                          KEN JENKS' AD&D1 HOUSE RULES

                                       by
                                   Ken Jenks
                        <kjenks@gothamcity.jsc.nasa.gov>


In a fit of egotism, I've just decided that the whole world needs to know the house rules I use in my AD&D1 campaign.  At the end, as a reward for those of you who either read through the whole thing or search for the word "ERRATA," is a set of corrections for DMG1 and PHB1.  I am ready, willing and able to defend each rule.  Enjoy, comment, use and abuse at will.

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I play by AD&D (version 1) rules (PHB, DMG, MM, DDG), with a few spells from the Unearthed Arcana.  This is my list of interpretations and variations from the rules in the books.  These have been play-tested in many dungeons by many DM's over the years.  Feel free to copy, modify, and use them as you wish.  Attribution is polite and appreciated.


ASSASSINS

Player characters may not be Assassins.


BOOKS

No player may open any Dungeons and Dragons book except the Player's Handbook or Unearthed Arcana without explicit permission from the DM.


CHARACTERS WITH TWO CLASSES

Only Humans can switch character classes.  Switching character classes requires lengthy training in the new class:

     Magic-User     4 years
     Cleric, Monk   2 years
     Fighter        1 year
     Thief          1 year

The character retains his hit points, saving throws, and to-hit scores from his previous class.  When the saving throws or to-hit scores from the new class exceed those from the previous class, the character can use the most favorable number.  The character only gains more hit points when the level in the new class exceeds the level in the old class.  Except for Bards, humans can only have two classes.  Psionic disciplines increase in level of mastery every time the character advances one level.  If a character with two classes is affected by Energy Drain, levels from the second class are affected first, then the previous class.


CLERICS

Clerics may not use cutting or stabbing weapons.  The only exception is that a cleric whose holy symbol is a cutting or stabbing weapon (cleric of Tyr, cleric of Poseidon) may use a non-magical version of that weapon.

Spell variances and interpretations:

All Cure Wounds spells cure a minimum number of hit points equal to half the level of the cleric casting the spell (round even), so a seventh level cleric casting a Cure Serious Wounds (2d8+1) cures a minimum of 7/2 -> 4 HP.

1
     LIGHT
     See "LIGHT AND DARKNESS SPELLS" above.

     RESIST COLD
     This spell is not cumulative with other Resist Cold spells.

2
     RESIST FIRE
     This spell is not cumulative with other Resist Fire spells.

     SLOW POISON
     This spell can counter the effects of Stinking Cloud or Cloudkill. Note
     that it must be cast on bare feet.

3
     CURE DISEASE
     This spell has a casting time of one round, not one turn as stated.

     DISPEL MAGIC
     See "DISPEL MAGIC" below.

     PRAYER
     Prayer is not cumulative, except with Chant spells cast by clerics of the
     same deity.

5
     RAISE DEAD
     Note that Elves and Half-Orcs cannot be Raised.


CRITICAL HITS AND FUMBLES

There are no critical hits or fumbles; they only hurt the player characters in the long run.  A 20 doesn't always hit, and a 1 doesn't always miss.


DEATH AND RESURRECTION

If a character dies and is brought back to life with a Raise Dead or Resurrection spell, he loses a point of Constitution, and must either rest at least one week or get a Heal spell cast on him.  If he is brought back by Wish or divine intervention, he suffers no ill effects.  A properly-phrased Limited Wish (just prior to the Raise Dead or Resurrection) can prevent the Consitution loss.

Elves and Half-Orcs cannot be Raised or Resurrected.


DISARMING

According to the PHB, a creature weilding a Ranseur or a Spetum can disarm his opponent by rolling a to-hit against AC 8.  I add the following restrictions to this:  1) that armor class is modified by the defender's DEX and items of protection (rings, cloaks, etc.)  2) After a successful roll, the opponents square off STR vs. STR in Champions style: each opponent (disarmer and defender) roll 1d6 for each point of Strength, counting each category for STR over 18 (see table).  Add two dice for each "plus" of magic weapons.  Add up the totals; the one with the higher total wins.

So if a fire giant (Strength 22, 25 dice) using a Ranseur tries to disarm a fighter (Strength 17 with +2 sword, 17+4=19 dice), the fire giant rolls 25 dice, and the fighter rolls 19.  If the giant wins, the sword goes shwing! but if the fighter wins, he keeps his weapon and gets to beat up the giant.

     STR           DICE

     17            17d6
     18            18d6
     18/01-18/50   19d6
     18/51-18/75   20d6
     18/76-18/90   21d6
     18/91-18/99   22d6
     18/00         23d6
     19            24d6
     20            25d6
     21            26d6
     22            27d6
     23            28d6
     24            29d6
     25            30d6


DISPEL MAGIC

Dispel Magic can be cast either on an area or on one particular magic item.  If the spell is cast on an area, all spells within the area of affect are subject to being dispelled, but magic items and the affects of potions which have already been imbibed are not affected.  If the spell is cast on one particular magic item, the item will be made inoperative for one round (if it's in the possession of a creature, it gets a saving throw.)

