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Touch Spells and Combat

Many spells used by priests and wizards take effect only when the target is touched by the caster. Under normal circumstances, this is no problem--the spellcaster reaches out and touches the recipient. However, if the target is unwilling, or the spell is used in the midst of a general melee, the situation is much different.

    Unwilling Targets: The spellcaster must make a successful attack roll for the spell to have any effect. The wizard or priest calculates his to-hit number normally, according to the intended victim's Armor Class and other protections. The DM can modify the roll if the victim is unprepared for or unaware of the attack. If the roll succeeds, the spellcaster touches the target and the normal spell effect occurs.

    Willing Targets: When attempting to cast a spell on a willing target, the casting is automatic as long as both characters are not engaged in combat. For example, if a fighter withdraws from melee, a cleric could heal him the next round.

    If the recipient of the spell attempts to do anything besides waiting for the spell to take effect, an attack roll against AC 10 must be made. However, no AC modifiers for Dexterity are applied, since the target is not trying to avoid the spell!

    Whenever a touch spell is successful, the spellcaster suffers from any special defenses of his target, if they are continually in operation. A successful touch to a vampire would not result in energy drain, since the power only works when the vampire wills it, but touching a fire elemental would result in serious burns.

    When a touch spell is cast, it normally remains effective only for that round. However, certain spells do specify special conditions or durations. Be sure to check each spell description carefully.

 

Missile Weapons in Combat

    In general, missile combat is handled identically to standard melee. Intentions are announced, initiative is rolled, and attack rolls are made. However, there are some special rules and situations that apply only to missile combat.

    Missile weapons are divided into two general categories. The first includes all standard, direct-fire, single-target missiles--slings, arrows, quarrels, spears, throwing axes, and the like.

    The second category includes all grenade-like missiles that have an area effect, no matter how small. Thus, an attack with these weapons does not have to hit its target directly to have a chance of affecting it. Included in this group are small flasks of oil, acid, poison, holy water, potions, and boulders. Hurled boulders are included because they bounce and bound along after they hit, leaving a swath of destruction.

 

Range

    The first step in making a missile attack is to find the range from the attacker to the target. This is measured in yards from one point to the other. This distance is compared to the range categories for the weapon used (see Table 45 in Chapter 6: Combat).

    If the distance is greater than the long range given, the target is out of range; if the distance is between the long- and medium-range numbers, the target is at long range; when between the medium- and short-range numbers, medium range is used; when equal to or less than the short-range distance, the target is at short range.

    Short-range attacks suffer no range modifier. Medium-range attacks suffer a -2 penalty to the attack roll. Long-range attacks suffer a -5 penalty. Some weapons have no short range since they must arc a certain distance before reaching their target. These attacks are always made with an attack roll penalty.

 

Rate of Fire

    Bows, crossbows, and many other missile weapons have different rates of fire (ROF)--the number of missiles they can shoot in a single round.

    Small, light weapons can be thrown very quickly, so up to three darts can be thrown in a single round. Arrows can be nocked and let loose almost as quickly, so up to two shots can be fired in a single round.

    Some weapons (such as heavy crossbows) take a long time to load and can be fired only every other round.

    Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in table 45 in Chapter 6.

 

Ability Modifiers in Missile Combat

    Attack roll and damage modifiers for Strength are always used when an attack is made with a hurled weapon. Here the power of the character's arm is a significant factor in the effectiveness of the attack.

    When using a bow, the attack roll and damage Strength modifiers apply only if the character has a properly prepared bow (see Chapter 6: Money and Equipment). Characters never receive Strength bonuses when using crossbows or similar mechanical devices.

    Dexterity modifiers to the attack roll are applied when making a missile attack with a hand-held weapon. Thus, a character adds his Dexterity modifier when using a bow, crossbow, or axe but not when firing a trebuchet or other siege engine.


  
 
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Firing into a Melee

    Missile weapons are intended mainly as long-range weapons. Ideally, they are used before the opponents reach your line. However, ideal situations are all too rare, and characters often discover that the only effective way to attack is to shoot arrows (or whatever) at an enemy already in melee combat with their companions. While possible, and certainly allowed, this is a risky proposition.

