is called the ability modifier. Dexterity modifier a saving throw Difficulty
wizards than it used to be. Dexterity and Ability Checks: To make an ability check, you applies to Reflex Class (DC). A spell’s saving
Constitution remain important for all characters. roll 1d20 and add your character’s ability modi- saves, and the throw DC is 10 + the spell
Wisdom remains important for priest (now fier. To succeed, an ability check result has to Wisdom modi- level + the caster’s relevant
cleric) characters and now has a much greater equal or exceed the task’s Difficulty Class (DC). fier applies to ability score modifier (see
impact on every character’s saving throws and on Ability Maximums and Minimums: There Will saves. previous section). Record the
many skills. A high Charisma score is important are no longer any ability score maximums or If your charac- saving throw DC for each level of
for bards, paladins, and clerics. minimums for races. ter has more than spell the character can cast.
Ability Requirements: It is no longer neces- one class, add up the New Schools: Some spells
Character Race sary to meet any ability requirements to qualify character’s save have changed schools; see Wizard
Record the character’s current race. The exact for a race or class. bonus from each class Spells with New Schools on page
benefits and penalties most races bring have Exceptional Strength: This no longer exists. according to the instruc- 16. Specialist wizards may have
changed at least slightly. Existing characters can convert their excep- tions in Multiclass Characters books containing spells no longer
Standard Player Character Races: If your tional Strength scores into regular Strength in Chapter 3 of the PH. available to them. Specialist
character is a member of a standard PC race scores above 18. Hit Dice and Hit wizards should replace such
(these include humans, dwarves, elves, gnomes, Experience Bonuses: Characters no longer Points: Characters now spells with new ones from
half-elves, half-orcs, and halflings), turn to receive bonus experience for high ability scores. gain an extra hit die for schools available to them.
Chapter 2 of the PH and record your character’s Level-based Ability Adjustments: For every each level up to level Specialists are now free to
new racial abilities. The new abilities replace four levels a character achieves, one ability score 20. All characters now choose their own opposition
your character’s old ones. of the player’s choice improves by one point. gain the full value of schools. When converting a
Some ability score adjustments for race have their Constitution specialist to the new rules,
changed. These only apply to new characters. modifier for every hit die. Reroll the player can choose new
your character’s hit points and adjust for opposition schools and adjust the character’s

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spellbooks accordingly. simply improve a character’s AC by one point. Table What’s New about Character Races? Extra Fighter Feats: Fighter characters
New Names: Some spells have changed 7-5 in the PH includes statistics for shields. Your character’s race still determines what the receive extra combat-oriented feats in addition
names. See Renamed Spells on page 15. Size: A character’s size now affects the char- character looks like and what special abilities to any other feats they know. See Fighter in
Thief Skills: Thief skills have been incorpo- acter’s armor class. See Chapter 8 of the PH for the character has. Significant changes include: Chapter 3 of the PH.
rated into the skill system. Rogues and other details. Ability Score Adjustments: The ability score Extra Human Feats: Human characters
characters with thieflike skills now receive adjustments from some races have changed receive an extra feat of any type in addition to
extra skill points to buy these skills. (see Chapter 2 of the PH). These changes do any other feats they know.
Multiclass Characters: The class abilities
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not affect existing characters.
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from a multiclass character’s different classes Ability Score Maximums and Minimums:
add together to determine the character’s total There are no longer any ability score maxi-
abilities. To determine a multiclass character’s mums or minimums for races.
abilities, first calculate the character’s level in Ability Requirements: It is no longer neces-
each class as explained in the Level and sary to meet any ability requirements to qualify
Experience, above. Then turn to Multiclass for a race.
Characters in Chapter 3 of the PH and follow The Half-Orc: Half-orcs are now a standard
the instructions there. player character race. See Chapter 2 in the PH
Proficiencies: Weapon proficiencies are now for details.
a function of a character’s class and need not be
What’s New about Proficiencies?
Infravision: This racial ability no longer
The old proficiencies system has been replaced
selected separately. Nonweapon proficiencies exists. It has been replaced by two similar abil-
by a skill system.
are now called skills. See Skills, below. ities: darkvision and low-light vision.
• Weapon Proficiencies: These are now a func-
Weapon Specialization: The weapon special- Darkvision is the ability to see in the dark.
tion of a character’s class. You need not select
ization optional rule is no longer part of the Darkvision does not involve heat sensing, and
weapon proficiencies separately anymore. It is
game, although weapon specialization is avail- sources of heat or artificial light do not spoil it.
possible to expand your character’s selection
able as a feat. Certain other feats can improve a Low-light vision is the ability to see well at
of weapon proficiencies through feats,
character’s aptitude with weapon skills; see night or in dim light. It does not function in the
however; see Chapter 5 of the PH.
Chapter 5 of the PH for information on absence of light as darkvision does, but when it
• Nonweapon Proficiencies: These are now
feats. works it usually allows a much greater range of
called skills. Each skill has an ability associated
vision.
with it called the key ability. For example,
AC and Movement Rate For details on darkvision and low-light
Strength helps you climb. Each time you
Armor and shields remain a charac- vision, see Chapter 3 of the DMG.
purchase a skill, your character gains one rank
ter’s primary means of protection Racial Characteristics: The specific powers
in the skill and gets better at using the skill. See
from physical harm. Armor Class and abilities that go with each race have
Chapter 4 of the PH for details.
works slightly differently in the new changed. See Chapter 2 of the PH for details.
