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Wizard’s THACO and Saving-Throw Table

Level 3 4 7 8 9 10 11 12 13 14 15 16 17 18 19 2
~ ~ ~

THACO !O 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 1
~ ~ ~

Poison, Par
14 14 13 13 13 13 11 11 11 11 11 10 10 10 10 1
Death Mag
Rod, Staf 9 9 9 9 7 7

Petrificat 11 11 11 1 9 9

Breath W 11 11

SpellXXX 8 8

* Excluding polymorph wand attacks.


**Excludingthose that cause petrification or polymorph.
’** Excluding those for which another saving-throw type is specified, such as death, petrification, polymorph, etc.
Design: William W. Connors
Editing: John D. Rateliff
Coordination: Bruce Nesmith
Interior Art: Terry Dykstra
Photography: Charles Kohl
Models: Dennis Kauth
Production: Nancy J. Kerkstra

This materiel is protected underthe copyright laws of the United States of America. Any unauthorizeduse of the materia or artwork contained herein is
expressly prohibited Without the wrinen con~entof TSR, Inc. CopyrightC31994 TSR. Inc. All Rights Resewed. Printed in the U.S.A.

Random House and its affiliate companies have worldwide distribution rights in the book trade far English language products Of TSR, Inc. Distributed to
the book and hobby trade in the United Kingdom by TSR Ltd. Distributedto the toy and hobby trade by regional distributors.

ADVANCED DUNGEONS & DRAGONS and AD&D are registeredtrademarks awned by TSR, Inc.
The TSR logo is a trademark owned by TSR. Inc.
All TSR characters, character names. and the distinctive likenesses thereof are trademarks owned by TSR, Inc,

TSR, Inc. TSR Lid.


PO Box 756 120 Church End
Lake Geneva Cherry Hinton
W153147 Cambridge CBI 316
U.S.A. United Kingdom