Dispel Magic has no affect on Wall of Force, Anti-Magic Shell, or potions contained in a closed Bag of Holding or Portable Hole or similar magical device.

Dispel Magic can only affect spells within its area of effect, so a Dispel Magic might only be able to eat small holes out of a large Wall of Stone.


DROPPING THINGS

As per DMG1, p. 64, a dropped boulder (or any heavy weight) will do damage as follows: each 14 lbs. of weight will inflict one point of damage per foot of distance dropped between 10' and 60'.


DRUIDS

At fourth level, Druids can communicate with non-magical animals, but they still need the Speak with Animals spell to encourage the animals to be friendly.


EXPERIENCE POINTS

Characters gain experience for completing missions, solving clues, evading enemies, making allies, dealing with traps, and many other things in addition to killing monsters and taking home treasure.

Characters may only gain enough experience in one adventure to place them at the top of the next level.  For example, if a starting Prestidigitator manages to Charm an Archmage, he may only gain 5000 xp from the feat (plus the immediate, but not lasting, friendship of the Mage).

When a character gains sufficient experience to reach the next level, he may continue gaining experience until he reaches the top of that level, but may gain no more until trained up to that level.

Training must be guided by a name level character or a character two levels greater than the trainee's destination level, whichever is less.  If this guided training is not used, self-training is possible, but will take twice the time and twice the expense (normally 1500 gp/level -- that's the PREVIOUS level).  With guided training, it actually costs the trainer only 1000 gp/level to train a lower-level character, and some trainers will pass along only that cost to trainees.


FIGHTERS

Fighters, but not Paladins and Rangers, are allowed to use the "per level advancement" option (DMG1, p. 74), which basically allows even-level Fighters +1 to hit.


HIT POINTS

When a player character rolls his starting hit points, the first die must be re-rolled until it is greater than 50% of the maximum for that die (i.e. 3 or more on a d4, 4 or more on a d6, 5+ on d8, 6+ on d10).

First level Rangers and Monks get their HP bonus due to Constitution twice -- once for each Hit Die.  Characters above name level still get their Constitution bonus for gaining hit points at each level, even when they no longer roll Hit Dice.

     HIT
     POINTS        STATE
     1 or more     Concious, active
     0 to -4       Unconcious, stable (not "bleeding")
     -5 to -9      Unconcious, unstable (losing 1 HP/round)
     -10 or less   Dead

If a creature is Cured, Healed, etc. in the same round he reaches -10 HP (exactly), he'll live.  If he goes below -10, he's dead.

Binding wounds stabilizes the creature and stops the 1 HP/round loss, but does not restore any lost Hit Points.


ILLUSIONISTS

Illusionists must roll their chances to learn spells in the same manner as magic-users (see below).


INITIATIVE

Each party (usually characters and monsters) rolls 1d6 for initiative. One Player rolls initiative until he loses initiative to the Monsters, then the roll passes to the next Player to the left.  In each melee round, the Player to the left of the person who rolled initiative goes first, and so on around the table to the left.  Between the Players and the Monsters, highest roll goes first, with two modifiers:

     (1) Dexterity bonus/penalty for creatures hurling missiles,
     (2) Weapon speed factor and spell casting time when spell casters are in
         combat.


INITIATIVE TIES AND WEAPON SPEED FACTOR

DMG1, p 66, sez:

"When weapon speed factor is the determinant of which opponent strikes first in a melee round, there is a chance that one opponent will be entitled to multiple attacks.  [...] If the difference [in speed factors between fast and slow weapons] is at least twice the factor of the [faster], or 5 of more factors in any case, the opponent with the [fast] weapon is entitled to 2 attacks before the opponent with the [slow weapon] is entitled to any attack whatsoever.  If the difference is 10 or more, the [fast weapon gets] 2 attacks before [...] and 1 further attack at the same time as [the slow weapon]."

Sheesh.  No wonder the second edition is selling so well.  The whole section is very poorly written, and open to many interpretations. Here's how I interpret it:

The only time weapon speed factors give multiple attacks is during initiative ties.  On a tie, we compare speed factors.  If the difference in speed factors between slower (S) and faster (F) weapons is either twice the faster weapon (S - F >= 2 x F) or five (S - F >= 5) then the faster weapon gets two attacks.

However, if the difference in speed factors between slower (S) and faster (F) weapons is 10 or more (S - F >= 10) then the faster weapon gets three attacks.

This is of great advantage to monks (open hand speed factor = 1) and dagger users (Speed 2), especially since most fighters use short swords (Speed 4) or longswords or broadswords (Speed 5).  Monks love initiative ties, especially in their multiple attack rounds.