    When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium figure counts as 1. Small (S) figures count as _, Large as 2, Huge as 4, and Gargantuan as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot.

 

    Tarus Bloodheart (man-size, or 1 point) and Rath (also man-size, or 1 point) are fighting a giant (size G, 6 points) while Thule fires a long bow at the giant. The total value of all possible targets is 8 (6+1+1). There's a 1 in 8 chance that Rath is the target; a 1 in 8 chance that Tarus is hit; and a 6 in 8 chance the shot hits the giant. The DM could roll an 8-sided die to determine who gets hit, or he could reduce the ratios to a percentage (75% chance the giant is hit, etc.) and roll percentile dice.

 

Taking Cover Against Missile Fire

    One of the best ways to avoid being hit and injured is to hide behind something--a wall, a tree, a building corner, a heap of boulders, or whatever happens to be available. Professional adventurers, wishing to make this sound heroic, call this taking cover.

    Taking cover doesn't work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective tactic against missile fire.

    There are two types of protection a character can have. The first is concealment, also called soft cover. A character hiding behind a clump of bushes is concealed. He can be seen, but only with difficulty, and it's no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, and brambles.

    The other type of protection is cover, sometimes called, more precisely, hard cover. It is, as its name implies, something a character can hide behind that will block a missile. Hard cover includes stone walls, the corner of a building, tables, doors, earth embankments, tree trunks, and magical walls of force.

    Cover helps a potential target by giving the attacker a negative modifier to his attack roll. The exact modifier for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. Table 59 lists the different modifiers for varying degrees of cover and concealment.

 

Table 59:

Cover and Concealment Modifiers

 

Target is:     Cover    Concealment

25% hidden     -2       -1

50% hidden     -4       -2

75% hidden     -7       -3

90% hidden   -10  -4

 

 

    Cover also has an affect on saving throws, granting the character the modifier listed on Table 59 as a bonus to his saving throws against spells that cause physical damage (for example, fireball, lightning bolt, etc.)

    Furthermore, a character who has 90% cover (or more) suffers one-half normal damage on a failed save and no damage at all if a saving throw is successful. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover--a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall.

 

Grenade-Like Missiles

    Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter.

    Most grenade-like missiles are items of opportunity or necessity--rocks, flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the character and the weight of the object.

    A missile of five pounds or less can be thrown about 30 feet. Short range is 10 feet, medium range is 20 feet, and everything beyond is maximum range. Heavier items have reduced ranges. Just how far an object can be thrown is decided by the DM.

    Exceptionally heavy items can be thrown only if the character rolls a successful bend bars/lift gates check. In no case can a character throw an item heavier than his Strength would allow him to lift. Thus, the DM can rule that a character would have little trouble chucking a half-empty backpack across a ten-foot chasm, but the character would need to make a check in order to heave an orc ten feet through the air into the faces of his orcish friends.

    Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there's some doubt about whether or not a thrown object will break, the DM can require an item saving throw (this information is in the DMG) to see if it shatters or rips, spewing its contents everywhere.

    The DMG contains information on how to resolve the inevitable situations in which grenade-like missiles miss their targets.

 

Types of Grenade-Like Missiles

    Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus, it is very useful against regenerating creatures such as trolls. Acid is very rare.

    Holy Water affects most forms of undead and creatures from the Lower Planes. It has no effect against a creature in gaseous form or undead without material form.

    Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures and beings from the Upper Planes.

    Holy (or unholy) water affects creatures as does acid, causing damage that cannot be regenerated but must be healed normally.

    Oil causes damage only when it is lit. This normally requires a two-step process--first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks.

    A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second round.

    Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit, and even then only if it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about specific poison effects in the DMG.