• Proficiency Checks: These are now called skill
edition, however. Most important, it is Size: Some PC races are small enough to
checks. To make a skill check, you roll 1d20 and
better to have a high AC number than a gain some bonuses and penalties in combat.
add your character’s ability modifier for the
low one. You might need to adjust a few See Chapter 2 of the PH for details.
skill’s key ability, plus the number of ranks (if
other things about your character’s
any) the character has in the skill. To succeed,
armor class.
a skill check result has to equal or exceed the
Armor Worn: A character’s armor Initiative
task’s Difficulty Class.
affects not only a character’s Armor Players still roll dice to determine when
Many skills do not require any special knowl-
Class, but also his speed (move- their characters can act in combat. A charac-
edge, and even characters who have not
ment rate), defensive Dexterity ter’s Dexterity modifier applies to those
purchased any ranks in these skills can try to
modifier, skill use, and ability initiative rolls.
use them.
to cast arcane spells. Table 7-5
You can compare a proficiency score from an
and the accompanying text in Feats
earlier edition by subtracting 5 from the profi-
the PH summarize the Feats are special abilities players can choose for
ciency score. For example, a if a character created
effects. their characters. Choose one feat for your char-
under the 2nd Edition AD&D rules had a Riding
Armor worn does not affect a character’s acter, plus one extra feat for every three levels
score of 15, that would be about equal to a Ride
encumbrance. your character has attained. See Chapter 5 of the
skill bonus of +10.
Shields: Shields still combine with armor to PH for more information on feats.
improve a character’s AC, but shields no longer

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Skills Priest Group Navigation Profession (navigator) If you can’t find a skill or feat that matches a
Skills represent special knowledge or abilities AD&D Nonweapon Running Run (feat, not a skill) proficiency your character has, pick a new skill
characters have learned (skills were called Proficiency D&D Skill Set Snares Wilderness Lore* or check Character Troubleshooting on page 10.
nonweapon proficiencies in the 2nd Edition Ancient History Knowledge (history) Survival Wilderness Lore* In many cases you will not be able to spend
AD&D game). Each character receives an allot- Astrology Knowledge (astrology) Tracking Track (feat, not a skill) all your character’s skill points buying your
ment of skill points for purchasing skills. Engineering Profession (engineer) Weaponsmithing Craft (weaponsmith) character’s old proficiencies. Feel free to spend
Characters with Nonweapon Proficiencies: If Healing Heal your remaining skill points on new skills.
you created your character with the 2nd Edition Herbalism Profession (herbalist) Wizard Group Many races get bonuses to skill checks, and
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AD&D rules and you used the optional profi- Languages, Ancient Speak Language AD&D Nonweapon humans receive extra skill points. Review your
ciencies rule, you can use your character’s selec- Local History Knowledge (history) Proficiency D&D Skill character’s race description in Chapter 2 of the
tion of nonweapon proficiencies as a shopping Musical Instrument Perform (musical Ancient History Knowledge (history) PH before recording your character’s final skill
list for skills. Just purchase skills similar to your instrument) Astrology Knowledge (astrology) scores.
character’s proficiencies (a list follows). See Navigation Profession (navigator) Engineering Profession (engineer) If you run out of skill points before you’ve
Chapter 4 of the PH to determine how many Reading/Writing See Skill Tips below Healing Heal purchased skills to match all your character’s
skill points your character has; Chapter 4 also Religion Knowledge (religion) Herbalism Profession (herbalist) old proficiencies, you don’t necessarily have to
explains how to purchase skills. Spellcraft Spellcraft Languages, Ancient Speak Language give up any skills. You might want to consider
Local History Knowledge (history) spending fewer skill points on some of the
AD&D Nonweapon Rogue Group Musical Instrument Perform (musical skills. You don’t have to buy every skill up to its
Proficiency D&D Skill AD&D Nonweapon instrument) maximum rank, and you can use the extra
Agriculture Profession (farmer) Proficiency D&D Skill Navigation Profession (navigator) points to buy more skills. If your character is
Animal Handling Handle Animal Ancient History Knowledge (history) Reading/Writing N/A (see Skill Tips below) 4th level or higher, you might want to go back
Animal Training Handle Animal Appraising Appraise Religion Knowledge (religion) to the Ability Score step and improve your char-
Artistic Ability Craft (any) Blind-fighting Blind-Fight (feat, not a skill) Spellcraft Spellcraft acter’s Intelligence score, so you’ll have a few
Blacksmithing Craft (blacksmithing) Disguise Disguise more skill points to spend.
Brewing Craft (brewing) Forgery Forgery *The Wilderness Lore skill includes the old Animal Lore, • Characters with Secondary Skills: If you created
Carpentry Craft (carpentry) Gaming Profession (gambler) Fire-building, Set Snares, and Survival proficiencies your character with the 2nd Edition AD&D
Cobbling Craft (cobbling) Gem Cutting Craft (gem cutting) rules and you used the secondary skills rule,
Cooking Craft (cooking) Juggling Perform (juggling) Skill Tips: Many proficiencies from the 2nd your character knows one or more versions of
Dancing Perform (dancing) Jumping Jump Edition AD&D game’s General group have the Craft or Profession skill.
Direction Sense Intuit Direction Local History Knowledge (history) been combined into the Profession or Craft • Converting Thief Skills: If your character was a
Etiquette Diplomacy Musical Instrument Perform (musical skills. thief or member of another class that had thief
Fire-building Wilderness Lore* instrument) Many skills from the other groups have been skills, you will need to choose skills to replace
Fishing Profession (fishing) Reading Lips Read Lips combined into the Knowledge skill. them, as follows:
Heraldry Knowledge (heraldry) Set Snares Wilderness Lore* You do not have to spend any skill points to
Languages, Modern Speak Language Tightrope Walking Balance make your character literate. The ability to read
Leatherworking Craft (leatherworking) Tumbling Tumble and write is included with most D&D classes.
Mining Profession (miner) Ventriloquism Perform (ventriloquism) Although there is a Speak Language skill, you
Pottery Craft (pottery) do not have to spend any skill points on
Riding, Airborne Ride Warrior Group languages. Every character automatically speaks
Riding, Land-based Ride AD&D Nonweapon one or two languages (according to race). If the
Rope Use Use Rope Proficiency D&D Skill character has a positive Intelligence modifier,
Seamanship Profession (sailor) Animal Lore Wilderness Lore* he or she speaks additional languages equal to
Seamstress/Tailor Craft (sewing) Armorer Craft (armorer) the modifier.
