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object:Advanced Dungeons and Dragons 2E
object:Complete ADND formatted
object:Complete AD&D
object:ADND PH 2E

--- TOC
  Table of Contents
  Welcome to the AD&D Game
  How the Rule Books are Organized
  Learning the Game
  Coming From the D&D Game
  The AD&D Game Line
  A Note About Pronouns
  Creating a Character
  The Real Basics
  The Goal
  Required Materials
  An Example of Play

  Glossary
  Step-by-Step Character Generation
  Chapter 1: Player Character Ability Scores
    Rolling Ability Scores
    Alternative Dice-Rolling Methods
    The Ability Scores
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    What the Numbers Mean

  Chapter 2: Player Character Races
    Minimum and Maximum Ability Scores
    Racial Ability Adjustments
    Class Restrictions and Level Limits
    Languages
    Dwarves
    Elves
    Gnomes
    Half-Elves
    Halflings
    Humans
    Other Characteristics

  Chapter 3: Player Character Classes
    Class Ability Score Requirements
    Class Descriptions
    Warrior
    Fighter
    Paladin
    Ranger
    Wizard
    Mage
    Schools of Magic
    Specialist Wizards
    Illusionist
    Priest
    Cleric
    Priests of Specific Mythoi
    Requirements
    Weapons Allowed
    Spells Allowed (Spheres of Influence)
    Granted Powers
    Ethos
    Priest Titles
    Balancing It All
    Druid
    Druid Organization
    Rogue
    Thief
    Bard
    Multi-Class and Dual-Class Characters

    Multi-Class Combinations
    Multi-Class Benefits and Restrictions
    Dual-Class Benefits and Restrictions

  Chapter 4: Alignment
    Law, Neutrality, and Chaos
    Good, Neutrality, and Evil
    Alignment Combinations
    Non-Aligned Creatures
    Playing the Character's Alignment
    Changing Alignment

  Chapter 5: Proficiencies (Optional)
    Acquiring Proficiencies
    Training
    Weapon Proficiencies
    Effects of Weapon Proficiencies
    Related Weapon Bonus
    Weapon Specialization
    Cost of Specialization
    Effects of Specialization
    Nonweapon Proficiencies
    Using What You Know
    Secondary Skills
    Nonweapon Proficiencies
    Using Nonweapon Proficiencies
    Nonweapon Proficiency Descriptions

  Chapter 6: Money and Equipment
    Starting Money
    Equipment Lists
    Clothing
    Daily Food and Lodging
    Household Provisioning
    Tack and Harness
    Transport
    Miscellaneous Equipment
    Animals
    Services
    Weapons
    Armor
    Equipment Descriptions
    Tack and Harness
    Transport
    Miscellaneous Equipment
    Weapons
    Armor
    Armor Sizes
    Getting Into and Out of Armor
    Creatures with Natural Armor Classes
    Encumbrance (Optional Rule)
    Basic Encumbrance (Tournament Rule)
    Specific Encumbrance (Optional Rule)
    Encumbrance and Mounts (Tournament Rule)
    Magical Armor and Encumbrance
    Effects of Encumbrance

  Chapter 7: Magic
    Wizard Spells
    Schools of Magic
    Learning Spells
    Illusions
    Priest Spells
    Casting Spells
    Spell Components (Optional Rule)
    Magical Research
    Spell Descriptions

  Chapter 8: Experience
    Group Experience Awards
    Individual Experience Awards
    Training
    Where's the Specific Info?

