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House rules for AD&D 2nd Edition games that Gene runs

Magic : Spell Casting

Wizards

In addition to the existing rules regarding magic, wizards have one additional power. During the wizards daily process of memorizing their spells for the day, they have a new option. Normally on any given morning a wizard will sit down and memorize the spells they plan to cast that day. This takes 10 minutes per spell level for each spell (e.g. memorizing 2 first level spells and 1 second level spell would take 40 minutes). The house rules are that the wizard may take some of that memorization time and instead of using it to memorize a specific spell, they can use it to charge their physical spell book for later use. Each point of charge takes them 10 minutes and is 10 minutes that they can not dedicate to memorizing specific spells. The maximum charges they can put into their spell book is the wizards current level. This charge is a magical conduit between the wizards mind and the spell book. Upon sleeping the conduit is broken and any remaining charges dissipate.

As an example, say our wizard Parathanon is a 3rd level mage. Consequently he can normally memorize 2 first level spells and 1 second level spell (See PHB Table 21) per day. He sits down one morning and spends 20 minutes memorizing the 2nd level spell "Continual Light", he then takes his remaining 20 minutes with which he may have normally memorized 2 first level spells, and instead charges his spell book with 2 charges. He finishes with "Continual Light" memorized in his mind, and 2 charges imbued into his spell book, bound to his mind through a magical conduit.

So, what can Parathanon do with these 2 charges? At any point that day, he can cast unmemorized spells from his spell book by reading them from the book. He can only do this with as many spell levels as he has charges. In our example, he could cast directly from his spell book, 2 first level spells that day or 1 second level spell. The spells available to him would be any spell he has learned and is recorded in his spell book.

What this house rule does is give the wizard greater latitude in what spells he can cast and reduces the requirement to commit to specific spells at the beginning of each day.

Priests

In addition to the existing rules regarding magic, priests have one additional power. During the priests daily process of praying to their god for their spells for the day, they have a new option. Normally on any given morning a priest will sit down and pray to their deity for the spells they plan to cast that day. This takes 10 minutes per spell level for each spell (e.g. praying for 2 first level spells and 1 second level spell would take 40 minutes). The house rules are that the priest may take some of that prayer time and instead of using it to pray for a specific spell, they can use it to commune with their deity through prayer. This prayer builds degrees of communion. For every 10 minutes spent in communion one degree of communion is established.

As an example, say our priest Raj the Temperant is a 3rd level specialty priest of Gond. Consequently he can normally pray for 2 first level spells and 1 second level spell (See PHB Table 24) per day. He sits down one morning and spends 20 minutes praying for the 2nd level spell "Hold Person", he then takes his remaining 20 minutes with which he may have normally prayed for 2 first level spells, and instead communes with his deity Gond. He finishes with "Hold Person" memorized in his mind, and 2 degrees of communion between him and his deity.

So, what can Raj do with these 2 degrees of communion? At any point that day, he can cast unmemorized spells by channeling the divine power established through these degrees of communion. He can only do this with as many spell levels as he has degrees of communion. In our example, he could cast, 2 unmemorized first level spells that day or 1 unmemorized second level spell by directly channeling this divine power. The spells available to him would be any spell of the appropriate spheres for his religion.

Priests with very high wisdom get "bonus spells" (See PHB Table 5). These bonus spells are not compatible with communion. As an example, Dinaela the Lucky, is a 5th level specialty priest of Tymora. As a result she can pray for 3 first level spells 3 second level spells and 1 third level spell.

However, Dinaela has a wisdom of 15. This grants her "bonus spells". A 15 wisdom grants her 2 first level bonus spells and 1 second level bonus spells.