1113XXX1901 ISBN 0~7869~0040-7


The thing that makes the and be able to sustain a pace
ADVANCED DUNGEONS & that leaves other party mem-
DRAGONS" game more than bers begging for a rest. A high
just a historical re-creation of Dexterity gives a wizard
life in the Middle Ages is, of bonuses to attacks with missile
course, magic. Without magic weapons as well as an Armor
there would be no dragons to Class bonus that can be a real
slay, no terrible legions of life-saver. A wizard with high
undead to battle, and no scores in all three of these abil-
enchanted kingdoms to defend. ities will be highly competent in
Truly, the wonder of any AD&D" a toe-to-toe fight, often to the
campaign setting is the inclu- surprise of friend and foe alike.
sion of the supernatural. Wisdom has less direct
There i s no class that game application for a wizard,
invokes visions of mighty spells but a high score here to com-
and mystical powers more pliment his or her Intelligence
clearly than the wizard. Wiz- will produce a character who is
ards are familiar to anyone who not just clever but thoughtful
has ever read a fantasy novel, seen a fantasy and might well be a philosopher. Finally, a high
film, or played a fantasy game. Beginning play- Charisma is essential i f a wizard hopes to
ers often model their wizards on characters assemble a large group of reliable henchmen.
from literature like Gandalf and Merlin. Proficiencies: For the wizard, magic is not
While this can be great fun, not every wizard just something he or she does; it is a defining
is an old man with a long beard and a pointed part of the character's life. Even so, he or she
hai:. Once a player is comfortable with the AD&D will have other interests that help determine
magic system and game rules, he or she may what type of spellcasting he or she is good at.
enjoy creating a wizard character that is some- The diversity of proficiencies available in the
what out of the ordinary. This can be done with AD&D game system makes it easy to customize
specific ability scores, the selection of unusual a character. For example, a young aristocrat
proficiencies, or even just the establishment of who learned her craft from her royal uncle's
an unusual background for the character. For court wizard might have the etiquette, dancing,
the moment, we'll concentrate on mages and heraldry, and readingiwriting proficiencies to
save discussion of specialist wizards for later on reflect her noble background. By contrast, a wiz-
in this booklet. ard who lives in the forest and prefers the com-
Ability Scores: The one ability all wizards pany of animals to people might have animal
have in common is a high Intelligence. Where a handling, herbalism, and weather sense.
plzyer can begin to individualize his or her char- A player willing to spend the extra proficiency
acter is in the way that the other ability scores slots to purchase skills outside of his or her char-
are assigned. acter's area of expertise can do even more to
For example, just because most wizards have create a unique character. For example, a street-
poor scores in Strength and Constitution does smart wizard who picked up the art of wizardry
not mean that alldo; a mage able to bend bars while trying to survive as a homeless street
as 'well as a typical fighter would certainly lift urchin might have a few rogue proficiencies,
eyebrows. Similarly, a sorceress with a supe- like ventriloquism or reading lips. With a little
rior Constitution might enjoy perfect health imagination, the possibilities are endless.
Many AD&D game players por- are going to explore a vam-
tray their wizard characters as pire's keep, it's a good bet that
nothing more than members of spells like detect undeador
some supernatural S.W.A.T. hold undead will be of use. By
team. If the monster attacking the same token, spells such as
the party is too powerful for the charm or sleep will probably
fighter, can't be turned by the be of less use, as most undead
priest, and avoids being back- creatures are immune to them.
stabbed by the thief, everyone During an Adventure: As
turns to the wizard. With a tip of play commences, the wizard
his or her pointy hat, the wizard must be careful to use memo-
mumbmles a few mystical words rized spells with care. After all,
and (KA-BOOM!) fries the his or her magic is a limited
beast with a fireballor lightning resource. The wizard cannot
bolt spell. be certain that he or she will
Players running wizards be able to rest and recover
should recognize that their spells. Even if the pace of an
characters are magical beings, adventure seems to allow for
just like dragons or any number of other spell- it, random encounters might well disrupt his or
casting entities. As such, they want more out of her concentration. Of course, spells like wyvern
adventuring than the combat that attracts fight- watch can be used to make the party's campsite
ers or the treasure that beckons to thieves. safer, but memorizing such a spell reduces the
Getting Ready to Adventure: In most cases, number of combat or defensive enchantments
a wizard must select his or her spells before available.
knowiiig exactly what sort of challenges he or As the party members move through the
she will be confronted with the following day. A adventure, they will be confronted with count-
player who opts to have his or her character less challenges. A good DM will see to it that his
memorize only combat spells will be at a loss or her players must face any manner of different
when confronted with an area that has been obstacles. Some will require combat, others
laced with traps. Conversely, a wizard who does quick thinking, and still others nimble fingers.
not miake any preparations for battle may be Almost without a doubt, however, there will be
unable to save his or her party from destruction. those encounters that demand magic to
Knowing which spells to select is never easy. resolve-whether a wizard locked door in need
There will always be a time in every adventure of a good knock or a monster that can only be
when the player running a wizard thinks why harmed by magic.
didn't lhave my character memorize a compre- Wrapping Things Up: Once a party has
hend languages instead of that sfupidTenser's completed its mission, there will no doubt be
floating disc spell? Still, there are many clues treasures to examine. For this, there is no spell
that can help a player choose his or her charac- more useful than a simple detect magic. When
ter's spells wisely, and a creative player can used in conjunction with other divinational
always find unexpected and innovative ways to magics, like identify, it enables the wizard to
use them. become a most useful source of information.
If the DIaver has anv information at all
I 1
Without the services of such a character,
about the type of monsters the party is likely most parties will be unable to ascertain for
to face, this can dictate the selection of spells. certain whether items are mundane or magi-
For example, if a wizard and her companions cal, cursed or beneficial.
Most wizards seek to amass a Diviners: In a sense, these
wealth of knowledge about any characters are the detectives
form of magic they encounter. and sages of the wizard class.
Occasionally, however, a wiz- Insatiably curious, they join
ard devotes himself or herself adventuring parties mainly in
to the absolute mastery of a order to seek out otherwise
specific school of magic. In this unobtainable information or
section, we'll take a brief look lore. Between investigations
at 'each of these specialist wiz- they prefer to be left to them-
ard types and at the way in selves to ponder over the
which they are most commonly results of their latest inquiry.
roll?-played. Illusionists: This, the best
Abjurers: These specialist known school of specialist wiz-
wizards focus on defensive ards, attracts characters who
spells and are reluctant to use are both nimble and quick-
their magic for attacks. They witted. A fascination with
tend to be quiet and soft- appearances and a deep
SDOken and soend much of knowledge of how to manipu-
their time in meditation and contemplation. late and deceive people enable the illusionist to
Transmuters: In more technological soci- give others the impression than he or she is
etios, these characters would probably have more powerful than the character actually is-
become scientists or inventors, as they are which is exactly the way the illusionist wants it.
expert at the art of changing one thing into Illusionists do not get on well with diviners, who
another. Their school has more spells than any consider their phantasms mere deception and
other, giving them the greatest flexibility of any trickery, but others appreciate their cleverness
specialist. Transmuters love to use their magic, and flair with which they apply their spells.
