Experience levels demographics Experience points alignment changes bonuses demihuman restrictions individual awards multi-class characters Experience, training F Facing Falling Fauchard Fauchard-fork Field plate armor Fighter Fighting with two weapons, rangers Finding/removing traps Fire-building proficiency Fishing proficiency Fleeing a battle Flying Followers bard paladin priest ranger thief wizard Food and lodging, price list Force march Forgery proficiency Full plate armor Fun G Game time Gaming proficiency Gaze attacks Gem cutting proficiency Gems Getting lost Girdles, hats, helms table
Glaive Glaive-guisarme Gnomes Goals Good Grenade-like missiles Group experience awards Group initiative Guisarme Guisarme-voulge H Hack-and-Slash gaming Hairfeets Halberd Half-elves Halflings Hand of Vecna Handedness Healing by paladins poison victims Healing proficiency Hearing noises Height Henchmen maximum number paladins' slain wizards' Heraldry proficiency Herbalism Herbalism proficiency Heward's Mystical Organ Hibernation, druids Hide armor Hiding in shadows rangers Hierophant druids High-level play Hiking Hirelings Hiring NPCs Hit points Constitution bonus
for 0-level NPCs for unusual PC races massive damage negative hit points recovering Hit probability adjustments, for Strength Hitting specific target locations Hoards Holding your breath Holy items Holy sword Holy water, thrown Hook fauchard Hopeless characters Horses in combat quality and personality Household items, tools table Household provisioning, price list Humans dual-class Hunting proficiency I Ice, effect on movement Illumination Illusionist Illusions immunity Immunity to weapons Individual experience awards Individual initiative Inescapable death Infravision dwarves elves gnomes half-elves halflings under water Initiative individual Initiative modifiers charge
weapon speed magical weapons multiple attacks spellcasting Injury and death Innate abilities Inner planes Inspirational song Intelligence immunity to illusions Intelligent weapons Invisibility J, K Jewels, jewelry, phylacteries table Jogging Juggling proficiency Jumping proficiency KO Khopesh sword Knock-outs L Lance Languages druidic number learned proficiencies racial reading (bards) reading (thieves) thieves' cant woodland creatures Languages available to new characters bards dwarves elves gnomes half-elves halflings Lanterns Lawfulness Laws Learning spells
chance by Intelligence maximum number per level new spells Leather armor Leatherworking proficiency Letters of credit Level drain Level limits, racial Level loss, dual-class characters Level restrictions, by race Levels of experience Levels, drained Levitation Lifting capacity Light Listening for noise Living expenses Local history proficiency Locks opening quality Lost Low-level play Loyalty Charisma Lucern hammer Lycanthropy M Mage NPCs Magic affecting alignment area of effect bards illusions initiative learning new spells phantasms priest magic reversible spells schools of magic spell book spellcasting time theories
thieves using scrolls touch spells in combat used under water Magic resistance Magic schools Magic spheres Magic use, bards Magical armor saving throw bonuses Magical defense adjustment for Wisdom Magical diseases Magical effects on aging Magical failure, thieves Magical items alignment armor artifacts available to fighters combat bonuses combat modifiers command words creating destroying failure identifying miscellaneous of NPCs potions recharging relics restrictions for paladins rings rods saving throw bonuses saving throws scrolls shields staves use by bards wands, staves, rods weapons Magical item tables Magical research Magical resistance, halflings Magical rings
Magical songs, countered by bards Magical weapons initiative Magical weapons tables Magnifying glass Mancatcher Maps Marching Massive damage Material components Maximum lifting capacity Melee firing into melee missile weapons movement rounds Men, normal 0-level Men-at-arms Mentor, magic Mercenaries Middle ages Military fork Mining proficiency Mirrors Miscellaneous magic, descriptions Missile combat adjustment for Dexterity cover while mounted while moving Missile weapons grenade-like halflings' bonus Mistletoe Modern languages proficiency Modifiers combat initiative multiple weapons saving throws Money handling too much living expenses taxes Monsters Morale
NPCs Mountaineering Mountaineering proficiency Mounted combat Mounted movement Mounts Movement aerial charging getting lost in combat missile combat mounted on water rates roads and trails terrain effects vehicles Moving silently rangers Multi-class characters level drain specialist wizards Multiple attacks specialists using two weapons Multiple characters per player Musical instrument proficiency Musical instruments table Mythos, creating your own N NPCs alignment henchmen hirelings loyalty magical items morale officials personality proficiencies reactions to unusual PC races social rank spellcasters
wages Natural armor Natural weapons Navigation proficiency Negative hit points Neutrality druidic New character classes New character races Nobility Noise, detecting Non-aligned creatures Non-lethal combat animals with weapons Nonhuman worlds Nonweapon proficiencies Normal men O Objects of art Occupations Ocean travel Officials Oil thrown Opening doors Opening locks Outer planes Overbearing P, Q Padded armor Paladin turning undead Paralysis Parrying Partisan Permanent spells Personal characteristics Petrification, saving throw Phantasms Picking pockets Piercing weapons