Spell Level Base # Wisdom Bonus
1 3 2
2 3 1
3 1 -

These bonus spells must be prayed for specifically each morning and can not be used forcommunion. What this means is that though Dinaela could pray for

  • 1st level spells : 3 degrees of communion
  • 1st level bonus spells : Faerie Fire, Create Water
  • 2nd level bonus spell : Hold Person
  • 2nd level spells : Warp Wood, Slow Poison, 2 degrees of communion
  • 3rd level spell : Continual Light

Dinaela could not pray for

  • 1st level spells : 5 degrees of communion
  • 2nd level bonus spell : Hold Person
  • 2nd level spells : Warp Wood, Slow Poison, Barkskin
  • 3rd level spell : Continual Light

What this house rule does is give the priest greater latitude in what spells he can cast and reduces the requirement to commit to specific spells at the beginning of each day. Keep in mind that for a priest, as it is with any spell, the ability of the priest to cast a given spell, be it prayed for or channeled through communion, is contingent on being in favor with his or her deity. If a priest seeks to cast a spell in opposition of the tenants of his religion and deity, it is likely that the deity will not grant the priest the power needed to cast the spell.

Rangers, Paladins and Bards

Though Rangers, Paladins and Bards all have spellcasting abilities, because these classes are not focussed on spellcasting, they don't have the benefits listed above that true Wizards and Priests do. Rangers and Paladins can not establish communion with their god when praying for spells each morning and Bards can not charge their spell books when memorizing spells each morning.

Game Balance

As a magic user increases in level, the percentage of their daily memorizable/prayable spells that can be allocated to charges/communion decreases such that the benefit becomes less valuable over time.

Magic User Level Charges/Communions Total Priest Spell Level Points Percentage of Priest Spell Level Points Usable as Charges/Communions Total Wizard Spell Level Points Percentage of Wizard Spell Level Points Usable as Charges/Communions
1 1 1 100% 1 100%
2 2 2 100% 2 100%
3 3 4 75% 4 75%
4 4 7 57% 7 57%
5 5 12 42% 11 45%
6 6 15 40% 14 43%
7 7 19 37% 20 35%
8 8 26 31% 27 30%
9 9 34 26% 32 28%
10 10 43 23% 39 26%
11 11 53 21% 51 22%
12 12 65 18% 66 18%
13 13 72 18% 78 17%

Sleeping and Memorizing/Praying For Spells

  • Magic users (Wizards and Priests) need 8 hours of uninterupted sleep to be able to memorize/pray for new spells in their next waking period
  • When a magic user wakes (either after 8 hours of sleep or less) they have access to all spells that they had memorized from the previous day.
    • Players Handbook page 81
    • Spells remain memorized until they are cast or wiped from the character's mind by a spell or magical item. A wizard cannot choose to forget a memorized spell to replace it with another one.

Interruption of spell casting

The Players Handbook states in Chapter 7 under "Casting Spells" : "Furthermore, if the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster's concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized."

The house rule is that if the spell caster is attacked before his initiative role, unmodified by the spells casting time, then spell casting hasn't begun yet and the spell is not wasted. If the spell caster is attacked on an initiative number on or after his initiative roll unmodified by casting time and before his initiative roll modified by casting time, then the spell fizzles. For example Elidyr the mage plans to cast Minor Globe of Invulnerability which has a casting time of 4. She rolls her 1d10 initiative die and gets 7. She will cast her spell on 7 + 4 = 11. At initiative 5, an enemy archer fires at Elidyr hitting her. As she hasn't begun casting the spell yet (which starts at initiative 7) she is prevented from casting but does not waste the spell. If instead the archer had fired on initiative 9, Elidyr would have been interrupted, the spell would have failed and the spell would be lost from her mind.

Secret and Concealed Doors

As stated in the PHB and DMG

  • An elf passing within 10 ft. concealed door has a 1/6 chance to notice it
  • An elf actively searching for a concealed door has a 1/2 chance
  • An elf actively searching for a secret door has a 1/3 chance
  • A 20 foot section of wall takes 10 minutes to search

The house rules carry over from AD&D 1st Edition (DMG pg 97)

  • A non-elf actively searching for a secret or concealed door has a 1/6 chance

Perception Tests

We'll use a new meta-stat called "Perception" for checks to see if a character notices something. This meta-stat is (Int + Wis) / 2 (rounded down).

Stoneskin

The 4th level Wizard spell Stoneskin has a material component described as

The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.

A diamond is a 5000gp gem.