  
 
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Special Defenses

So far, the bulk of this chapter has dealt with ways to attack. Now, it's time to turn to defense. There are several ways to avoid taking damage. Two of the most common are the saving throw and magic resistance. Somewhat less common, because its use is limited to clerics and paladins, is the ability to turn undead.

 

Parrying (Optional Rule)

    During a one-minute combat round, each character is assumed to block many attempted attacks and see many of his own attacks blocked. In normal combat, characters parry all the time--there's no need to single out each parry.

    When a character deliberately chooses not to parry (a wizard casting a spell, for instance), his chance of being hit increases. Thus, choosing to parry, in and of itself, is not a separate option under the AD&D game rules.

    At the same time, the assumption is that characters in combat are constantly exposing themselves to some risk--trying to get a clear view of a target or looking for the opening to make an attack. There are times, however, when this is not the case. Sometimes, the only thing a character wants to do is avoid being hit.

    In order to make himself harder to hit, a character can parry--forfeit all actions for the round--he can't attack, move, or cast spells. This frees the character to concentrate solely on defense. At this point, all characters but warriors gain an AC bonus equal to half their level. A 6th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). A warrior gets a bonus equal to half his level plus one. A 6th-level fighter would gain a +4 AC bonus.

    Note that the benefit is not a perfect all-around defense, and it's not effective against rear or missile attacks. It applies only to those characters attacking the defender with frontal melee attacks. This optional defense has no effect against magical attacks, so it wouldn't do anything to protect a character from the force of a lightning bolt or fireball, for example.

 

The Saving Throw

The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save himself from certain destruction (or at least lessen the damage of a successful attack).

    More often than not, the saving throw represents an instinctive act on the part of the character--diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins, blocking the worst of an acid spray with a shield. The exact action is not important--DMs and players can think of lively and colorful explanations of why a saving throw succeeded or failed. Explanations tailored to the events of the moment enhance the excitement of the game.

 

Rolling Saving Throws

    To make a saving throw, a player rolls a 20-sided die (1d20). The result must be equal to or greater than the character's saving throw number. The number a character needs to roll varies depending upon the character's group, his level, and what the character is trying to save himself from. A character's saving throw numbers can be found in Table 60.

    Saving throws are made in a variety of situations: For attacks involving paralyzation, poison, or death magic; petrification or polymorph; rod, staff, or wand; breath weapon; and spells. The type of saving throw a character must roll is determined by the specific spell, monster, magical item, or situation involved.

    Monsters also use Table 60. The DM has specific information about monster saving throws.


  
 
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Table 60:

Character Saving Throws

 

                                        Attack to be Saved Against

                                     Paralyzation,

Character Class and         Poison, or          Rod, Staff,         Petrification     Breath

Experience Level                 Death Magic         or Wand                or Polymorph*     Weapon**           Spell***

Priests        

1-3                                10           14               13               16               15

4-6                                  9         13               12               15               14

7-9                                  7         11               10               13               12

10-12                              6         10                 9             12               11

13-15                              5           9               8             11               10

16-18                              4           8               7             10                 9

19+                                 2           6               5               8               7

 

Rogues      

1-4                                13           14               12               16               15

5-8                                12        12               11               15               13

9-12                              11           10               10               14               11

13-16                            10             8               9             13                 9

17-20                              9                   6               8             12                 7

21+                                 8                   4              7             11                 5

 

Warriors 

0                                   16           18               17               20               19

1-2                                14           16               15               17               17

3-4                                13           15               14               16               16

5-6                                11           13               12               13               14

7-8                                10           12               11               12               13

9-10                                8         10                 9               9             11

11-12                              7           9               8               8             10

13-14                              5           7               6               5               8

15-16                              4         6               5               4               7

17+                                 3         5               4               4               6

 

Wizards 

1-5                                14           11               13               15               12

6-10                              13             9             11               13               10

11-15                            11             7               9             11                 8

16-20                            10             5               7               9               6

21+                                 8           3               5               7               4

 

     *Excluding polymorph wand attacks.

     **Excluding those that cause petrification or polymorph.

     ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.