The only other interpretation is what to do when there's more than one attack routine.  I only allow the first attack routine to get these multiple attacks due to speed factors.


INITIATIVE: WEAPON SPEED FACTOR vs. SPELL CASTING TIME

The next paragraph (DMG1, p. 66) talks about weapon speed factors vs. spell casting times, and using weapon strikes to disrupt spell casting, which I loosely interpret as follows:

Take the weapon speed factor (W) spell casting time (C), and the initiative die rolls of the weaponeer and the spell caster (DW and DC).
     If DW-W < DC-C, the spell caster goes first;
     if DW-W > DC-C, the weapon slinger goes first;
     if DW-W = DC-C, tie.
If it's a tie or the weaponeer goes first, spell caster gets no dexterity bonus to armor class.  If the spell caster is hit with a weapon before his spell goes off, it's disrupted and lost.  Bummer.  If it's a tie, the spell goes off even if the spell caster gets hit. (Picture both parties lying on the floor.)

Missile weapons have speed factor zero minus the missile-slinger's Reaction/Attacking Adjustment due to dexterity.  So for a thief with a 17 DEX throwing daggers, that's a speed factor of -2.  This disrupts spells easily.

To follow the examples in DMG1, p. 67, Abner (MU 5) and Gutboy Barrelhouse (F 6) are quareling.  Abner is planning to use a Fireball (casting time C=3), Barrelhouse is swinging a longsword (Speed W=5) (don't ask ME how a 48 inch tall dwarf can swing a 42 inch long sword one-handed; this is fantasy).

Abner rolls his initiative die, DC = 5; Barrelhouse rolls DW = 4.
     DW - W = 4 - 5 = -1
     DC - C = 5 - 3 = 1

DW-W < DC-C so the Fireball goes first (at melee range, yet).

Now, suppose Barrelhouse is using a dagger (Speed W=2).  Same rolls.
     DW - W = 4 - 2 = 2
     DC - C = 5 - 3 = 1

Now, DW-W > DC-C so the dagger goes first, and Abner gets no DEX bonus to AC.  If Barrelhouse hits, the Fireball is disrupted.  Good luck, Abner.

Just to illuminate my missile weapon interpretation, suppose Barrelhouse has a 17 DEX (racial maximum for a dwarf) and is hurling a dagger at Abner.  Same rolls.
     DW - W = 4 - (-2) = 6
     DC - C = 5 -   3  = 1

Again, DW-W > DC-C so the dagger goes first.


LIGHT AND DARKNESS SPELLS

Light spells and Darkness spells (both temporary and Continual varieties) are inherently different.  Light spells radiate from a point, and the light is blocked by opaque barriers (walls, etc.), but Darkness spells permeate the whole area, regardless of intervening physical barriers.

When a Darkness spell is cast after a Light spell, the whole area goes dark, and any Light spells in the area are dispelled.  When a Light spell is cast after a Darkness spell, the Darkness is dispelled in the area where they overlap.  If two rocks with Continual Darkness and Continual Light spells cast on them are brought within 60 feet, the one which was cast most recently takes precedence, and the other (older) spell is dispelled.


MAGIC JAR AND POSSESSION

The spell caster cannot cast spells or use psionics if he's not in his own body.  While the spell caster inhabits a body, the soul of that body is trapped in the Soul Gem.  If the body dies or has a successful Exorcism, the spell caster either "snaps" back to his own body or, if it has been destroyed while he's away, snaps back to the Soul Gem, from which he can attempt to possess creatures within line of sight of the Gem at a rate of one attempt per round.  If the Gem is destroyed while a soul is in it, the soul is destroyed (no Raise Dead, Resurrection, or Reincarnation).


MAGIC RESISTANCE

As stated in the front of the Monster Manual (MM1), magic resistance varies with the level of the spell caster by -/+5% per level difference from 11th level.  Magic resistance generally only applies to spells and magical effects which duplicate spells.  It does not apply to dragon breath weapons, magical swords, magic items, etc., but it would apply to spells cast by spell-using dragons or special abilities of intelligent swords.


MAGIC USERS

Magic-users do not have to roll their "chance to know" spells for spells they gain during initial training or when training up to the next level.

Reversible spells and their normal counterparts are both memorizable from the same entry in the spell book, but only one roll "to know" is needed for a spell and its reversal, and the pair only takes one entry in the spell book.

Spell variances and interpretations:

1
     ENLARGE (REVERSAL)
     This spell will reduce the size of the target by dividing the initial size
     by (1 + 0.2/level) on creatures or (1 + 0.1/level) on non-living objects.
     (This eliminates any confusion about Reduce making objects reduce by 100%
     so that they disappear.)

     FIND FAMILIAR
     The familiar stays with the Magic-User for one year.  At the end of each
     year, if both the familiar and the magic-user want to remain together, they
     must go through the same ceremony to renew the spell. Otherwise, the
     mystical bond is broken.  When a familiar is within one mile of the
     Magic-User, they can share each other's senses at will.