One diamon, when crushed, produces enough diamond dust for 5 uses of Stoneskin.

Detect Magic

When a wizard casts detect magic, if the magic being detected is priestly in nature, the GM will lookup the wizard school equivalent for the priet spell (or priest spell closest to the magical effect) and reveal this. This is possible because every priest spell indicates the mapped wizard school in parentheses next to the name of the spell.

When a priest casts detect magic, if the magic being detected is wizardly in nature, the priest cannot determine the wizard school of the magic.

In summary, the wizard detect magic spell will detect the type of magic in a broader set of cases than the priest's detect magic spell.

As a side note, two other ways in which the wizard detect magic and priest detect magic differ are

  • The wizard detect magic has a duration of 2 rds./level whereas the priest detect magic has a duration of 1 turn
  • The wizard detect magic only scans out 60 feet whereas the priest detect magic scans out 90 feet

Level Drain

The normal AD&D 2nd Edition rules regarding level drain say that level drain is permanent unless a level 14 or higher priest casts the 7th level priest spell Restoration on you within L days wher L is the level of the casting priest (so minimum 14 days). Characters can be level drained by wights, wraiths, vampires and level drain spells.

Our house rules are

  • Level drain immediately causes the following aspects of a character to be reduced to the value appropriate for the newly drained level
    • Level
    • THAC0
    • current and max HP
    • Memorizable spells. GM decides which spells are purged from the spell caster's mind to reach the new number of memorizable spells
    • Saving Throws
  • Level drain does not affect
    • Thief skills
    • Non-weapon proficiencies
    • Weapon proficiencies
    • XP

This means that as the character continues to gain XP, once it has enough XP to reach the next level, the character immediately skips to the new level and all reduced attributes increase appropriately. At this point it is as if the character was never level drained.

For example if a Level 8 Cleric with 200,000 XP is drained to Level 6 (by say a Vampire hit or two wight hits), that character immediately loses the ability to cast 4th level priest spells among other things. Later when the character reaches 225,000 XP the character immedieatly jumps from Level 6 to Level 9 and gains all the priveleges that come along with Level 9

Weapon Specialization

The PHB, and varying printings of the Complete Fighters handbook contradict each other in regards to weapon specialization.

The PHB says that a fighter may specialize in only one weapon

Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in it.... Specialization is normally announced ... when the character is created... The specialization requires a single-minded dedication and training. Thus multi-class characters cannot use weapon specialization; it is available only to single-class fighters.

Older printings (1st through at least 3rd) of the Complete Fighters handbook

  • treat weapons specialization like weapon proficiencies and you can have multiple specializations
  • allow fighters, rangers and paladins to specialize

Only single-class warriors (fighters, paladins, and rangers) can take weapon specialties. Such a character can only take one when he is first created, but may specialize in more weapons as he gains new slots.

Newer printings (at late as 9th printing, maybe earlier) of the Complete Fighters handbook

  • treat weapons specialization like weapon proficiencies and you can have multiple specializations
  • allow fighters to specialize and bar rangers and paladins from doing so, just like the PHB

Only Fighters (but not paladins or rangers) can take weapon specialties. Such a character can only take one when he is first created, but may specialize in more weapons as he gains new slots.

My synthesis of this is

  • The Complete Fighters handbook is meant to change the rules from the PHB so that instead of allowing fighters to specialize in a single weapon, they can specialize in multiple weapons
  • The Complete Fighters handbook had a misprint in early editions saying that Rangers and Palandins could specialize, but since it was corrected in later editions, it was meant to match the PHB in saying that only fighters can specialize, not Rangers and Paladins.

