The Training of Animals

Last Updated: 260103

Sooner or later players want pets. The Animal Trainer proficiency covers the basics of animal training, but is unclear on the specifics. The Druid spell Animal Friendship speaks to the ability to teach specific tricks, defining tricks only as those “taught a dog”. What are examples of tricks that can be taught? How do proficiencies affect training? How do various spells affect training? What of the monk’s extended Speak with Animals ability? The below is a consolidation and adaptation of several resources.

Tricks

Creatures can be trained to perform a variety of “tricks”. Tricks are classified as basic, intermediate, advanced, or complex. Only “Basic” tricks can be taught without the Animal Training proficiency or Animal Friendship. A creature with at least an Intelligence of 1 can learn basic tricks. A creature with an intelligence of 1-2 can learn intermediate tricks. A creature with an Intelligence of 1-3 can learn advanced tricks. Only creatures of an Intelligence of 3 can learn complex tricks. However, after spending the time for an additional training slot, a creature can be taught at one level higher than the intelligence, e.g. a creature with an Intelligence of 1 can learn an intermediate trick by spending an addition slot (and the associated additional training time) on training. An animal can normally learn two tricks for each point of Intelligence (three tricks per point of Intelligence when using Animal Friendship). Basic tricks can normally be taught in 4+d4 days, intermediate tricks in 6+d6 days, advanced tricks in 8+d8 days, and complex tricks in 12+d12 days.

Note that training creatures contrary to their nature (e.g., training a sheep to attack) is virtually impossible.

Tricks marked with an asterisk (*) may be taught to the creature only if prerequisite trick(s) have been learned.


Sit/Stay: Basic, 1 slot. The creature stays in place for 2-12 rounds or until called by its master, after which it resumes its normal activity. Should something distracting occur nearby, the creature must pass a Resist Instinct check to remain in place. Ranger Handbook (2e), p. 39. Variations include Standing, Rearing, Rolling Over, Playing Dead, and other simple physical feats, all of which are distinct tricks and require individual training periods.

Improved Stay*: Intermediate, 1 slot. As Sit, except maximum time limit is six hours. Resist Instinct checks to ignore distractions are made with a +2 bonus. Stay is a prerequisite. Dragon #237.

Advanced Stay*: Advanced, 1 slot. As above, except maximum time limit is one day. Resist Instinct checks are made with a +4 bonus. Improved Stay is a prerequisite. Dragon #237.

Long-term Stay*: Complex, 1 slot. The creature remains in an area for up to a week, awaiting the return of its master. This trick differs in that the creature is free to roam about, forage for food, and seek shelter. Throughout the waiting period, the creature remains in the same general vicinity. Resist Instinct checks do not apply, as the creature is free to move about. Advanced Stay is a prerequisite. Dragon #237.


Come: Basic, 1 slot. The creature advances towards the PC at maximum speed, stopping when it comes within a few feet. If the command is given while the creature is engaged in an activity (such as chasing rabbits, eating, etc.), the creature returns only if it makes a successful Resist Instinct check. Ranger Handbook (2e).

Recall*: Intermediate, 1 slot. On this command, the creature will return to its master’s side. The “Recall” version of this command obviates any check; the creature returns immediately to its master regardless of activity. Come is a prerequisite. Dragon #237.

Heel*: Intermediate, 1 slot. The creature remains within a few feet, mimicking his movement. The creature tries to move as fast as the PC, stop when he stops, and stay with him until the PC breaks the command. This type of movement is distinct from the creature’s normal movement, as the creature remains at the PC’s side at all times, rather than lurking in back of the party. Come and Stay are prerequisites to this trick. Ranger Handbook (2e).

Mounted Heel*: Advanced, 0 slots. Same as above except the creature remains within a 6-10’ radius of its master’s steed. This advanced form of Heel costs no additional training slot. It does require time for the creature to grow accustomed to its master’s steed. Note that the creature must be trained for each type of steed (i.e., horse, camel, griffon, etc.). Dragon #237.