Singing Perform (singing) Blind-fighting Blind-Fight (feat, not a skill) If a skill can be used untrained (see the indi-
Stonemasonry Craft (stonemasonry) Bowyer/Fletcher Craft (bowyer) vidual skill descriptions in the PH), your char-
Swimming Swim Charioteering Handle Animal acter can use the skill without spending any
Weather Sense Knowledge (weather) Endurance Endurance (feat, not a skill) skill points. If your character has a decent score
Weaving Craft (weaving) Gaming Profession (gambler) in the skill’s key ability, the character could be
Hunting Profession (hunter) pretty good at it.
Mountaineering Climb Some proficiencies, such as Blind-Fighting,
have become feats.

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Old Thief Skill D&D Skill What’s New about Dual- and • “I Created My Character with a Kit.”: The various What’s New about THAC0 and
Pick Pockets Pick Pocket Multiclassed Characters? kits from the 2nd Edition AD&D game vary Armor Class?
Open Locks Open Lock Characters With Multiple Classes: The greatly in their impact and scope, but all are Characters in the new game no longer have
Find/Remove Traps Search (finding traps) game no longer has two different systems essentially little character classes. It can take a THAC0s, and Armor Class now goes up
Disable Device for handling dual- and multiclassed charac- little fiddling to fit a “kitted” character, but it instead of down.
(removing traps) ters. All characters with more than one class can be done. Attack Bonus: Instead of a THAC0, a charac-
Move Silently Move Silently are called multiclass characters. Weapon Proficiencies: If the character’s class ter has an attack bonus that applies to the char-
Hide in Shadows Hide does not include a weapon that the kit requires,
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The multiclass option is available to char- acter’s attack rolls. If the result of an attack roll
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Detect Noise Listen acters of any race. recommends, or gives the character for free, the equals or exceeds the target’s Armor Class, the
Climb Walls Climb A multiclass character advances in one character automatically gains proficiency in it attack succeeds and inflicts damage. To
Read Languages Decipher Script class at a time, choosing which class to without using up any feats.. compare THAC0 to attack bonus, subtract
improve each time the character reaches a Nonweapon Proficiencies: Any proficiency THAC0 from 20. For example, if a character
You can compare your character’s old new level. All class abilities the character included in a kit description (required, recom- created under the 2nd Edition AD&D rules has
percentage score in a thief skill to a D&D skill gains are cumulative, and character’s level mended, or free) is available to the character as a THAC0 of 18, she has about the same combat
bonus by dividing the old score by 5, rounding is the total of all the levels the character has. a class skill, even if it is a cross-class skill for the ability as a D&D character with an attack bonus
down, and subtracting 5 from the result. For For example, a fighter/wizard/rogue level character’s class or exclusive to another class. If of +2.
example, Escolrande was a thief with a Detect 3/3/3 is a 9th-level character. See Multiclass the character has insufficient skill points to buy Armor Class: Now starts at 10 (the AC
Noise score of 65%. That’s about equal to a Listen Characters in Chapter 3 of the PH for all his skills, the character must give up some value for a Medium-size unarmored charac-
bonus of +8 (65 ÷ 5 = 13, and 13 – 5 = 8). details. skills. Eliminate the skills from the recom- ter) and goes up. There is no longer an upper
Thief Skill Tips: When calculating your char- Class Level vs. Character Level: Class mended list before eliminating skills from the limit to Armor Class. To compare Armor
acter’s new skill bonuses, be sure to include the level is the level a character has achieved in free or required lists. Classes between editions, take the earlier AC
modifier for the skill’s key ability. For example, any one class. Character level is the total of Special Benefits and Hindrances: The charac- and subtract it from 20. For example, if a char-
a character’s Wisdom modifier now affects her all the levels a character has achieved in all ter keeps any special benefits or hindrances the acter created under the 2nd Edition AD&D
Listen skill. classes. kit grants. Each special benefit counts as one of rules has an AC of 5, she has about the same
Rogues and bards now have exclusive access the feats available to the character. If a kit’s resistance to attack as a D&D character with
to the Use Magic Device skill (see the descrip- special benefit is listed in the Player’s an AC of 15.
tion in Chapter 4 of the PH). This skill is similar track of what a character can carry, depending Handbook as a skill, the character must buy at
to the old ability Use Magical Scrolls, but on his size and Strength score. See Carrying least 4 ranks in the
applies to almost any type of magic item. Capacity in Chapter 9 of the PH for details. skill and select the a feat, treat it as a feat using the description
Many of the traditional thief skills have • Magic Items: Most magic items work the same Skill Focus feat for provided with the kit.
become broader and more useful. For example, way they always have. The Magic section on that skill. If a special benefit includes an ability
the Search skill now allows character to ransack page 15 describes the changes. If a special from another class, the character should
areas for treasure, locate secret doors, and even benefit is become multiclass and devote at
find footprints. A careful reading of the skill Character Troubleshooting already listed least one quarter of her levels
descriptions should reveal some pleasant This section offers advice for dealing with prob- in the Player’s to that class (and always at
surprises. lems you might encounter when converting a Handbook as least one level). The other
character. a feat, use class is always treated as a
Equipment • “My Character Has a Spell or Magic Item that Is the PH feat favored class.
Most types of equipment work the same way they did Not Included in the New Rules.” Substitute a description For example, the swash-
in older versions of the game. There are a few differ- similar spell or item. Also see the Magic section rather than buckler kit from the Complete
ences: on page 15 for information on converting spells the descrip- Thief’s Handbook allows the
• Weapons: Weapons no longer have different damage and magical items from older editions of the tion given character to use a fighter’s THAC0.
ratings depending on the size of the target. Instead, game. with the kit. In the D&D game, an 8th-level
they have varying abilities to inflict critical hits, as • “My Character Has a Weapon that Is Not Any prerequi- swashbuckler character should
explained in Weapons in Chapter 7 of the PH. Included on the Current Weapon List.” sites the feat might become a fighter/rogue with at
The game has new rules for two-handed weapons Substitute a similar weapon of the same type have are waived for least two levels of fighter.
and for fighting with two weapons. See Chapter 8 of and size (for example, substitute a bastard sword the character. Because fighter is a
the PH for details. for a claymore or katana), or create statistics for If a special favored class for swash-
If the character has a weapon not listed in the PH, the weapon based on a similar weapon from the benefit is not bucklers, the character
consult Character Troubleshooting, below. Player’s Handbook. For example, any weapon included in does not suffer any experi-
• Encumbrance: The old encumbrance rules have that includes a rope or chain probably works a the Player’s ence penalties for having a
been replaced by a simple system that keeps lot like a heavy or light flail. Handbook as few fighter levels.