  Chapter 9: Combat
    More Than Just Hack-and-Slash
    Definitions
    The Attack Roll
    Figuring the To-Hit Number
    Modifiers to the Attack Roll
    Weapon Type vs. Armor Modifiers (Optional Rule)
    The Various Types of Weapons
    Impossible To-Hit Numbers
    Calculating THAC0
    Combat and Encounters
    The Combat Round
    What You Can Do in One Round
    The Combat Sequence
    Initiative
    Standard Initiative Procedure
    Initiative Modifiers
    Group Initiative (Optional Rule)
    Individual Initiative (Optional Rule)
    Multiple Attacks and Initiative
    Spellcasting and Initiative
    Weapon Speed and Initiative (Optional Rule)
    Magical Weapon Speeds
    Attacking with Two Weapons
    Movement in Combat
    Movement in Melee
    Movement and Missile Combat
    Charging an Opponent
    Retreat
    Attacking Without Killing
    Punching and Wrestling
    Overbearing
    Weapons in Non-Lethal Combat
    Non-Lethal Combat and Creatures
    Touch Spells and Combat
    Missile Weapons in Combat
    Range
    Rate of Fire
    Ability Modifiers in Missile Combat
    Firing into a Melee
    Taking Cover Against Missile Fire
    Grenade-Like Missiles
    Types of Grenade-Like Missiles
    Special Defenses
    Parrying (Optional Rule)
    The Saving Throw
    Rolling Saving Throws
    Saving Throw Priority
    Voluntarily Failing Saving Throws
    Ability Checks as Saving Throws
    Modifying Saving Throws
    Magic Resistance
    Effects of Magic Resistance
    When Magic Resistance Applies
    Successful Magic Resistance Rolls
    Turning Undead
    Evil Priests and Undead
    Injury and Death
    Wounds
    Special Damage
    Falling
    Paralysis
    Energy Drain
    Poison
    Treating Poison Victims
    Healing
    Natural Healing
    Magical Healing
    Herbalism and Healing Proficiencies
    Character Death
    Death From Poison
    Death From Massive Damage
    Inescapable Death
    Raising the Dead

  Chapter 10: Treasure
    Treasure Types
    Magical Items
    Dividing and Storing Treasure

  Chapter 11: Encounters
    The Surprise Roll
    Effects of Surprise
    Encounter Distance
    Encounter Options

  Chapter 12: NPCs
    Hirelings
    Followers
    Henchmen
    Player Character Obligations

  Chapter 13: Vision and Light
    Limits of Vision
    Light
    Infravision
    Using Mirrors

  Chapter 14: Time and Movement
    Movement
    Jogging and Running (Optional Rule)
    Cross-Country Movement
    Swimming
    Holding Your Breath
    Climbing
    Calculating Success
    Climbing Rates
    Types of Surfaces
    Actions While Climbing
    Climbing Tools
    Getting Down

  Appendix 1: Spell Lists
  Appendix 2: Notes on Spells
  Appendix 3: Wizard Spells
    First-Level Spells
    Second-Level Spells
    Third-Level Spells
    Fourth-Level Spells
    Fifth-Level Spells
    Sixth-Level Spells
    Seventh-Level Spells
    Eighth-Level Spells
    Ninth-Level Spells

  Appendix 4: Priest Spells
    First-Level Spells
    Second-Level Spells
    Third-Level Spells
    Fourth-Level Spells
    Fifth-Level Spells
    Sixth-Level Spells
    Seventh-Level Spells

  Appendix 5: Wizard Spells by School
  Appendix 6: Priest Spells by Sphere
  Appendix 7: Spell Index
  Appendix 8: Compiled Character Generation Tables


--- OTHER TOC
Part 1
  Chapter 1:Step-by-step Characters
  Chapter 2:Races ::: Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, Teifling
  Chapter 3:Classes ::: Barbarian, Bard, Cleric, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
  Chapter 4:Personality and Background
  Chapter 5:Equipment
  Chapter 6:Customization Options
Part 2
  Chapter 7:Using Ability Scores
  Chapter 8:Adventuring
  Chapter 9:Combat
Part 3:
  Chapter 10:Spellcasting
  Chapter 11 ::: Spells
Appendix A:Conditions
Appendix B:Gods of the Multiverse
Appendix C:The Planes of Existence


--- FOOTER
class:game
class:Dungeons and Dragons
class:book
edition:2nd
pdf:"/home/j/INTEGRAL/lib/RPG/AD&D_2E_Books/Complete_AD&D.txt"
#pdf:"/home/j/Documents/THE_LIBRARY/RPG/D&D/D&D_5th/Players_Handbook.pdf"





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OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

TOPICS

AUTH

BOOKS
Advanced_Dungeons_and_Dragons_2E

IN CHAPTERS TITLE

IN CHAPTERS CLASSNAME
3.11_-_Spells
Appendix_4_-_Priest_Spells

IN CHAPTERS TEXT
3.11_-_Spells
Appendix_4_-_Priest_Spells

PRIMARY CLASS

book
Dungeons_and_Dragons
game
SEE ALSO

SIMILAR TITLES
Advanced Dungeons and Dragons 2E

DEFINITIONS



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