Withdraw: Basic, 1 slot. The creature moves away from the PC at maximum speed for 1-4 rounds, then stops. Ranger Handbook (2e).

Home: Advanced, 1 slot. Will return to a designated “home” or last place the creature spent the night. If the distance is further than a day’s travel, a Resist Instinct check must be made.

Alarm*: Advanced, 1 slot. The creature remains in a given area and alerts its master (bark, whine, howl, etc.) when strangers enter that area. The creature can monitor any area that is well-defined (e.g., a room or chamber). If no such boundaries exist, such as in a field or forest, the creature alerts its master of intruders within a 50’ radius. Alarm can also be used to cover a party’s rear during movement. Stay is a prerequisite. Dragon #237.

Lookout: Complex, 1 slot. As directed by the PC, the creature stands watch or scouts ahead, keeping alert for signs of trouble. If the creature perceives a threat, it unobtrusively alerts the PC. This training includes a special signal the creature can give for a specific enemy. Ranger Handbook (2e).


Attack: Intermediate, 1 slot. The creature attacks any creature designated. If no creature is indicated, the creature attacks the stranger closest to its master. If the master is attacked while commanding the creature to attack a different target, the creature must successfully pass a Resist Instinct check. Failing that check, the creature disregards the command and attacks its master’s assailant. If the creature is ordered to attack a friend, it must again pass a Resist Instinct check. Failing that, the creature does not attack, instead returning confused to its master’s side. In most cases, a creature in danger of losing its life (a creature that has lost half of its hit points) will withdraw. If the PC commands such a creature to continue its attacks, a Resist Instinct may be in order. Dragon #237.

Bodyguard*: Intermediate, 1 slot. The creature protects the PC or a designated friend from attacks by keeping opponents at bay or by attacking them directly, as commanded. The creature will fight alongside the PC, making its own decisions which enemies to attack (it may, for instance, attack an unnoticed opponent sneaking up behind the ranger). Attack is a prerequisite. Ranger Handbook (2e).

Guard*: Advanced, 1 slot. The creature closely watches the target (usually a prisoner). Should the target move, the creature growls menacingly as a warning. Should the target continue to move, the creature barks furiously and nips at it. If the target attempts to escape, the creature attacks until the target ceases its attempt. Attack is a prerequisite.  Dragon #237.

Protect*: Complex, 1 slot. The creature remains close by the target (be it a person or object) and allows no strangers to approach within a 5’ radius. If a stranger approaches, the creature growls menacingly and interposes its body between the intruder and its target. If the stranger penetrates the safe zone, the creature barks and snaps viciously. If the intruder persists or attempts to touch the target, the creature attacks. If the target moves away of its own volition, the creature whines and attempts to keep the target in its place by nudging it with its nose. If the target continues to move away, the creature alerts its master (if present). The creature remains with the target, continuing to protect it as they travel. It is up to the DM when the creature will give up and return to its master. The Speak, Attack and Guard tricks are prerequisites. Dragon #237.

Hold: Advanced, 1 slot. The creature will grab and hold onto an opponent by the leg. Damage thereafter is half of normal bite damage each round thereafter with no “to hit” roll. Opponents so held are considered to be “held by one leg off balance” and are +2 to hit. A determined creature cannot be removed unless it is stunned or killed. Dragon #103.

 

Weapon Use*: Complex, 1 slot. The creature wields a sword, dagger, or other simple weapon, using it when attacking. Each weapon requires its own training period, and opposable thumbs are needed in most instances. This task is most useful when the creature has already mastered Attack or Bodyguard. Ranger Handbook (2e).


Fetch: Basic, 1 slot. The creature retrieves a specific object it sees its master drop or throw and returns to its master and drops the item. Typical objects include balls, bones, or sticks. The PC must first show the object to the creature before throwing it. The creature won’t search indefinitely; if the PC tosses the object in a field of high grass, for instance, the creature may search for 1-3 rounds before giving up and returning.  If unsuccessful, the creature returns to its master without the item or with the wrong item (DM’s discretion). Note that the Fetch trick doesn’t allow the creature to hunt for and recognize objects belonging to a general category; i.e., a creature can’t enter a building and look for hidden gems or other treasure items. Ranger Handbook (2e).