10 11
What’s New about Saving Wizard Group: Bards, sorcerers, and wizards What’s New about Character Classes? Druids: The druid spell list also includes 8th-
Throws? can buy the proficiency as a class skill. Your character’s class still determines everything and 9th-level spells and orisons (0-level spells).
Characters still attempt saving throws to avoid the Slots Required : This no longer applies. from fighting ability and Hit Dice to spellcasting abil- Hit Dice: All classes now gain a new Hit Die at
ill effects of hostile magic and other forms of Characters pay 1 skill point per rank for class ity and saving throws. Significant changes include: each level from 1 to 20.
nastiness, but the procedures are slightly differ- skills and 2 skill points per rank for cross-class Ability Bonuses and Penalties: Ability scores New Classes: The barbarian, monk, and
ent: skills. now affect characters of all classes in the same sorcerer classes have been added to the game.
Saving Throw Categories: There are now only Relevant Ability: This becomes the skill’s key way. For example, there is no cap on any charac- See Chapter 3 of the PH for details.
ability. If more than one relevant ability is listed,
CHAPTER

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three categories of saving throws: Fortitude, ter’s bonus hit points from a high Constitution Multiple Attacks: All types of characters gain
COMBAT

COMBAT
Reflex, and Will. See Saving Throws in Chapter the player picks one when first purchasing the score. All spellcasting classes get bonus spells, the ability to attack multiple times each round.
8 of the PH for details. skill and uses that ability as the key ability though the ability score that governs bonus See Table 3–1 in the PH and the accompanying
Saving Throw Bonuses and Difficulty: whenever the character uses the skill. spells varies from class to class. text for details.
Characters no longer have flat saving throw If the relevant ability is listed as NA (not Bards: Bards now have their own spell list, Thieves: The thief class is now called the
numbers. Instead, a character has a bonus or applicable), treat the proficiency as a feat. which includes cantrips (0-level spells). The rogue class. Rogues still have numerous special
penalty that applies to the saving throw roll. Check Modifier: This no longer applies. bard’s ability to produce magical effects through abilities (from picking pockets to climbing
To succeed, a saving throw result has to When the character uses the skill, the DM sets song has been expanded. walls), but these have been incorporated into a
equal or exceed the saving throw’s Difficulty a Difficulty Class for the task as described in Clerics and Priests: All priest characters universal skill system. See Rogue in Chapter 3
Class. Chapter 4 of the PH and Chapter 3 of the DMG. (except druids) are called clerics in the new and Skills in Chapter 4 of the PH for details.
You can compare a saving throw number You can use the check modifier as a general game, and all clerics use the same basic spell The thief’s backstab ability has been replaced
from an earlier edition of the D&D or AD&D guide to how hard the skill is to use. If the check list. All cleric characters gain extra spells and by the more versatile sneak attack ability, and the
game to a saving throw bonus by taking the modifier is +1 or higher, the DC for a routine granted abilities for their domains (formerly thief’s ability to read scrolls has been expanded
saving throw number from the earlier edition called spheres). See Cleric in Chapter 3 of the PH into the more versatile Use Magic Device ability.
and subtracting it from 15. for details. The cleric spell list now includes 8th- Wizards: The wizard spell list now includes
What’s New about Spells?
Compare Fortitude saves to and 9th-level spells and orisons (0-level spells). cantrips (0-level spells). Specialist wizards are
Spells remain a potent weapon and useful
Paralyzation/Poison/Death Magic saves. For Clerics still have power over the undead, but free to choose their opposition schools.
tool. Significant changes include:
example, a 5th-level fighter created under the rules governing the power have changed. See
2nd Edition AD&D rules has a Paralyzation • Arcane and Divine Spells: Spells are now Turn and Rebuke Undead in Chapter 8 in the PH
save of 11. That’s about equal to a Fortitude divided into two broad categories. for details.
save bonus of +4. Wizards, bards, and a few other types of
Compare Reflex or Will saves to Spell saves. For characters wield arcane spells. Characters
example, a 5th-level fighter created under the 2nd use of the skill should be 10. If skill. The best way to set these details is
need specialized knowledge or natural
Edition AD&D rules has a Spell save of 14. That’s the check modifier is 0 or to compare the proficiency with a simi-
talent to use arcane spells. Armor tends to
about equal to a Reflex or Will bonus of +1. lower, the DC lar skill from the PH.
interfere with the complex gestures and
for a routine For example, the Begging
motions required to cast an arcane spell.
use of the skill proficiency from the
A divine spell depends on the caster’s
• “I Can’t Find a Skill That Matches an Old should be 15 Complete Thief’s
piety or dedication to some greater power.
Proficiency.” Any nonweapon proficiency from (or require an Handbook works some-
Armor does not interfere with the casting of
an earlier edition can be used as a skill. First, opposed check). thing like the Bluff and
divine spells as it does with arcane spells.
make sure the proficiency in question has not In this case, “routine use” is a typical, Gather Information
• Concentration: Casting a spell remains a
become a feat or been included in another skill everyday use of the skill, not some- skills, with a little bit
mentally demanding task, but distractions
(see Skills on page 8 for details). Here’s how to thing outrageous, fancy, or heroic. of the Disguise skill
such as suffering damage in combat no
use a proficiency as a skill: For example, trotting along a thrown in. In fact, if
longer mean a spell is automatically lost.
Proficiency Group: This determines who can smooth road on a horse is a the character has Bluff
See Chapters 8 and 10 of the PH for details.
buy the skill has a class skill. routine use of the Ride skill. and Disguise, she proba-
• Spell Preparation: Characters no longer
General Group: Any character can buy the Proficiency Description: Use bly doesn’t need
memorize their spells but prepare them
proficiency as a class skill. this as you would a skill another skill to beg.
ahead of time. Characters need not prepare
Priest Group: Clerics, druids, paladins, and description. The DM will It’s probably best
their full daily limit at once. They can hold
rangers can buy the proficiency as a class skill. have to decide whether to treat simple
back some of their spell capacity until they
Rogue Group: Bards and rogues can buy the the skill can be used attempts at panhan-
know what the day will bring. See Chapter 10
proficiency as a class skill. untrained, whether dling (“Excuse me,
of the PH for details.