  
 
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Saving Throw Priority

    Sometimes the type of saving throw required by a situation or item isn't clear, or more than one category of saving throw may seem appropriate. For this reason, the saving throw categories in Table 60 are listed in order of importance, beginning with paralyzation, poison, and death magic, and ending with spells.

    Imagine that Rath is struck by the ray from a wand of polymorphing. Both a saving throw vs. wands and a saving throw vs. polymorph would be appropriate. But Rath must roll a saving throw vs. wands because that category has a higher priority than polymorph.

    The categories of saving throws are as follows:

    Save vs. Paralyzation, Poison, and Death Magic: This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). This saving throw can also be used in situations in which exceptional force of will or physical fortitude are needed.

   Save vs. Rod, Staff, or Wand: As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn't called for. This saving throw is sometimes specified for situations in which a character faces a magical attack from an unusual source.

    Save vs. Petrification or Polymorph: This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). It can also be used when the character must withstand some massive physical alteration of his entire body.

    Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. This save can also be used in situations where a combination of physical stamina and Dexterity are critical factors in survival.

    Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification.

 

Voluntarily Failing Saving Throws

    No save is made if the target voluntarily chooses not to resist the effect of a spell or special attack. This is the case even if the character was duped as to the exact nature of the spell. When a character announces that he is not resisting the spell's power, that spell (or whatever) has its full effect.

    The intention not to resist must be clearly stated or set up through trickery, however. If a character is attacked by surprise or caught unawares, he is normally allowed a saving throw. The DM can modify this saving throw, making the chance of success worse, if the situation warrants it. Only in extreme cases of trickery and deception should an unwitting character be denied a saving throw.

 

Ability Checks as Saving Throws

    When a character attempts to avoid danger through the use of one of his abilities, an ability check can be used in lieu of a saving throw.

    For example, Ragnar the thief has broken into someone's home when he hears a grating noise from the ceiling above him. He looks up to find a five-ton block of the ceiling headed straight for him! He is going to need speedy reactions to get out of the way, so a Dexterity ability check should be rolled to see if he avoids the trap.

 

Modifying Saving Throws

    Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw.

    Modifiers that increase the chance are given as a number preceded by a plus sign. Modifiers that make success more difficult are given as a number preceded by a minus sign (-1, -2, etc.).

    Saving throw modifiers affect a character's die roll, not the saving throw number needed. Thus, if Delsenora needed an 11 for a successful saving throw vs. petrification and had a +1 bonus to her save, she would still need to roll an 11 or higher after all adjustments were made (but the +1 bonus would be added to her die roll, so that effectively she needs to roll only a 10 on the die to reach her saving throw number of 11).

    High ability scores in Dexterity and Wisdom sometimes give saving throw bonuses. A high Wisdom protects against illusions, charms, and other mental attacks. Dexterity, if high enough, can give a character a slightly higher chance of avoiding the effects of fireballs, lightning bolts, crushing boulders, and other attacks where nimbleness may be a help. (See Tables 2 and 5.)

    Magical items like cloaks and rings of protection give bonuses to a character's saving throw (these are listed in the item descriptions in the DMG).

    Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical; magical armor never gives a saving throw bonus against gas (which it cannot block), poison (which operates internally), and spells that are mental in nature or that cause no physical damage.

    For example, magical armor would not help a character's saving throw against the sting of a giant scorpion, the choking effects of a stinking cloud spell, or the transformation effect of a polymorph others spell. Magical armor does extend its protective power to saving throws against acid sprays or splashes, disintegration, magical and normal fires, spells that cause damage, and falls (if any saving throw is allowed in this case). Other situations must be handled on a case-by-case basis by the DM.

    Specific spells and magical items have effects, both good and ill, on a character's saving throws. Often, spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions, for spells, or in the DMG's Magical Items section, for magical items.)

    Minor poisons of verminous creatures such as giant centipedes, while dangerous, are weak and unlikely to bring about death in a healthy man. To recreate this effect in the game, a saving throw bonus is allowed for anyone affected by these poisons. The DM has this information.