varying their spell choice each day. They rarely Invokers: These wizards are intense and
let a day end with any of their memorized spells determined, desiring nothing more than to
uncast. master their chosen art. They are among the
Conjurers: These specialists prefer to let most aggressive and confident of all wizards.
others do their dirty work and are apt to sum- They do not fear battle, looking upon it as a
mon up a monster to do their fighting for them. chance to unleash their awesome powers upon
Thi!j reliance upon minions completely under an unsuspecting enemy. Many of the most
their control creates a tendency among some famous wizard spells, like magic missile and
conjurers to be rather bossy and give orders to fireball, belong to this school.
their companions as if they were conjured servi- Necromancers: These masters of death are
tors. Naturally, this type of behavior has given obsessed with the ultimate dichotomy of life and
the whole school a bad name that it does not death, leaving them little time for social niceties.
altogether deserve. The average necromancer is calm, dispassion-
Enchanters: These charismatic wizards have ate, humorless, and anything but squeamish. To
a knack for getting along with people. Like con- them, a dead body is simply a material compo-
jurers they are expert at getting other people to nent, and they tend to forget how gruesome
do things- for them, but enchanters use their ..
their work amears to others. Necromancers
charm, winning personality, and knowledge of are quite unpopular in most societies, but
other people's motivations to achieve their their ability to create and control undead
goals. makes them very powerful.
Included with the Wizard's applied before recording the
Playsir Pack is a tablet of 12 numbers in this column; instead,
character record sheets (often players should write in the basic
just called character sheets). roll needed to hit a target of the
These provide a simple way for Armor Class listed.
players to keep track of the 5. Weaponry Information:
important information that In this space the player can
defines their characters. TSR record all the specifics on the
grants permission to photocopy character's favorite weapon(s),
these sheets for personal use. along with the attack penalty
These sheets are designed the wizard suffers when using
to be easy to use. All of the any weapon with which he or
information on the sheet is she is not skilled. The informa-
grouped into the following tion is grouped by general
block:; for easy reference. notes, attack data, and dam-
1 . Personal Infomation: In , age specifications for each
this area the player can record ~
weapon.
the name he or she makes up 6. Armor Class Informa-
for the character, as well as information about tion: In this block the player can record his or
the character's race, class, level, and alignment. her character's Armor Class. Since wizards do
Additional spaces permit the player to record a not wear armor, they tend to have poor Armor
general description of his or her character. Classes, but Dexterity bonuses and magical
2. Ability Scores: This is probably the first protection can offset this somewhat. Space is
area of the character sheet that the player will fill provided to record the Armor Class the charac-
out when creating a new character. It includes ter has when surprised or attacked from
spaces for keeping track of a character's ability behind, as well as AC modifiers due to magical
scores and all of the game modifiers generated items.
by them. 7. Character Sketch: Artistic players will
3. tiit Point Record: This portion of the char- want to draw a sketch of their character in this
acter record sheet is placed where it will be box. Others can select one of the portrait stick-
easy to see and use at all times. A character's ers included in this kit (or some other piece of
current hit point total is likely to change fre- artwork) and secure it here to help them visual-
quently during combat, so players should write ize their character.
lightly when recording information on wounds 8. Experience Point Record: This space can
their characters receive. be used to record the number of experience
4. Attack Table: This part of the character points (XPs) that the character has accumu-
record sheet will probably be referenced more lated, along with the total needed to advance to
often than any other. There is a space to record the next level. The player can also note here
the character's THACO listing as well as the whether his or her character is entitled to the
melee and missile attack modifiers determined 10% bonus in XPs awarded to characters with
by the character's Strength and Dexterity exceptional scores in the prime requisite of their
scores. chosen class.
Once these three boxes at the top are filled 9. Saving Throw Table: In this space the
in, the player can quickly fill out the table of rolls player can record all of the saving throws
required to hit various Armor Classes from 10 appropriate to the character due to his or her
to -10. It is recommended that no modifiers be class and level.
10. Spellbook: This block she is carrying. The former is
provides a place for the player mainly for record keeping pur-
to write down all the spells his poses, while the latter is used
or h'er wizard character knows. in conjunction with the rules on
Two columns of smaller boxes movement and encumbrance
mak.e it easy for the player to (Blocks 16 and 17).
check off which spells the char- 15. Wealth: As a character
a c k r has memorized for that adventures, he or she will grad-
garming session and which of ually accumulate a great deal of
those he or she has cast. wealth. This block allows a
1'1. Racial Abilities: Any player to record the extent of his
spelzial abilities a character or her character's treasure.
has 'due to his or her race (such Separate columns are provided
as infravision or silent move- to list each different type of coin
ment) can be recorded here. (cp, sp, gp, &c.), how much
l;!. Weapon Proficiencies: coinage is carried by the char-
Players in campaigns that use acter when he or she goes on
the optional weapon proficien- an adventure, and how much
cies rules should write down those weapons he or she has hidden away in caches. A box at
with which their character is skilled. Space is the bottom of the block provides space for the
also provided to record the number of slots the recording of unusual valuable items like gem-
character begins the campaign with, as well as stones or pieces of jewelry.
the rate at which he or she accrues additional 16. Encumbrance: For players in campaigns
SlOt:j. The penalty for using a weapon with using the optional encumbrance rules, this
whic:h the character is not proficient can be space records the carrying capacity of a charac-
recorded here as well. ter (as indicated by his or her Strength score). In
13. Nonweapon Proficiencies: Like Block addition, notes remind the player of the negative
12, this area is intended for use by those cam- effects that encumbrance will have on the char-
paigiis employing the optional proficiency rules. acter's combat abilities.
The number of slots that a character begins 17. Movement: This block contains an easy-
with, the number of bonus slots he or she to-use table that the player can quickly fill out
receives for high Intelligence (see the add7 lan- for reference during play. First, the base move-
guages box in Block 2), and the rate at which ment rate for the character (12 for humans,
he 01'she acquires new slots can be recorded at elves, and half-elves; 6 for dwarves, halflings,
the 'top of the box. The name of each skill and gnomes) is recorded in the heavier block.
selel3ed by a player, the number of slots allo- The first column, which reflects the movement
cated to it, its relevant ability score, and any rate of a walking character at the various levels
needed modifiers to proficiency checks can be of encumbrance, can then be calculated
recorded on the lines below. quickly. Once this is done, the player can deter-
14.. Equipment Carried: This block can be mine the rates of movement when his or her
usedl to record all of the equipment that a char- character is jogging or running by simply multi-
acter takes along on an adventure, as well as plying row by row. Thus, for humans the num-
the c:ost and weight of each item. A space at bers in the first column will be 12, 8, 6, 4,
the bottom of the block allows the player to and 1, while the numbers in the top row will
total the value and weight of the items he or be 12, 24, 36, 48, and 60.
One of the most useful things such as the dungeon complex
included with the Player Pack is ._,. "... beneath a castle. Once a
a pacl of mapping paper. A . . . . . hexagonal regional map has
close look at this tablet will .., ... .. ... .. ~
. .. . .
j . .