The house rules follow the early edition Complete Fighters Handbook because it wasn't until it was too late that I discovered that there were multiple editions of the Complete Fighters Handbook with different text. So our house rules

  • allow specializing in multiple weapons
  • allow Fighters, Rangers and Palandins to specialize

Level advancement beyond racial limits

Armen Castille, Elven fighter :

  • Armen needs 1,000,000 XP to get to 12th level
  • To get to 13th level instead of 1,250,000 Armen needs 1,500,000 (2x)
  • To get to 14th level instead of 1,500,000 Armen needs 2,000,000 (2x)
  • To get to 15th level instead of 1,750,000 Armen needs 2,750,000 (3x)
  • To get to 16th level instead of 2,000,000 Armen needs 3,500,000 (3x)

Taier Arrowheart, Elven Mage :

  • Taier needs 1,875,000 XP to get to 15th level
  • To get to 16th level instead of 2,250,000 Taier needs 2,625,000 (2x)

X Foot Cube and X Cubic Feet

This is a clarification of the rules

  • A "20' cube" or "20 foot cube" is a cube with dimensions 20' x 20' x 20'

  • "20 cu. ft." or "20 cubic feet" is a cube with dimensions 2.7' x 2.7' x 2.7'

  • If the word foot comes first then no math need be done

  • If the word cubic comes first then you have to take the cube root to determine the dimensions of a cube

Non-Weapon Proficiencies

Players can attempt non-weapon proficiencies in the "General" category which they aren't proficient in with an increased Check Modifier penalty. The final check modifier (which modifies the target not the die roll) is calculated as

CheckModifier - 6 - (SlotsRequired * 2)

Where CheckModifier is the normal check modifier shown in Table 37 and SlotsRequired is the normal number of slots required indicated in Table 37.

The resulting proficiencies abilities and check modifiers are

Knowledge

Proficiency Ability Mod Class Source
Ancient History Int -9 Pr, Ro, Wi PHB
Local History Chr -8 Pr, Ro PHB
Languages, Ancient Int -8 Pr, Wi PHB
Languages, Modern Int -8 All PHB
Religion Wis -8 Pr, Wi PHB
Heraldry Int -8 All PHB
Reading/Writing Int -7 Pr, Wi PHB
Spellcraft Int -10 Pr, Wi PHB
Healing Wis -12 Pr PHB
Herbalism Int -12 Pr, Wi PHB
Engineering Int -13 Pr, Wi PHB
Etiquette Chr -8 All PHB
City Familiarity Int 0 All Nin 34
Signaling Int -2 All Ranger 85
Sign Language Dex 0 All Barb 78
Cartography Int -2 All Ranger 82
Style Anlaysis Int -1 Wa Nin 38
Trail Marking Wis 0 Wa Ranger 85
Detect Signing (Ninja) Int +1 Ro Nin 34
Law Wis 0 Wa, Pr Pala D88
Diagnostics Wis -1 Wa, Pr Pala D87
Craft Instrument Dex -2 Ro Bard 65
Camouflage Wis 0 Wa, Ro Ranger 82
Trail Signs Int -1 Wa, Ro Ranger 86

Food

Proficiency Ability Mod Class Source
Agriculture Int -8 All PHB
Fishing Wis -9 All PHB
Set Snares Dex -9 Ro, Wa PHB
Hunting Wis -9 Wa PHB
Fire-building Wis -9 All PHB
Brewing Int -8 All PHB
Cooking Int -8 All PHB
Foraging Int -2 All Ranger 84
Cheesemaking Int 0 All Human 93
Drinking Con 0 All Human 94
Eating Con 0 All Human 94
Winemaking Int 0 All Human 98

Animals

Proficiency Ability Mod Class Source
Animal Handling Wis -9 All PHB
Animal Training Wis -8 All PHB
Animal Lore Int -8 Wa PHB
Riding, Airborne Wis -12 All PHB
Riding, Land-based Wis -5 All PHB
Charioteering Dex -6 Wa PHB
Animal Rending Dex +2 All Barb 72
Animal Noise Wis -1 Ro Thief 16
Veterinary Healing Wis -3 Wa, Pr Ranger 86