     LIGHT
     See "LIGHT AND DARKNESS SPELLS" above.

     NYSTUL'S MAGIC AURA
     This spell is permanent until dispelled.

2
     INVISIBILITY
     If you become invisible, then pick up a bottle of beer, the bottle of beer
     becomes invisible, too.  When you put down that bottle of beer, it becomes
     visible again.  If you drink the beer, the beer becomes invisible.  You
     can't read a book or a scroll while invisible unless you're not carrying
     it.
          Note that there are two ways to find invisible opponents:  (1) Detect
     Invisibility, True Seeing, Gem of Seeing, pseudo-dragon familiar, or
     similar magics, and (2) the "natural" chance to see invisible creatures
     (DMG1, p. 60).  The first way shows exactly what's there, what he looks
     like, and gives the detector no penalties for combatting the invisible
     opponent.  The second way gives vague hints that there's an invisible
     creature around and allows the detector to attack at -4 on to-hit dice.

3
     DISPEL MAGIC
     See "DISPEL MAGIC" above.

     HASTE
     Haste does not age recipients if used to counter the effects of a Slow
     spell or similar magical effect.

     INVISIBILITY 10' RADIUS
     All of the creatures within a 10' radius of the target creature AT THE TIME
     OF THE CASTING are affected as if by an Invisibility spell, even if they
     leave the 10' radius after the spell is cast.  If the target creature
     attacks, the whole group becomes visible.  If any other affected creatures
     attack, only that creature becomes visible.

5
     MAGIC JAR
     See "MAGIC JAR AND POSSESSION" above.

     WALL OF FORCE
     Blocks Teleport and related spells in both directions, but does not extend
     to Astral or Ethereal planes, so plane travel can bypass the Wall.

6
     ANTI-MAGIC SHELLS
     An Anti-Magic Shell spell moves with the spell caster.  Magic Resistance
     does not apply to Anti-Magic Shells.  Creatures who are only struck by
     magic weapons may be hard to hurt inside of Anti-Magic Shells, but monsters
     with sufficient Hit Dice will be able to harm them.  Psionics function
     normally in Anti-Magic Shells.  Anti-Magic Shell spells cannot be made
     permanent except via Wish.  Anti-Magic Shell spells are not affected by
     Dispel Magic.  If an Anti-Magic Shell overlaps a Prismatic Sphere,
     Prismatic Wall or a Wall of Force, whichever was in that location first
     will take precedence.  If an Anti-Magic Shell is moved into contact with a
     Prismatic Sphere, Prismatic Wall or Wall of Force, the Sphere or Wall will
     not be affected.

9
     PRISMATIC SPHERE
     I don't allow Blink, Teleport, Dimension Door, or Teleport w/o Error
     through a Prismatic Sphere (or Wall of Force).  I do allow plane-shifting
     spells like Plane Shift, Astral Spell, and the equivalent psionic
     disciplines, since they don't go "through" the sphere.
          The spell caster can move in/out at will, but he can't see through the
     sphere (it's opaque to everyone) and nobody can cast spells through it
     even if they make their MR).
          The Sphere filters out all gasses except O2 going in and an equal
     volume of CO2 going out.  These can pass through at a "gentle breeze" (no
     hurricanes).
          Anybody or anything inside a Prismatic Sphere CANNOT be found or
     detected by anybody or anything outside the Sphere.  It takes the personal
     intervention of a Greater God to locate something inside a Prismatic
     Sphere.

     WISH
     See "WISHES" below.


OIL, FLAMING

A hurled glass flask of flaming oil must MISS a saving throw vs. crushing blow (20 on d20) in order to break and catch fire.  Flaming oil does 2d4 hit points of damage, maybe more against especially flamable opponents.


PARRYING

If you choose to parry (PHB1, p. 104, "Melee Combat" paragraph), subtract all of the following from your Armor Class:
     1) Your strength bonus "to-hit"
     2) Any magical bonus(es) in the weapon(s)
     3) Two
For example, a thief with an 18 DEX, wearing leather armor (AC 8) chooses to parry instead of attacking.  He's using a +1 sword and a +2 dagger, and has a 17 STR.  His base AC (leather and DEX) is AC 4.  When parrying, he subtracts:
     1) 1 (because 17 STR gives +1 to-hit)
     2) 3 (1 from sword, 2 from dagger)
     3) 2 (because he's parrying)
so his total AC is 4 - 6 = -2.  (Pretty good, for a thief.)


PSIONICS

Only Humans and monsters can be psionic.  The "Psionic Ability" listed for monsters is the total of attack strength plus defense strength.

Energy Control is not allowed (roll again).