Warrior Group: Barbarians, fighters, retries are possible, sir, spare a coin for an
paladins, and rangers can buy the proficiency as and how long it orphan?”) as Bluff
a class skill. takes to use the attempts.

12 13
In any case, Bluff, Disguise, and Gather have needed 125,000 XP to reach 8th level. ment for reaching the next level. For exam- Conjure earth elemental Planar ally
Information can all be used untrained, so 125,000 – 64,000 = 61,000. ple, For example, Escolrande is an 8th-level Conjure elemental Summon
Begging can as well. Working an area for pocket 3. Divide the number you got in step 1 by the fighter/9th-level wizard/9th-level thief monster V
money takes a day. number you got in step 2. In Sigretta’s case, created using the 2nd Edition AD&D rules. Conjure fire elemental Planar ally
Preparing to go out begging for a day requires 23,500 ÷ 61,000 = about .385. To adjust Escolrande’s experience total, you Continual darkness Deeper darkness
1d3×10 minutes of preparation, just like the 4. Subtract the minimum number of XP needed to would base your calculations on the wizard Continual light Daylight
Disguise skill. To resolve the attempt, roll a reach the character’s level on the new D&D class because it took more experience to Cure blindness or deafness Remove blindness/
Begging (or Bluff ) check opposed by the aver- table from the minimum needed to reach the become a 10th-level wizard than to become a deafness
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COMBAT

COMBAT
age Sense Motive skills of the people in the next level. For example, Sigretta would have 10th-level thief. Cure disease Remove disease
place where the character begs. Use the modi- needed 21,000 XP to reach 7th level and needs Darkness, 15´ radius Darkness
fiers from the Begging proficiency description 28,000 XP to reach 8th level. 28,000 – 21,000 = Descent into madness Insanity
as penalties to the Begging roll. Success brings 7,000. MAGIC Deafness Blindness/deafness
enough coin for a day’s common meals and 5. Multiply the number you Spells and magic items remain an important Death fog Acid fog
lodging (2d8 sp). got in step 3 by the part of the D&D game. Most popular spells Demi-shadow magic Greater shadow
• “I Want a More Accurate XP Adjustment.” The number you got in and items have been included in the PH and evocation
Character Experience section offers a quick step 4 and round DMG or can be converted to the new rules Demi-shadow monsters Greater shadow
method for adjusting a character’s experience down to the near- with minimal effort. conjuration
total, but it’s not particularly accurate. If you est whole Detect lie Discern lies
don’t mind doing a little math, you can calculate number. In Renamed Spells Detect invisibility See invisibility
how close the character was to reaching the S i g r e t t a’s The following spells have new names in the Domination Dominate person
next level and place the character about the case, .385 new edition. The new names often reflect Enchanted weapon Greater magic
same distance from the next level in the new changes to the way the spells work or simply weapon
edition of the D&D game. Here’s how to do so better reflect the what the spells do: Endure heat/endure cold Endure elements
for a single-classed character: Old Spell Name New Spell Name Ensnarement Planar binding
1. Take the character’s old experience Abi–Dalzim’s horrid Horrid wilting ESP Detect thoughts
point total and subtract the minimum wilting Fog cloud Obscuring mist
number of XP needed to reach the Animal summoning I Summon nature’s Free action Freedom of
character’s level on the old table. ally I movement
For example, Sigretta is a Animal summoning II Summon nature’s Giant insect Giant vermin
7t h - level fighter × 7,000 = ally II Hold undead Halt undead
created 2,695. Animal summoning III Summon nature’s Improved phantasmal force Minor image
6. Add the ally III Infravision Darkvision
number you got in step 5 to the minimum Anti-animal shell Antilife shell Invisibility, 10´ radius Invisibility sphere
number of XP needed to reach the character’s Anti-magic shell Antimagic field Invisible stalker Summon invisible
level on the new XP table. This is the charac- Armor Mage armor stalker
under the ter’s adjusted experience total. In Sigretta’s Astral spell Astral projection Item Shrink item
2nd Edition case, 2,695 + 21,000 = 23,695. Audible glamer Ghost sound Locate animals or plants Detect animals or
AD&D rules; Dual-classed characters: To adjust a dual- Bind Animate rope plants
she has 87,500 classed character’s XP total, follow the steps Blindness Blindness/deafness Lower water Control water
XP. The mini- outlined above, using the character’s active Cantrip Prestidigitation Magic resistance Spell resistance
mum XP Sigretta class. For example, Ratchett is a dual-classed Cause critical wounds Inflict critical Messenger Animal messenger
needed to level 7/2 cleric/wizard, who was created under wounds Monster summoning I Summon monster I
reach 7th the 2nd Edition AD&D rules and who was Cause disease Contagion Monster summoning II Summon
level was earning experience in the wizard class. When Cause light wounds Inflict light wounds monster II
64,000 XP. adjusting Ratchett’s experience total, the Cause serious wounds Inflict serious Monster summoning III Summon
87,500 – 64,000 calculations should be based on the old wizard wounds monster III
= 23,500. class table. Charm person or mammal Charm person or Monster summoning IV Summon
2. Subtract the minimum number of XP needed to Multiclass Characters: To adjust a multiclass animal monster IV
reach the character’s level on the old table from character’s experience total, base your calcula- Clairaudience Clairaudience/ Monster summoning V Summon
the minimum needed to reach the next level. tions on the character’s highest class level. If the clairvoyance monster V
For example, Sigretta would have needed character has two classes with the same level, Clairvoyance Clairaudience/ Monster summoning VI Summon monster
64,000 XP to reach 7th level, and she would use the class that has the highest XP require- clairvoyance VI

14 15
Monster summoning VII Summon monster VII False vision Div. Illusion Web I/E Conjuration spell has different ranges for indoor and
Obscurement Obscuring mist Fear I/P Necromancy Whispering wind Alt., I/P Transmutation outdoor casting, use the longer of the two
Part water Control water Fire shield I/E, Alt. Evocation Wind wall Alt. Evocation ranges.