1
been made of an area, the
reveal that there are actually buildings on (or under) it can be
four types of paper in it. Each . . . ~ , . ~ mapped with this type of paper.
of these has a special use and
l , l l - l . -
This is the type of paper that
allows the player to keep care- players will generally use when
ful trac:k of his or her character's mapping the dungeons their
various adventures. Care has characters are exploring. In
been taken to make the papers addition, when a character
in this tablet useful to both play- designs and builds a castle,
ers arid Dungeon Masters. In temple, tower, or other large
addition, TSR grants permis- structure, the player can map it
sion for AD&D game players to with these sheets.
photoc:opy these sheets for per-
sonal use, so you'll never run . Tactical Maps ('/-inch
out of them. Just make sure squares): This paper is i n
that yclu don't use your last original, or you won't tended for use in making maps of smaller
have a good master left to copy. areas, usually a close-up shot of some area
A qLiick look at these sheets will reveal that the on a strategic map. Players can use it to
grids on them are not composed of solid lines. make more detailed maps of unusual rooms
Rather, a pattern of crosses (or triads for the hex (tombs, shrines, and the like) that their char-
grids) is used. This is because a map drawn on a acters encounter while exploring the
standard sheet of graph or hex paper is difficult to dungeons recorded on the strategic maps.
reproduce on a photocopier; the solid lines Once a player has mapped his or her charac-
printed on the paper tend to make the hand- ter's stronghold, he or she can detail the most
drawn map difficult to read. By contrast, photo- important areas of it on a tactical map.
copies of maps made on these sheets should be The larger size of this grid makes it easy to
just as readable as the original. use with metal miniatures as well. Players who
decide to become Dungeon Masters will find
0 Regional Maps ('%inch hexes): The regional these sheets useful for making maps of the
map sheet is covered with a hexagonal grid. rooms in a dungeon where combat is likely to
These sheets should be used for mapping take place. When the characters reach that
large geographical areas, like a country. It area, just pull out the map of the area, place it
can be used by players to map unexplored on the table, and let the battle begin!
territory as their characters move through it or
to lay out a plan of the grounds surrounding a Parchment Blanks: The last type of paper
player character's castle. The scales used on included in the kit is simply a blank sheet with
these maps will vary with the size of the terri- a border on it that looks like curling parch-
tory being mapped. ment. This is intended primarily for those
wishing to make props for use during game
Strategic Maps ('%inch squares): The next play. Players and Dungeon Masters can use
type of paper in the mapping tablet is a sim- this to create wanted posters, public notices
ple square grid. It is intended for use in cre- recruiting followers, crude treasure maps, and
ating a strategic map of a large structure, similar documents.
Many garners find that their are hardest to get at. Another
rolle-playing sessions are important thing to paint early
greatly enhanced by the use of on are areas of exposed flesh.
miniature figures. While it is true For more realistic figures,
that a whole book could be writ- paint in the shadows in folds of
ten on the many techniques clothing first, using a darker
involved in painting figures, the shade that complements the
basics can be explained fairly color you have chosen. After
briefly. Remember, though: the that dries, paint the rest of the
best way to become a skilled item with the main color. Now,
miniatures painter is to practice. your figure will have lifelike
folds and shadows.
1. Cleaning: Even the best
miniatures will need to be 5. Highlighting: When all of
cleaned before they are ready your base colors have dried,
to paint. Start by trimming away you can move on to highlight-
any excess metal and carefully ing. Start with a lighter color
filing away obvious seams, than the area you plan to high-
especially on the underside of the figure's base. light. For example, if you were doing the highlights
After that is done, the figure should stand on a gray cloak, you could use a light gray or
steadily on its own. maybe even white. After you put the paint on your
'Once the miniature has been trimmed and brush, dab it off with a piece of paper. Be careful
smoothed, wash it in warm, soapy water to not to crush the bristles, but make sure that there
rernove any dirt, grease, or oil. Set the figure out is no visible liquid left on the brush. Once that is
to dry, preferably overnight. After you have done, lightly brush the color onto the area you
cleaned your figures, try to handle them as little want to highlight.
as possible. If you do it right, highlighting will leave you
with light traces of paint on the raised areas of
2. Mounting: It is always best to secure a figure the figure.
to a base. For human-sized figures, it is custom-
ary to use a %-inch square of poster board. In 6. Detailing: After all of your highlights are dry,
most cases, epoxy or super-strength glues work go back and paint the little details. Now is the
best. Of course, always use fast-bonding adhe- time to get the buttons on jackets, rivets on
sives with care. shields, and the like. When all is said and done,
the highlights can make an otherwise average
3. Priming: It is best to apply an undercoat, or figure look outstanding!
primer, to your miniatures before painting them.
The best all-around primer for miniatures is light 7. Protection: When you are done painting your
gray in color and applied with a spray can. It is miniature, set it aside and let it dry overnight.
best to use a few thin coats of primer rather than Then apply a clear acrylic spray to your minia-
a single thicker layer. After you prime your fig- ture to protect it from nicks, scratches, and dirt.
urc?s,let them dry overnight. Acrylic sealers come in both matte (dull) or
gloss (shiny) finishes. Most people use a
4. Base Colors: After your primed figures are matte finish to make their figure look as real-
fullly dried, it is time to start painting them. It is istic as possible. Use several thin coats of
usiually best to start by painting the areas that acrylic rather than one heavy one.
. .
~.