Psionic disciplines are gained at odd levels (first Minor at first level, next discipline at 3rd, etc.).  Level of Mastery is first when the character gains the discipline, and increases once each character level thereafter.  For example, Angellica discovers she is psionic. She rolls an 82 and gets 3 Minors, 2 Majors.  They are:  (1) Detection of Magic, (2) Cell Adjustment, (3) Animal Telepathy, (4) Astral Projection, and (5) Telepathy.  At first level, she gets Detection of Magic at 1st Level of Mastery.  At third level, she gains Cell Adjustment at 1st Level of Mastery, but Detection of Magic is now at 3rd Level of Mastery.

If they concentrate for one round, psionics can sense other psionics or psionic-related powers within a radius equal to the longest range of their psionic attack modes (between 5" and 18").

During psionic combat, each combatant can sense the attack mode of every attacker during each segment and may choose the most efficient defense mode from the table.  A psionic who takes physical damage in a segment may defend, but may not attack psionically for the rest of the round.

Psionic creatures are immune to psionic attack while asleep or unconcious.

Psionic creatures may either attack psionically (once per segment) or use a psionic discipline (once per round), but not both, during a round.


REGENERATION

If a character is wearing a Ring of Regeneration, he can only regenerate damage he takes while wearing the Ring.  (This precludes passing the Ring around the party until everybody is healed up.) Damage from acid or fire must be logged separately, since it cannot be regenerated (this also applies to other forms of regeneration).


SCROLLS

When read by the writer, spells are cast at the reader's current level.  When read by anybody else, spells are cast at either 6th level or the minimum necessary to cast the spell (whichever is greater), unless special preparations (costing double) are made to allow ANY reader to cast the spell at the level of the writer.  Scribing scrolls normally costs 100 gp per spell level.


STATS

Starting player characters roll 4d6 and add the highest three dice for stats.  Repeat this six times; one each for Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.  Rearrange scores at will within these stats.  When you're done, you may roll 4d6 adding the highest three dice for a Comliness score, but I ignore Comliness completely.

While you're rolling and arranging, choose a race and a class.  Most of my world is Human, and most magic items are sized for Humans.  I'm strict about level restrictions for non-Humans, too.  Elves and Half-Orcs cannot be Raised or Resurrected.  (I recommend Human.)

When you've chosen a race and a class, roll for age then apply aging adjustments to your stats.  They usually help.  They are cumulative, so a Mature character gains +1 Strength and +1 Con.  (Human Rangers are automatically Mature, and with a 14 Con minimum, raised to a 15 by Aging, Rangers always have at least +1 HP to each Hit Die.)


SURPRISE

When two parties encounter each other, each rolls a d6.  If either party rolls a 1 or a 2, that party is surprised.  Subtract dice to find out how many "surprise segments" are granted to the surprising party. If members of the surprised party have a 16 or greater Dexterity, they will negate one or more segments of surprise.  Each surprise segment is treated as a complete round for melee combat, but spell casting is unaffected except that the surprising spell caster can BEGIN casting spells during the first surprise segment.  Missile combat is at triple normal fire rate if the missile weapons are in-hand in sufficient number (DMG1, p. 62).


THIEVES

Thieves can find and remove magical traps with their normal percentages.

During a backstab attack, ALL damage inflicted by the attack routine is multiplied, including second weapon, strength and magical bonuses, but excluding damage caused by a Shocking Grasp spell.


TWO WEAPONS

Any character class may use two weapons, but the second weapon must be either a dagger or handaxe (precluding most clerics).  See DMG1, p. 70, for details.  The second weapon may be used once per attack routine. Thieves using two weapons are allowed their damage multiplier on each weapon that hits during the first attack routine.


UNEARTHED ARCANA

The only things I use from the Unearthed Arcana are a few spells and magic items.  No weapon specialization, no Cavaliers, no Barbarians. No "full plate armor."

Magic-users and Illusionists will occasionally receive UA spells, but no cantrips.  Clerics and Druids (etc.) may memorize or cast the following UA spells:

     CLERIC
     1: Ceremony (Clerics [not Paladins] can cast this at will), Combine
     2: Detect Life, Enthrall, Holy Symbol, Messenger
     3: Death's Door, Negative Plane Protection, Remove Paralysis, Water Walk
     4: Abjure, Cloak of Fear
     5: Animate Dead Monsters, Golem, Magic Font
     6: Forbiddance
     7: Exaction

     DRUID
     1: Ceremony (Druids [not Rangers or Bards] can cast this at will), Detect
        Poison, Precipitation
     2: Flame Blade, Reflecting Pool, Slow Poison
     3: Spike Growth, Starshine
     5: Moonbeam, Spike Stones
     6: Loveoak, Transmute Water to Dust
     7: Changestaff, Sunray

Other UA spells may adversely affect the balance or flavor of the game.


WISDOM BONUS TO NUMBER OF SPELLS MEMORIZABLE

All classes able to cast clerical-type spells may gain bonus spells from high Wisdom, including Clerics, Druids, Paladins, Rangers and Bards.