Permanent illusion Permanent image Fire trap Abj., I/E Abjuration Wish C/S Universal
Phantasmal force Silent image Fog cloud Alt. Conjuration Wizard eye Alt. Divination Old Range New Range
Programmed illusion Programmed image Guards and wards I/P, Alt., Abjuration Wizard lock Alt. Abjuration 0 Personal
Protection from evil 10´ Magic circle against evil E/C Wizard mark Alt. Universal Touch Touch
radius Gust of wind Alt. Evocation Wraithform* Alt., I/P Transmutation 0–30 yards Close*
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Repel insects Repel vermin Hold portal Alt. Abjuration 31–100 yards Medium
Resist fire/resist cold Resist elements Incendiary cloud Alt., I/E Conjuration Key: Alt. = Alteration; I/P = Illusion/Phantasm; 101+ yards Long
Restoration Greater restoration Leomund’s secret chest Alt., C/S Conjuration E/C = Enchantment/Charm; Unlimited Unlimited
Serten’s spell immunity Greater spell immunity Leomund’s secure shelter Alt., E/C Conjuration C/S = Conjuration/Summoning;
Shadow magic Shadow evocation Leomund’s tiny hut Alt. Evocation Abj. = Abjuration; Nec. = Necromancy;
Shadow monsters Shadow conjuration Light Alt. Evocation I/E = Invocation/Evocation; Div. = Greater Divination
Silence 15´ radius Silence Limited wish C/S, I/E Universal
Slow poison Delay poison Magic mouth Alt. Illusion *The spell has also been renamed. See the list of renamed
Snake charm Animal trance Major creation I/P Conjuration spells above.
Spiritual hammer Spiritual weapon Minor creation I/P Conjuration
Spectral force Major image Mirage arcana I/P, Alt. Illusion
Strength Bull’s strength Mordenkainen’s Converting Old Spells
Succor Refuge disjunction Alt., E/C Abjuration It’s usually fairly easy to convert an old spell to
Transport via plants Tree stride Mordenkainen’s the new rules. Here’s how:
Tree Tree shape magnificent mansion Alt., C/S Conjuration School: Usually a spell’s school remains
Turn wood Repel wood Nightmare I/E, I/P Illusion unchanged. However, check the PH for a simi-
Unholy word Blasphemy Otiluke’s freezing sphere Alt., I/E Evocation lar spell and assign the spell the same school
Wizard eye Arcane eye Otiluke’s resilient sphere Alt., I/E Evocation (for example, healing spells and most wall spells
Wizard lock Arcane lock Otiluke’s telekinetic are now part of the Conjuration school). Some
Wizard mark Arcane mark sphere Alt., I/E Evocation schools have new, simplified names, as follows:
Wraithform Gaseous form Permanency Alt. Universal
Phantom steed C/S, I/P Conjuration
Wizard Spells with New Schools Prismatic sphere Abj., C/S Abjuration Old School Name New School Name
The wizard spells listed below have changed Prismatic spray C/S Evocation Abjuration Abjuration
schools; spells that once belonged to multiple Prismatic wall C/S Evocation Alteration Alteration
schools now belong to a single school. Project image Alt., I/P Illusion Conjuration/Summoning Conjuration
Rainbow pattern Alt., I/P Illusion Enchantment/Charm Enchantment
Spell Name Old New Rary’s telepathic bond Alt., Div Divination Divination Divination
Abi–Dalzim’s Ray of enfeeblement E/C Necromancy Greater Divination Divination
horrid wilting* Alt., Nec. Necromancy Read magic Div. Universal Lesser Divination Universal
Astral spell* I/E Necromancy Scare E/C Necromancy Invocation/Evocation Evocation
Blindness I/P Transmutation Screen Div., I/P Illusion Necromancy Necromancy
Cloudkill I/E Conjuration Sequester I/P, Abj. Abjuration
Color spray Alt. Illusion Shadow walk I/P, E/C Illusion S u b s c h o o l a n d D e s c r i p t o r : Earlier
Dancing lights Alt. Illusion Shield I/E Abjuration versions of the game did not use subschool
Darkness, 15´ radius* Alt. Evocation Solid fog Alt. Conjuration and descriptors. The easiest way to assign these
Continual light* Alt. Evocation Stinking cloud I/E Conjuration is to find a similar spell in the PH and assign the
Demand I/E, E/C Enchantment Stoneskin Alt. Abjuration spell the same subschool and descriptor.
Dream I/E, I/P Illusion Succor* Alt., E/C Transmutation Level: A spell’s level usually remains
Enchanted weapon* E/C Transmutation Symbol C/S Universal unchanged.
Energy drain I/E, Nec. Necromancy Tenser’s transformation Alt., I/E Transmutation Range: Compare the spell’s old range
Explosive runes Alt. Abjuration Tongues Alt. Divination listing to the table below. If the spell has a
Eyebite E/C, I/P Transmutation Wall of iron I/E Conjuration range that varies by level, use the value for the
Fabricate E/C, Alt. Transmutation Wall of stone I/E Conjuration minimum level required to cast the spell. If the

16 17
*Some spells have effects that radiate outward from the is much clearer about how some spells really 1 Saves for half effect are Reflex saves unless the spell has Spells You Shouldn’t Convert
caster’s body. If so, this will be mentioned in the spell’s work, particularly spells that affect only a some effect other than inflicting damage. If so, it will be a A few spells have been eliminated from the
description. In such cases, convert the range to feet and limited number of targets within an area instead Will save. game altogether. These include know align-
leave it otherwise unchanged. of everything within an area. Compare the spell ment and any arcane healing or curative spell.