Male
Wizanb
I

Paralysis, Rod, Petrification Breath Magical


Poison staff, or Weapon Spell
or Death or Wand Polymorph
1
I
I
I
I Roll number or higheron id20

I
nrrnor uass
Armor Worn

Petrification Breath ~ a g i ~ ~ l
01 Weapon Spell
Polymorph

I
Character Name Class (Kit)
Hit Points
Alignment Race Experience Level

Age & Sex Height & Weight Hair & Eyes

Attack Table
Melee Melee Weight Max. Open Bend
Strength Attack Damage Allowance Press Doors iLiR

-
Dexterity

Constitution

Intelligence

Wisdom

Charisma

Paralysis Rod, PetrlfiCation Breath Magical


Poison staff or weapon Spell
or Death or Wand Polymorph
P ..Y
I
I
1
I
1
I
I
nrrnor uass
Armor Warn

Paralysis, Rod. Petrification Breath Magical


Poison.
or Weapon Spell
Polymorph
Paralysis, Rod, Petrification Breath Magical

,-.,:-- Poison,
or Death
Staff,
orwand
or
Polymorph
Weawn
I
tinaracter Name Class (Kit)
Hit Points
Alignment Experience Level

Age Sex Height a Weight Hair a Eyes

Attack Table
Melee Melee Weight Max. Open Bend
Auack Damage Allowance Press Doors ILin Missile
Strength
~

lexterity
~

2onstitution
~

ntelligence
__
Nisdom
~

>harkma

Armor Warn

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