WISHES

Any reasonably worded Wish to (a) bring back dead party members, (b) heal the party, or (c) transport the party to a safe location will probably work.  Any greedy Wish is subject to the DM's whim.  All Wish spells cast by magic-users except (a) through (c) will cause 3 years of aging and require a lengthy recovery time.  Any Wish spell put into a Ring of Wishes or similar device will likewise cause aging at the time when the device is created.

One Wish can raise one stat one point up to a maximum of 16, then 1/10th of a point (or 10% on Exceptional Strength) thereafter. One Wish is required to go from 18/00 to 19 Strength.

One Wish can allow a non-human to exceed his racial maximum level by one level.  Note that the Wish doesn't give the character the experience or training to go up another level; it just by-passes the maximum for this level.


ERRATA

One of the old Dragon Magazines -- I forget which issue -- published a list of "Errata" to the DMG1.  I dutifully incorporated these in my DMG1 (I believe mine is from the second printing, 1979), and they form part of the rules I play by.  I have similar corrections for the PHB1. Since not everybody has these corrections, I'll include them in this file.

DMG1, p. 13.
In the paragraph marked "Middle Aged:" delete the words in parenthesis.  The CUMULATIVE aging adjustments are:
     Young Adult: Wis-1, Con+1
     Mature:      Str+1, Con+1
     Middle Aged: Int+1, Wis+1
     Old:         Str-2, Dex-2, Con-1, Wis+2
     Venerable:   Str-3, Dex-3, Con-2, Int+1, Wis+3

DMG1, p. 21.
There's an inserted paragraph about bonus (beyond the table on p. 85) experience point value for assassinating a character.  Since only NPC's can be Assassins in my game, and since NPC experience points are really assigned by the DM (me), I'll just summarize: Assassin receives 100 xp per level of deceased +/- 50 xp times (level of Assassin minus level of deceased).  These xp are multiplied by some "degree of difficulty of the mission" values: times 0.5 for "simple," times 1 for "difficult," and times 1.5 for "extraordinary" (see SPYING, p.18).

DMG1, p. 39.
After the section on "Acquisition of Magic-User Spells," there's an insertion entitled "Acquisition of Illusionist Spells."

"Illusionists do not need the spell Read Magic or anything like it in pursuit of their profession.  All illusionist spell books and scrolls are written in a secret tongue which every apprentice learns from his or her mentor.  This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring. When an illusionist gains Read Magic at the 14th level (along with several other 1st level magic-user spells), this merely allows him or her to utilize magic-user scrolls that contain spells different from those on the illusionists' list.

"When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (Read Magic being unnecessary).  The DM should require the player's character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication.  If a DM feels his or her campaign is unusually difficult, he or she may allow the player to choose one or even two of these initial spells."

DMG1, p. 42.
There's a further explanation of the fourth level Clerical spell, Sticks to Snakes:

     "Poison: AC 5, MV 15", HD 1, D: 1+poison
      Normal: AC 5, MV 12", HD 3, D: 2-5"

DMG1, p. 43.
Restoration ages the caster by 2 years.
Resurrection ages the caster by 3 years.

DMG1, p. 46.
Reincarnation: Change to "See the DRUIDICAL spell..." (not CLERIC).

DMG1, p. 52.
Change first sentence of paragraph entitled "Fly spell:"

"Utilizing a Fly spell takes as much concentration as walking, so most spells could be cast while Flying, either while hovering or moving slowly (3" or less)."

DMG1, p. 62.
Change table marked "Party's Die"/"Monster's Die" to read:

     PARTY'S   MONSTERS'   SURPRISE
      DIE        DIE       EFFECT
     3 to 6     3 to 6     none
       1          1        both surprised
       2          2        both surprised
     1 or 2     3 to 6     party surprised
     3 to 6     1 or 2     monsters surprised
       2          1        monsters surprised
       1          2        party surprised

DMG1, p. 71.
There are numerous errors in the Example of Melee.  For example, Arlanni the Thief is using a sling with bullets (not a bow with arrows -- she's a Thief!).  Aggro needs a base 8 to hit Balto, and his adjusted amount is only 6.  Later on, Balto uses a staff (he's a Monk!) and gets the -7 AC adjustment for staff vs. plate & shield. When Arkayn chooses to attempt to hit Gutboy, Arkayn needs a base 17 to hit AC 1.  When Blastum's Shocking Grasp "kills" Arlanni, and Aggro's axe "kills" Balto, they're really only knocked negative by a few HP (-2 and -3 respectively), and p. 82 ("Zero Hit Points") says they're just unconcious, not dead.

(I find it amusing that the bottom of that same page states that "An experienced DM can do it with only an occasional reference to the tables (though it is not recommended that you try this -- wait until it comes naturally).")