description to the discussion of areas and effects 2 Saves to negate a spell’s effect are Will or Fortitude saves. Will
Components: These remain unchanged. in Chapter 10 of the PH. Comparing the spell to saves apply to mental effects. Fortitude saves apply to effects Renamed Magic Items
Note that any material component that is not something similar in the PH will also help. that cause the target’s death or alteration (see the Saving The following items have new names in the
consumed during casting is now called a focus. Saving Throw: Compare the spell’s old saving new edition. The new names often reflect
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Throws section in Chapter 10 of the PH). If the spell is part of
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COMBAT
Duration: Compare the spell’s old duration throw listing to the table below: the Illusion school, change “Neg” save to a save to disbelieve. changes to the way the items work or simply
listing to the examples below. If the spell has a better reflect what the items do:
duration that varies by level, use the value for 3 Very few spells in the new D&D game allow no save at all.
the minimum level required to cast the spell. If the spell has a range of Personal or Touch, leave a Old Item Name New Item Name
4 rounds or less: 1 round/caster level. “None” save unchanged. If a spell has a range greater than Bracers of defense Bracers of armor
5 rounds or more, but still measured in touch, allow a save to negate. Cloak of displacement Cloak of minor
rounds: 1 minute/caster level. Spell Resistance: This entry should be “Yes” displacement
Any duration measured in turns: 10 unless the spell does not produce a direct effect Cloak of protection Cloak of resistance
minutes/caster level. on the recipient. If you have any doubts, Elven chain mail Elven chain
Any duration measured in hours compare the spell to a similar spell from the PH. Girdle of dwarvenkind Belt of dwarvenkind
or days: No change. The sections on Spell Resistance in Chapter 10 Girdle of giant strength Belt of giant strength
Permanent: Usually no change, of the PH and Chapter 3 of the DMG also will Medallion of ESP Medallion of thoughts
but some spells that were previ- be helpful. Oil of acid resistance Potion of protection
ously listed as permanent are Spell Description: This will remain largely from elements (acid)
actually instantaneous. unchanged. Spells that inflict damage accord- Philter of glibness Potion of glibness
Compare the spell to a simi- ing to the caster’s level should have damage Philter of love Potion of love
lar spell in the PH to be limits as shown on the table below: Philter of persuasiveness Potion of charisma
sure. Potion of clairaudience Potion of clairaudience/
Instantaneous: No Spell Max Damage Max Damage clairvoyance
change. Level1 (Single Target)2 (Multiple Targets)3 Potion of clairvoyance Potion of clairaudience/
Special: These spells last 1 5 dice — clairvoyance
until something special 2 10 dice 5 dice Potion of diminution Potion of reduce
occurs, such as the caster 3 10 dice 10 dice Potion of extra healing Potion of cure serious
ceasing to concentrate, 4 15 dice 10 dice wounds
some external effect triggers 5 15 dice 15 dice Potion of giant strength Potion of bull’s strength
the spell, or the subject 6 20 dice 15 dice Potion of growth Potion of enlarge
makes a saving throw. The 7 20 dice 20 dice Potion of healing Potion of cure light
actual duration is explained 8 25 dice 20 dice wounds
in the spell description. Set 9 25 dice 25 dice Potion of speed Potion of haste
the duration by comparing Ring of fire resistance Ring of fire resistance
the spell to a similar spell in 1 For cleric spells, use the limit for a spell 1 level lower. The (minor)
the PH. If you cannot find a damage limit for a 1st-level cleric spell is 1 die. Ring of free action Ring of freedom of
similar spell, use the old dura- movement
tion as explained in the spell’s description. 2 A single-target spell affects only one target or has its total Ring of protection Ring of deflection
Casting Time: If the old casting time is damage divided among more than one target. For example, Rod of passage Staff of passage
less than 1 round, the spell’s new casting a magic missile spell can deliver 5 dice of damage to one Rod of resurrection Staff of life
time is 1 action. If the old casting time is 1 target; it can affect more than one target, but its damage Scarab versus golems Scarab, golembane
round or more, the casting time is unchanged dice must be divided among them. Staff of the serpent Rod of the viper
unless the casting time is listed in turns. In that (viper)
case, the new casting will be 10 minutes × the Old Save Listing New Save Listing 3 A multiple-target spell is capable of inflicting full damage Staff of the serpent Rod of the python
number of turns in the old casting time. 1/2 Half 1 on two or more targets simultaneously. For example, a (python)
Area of Effect: This usually remains Neg. Negates or Disbelief 2 fireball damages everything within its area of effect. Staff of thunder and Rod of thunder and
unchanged. The new edition of the D&D game None (Occurs rarely) 3 lightning lightning
Staff of withering Rod of withering

18 19
Wand of earth and stone Staff of earth and stone single-function items that store spells. If a staff
Wand of enemy detection Rod of enemy detection or wand has a unique power, it is now a rod. If a
Wand of fire Staff of fire rod or wand from an older version of the game
Wand of flame Rod of flame produces multiple spell effects, it is now a staff.
extinguishing extinguishing If a staff or rod can produce only one type of
Wand of frost Staff of frost spell effect, it is now a wand. Rods, staffs, and
Wand of magic detection Wand of detect magic wands have a maximum of 50 charges.
Wand of metal and Rod of metal and
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mineral detection mineral detection Items You Shouldn’t Convert
Wand of negation Rod of negation A few items have been eliminated from the
Wand of size alteration Staff of size alteration game altogether. These include any item that
Wand of wonder Rod of wonder bestows a flat ability score or armor class.
Ability boosting items should instead provide
Converting Old Magic Items an ability bonus of +2 to +6. Protective items
It’s usually easy to convert an old magic item to should provide an armor, natural armor, or
the new rules. Here’s how: deflection bonus of +1 to +6.
Caster Level: Assign a caster level by deter- You need your DM’s approval to use any item
mining the most powerful spell-like ability the not in the new DMG.
item can produce and finding the lowest-level
wizard (if the effect is arcane) or cleric (if the
effect is divine) required to cast the spell. If the MONSTERS
item has no spell-like abilities, find a similar The Monster Manual contains the most popular
item in the DMG and give your item that caster creatures from earlier editions of the game and
level. includes all the creatures featured in the DMG’s
Prerequisites: Check Chapter 5 of the PH to random encounter tables.
decide what feat is necessary to make the item.