    Unpredictable situations are sure to crop up. When this happens, the DM must determine whether saving throw modifiers are appropriate. As a guideline, modifiers for situations should range from -4 to +4. An evil cleric attacked in his shrine could very well have a +3 bonus to all his saving throws and a -3 penalty applied to those of his enemies. The powerful evil of the place could warrant the modifier.


  
 
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Magic Resistance

Some creatures or items strongly resist the effects of magic (or impart such resistance to others). This makes them more difficult to affect with magical energy than ordinary creatures or items.

    A rare few creatures are extremely anti-magical--magic rolls off them like water off a duck's back. More common are creatures, especially from the Outer Planes of existence, that live in enchanted or sorcerous lands and are filled with powerful magical energies. These creatures eat and breathe the vapors of wizardry, and they have a high tolerance against arcane power.

    Magic resistance is an innate ability--that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to operate. Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.)

    Magic resistance is also an individual ability. A creature with magic resistance cannot impart this power to others by holding their hands or standing in their midst. Only the rarest of creatures and magical items have the ability to bestow magic resistance upon another.

    Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature's magic resistance, the spell has a normal effect. If the roll is equal to or less than the creature's magic resistance, the spell has absolutely no effect on the creature.

 

Effects of Magic Resistance

    Magic resistance enables a creature to ignore the effects of spells and spell-like powers. It does not protect the creature from magical weapon attacks or from natural forces that may be a direct or accidental result of a spell. Nor does it prevent the protected creature from using his own abilities or from casting spells and using magical items. It can be effective against both individually targeted spells and, within limits, area-effect spells.

    If a magic resistance roll fails, and the spell has normal effect, the target can make all saving throws normally allowed against the spell.

 

When Magic Resistance Applies

    Magic resistance applies only if the successful casting of a spell would directly affect the resistant creature or item. Thus, magic resistance is effective against magic missile (targeted at a creature or item) or fireball (damaging the area the creature or item is in) spells.

    Magic resistance is not effective against an earthquake caused by a spell. While the creature may suffer injury or death falling into a chasm the spell opens under its feet, the magical energy of the spell was directed at the ground, not the creature. Magic resistant creatures are not immune to events that occur as the consequence of spells, only to the direct energy created or released by a spell.

    Player characters do not normally have magic resistance (though they still get saving throws vs. magical spells and such); this ability is reserved mainly for special monsters.

 

Successful Magic Resistance Rolls

    A successful magic resistance check can have four different results, depending on the nature of the spell being resisted:

    Individually Targeted Spells: By definition, these spells affect just one creature, and only the targeted creature rolls for magic resistance (if it has any). If a spell of this type is directed at several targets, each rolls independently of the others. (An example of this would be a hold person spell aimed at four creatures, with each creature getting a magic resistance roll, if they have magic resistance.)

    If the magic resistance roll is successful, the spell has no effect on that creature. If the spell is targeted only at the creature, the spell fails completely and disappears. If several targets are involved, the spell may still affect others who fail their magic resistance roll.

    Area-Effect Spells: These spells are not targeted on a single creature, but on a point. The spell's effect encompasses everything within a set distance of that point. A successful magic resistance check enables the creature to ignore the effect of the spell. However, the spell is not negated and still applies to all others in the area of effect.

    In-Place Spells: These spells operate continuously in a particular place or on a particular creature, character, or item. Protection from evil is one example of this kind of spell.

    Magic resistance comes to play only if a creature or item finds himself (or itself) in the place where the spell is in operation. Even then, magic resistance may not come into play--nothing happens if the spell isn't of a type that affects the character. Thus, a part water spell would not collapse simply because a magic resistant creature walked through the area. A protection from evil spell, which could affect the creature, would be susceptible to magic resistance.

    If the DM determines that a magic resistance roll is appropriate, and the roll succeeds, the in-place spell collapses (usually with a dramatic thunderclap and puff of smoke).