DMG1, p. 73.
There's a change to the "Opponents With Weapons Used Normally" paragraph:

"If the opponent of a grappling, pummeling or overbearing attack has a weapon, the opponent will always strike first unless the attacker has surprise.  Any weapon hit does NO damage, but it does indicate that the attacker trying to grapple, pummel or overbear has been fended or driven off, and the attack is unsuccessful.  The weapon-wielder then has the opportunity to strike at the weaponless one "for real," if he or she so chooses.  Surprised opponents with weapons have no chance for a fending-off strike, unless the attacker must use all surprise segments to close to grapple, pummel or overbear."

DMG1, p. 74.
There's a change to the note under the Fighter's table, "I.B.":

"*Note: Half-elves use the attack matrix as elves do, while non-player character half-orcs use the attack matrix for monsters. Dwarves, elves and gnomes are never lower than 1st level (unlike halflings and humans, which may be 0 level).  Bards fight at their highest level of FIGHTER experience."

DMG1, p. 116.
Change the "Poison" paragraph:

"Only assassins of 9th level or higher may concoct "potions" of poison -- or any other sort of poison for that matter.  Refer to the section on assassins for details on special forms of poison.  No laboratory or alchemist is needed, but cost and time are found as if a normal potion was [sic] being prepared."

DMG1, p. 118.
After "Fabrication Of Magic Items By Charmed Or Enslaved Magic-Users:" paragraph:

"FABRICATION OF MAGIC ITEMS BY ILLUSIONISTS: Though different spells are employed, the process of fabrication of magic items which illusionists use is not really very different from that used by magic-users.  It is almost exactly similar [huh?] as regards costs in both time and money.  Some processes are also nearly identical, such as the making of scrolls, which may be done at the 7th level and up.

"At the 11th level illusionists may be able to create one-shot or charged magic items, things without a permanent dweomer, such as potions or a Wand of Illusion, for example.  Such items are really merely storehouses of magical energy which can be released in various ways.  Like any other spell-caster, the illusionist must fashion the item out of rare and expensive materials, but instead of using Enchant an Item to prepare the item to receive its enchantment, the illusionist uses Major Creation to subtly alter its structure in a magical direction so that it can receive and retain the necessary spells.  During the next 16 hours after casting the Major Creation, the illusionist instills the primary initial dweomer into the item, and if his concentration is disrupted even once during this period, the item instantly fades and forever disappears, like an illusion that has been dispelled.

"Beginning at 14th level an illusionist may attempt to make items with a truly permanent dweomer, such as a +1 dagger or a Ring of Protection, for example.  This entails a similar process to the one described above.  The crucial difference is that after a Major Creation spell has been used to adjust the material object, an Alter Reality spell must be cast to fix it permanently in place and make it able to contain a permanent magic.  Thus, with a great expense in time, money and preparation, Major Creation, Alter Reality, and True Sight spells, and an unflawed gem of not less than 10,000 g.p., an illusionist might be able to create a Gem of Seeing.

"The basic thing to remember if details are in question is that illusionists are a sub-class of magic-users, and except for what has been outlined above, what applies to magic-users applies to illusionists as well."

DMG1, p. 121.
G.P. sale values for Giant Control and Giant Strength potions were reversed; the table should read:

     35-36  Giant Control*      400-900     900-1,400
     37-39  Giant Strength* (F) 500-750   1,000-6,000

     (In my campaign, I also change potion of Polymorh to 500 xp/1500 gp.)

DMG1, p. 123.
Dust of Disappearance          2,000   8,000
Dust of Sneezing and Choking    ---    1,000

     (In my campaign, I also change Girdle of Giant Strength considerably.)

DMG1, p. 125.
The "drink-half-a-potion" rule: The corrected rule comes after the paragraph which ends:

"might smell, taste, and look differently [sic]."

Corrected rule:
"Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4).  If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments AFTER they are imbibed."

DMG1, p. 145.
Change table for Girdle of Giant Strength to be consistent with Potion of Giant Strength:

              Weight              Base    Rock    Bend Bars/
     Type    Allowance   Range   Damage   Wt.**   Lift Gates
     Hill     +4,500       8"     1-6     140        50%
     Stone    +5,000      16"     1-12    198        60%
     Frost    +6,000      10"     1-8     156        70%
     Fire     +7,500      12"     1-8     170        80%
     Cloud    +9,000      14"     1-10    184        90%
     Storm   +12,000      16"     1-12    212       100%

DMG1, p. 167.
Replace Table 3.: Sword Primary Abilities:

     DIE
     ROLL   ABILITY
     01-11   detect "elevator"/shifting rooms/walls in a 1" radius
     12-22   detect sloping passages in a 1" radius
     23-33   detect traps of large size in a 1" radius
     34-44   detect evil/good in a 1" radius
     45-55   detect precious metals, kind, and amount in a 2" radius
     56-66   detect gems, kind, and number in a 1/2" radius
     67-77   detect magic in a 1" radius
     78-82   detect secret doors in a 1/2" radius
     83-87   detect invisible objects in a 1" radius
     88-92   Locate Object in a 12" radius
     93-98   roll twice on this table ignoring scores of 93 to 00
     99-00   roll on the Extraordinary Power Table instead

[Ever notice that most of the munchkin-owned intelligent swords in the world somehow managed to roll 99-00 on this table?]