Retrieve*: Intermediate, 1 slot. The creature can locate and bring back a specific type of item from a general location. Such items might include coins, jewelry, weapons, or food; a general location might be the interior of a building, a grove of trees, or a shallow stream. The PC must show the creature a sample similar to the desired item, and must also indicate the area which the creature is to search. The creature won’t search indefinitely; if unable to find an item, it usually will return empty-handed (or empty-mouthed) within an hour. Fetch is a prerequisite. Ranger Handbook (2e).

Advanced retrieve*: Advanced, 1 slot. As above, though it allows a creature a second Retrieve attempt for lost items. Additionally, it teaches the creature a basic vocabulary of four items (selected by its master) which it can identify and recover. Examples would be “stick,” “ball,” “book,” etc. The creature will search the area within a 50’ radius of its master for the desired object. Upon finding the object, the creature immediately returns to its master with the item. Retrieve is a prerequisite. Dragon #237.

Retrieve specific*: Complex, 1 slot. With this trick, the master simply points at an object, which the creature then attempts to recover. The creature picks up an item in the designated area. It then looks to its master for a visual signal, such as a nod or shake of the head. If correct, the creature returns the item to its master; if incorrect, it drops the item and select another, repeating the process. Clearly, this could be a tedious process. Retrieve is a prerequisite.


Track: Advanced, 1 slot. In general, only creatures capable of tracking prey by scent are eligible. The creature, upon finding a scent, may track a creature. The creature must be familiar with the specific creature being tracked, or the PC must provide a sample of the scent (a piece of clothing, a scrap of hide). A creature trained in Track can retrace a path to lead the PC to another creature. Treat this trick in the same manner as the Tracking non-weapon proficiency. Assume that the base Tracking score of a wolf, lion, or similar predator ranges from 13-16. A hunting creature’s score may be as high as 19, while a young badger’s score as low as 11; the DM makes the call. If the creature is tracking by itself, it makes Tracking checks independently of the PC. If the creature assists the PC in tracking, the PC adds +1 to his Tracking proficiency checks. Ranger Handbook (2e).


Carry Rider: Intermediate, 1 slot. This trick assumes the creature is physically able to carry a rider. It obeys simple movement commands from the rider, such as turning left and right, stopping, and trotting. However, the creature can’t execute any of the maneuvers associated with the Stunt Riding task explained below. This does not replace riding proficiency; any maneuvers performed by the rider, such as using the mount as a shield or leaping from the steed‘s back to the ground, require the associated Riding proficiency. Ranger Handbook (2e).

Stunt Riding: Advanced, 1 slot. A creature with this proficiency can ride, performing all of the feats associated with the airborne and land-based riding proficiencies (as appropriate to the creature’s size and species). For airborne mounts, the creature’s Stunt Riding score is the same as the PC’s Wisdom score, with a -2 penalty. For land-based mounts, the Stunt Riding score is equal to the PC’s Wisdom score, with a +3 bonus. Therefore, a PC with Wisdom 14 who wants his stunt-riding creature to balance on a horse leaping a gap wider than 12 feet must roll his Riding score of 17 or less (14 for his Wisdom, +3 for a land-based mount). Ranger Handbook (2e).

Mushing: Advanced, 1 slot. The animal is trained to haul a sled or travois and follow standard commands (i.e., ‘”gee”, “haw”, “whoa”, etc.).


Herd creature: Advanced, 1 slot. Creatures trained in herding chase down any creature within sight upon command. Upon catching the creature, the creature attempts to herd it back to its master by barking and nipping at it. Should the creature attack, the creature must make a successful Resist Instinct check to continue to herd the creature instead of attacking or withdrawing. The creature must make such a check every time they are attacked. Dragon #237.