Planes of existence Plate armor, field Plate armor, full Plate armor, mail Plate mail Plate mail, bronze Player character races, new Playing goals Point-blank range Points of damage Poison Constitution save adjustment dwarves' saving throw bonus saving throw thrown Poison immunity, hierophant druids Poison resistance, halflings Pole arms set against charge Polymorph Potions descriptions drinking Potions and oils table Pottery proficiency Powerful characters Prayer, for priest spells Prices, increasing/decreasing price lists Priest bonuses for Wisdom evil experience points spells turning undead Prime requisite Prime material planes Professions Proficiencies NPCs' acquiring proficiencies adding new proficiencies checks for 0-level NPCs for multi-class characters languages
learning proficiencies nonweapon proficiencies related weapons secondary skills slots training weapon proficiencies weapon specialization Protection scrolls Punching Quality weapons R Races odd player characters Racial ability scores Racial adjustments for Charisma Racial adjustments to thieving skill Racial languages, of demihumans Racial restrictions, class and level Raise dead Constitution limits Random encounters Range encounters missile combat missile weapons of spells Ranger Ranseur Ransom Rate of fire Reactions adjustment for Charisma adjustment for Dexterity bard influence of animals, modified by rangers to unusual PC races Reading languages bards Reading lips proficiency Reading/writing proficiency Real time Recharging magical items Regeneration, constitution bonus
Related weapons bonus Relics Religion proficiency Religious alignment Renaissance Research magical items spells Restrictions for multi-class Resurrection Constitution limits survival chance Retirement Retreat Reversible spells Riding proficiency Ring mail Rings descriptions Rings table Risk, experience awards Roads and trails Rod of Seven Parts Rods descriptions Rods table Rogue experience points Role-playing and weak characters Role-playing and alignment Rolling up a character Rope Rope use proficiency Rounds Running Running proficiency S Saddles Sage Saving throws ability bonuses ability checks adjustments for Constitution adjustments for Dexterity
adjustments for dwarves adjustments for gnomes adjustments for halflings adjustments for paladins adjustments for Wisdom cover modifiers declined for equipment illusions magic resistance massive damage modifiers voluntary failure vs. specialist wizards Scale Scale mail Schools of magic Scourge Scrolls cursed descriptions protection research use by thieves Scrolls table Seamanship proficiency Seamstress/tailor proficiency Secondary skills Secret doors spotting Seeing the enemy Sequence of action, combat Services, price list Set snares proficiency Sex Shadows, hiding Shapechange, druids Sharing information Sharing items Shields magical weapon frontages Ships Siege Sight Silent movement
by rangers Silver weapons Singing Singing proficiency Size Slashing weapons Social alignment Social ranks Soldiers Sonic attacks Special attacks Special damage Special defenses Specialist wizards Specialization, weapon Speed factors Spell book Spellcasters, NPCs Spellcraft proficiency Spells adding new spells area of effect bards casting casting in combat casting time components duration failure, chance by Wisdom failure, of scrolls illusions immunity immunity to illusions initial known spells interruption during casting learning spells level limits by Intelligence limits magic resistance maximum number per level memorization phantasms priest spells range research research by specialist wizard
resistance of elves resistance of half-elves reversible saving throw saving throw bonuses touch spells in combat used under water Spell-like abilities Spetum Spheres of influence Splint mail Spotting Spy Spyglass Standard initiative Starting age Starting money Starting new characters Staves descriptions Staves table Stonemasonry proficiency Storing treasure Story experience points Stouts Stowage capacity Strength bonus in non-lethal combat combat modifier exceptional Strength missile weapon modifiers modifiers to hit running check Strength table Studded leather armor Studying magic Subdual Super characters Surprise elves' bonus halflings' bonus reaction adjustment Survival proficiency Survival, experience points Swimming Swimming proficiency
Sword System shock T Tack and harness price list Tallfellows Taming animals Taxes Teachers Terrain effects on movement THAC0 Thief cant picks and tools skills Throwing Tightrope walking proficiency Time Tithing, by paladins Titles To-hit number To-hit roll Tools, climbing Touch spells Tracking proficiency Trails and roads Training Training animals Transport price list Traps finding/removing/disarming Travel getting lost Treasure armor division of spoils general types intelligent weapons magical items magical weapons maps potions
scrolls shields storing treasure Treasure tables Tricks and traps with light Troop types Tumbling proficiency Turning undead by paladins evil priests Turns Two weapons, used by rangers U, V Undead PCs becoming undead turning Underwater combat Vehicles Ventriloquism proficiency Visibility invisibility Voulage W Wages Walking Wall climbing Wands descriptions Wands table Warhorse, paladin's Warrior experience points Water clock Water movement swimming underwater combat Wealth Weapons descriptions frontages immunity to information list
intelligent weapons length magical weapons non-lethal combat proficiencies quality weapons restrictions for bards restrictions for priests restrictions for thieves restrictions for wizards sizes specialization speed types vs. armor using two weapons Weaponsmithing proficiency Weather sense proficiency Weaving proficiency Weight Weight allowance adjustments for Strength Weird miscellaneous magic table Wilderness encounters Wisdom saving throw bonus Wishes Withdrawal from combat Wizard experience points specialist wizards Wounds Wrestling X, Y, Z Zero-level NPCs