    Permanent Spells: Magic resistance is insufficient to destroy a permanent spell. Instead, the spell is negated (within the same guidelines given for in-place spells) for as long as the magic resistant creature is in the area of effect.

    Thus, a magic-resistant creature might be able to step through a permanent wall of force as if it weren't there. However, the wall would spring back into existence as soon as the creature passed through (i.e., no one else can pass through).


  
 
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Turning Undead

    One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. This is a special power granted by the character's deity. Druids cannot turn undead; priests of specific mythoi may be able to at the DM's option.

    Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured.

    When encountering undead, a priest or paladin can attempt to turn the creatures (remember that the paladin turns undead as if he was two levels lower--a 5th-level paladin uses the level 3 column in Table 61). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).

 

Table 61:

Turning Undead

 

Type or Hit Dice                          Level of Priest†

of Undead                 1      2      3        4            5        6          7        8        9        10-11       12-13     14+

Skeleton or 1 HD   10    7      4        T           T       D         D       D*     D*     D*             D*           D*

Zombie                         13                10          7        4          T       T       D       D               D*           D*   D*    D*

Ghoul or 2 HD       16    13    10      7            4        T         T       D       D       D*             D*           D*

Shadow or

3-4 HD                    19    16    13      10          7        4          T       T       D       D               D*           D*

Wight or 5 HD      20    19    16      13          10      7          4        T       T       D               D             D*

Ghast                        --     20    19      16          13      10        7        4        T       T               D             D

Wraith or 6 HD     --     --     20      19          16      13        10      7        4        T               T             D

Mummy or 7 HD -- --     --     20      19          16      13        10      7        4        T               T

Spectre or 8 HD    --     --     --       --           20      19        16      13      10      7                4              T

Vampire or 9 HD -- --     --     --       --           20      19        16      13      10      7                4

Ghost or 10 HD     --     --     --       --           --       --         20      19      16      13              10            7

Lich or 11+ HD     --     --     --       --           --       --         --       20      19      16              13            10

Special**               --     --     --       --           --       --         --       --       20      19              16            13

    

     *An additional 2d4 creatures of this type are turned.

     **Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.

     ***Paladins turn undead as priests who are two levels lower.


  
 
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    Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.

    To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.

    Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.

    For example, Gorus, a 7th-level priest, and his party are attacked by two skeletons led by a wight and a spectre. The turning attempt is made, resulting in a roll of 12.

    Gorus's player reads the table for all three types of undead using the same roll--12--for all three. The skeletons are destroyed (as Gorus knew they would be). The wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre).

    Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions.

    Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed).

    If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.

 

Evil Priests and Undead

    Evil priests are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to turn undead. However, they can attempt to command these beings.

    This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the evil priest, while a "D" means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

    Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to turn.

    An evil priest attempting to turn a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to turn one of 8th level at all (using the level of the paladin as the HD to be turned). All "D" results against paladins are treated as "T" results.


  
 
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Injury and Death

Sometimes, no degree of luck, skill, ability, or resistance to various attacks can prevent harm from coming to a character. The adventuring life carries with it unavoidable risks. Sooner or later a character is going to be hurt.

    To allow characters to be heroic (and for ease of play), damage is handled abstractly in the AD&D game. All characters and monsters have a number of hit points. The more hit points a creature has, the harder it is to defeat.

    Damage is subtracted from a character's (or creature's) hit points. Should one of the player characters hit an ogre in the side of the head for 8 points of damage, those 8 points are subtracted from the ogre's total hit points. The damage isn't applied to the head, or divided among different areas of the body.

    Hit point loss is cumulative until a character dies or has a chance to heal his wounds.

 

    Cwell the Fine, with 16 hit points, is injured by an orc that causes 3 points of damage. Fifteen minutes later, Cwell runs into a bugbear that inflicts 7 points of damage, Cwell has suffered 10 points of damage. This 10 points of damage remains until Cwell heals, either naturally or through magical means.