House skills: Basic, 1 slot. This training modifies the creature’s behavior so that it is a compatible living companion. It corrects problems such as house soiling, excessive barking, and other destructive behavior. Note that without these skills, the creature will not be allowed in most establishments. Furthermore, this ensures the creature interacts civilly with strangers regardless of standard creature behavior. Dragon #237.

Jump: Intermediate, 1 slot. With this trick, the creature can be commanded to make exceptional leaps. With a 10’ running start, the creature is capable of making horizontal and vertical jumps within reason for the creature type. If the creature is unable to run, it can jump horizontally half that distance. Without this trick, creatures must first pass a Resist Instinct check before jumping. Dragon #237.

Resist Instinct: Complex, 1 slot. In Resist Instinct training, the creature learns to trust its master fully. The creature’s response overrides its instinctual urges and fears.

Silence: Intermediate, 1 slot. The natural urge to bark and howl can be repressed temporarily with this command. The creature, when excited, still emits a low growl or quiet whine. This trick is especially useful when master and creature are setting an ambush or laying low. Note that this command may be used in conjunction with other commands. An example of this would be silent alarm; the creature only whines and growls instead of barking upon detection of intruders.

Speak: Basic, 1 slot. The creature growls, barks, chirps, or makes any other natural sound on command. Ranger Handbook (2e).

Water skills: Advanced, 1 slot. This trains the creature to enjoy entering the water and swimming. Normally, without water skills, a creature must make a successful Resist Instinct check to enter water over its head. No such check is made for creatures with this trick. Furthermore, creatures with water skills may dive and swim beneath the water’s surface with a successful Resist Instinct check. Non-aquatic creatures without this trick will ever be enticed to voluntarily submerge. Dragon #237.


General Trick: Basic, 1 slot. These are any common tricks designed primarily to impress viewers with the creature’s Intelligence and/or obedience. This becomes useful when trying to convince skeptical innkeepers to allow the creature inside their establishments. Common tricks include such behaviors as “speak,” “shake hands,” “play dead,” etc. Dragon #237.

Specific Trick: Intermediate— Complex, 1-2 slots. This is any other behavior the trainer desires the creature to learn. The DM must adjudicate the complexity of the trick, determining the training cost and length of training. Examples of advanced tricks include chewing through ropes binding masters hands (Intermediate), leading a horse by reins to a safe area (Advanced), untying a knot (Complex), etc. Dragon #237.

Morale

The base morale of creatures is as described for monsters on page 67 of the DMG. Creatures with their handers are treated as henchmen when morale is determined. However, sometimes the animal’s natural responses might override the animal’s training. Each animal will have a Loyalty score, determined with a d10, and potentially modified based on the type of animal and time with a character.  Morale or Resist Instinct checks are rolled any time an animal must perform an action against its nature. Note also that Resist Instinct checks replace Morale checks for domesticated animals (Dragon #237). Whenever a Resist Instinct check is called for, a d12 is rolled. The die roll is then compared with the animal’s Loyalty. If the result is equal to or less than the animal’s Loyalty trait, the animal passes the check and behaves as desired. A natural “1” is always successful; a natural “12” always fails. Animals untrained in Resist Instinct make these checks at a +5 penalty.

Training

Training times assume that 2-3 hours will be spent per day in training. If the daily training time is lessened, the duration of training is correspondingly lengthened. Increasing daily training time, however, does not shorten the duration of training; the animal can handle only so much training at one time. Training may continue during normal travel providing time is set aside daily for that purpose. Training cannot be conducted during forced marches (Dragon #237).

The Effect of Proficiencies

A non-proficient character can only train Basic tricks to a single creature at a time. A character with the Animal Trainer proficiency can have up to six animals in training at a given time—helpful if you have, say, a boogle of weasels— for a specific role. The training of an animal for a typical role requires three months. Typical roles include guarding and attack (for dogs), riding (for horses), and heavy labor (for elephants). Such training grants a +10 modifier to the character’s Proficiency Check at the end of the training period.