The DM will have to examine the item’s powers Converting Old Monsters
and decide what spells they resemble most; If one of your favorites isn’t in the Monster
these spells become prerequisites for the item. Manual, you can convert an old monster to the
Market Price: Find two or three similar items new rules. Here’s how:
in the DMG and assign your item a similar Size and Type: Size categories from older
price. versions of the rules do not match the current
Magic Item Notes: Here are some guidelines size categories. Study the old monster descrip-
for specific magic items. tion and decide how big the creature really is
Cloak of Protection: In the current rules, the (that is, the creature’s actual height, length, or
proper name for this item is cloak of deflection weight) and assign the creature a size using the
and resistance (providing both a deflection information on creature sizes in the
bonus to Armor Class and a resistance bonus to Introduction of the MM. sections below on Ability Scores and Skills and creature’s AC comes from size, natural armor, and
saving throws). Some DMs may decide to make Assign the creature a type according to the Feats. Dexterity. Calculate the creature’s natural armor by
players choose between a cloak of deflection information on creature types in the Speed: Multiply the creature’s old movement subtracting the Dexterity modifier, the size modi-
(AC) or a cloak of resistance (saves). Introduction of the MM. rate by 2.5 feet and round up to the nearest fier (from the Size section in the Introduction of the
Girdles of Giant Strength: These items have Hit Dice and Hit Points: The number of hit multiple of 10. If the creature also has a climb- MM), and 10 more points from the normal AC value.
become belts of giant strength. A girdle of hill, dice remains unchanged. Assign the creature a ing or swimming movement rate, the creature Attacks and Attack Bonus: List each of the
stone, or frost giant strength becomes a minor hit die type appropriate for its type. You’ll find gets the Climb or Swim skill free. If the creature creature’s weapons and natural weapons along
belt of giant strength (+4 to the wearer’s information on hit die type in the has a flying movement rate, you must also with the attack bonus the creature has for each.
Strength score). A girdle of fire, cloud, or storm Advancement Limit section in the Introduction assign it a maneuverability class. See Movement The creature’s base attack bonus depends on its
giant strength becomes a major belt of giant of the MM. in the Introduction of the MM for details on hit dice and type; see the Advancement Limit
strength (+6 to the wearer’s Strength score). The creature’s Constitution modifier applies swimming, climbing, and flying. section in the Introduction of the MM. The
Rods, Staffs, and Wands: All rods are items to each Hit Die it has. Armor Class: Subtract the creature’s old creature’s size, ability scores, and feats affect the
that have unique powers, not simply powers Initiative: Assign the creature an initiative Armor Class from 20; this is the creature’s AC attack bonus for each attack as described in the
that duplicate spell effects. All staffs are multi- bonus based on its Dexterity modifier (and for normal combat. In the current rules, the Attacks section in the Introduction of the MM.
function items that store spells. All wands are possibly the Improved Initiative feat). See the Armor Class entry also indicates how much of the Damage: Use the creature’s old damage list-

20 21
ing, modified by its Strength score as explained Description: Use the old description.
in the Damage section in the Introduction of Creatures that Affect Surprise: There are no
the MM. surprise rolls in the new rules. If the creature is
Special Attacks: Use the special attacks listed difficult to surprise, it should have a bonus to
in the creature’s old description. If a special Spot and Listen checks (and a fairly good
attack is described in the MM Introduction, use Wisdom score). If the creature is good at
those rules. If the special attack is not described achieving surprise, it should have a bonus to
in the MM Introduction, find a creature with a Hide and Move Silently checks (and a fairly
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similar ability in the MM and use those rules. good Dexterity score).
Special Defenses: Use the special defenses Climate/Terrain: This usually remains
listed in the creature’s old description. If a unchanged, but always use the terms listed in the
special defense is described in the Introduction Climate/Terrain section in the Introduction of
of the MM, use those rules. If the special the MM.
defense is not described in the Introduction of O r g a n i z a t i o n , C h a l l e n g e Level,
the MM, find a creature with a similar ability in and Treasure: Find two or three
the MM and use those rules. similar creatures in the MM
Creatures Hit Only by Silver or Magical and assign the creature a
Weapons: This defense has become the damage similar organization,
reduction defense. The type of weapon that challenge level, and
negates the damage reduction is the same as the treasure.
weapon required to harm the creature in the A l i g n m e n t : Use
older version of the game. Set the damage the old listing.
reduction at 10 points, or find two or three simi- Advancement
lar creatures in the MM and give the creature a Range: Most creatures
similar damage reduction. can double their base
Magic Resistance: This is now called spell Hit Dice.
resistance. Divide the old magic resistance
number by 5 and add the result to 11 to get the
creature’s spell resistance score.
Saving Throws: The creature’s base save
bonuses depend on its hit dice and type. See the
Advancement Limit section in the Introduction U.S., CANADA, ASIA, PACIFIC, &
of the MM. The creature’s ability scores and LATIN AMERICA
feats affect the bonus for each save category. Wizards of the Coast, Inc.
Ability Scores: Look at two or three similar P.O. Box 707
Renton WA 98057-0707
creatures from the MM and assign the creature
+1-800-324-6496
similar ability scores.
In general, the larger the creature, the higher
its Strength and Constitution scores should be.
The faster the creature moves, the higher its
Dexterity score should be.
You can use the creature’s old Intelligence EUROPEAN HEADQUARTERS
rating as a guideline for setting its Intelligence, Wizards of the Coast, Belgium
Wisdom, and Charisma scores. P.B. 2031
Skills and Feats: The number of skill points 2600 Berchem
and feats the creature has available depends on Belgium
+32-70-23-32-77
its Hit Dice and type; see the Advancement
Limit section in the Introduction of the MM.
Assume that any skill you choose for the creature Visit our website at www.wizards.com/dnd
is a class skill (costing 1 skill point per rank).

22 23
Your character is ready for the new DUNGEONS & DRAGONS game.
Are you? You know where to start. Find the new
D&D Player’s Handbook wherever you buy games.
We’ve made the Change. Now it’s your turn.