 

Wounds

    When a character hits a monster, or vice versa, damage is suffered by the victim. The amount of damage depends on the weapon or method of attack. In Table 44 of Chapter 6, all weapons are rated for the amount of damage they inflict to Small, Medium, and Large targets. This is given as a die range (1d8, 2d6, etc.).

    Each time a hit is scored, the appropriate dice are rolled and the damage is subtracted from the current hit points of the target. An orc that attacks with a sword, for example, causes damage according to the information given for the type of sword it uses. A troll that bites once and rends with one of its clawed hands causes 2d6 points of damage with its bite and 1d4 + 4 points with its claw. (The DM gets this information from the Monstrous Manual supplement.)

    Sometimes damage is listed as a die range along with a bonus of +1 or more. The troll's claw attack, above, is a good example. This bonus may be due to high Strength, magical weapons, or the sheer ferocity of the creature's attack. The bonus is added to whatever number comes up on the die roll, assuring that some minimum amount of damage is caused. Likewise, penalties can also be applied, but no successful attack can result in less than 1 point of damage.

    Sometimes an attack has both a die roll and a damage multiplier. The number rolled on the dice is multiplied by the multiplier to determine how much damage is inflicted. This occurs mainly in backstabbing attempts. In cases where damage is multiplied, only the base damage caused by the weapon is multiplied. Bonuses due to Strength or magic are not multiplied; they are added after the rolled damage is multiplied.


  
 
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Special Damage

Getting hit by weapons or monsters isn't the only way a character can get hurt. Indeed, the world is full of dangers for poor, hapless player characters, dangers the DM can occasionally spring on them with glee. Some of the nastier forms of damage are described below.

 

Falling

    Player characters have a marvelous (and, to the DM, vastly amusing) tendency to fall off things, generally from great heights and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage.

    When a character falls, he suffers 1d6 points of damage for every 10 feet fallen, to a maximum of 20d6 (which for game purposes can be considered terminal velocity).

    This method is simple and it provides all the realism necessary in the game. It is not a scientific calculation of the rate of acceleration, exact terminal velocity, mass, impact energy, etc., of the falling body.

    The fact of the matter is that physical laws may describe the exact motion of a body as it falls through space, but relatively little is known about the effects of impact. The distance fallen is not the only determining factor in how badly a person is hurt. Other factors may include elasticity of the falling body and the ground, angle of impact, shock wave through the falling body, dumb luck, and more.

    People have actually fallen from great heights and survived, albeit very rarely. The current record-holder, Vesna Vulovic, survived a fall from a height of 33,330 feet in 1972, although she was severely injured. Flight-Sergeant Nicholas S. Alkemade actually fell 18,000 feet--almost 3.5 miles--without a parachute and landed uninjured!

    The point of all this is roll the dice, as described above, and don't worry too much about science.

 

Paralysis

    A character or creature affected by paralysis becomes totally immobile for the duration of the spell's effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Coherent thought needed to trigger magical items or innate powers is still possible.

    Paralysis affects only the general motor functions of the body and is not the ultimate destroyer of powerful creatures. It can be particularly potent on flying creatures, however.

 

    The adventurers encounter a beholder, a fearsome creature with magical powers that emanate from its many eyes.

    After several rounds of combat, the party's priest casts a hold monster spell, paralyzing the creature. The paralyzed beholder can still use the spell-like powers of its eyes and can still move about (since it levitates at will). But, on the other hand, it is not able to move its eyestalks to aim. Since all of its eyes were most likely facing forward at the moment of paralysis, the adventurers cleverly spread out in a ring around the creature. To attack one or two of them with its powers, the beholder must turn its back on the rest.

 

Energy Drain

    This is a feature of powerful undead (and other particularly nasty monsters). The energy drain is a particularly horrible power, since it causes the loss of one or more experience levels!

    When a character is hit by an energy-draining creature, he suffers normal damage from the attack. In addition, the character loses one or more levels (and thus, Hit Dice and hit points). For each level lost, roll the Hit Dice appropriate to the character's class and subtract that number of hit points from the character's total (subtract the Constitution bonus also, if applicable). If the level(s) lost was one in which the character received a set number of hit points rather than a die roll, subtract the appropriate number of hit points. The adjusted hit point total is now the character's maximum (i.e., hit points lost by energy drain are not taken as damage but are lost permanently).