A character with the Animal Trainer proficiency must declare the specific type of creature when the proficiency is gained. Additional proficiency slots can be used to increase the character’s Proficiency Check modifier in the type of animal chosen, or can be used to add another type of animal that the character is able to train. Exceptionally intelligent creatures (see Table 11) add a +1 bonus to the animal trainer’s proficiency check for every point of Intelligence over one.

Animals that have been trained in their typical role can occasionally be given additional training to increase the number of functions that they can perform. Such additional training requires another three months, and an animal trainer can work with no more than three animals during this type of training. Examples of additional training include training elephants, horses, or animals for war, and training falcons to retrieve specific objects.  After the advanced training period is over, the character must make an unmodified Proficiency Check for each animal trained. Success means that the animal can perform the advanced tasks it has been taught.

A character with Animal Handling can decrease the training time for a particular type of creature by 1 day per trick.

The Effect of Spells

With Animal Friendship, the druid can teach 3 specific “tricks” or tasks for each point of intelligence it possesses. (Typical tasks are those taught an animal or similar pet, i.e. they cannot be complex.)

Training for each such “trick” must be done over a period of 1 week, and all training must be done within 3 months of casting the spell. During the training period the animal will not harm the druid, but if the creature is left alone for more than 3 days it will revert to its natural state and act accordingly.

 

Should it be possible to enhance the training of Animal Friendship with Speak with Animals(/Monsters)? It’s my house rule that casting Speak with Animals/Monsters can reduce the training time for a trick by 1 day for each point of a creature’s Intelligence (once for any individual trick). Charm spells will be ineffective as the problem lies not with how well the animal loves its handler.

Bibliography

TSR 2011, Dungeon Masters Guide, 1979.
Dragon Magazine #102: “A collection of canines: More animal’s than you can throw a stick at”, Oct. 1985.
Dragon Magazine #103: “A dozen domestic dogs: Twelve ways to classify man’s best friend”, Nov. 1985 [Barding]
TSR 2017, Unearthed Arcana, 1985.
TSR 2019, Dungeoneer’s Survival Guide, 1986.
TSR 2020, Wilderness Survival Guide, 1986.
Dragon Magazine #191: “Horses are People Too: More detail for horses in the AD&D 2nd Edition game”, 1993. [tricks]
Dragon Magazine #237: “Man’s Best Friend: New tricks for old animals”, 1996. [traits]
TSR2136, The Complete Ranger’s Handbook, 1993. ([2e]

Oops, I’m Assassinating

Last updated: 231215..250111
as@corwyn.net

While assassins are rare in most campaigns, the question that comes up is how to assassinate someone? (while getting your web page probably flagged by the FBI)

 At the simplest level, if an assassin surprises someone, they can attempt to assassinate:

PHB, p. 29: However, if they [the assassin] surprise (q.v.) a victim, they may attack on the ASSASSINATION TABLE. This gives a roughly 50% chance of immediately killing the victim; and if this fails, normal damage according to weapon type and strength ability modifiers still accrues to the victim. Thus, if a poisoned weapon is used, the victim must also make the saving throw versus poison or die. The assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat.

Simple enoughif the assassin has surprise, they can choose to assassinate using the ASSASSINATION TABLE. The assassin can use any weapon, and a shield, but like the thief is limited to performing class-functions to leather armor.  Yet nothing in AD&D is ever simple. Can the assassin use ranged weapons? While missile weapons are never specified as excluded, the fact that the choice of assassination is included as an alternative to “normal melee combat” speaks to assassination itself being only possible with non-missile weapons.

However, assassination isn’t always simple. In the DMG:

The percentage shown is that for success (instant death) under near optimum conditions. You may adjust slightly upwards for perfect conditions (absolute trust, asleep and unguarded, very drunk and unguarded, etc.). Similarly, you must deduct points if the intended victim is wary, takes precautions, and/or is guarded. If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved, and the precautions, if any, of the target character should be compared against the plan.