Physical

Proficiency Ability Mod Class Source
Singing Chr -8 All PHB
Dancing Dex -8 All PHB
Musical Instrument Dex -9 Pr, Ro PHB
Juggling Dex -9 Ro PHB
Tightrope Walking Dex -8 Ro PHB
Swimming Str -8 All PHB
Rope Use Dex -8 All PHB
Jumping Str -8 Ro PHB
Tumbling Dex -8 Ro PHB
Endurance Con -10 Wa PHB
Running Con -14 Wa PHB
Blind Fighting None Ro, Wa PHB
Mountaineering None Wa PHB
Hiding Int -1 All ]Human 95
Light Sleeping Con -1 Wa Barb 77
Weapon Improvisation Wis -1 Wa Barb 79
Wild Fighting Con 0 Wa Human 97
Riding, Sea-based Dex -2 Wa Ranger 84
Spelunking Int -2 Wa Ranger 85
Natural Fighting Str +1 Wa Human 96
Jousting Dex +2 Wa Pala D88
Giant Kite Flying Dex -3 Ro Nin 36
Hold Breath Con 0 Ro Nin 36
Close-quarter Fighting Dex 0 Wa, Ro Human 93
Whistling/Humming Dex +2 Ro Bard 66
Endurance Con 0 Ro Thief 17

Senses

Proficiency Ability Mod Class Source
Direction Sense Wis -7 All PHB
Weather Sense Wis -9 All PHB
Navigation Int -10 Pr, Wa, Wi PHB
Survival Int -10 Wa PHB
Tracking Wis -10 Wa PHB
Astrology Int -10 Pr, Wi PHB
Alertness Wis +1 All Thief 16
Danger Sense Wis +1 All Human 94
Observation Int 0 All Thief 19
Distance Sense Wis 0 All Ranger 83

Jobs

Proficiency Ability Mod Class Source
Armorer Int -12 Wa PHB
Blacksmithing Str -8 All PHB
Weaponsmithing Int -15 Wa PHB
Bowyer/Fletcher Dex -9 Wa PHB
Artistic Ability Wis -8 All PHB
Cobbling Dex -8 All PHB
Seamstress/Tailor Dex -9 All PHB
Leatherworking Int -8 All PHB
Weaving Int -9 All PHB
Pottery Dex -10 All PHB
Carpentry Str -8 All PHB
Seamanship Dex -7 All PHB
Stonemasonry Str -10 All PHB
Mining Wis -13 All PHB
Gem Cutting Dex -12 Ro, Wi PHB
Boating Wis +1 All Thief 17
Clothesmaking Int -1 All Barb 74
Locksmithing Dex 0 Ro Thief 19
Poetry Int -2 Ro Bard 66
Bureaucracy Int 0 Pr, Ro, Wa Pala D87
Soothsaying Int 0 Wa, Ro Barb 78
Oratory Chr 0 Wa, Ro Pala 89
Leadership Chr 0 Wa Barb 77
Horde Summoning Chr -2 Wa Barb 76
Bartering Int -2 Wa, Pr Barb 73

Rogue

Proficiency Ability Mod Class Source
Appraising Int -8 Ro PHB
Forgery Dex -9 Ro PHB
Gaming Chr -8 Ro, Wa PHB
Disguise Chr -9 Ro PHB
Reading Lips Int -12 Ro PHB
Ventriloquism Int -10 Ro PHB
Persuasion Chr 0 All Ranger 84
Acting Chr -1 Ro Bard 64
Assimilation Int - Ro Nin 31
Enamor Chr -2 Ro Nin 34
Escape Dex 0 Ro Nin 35
Feign / Detect sleep Int 0 Ro Nin 36
Information Gathering Int var Ro Thief 18
Night Vision Wis -2 Ro Nin 37
Observation Int 0 Ro Thief
Toxicology Int 0 Ro Nin 38
Quick Study Varies -3 Ro Nin 37
Underclass Wis 0 Ro Nin 38
Voice Mimicry Chr Var Ro Thief 21
Water Walking Dex -1 Ro Nin 39
Begging Chr Var Ro Thief 17
Fast-talking Chr Var Ro Thief 17
Fortune Telling Chr +2 Ro Thief 18
Intimidation Str/Chr 0 Ro Thief 19
Looting Dex 0 Ro Thief 19
Trailing Dex var Ro Thief 20
Chanting Chr +2 Ro Bard 64
Crowd Working Chr 0 Ro Bard 66
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