    The character's experience points drop to halfway between the minimum needed for his new (post-drain) level and the minimum needed for the next level above his new level.

    Multi-class and dual-class characters lose their highest level first. If both levels are equal, the one requiring the greater number of experience points is lost first.

    All powers and abilities gained by the player character by virtue of his former level are immediately lost, including spells. The character must instantly forget any spells that are in excess of those allowed for his new level. In addition, a wizard loses all understanding of spells in his spell books that are of higher level than he can now cast. Upon regaining his previous level, the spellcaster must make new rolls to see if he can relearn a spell, regardless of whether he knew it before.

    If a character is drained to 0 level but still retains hit points (i.e., he is still alive), that character's adventuring career is over. He cannot regain levels and has lost all benefits of a character class. The adventurer has become an ordinary person. A restoration or wish spell can be used to allow the character to resume his adventuring career. If a 0-level character suffers another energy drain, he is slain instantly, regardless of the number of hit points he has remaining.

    If the character is drained to less than 0 levels (thereby slain by the undead), he returns as an undead of the same type as his slayer in 2d4 days. The newly risen undead has the same character class abilities it had in normal life, but with only half the experience it had at the beginning of its encounter with the undead who slew it.

    The new undead is automatically an NPC! His goals and ambitions are utterly opposed to those he held before. He possesses great hatred and contempt for his former colleagues, weaklings who failed him in his time of need. Indeed, one of his main ambitions may be to destroy his former companions or cause them as much grief as possible.

    Furthermore, the newly undead NPC is under the total control of the undead who slew it. If this master is slain, its undead minions gain one level for each level they drain from victims until they reach the maximum Hit Dice for their kind. Upon reaching full Hit Dice, these undead are able to acquire their own minions (by slaying characters).

    Appropriate actions on the part of the other player characters can prevent a drained comrade from becoming undead. The steps necessary vary with each type of undead and are explained in the monster descriptions in the Monstrous Manual supplement.

 

Poison

    This is an all-too frequent hazard faced by player characters. Bites, stings, deadly potions, drugged wines, and bad food all await characters at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers. Spiders, snakes, centipedes, scorpions, wyverns, and certain giant frogs all have poisons deadly to characters. Wise PCs quickly learn to respect and fear such creatures.

    The strength of different poisons varies wildly and is frequently overestimated. The bite of the greatly feared black widow spider kills a victim in the United States only once every other year. Only about 2% of all rattlesnake bites prove fatal.

    At the other extreme, there are natural poisons of intense lethality. Fortunately, such poisons tend to be exotic and rare--the golden arrow-poison frog, the western taipan snake, and the stonefish all produce highly deadly poisons.

    Furthermore, the effect of a poison depends on how it is delivered. Most frequently, it must be injected into the bloodstream by bite or sting. Other poisons are only effective if swallowed; assassins favor these for doctoring food. By far the most deadly variety, however, is contact poison, which need only touch the skin to be effective.

    Paralytic poisons leave the character unable to move for 2d6 hours. His body is limp, making it difficult for others to move him. The character suffers no other ill effects from the poison, but his condition can lead to quite a few problems for his companions.

    Debilitating poisons weaken the character for 1d3 days. All of the character's ability scores are reduced by half during this time. All appropriate adjustments to attack rolls, damage, Armor Class, etc., from the lowered ability scores are applied during the course of the illness. Furthermore, the character moves at one-half his normal movement rate. Finally, the character cannot heal by normal or magical means until the poison is neutralized or the duration of the debilitation is elapsed.

 

Treating Poison Victims

   Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. However, cure spells (including heal) do not negate the progress of a poison, and neutralize poison doesn't recover hit points already lost to the effects of poison. In addition, characters with herbalism proficiency can take steps to reduce the danger poison presents to player characters.


 
 
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