DMG1, p. 169.
Replace description of Mace of Disruption with:

"Mace of Disruption appears to be a +1 mace, but it has a neutral good alignment, and any evil character touching it will take 5-20 points of damage due to the powerful enchantments laid upon the weapon.  If a Mace of Disruption strikes any undead creature or evil creature from one of the lower planes it functions similarly to a cleric turning undead (see ATTACK MATRICES).  The Mace causes all such creatures to roll on matrix III., MATRIX FOR CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, and if the creature struck scores equal to or below [they mean "above"] the number shown, it is disrupted and slain.  Thus, skeletons, zombies, ghouls, shadows, and wights are instantly blasted out of existence, as are ghasts and even wraiths; and mummies have only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and other affected evil creatures 95% chance of saving.  Even if these saving throws are effective, the Mace of Disruption scores double damage upon opponents of this sort, i.e., 2x bonus and 2x dice."

DMG1, p. 174.
In paragraph starting "Greater monsters on higher levels..." change "trolls" to "shadows."

DMG1, p. 223.
Add table for Monster Summoning VII (land):

     01-03   Chimera (couatl)
     04-06   Demon, succubus
     07-09   Demon, type I
     10-12   Demon, type II
     13-15   Demon, type III
     16-18   Devil, barbed
     19-21   Devil, bone
     22-23   Devil, horned
     24-26   Ettin
     27-29   Giant, fire
     30-32   Giant, frost
     33-35   Giant, hill
     36-38   Giant, stone
     39-41   Gorgon
     42-43   Groaning spirit
     44-46   Hydra, 10 heads
     47-49   Hydra, pyro-, 8 heads
     50-52   Intellect Devourer
     53-55   Invisible stalker
     56-58   Lamia
     59-61   Lizard, fire
     62-64   Mind flayer
     65-67   Mummy
     68-70   Naga, spirit
     71-73   Neo-otyugh
     74-76   Night hag
     77-79   Roper (shedu)
     80-82   Shambling mound
     83-85   Slug, giant
     86-88   Spectre
     89-91   Sphinx, hieraco- (andro-)
     92-94   Umber hulk
     95-97   Will-o-wisp
     98-00   Xorn

Replace Monster Summoning VI water table:

     DICE SCORE   MONSTER SUMMONED
          FRESH OR SALT
     01-33        Octopus, giant
     34-00        Snake, sea, giant

Add table for Monster Summoning VII (water):

     DICE SCORE    MONSTER SUMMONED
              FRESH
     01-20         Morkoth
     21-00         Naga, water
              SALT
     01-15         Morkoth
     16-70         Ray, manta
     71-00         Squid, giant

DMG1, end.
Add Appendix O: Encumbrance of Standard Items

PHB1, p. 11.
In the Dexterity table, delete the text next to Dexterity 14.  Next to Dexterity 17, add "or half-orc."  Next to 18, add "Maximum dexterity for a halfling."  Add a new row for a dexterity of 19, with the text "Maximum dexterity for a elf."

PHB1, p. 15.
In Character Race Table III: Ability Score Minimums & Maximums, change the maximum dexterity of a half-orc to 17.

PHB1, p. 20.
After the table "Spells usable by class and level -- Clerics," there's a note:
     "** Usable only by clerics of 18 or greater wisdom"
Add the phrase: "who worship greater gods" (per DDG1, p. 9).

PHB1, p. 27.
Under a thief's "Additional abilities" number 2, change the title of a 4th level thief to "Robber."

PHB1, p. 30.
In the right-hand column, fourth paragraph, "With respect to combat, monks attack on the same table as CLERICS" (was THEIVES).

PHB1, p. 46.
Change casting time of Cure Disease from 1 turn to 1 round.

PHB1, p. 58.
Under Snare spell, "The snare is magical, so for 1 hour it is breakable only by CLOUD giant..." (was STORM).

PHB1, p. 73.
Fireball has components VS and M (was just VS).

PHB1, p. 88.
Duration of Reverse Gravity is 1 SECOND (was 1 SEGMENT).

PHB1, p. 103.
Replace the second table with the following:

     PARTY'S   MONSTERS'   SURPRISE
      DIE        DIE       EFFECT
     3 to 6     3 to 6     none
       1          1        both surprised
       2          2        both surprised
     1 or 2     3 to 6     party surprised
     3 to 6     1 or 2     monsters surprised
       1          2        party surprised
       2          1        monsters surprised

--------------------------------------------------------------------------------

Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

     "Take the time and effort to become not just a good DM,
      but a brilliant one." -- Zeb Cook, AD&D DMG2, Foreword