For the assassin, spying missions are defined as: Simple, Difficult, and Extraordinary. The scenario where the assassin surprises someone and attempts to assassinate them is described as “simple”:

Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic-user in the dungeon and successfully assassinated him, the assassin would receive 1,000 x.p. plus another 100 x.p. since the magic-user was 2 levels higher than he. However, since it was a simple mission, the total 1100 x.p. would be multiplied by %, giving 550 points.

However, there’s another way for an assassin to function—developing an assassination plan and submitting it to the DM. If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared the player involved, and the precautions, if any, of the target character should be compared against the plan. You can see that reflected in the section on poison as well:

He or she can then use poisons at full normal effect and have the following options as well:

  • choose to assassinate by an instantaneous poison
  • elect to use a slow acting poison which will not begin to affect the victim for 1-4 hours after digestion
  • elect to use a poison which gradually builds up after repeated doses victim for 1-4 hours after ingestion and kills 1-10 days after the final dose

… This does not guarantee the assassin success, naturally, for he or she must still manage the poisoning and then escape.

Certainly not a scenario including Surprise!

The DM then determines any adjustment to the roll on the ASSASSINATION TABLE

The ASSASSINATION table should also be used when any character class is making an attack on a helpless (e.g., sleeping) opponent (DMG, p. 70, 75).

References

TSR 2010, Players Handbook [1e], 1978.
TSR 2011, Dungeon Masters Guide [1e], 1979.
Polyhedron #22, “In the Black Hours”, Volume 5, Number 1, 1984, p. 17: “The three assassins move silently and invisibly toward the Crown room by different routes, dispatching any guards they meet along the way by assassination if they have complete surprise, otherwise by backstabbing”

The Alchemy of Potions

Last Updated: 250917

This article is a merge, update, and improvement of two prior articles (Potion Creation and What’s Special About Alchemy)

How do PCs create potions? For years I’ve assumed two stages: a) the mage researches the formula, b) the mage creates the potion. But how does it actually work?

To create a potion the magic-user (or cleric) needs:

  1. to be at least 7th
  2. employ an alchemist (until above 11th level) and a lab/workshop
  3. possess the basic formula
  4. acquire the appropriate special ingredient
  5. accept a chance of failure (optional)

Per the DMG: “In order to find out [how to fabricate magic items], they must consult with a sage (q.v.) or a high-level character of the proper profession, the latter being detailed a bit hereafter.”

The Alchemist

Potions may be made by any magic-user of 7th level or above, if he or she enlists the aid of an alchemist (q.v.). At levels above the 11th, such assistance is no longer mandatory, although it will reduce the amount of money and time the player character must spend making the potion by 50% of the compounding/infusing time normally required [above 11th level], as the alchemist will be so employed instead.

Hiring an alchemist as an Expert Hireling (DMG, p. 29) to assist the magic-user requires employment for at least a year (10 – 100 gp hiring bonus plus 300 gp / month), as well as a workshop (DMG, p. 116). Constructing a workshop costs 200 gp – 1000 gp, based on the relative availability of the tradesmen and goods necessary to complete the work room and stock it properly. In addition, upkeep requires a further monthly outlay of 10% of the total laboratory cost, exclusive of any special provisions or protections, in order to stock basic fuel and supplies, replace broken equipment, and so on.

The Daily Alchemist (Optional)

What if the DM permits hiring an alchemist short-term as an independent contractor to work with their magic-user? The alchemist’s base monthly rate of 300 gp is a starting point to determine the cost of an independent contractor alchemist. A modern baseline for an hourly rate for hiring a professional is: normal Annual Salary / 2080 hours x 2, where expenses are included in that rate (they do have a lab to maintain!). Let’s assume our medieval alchemists have 10-hour days. Our alchemist costs 3600 gp / year salaried, which would be (3600 / 2600) × 2, or 30 gp / day as a contractor, 150 gp / week, 600 gp / month. Assume our average alchemist works on a weekly rate for any measurement in weeks, and a daily rate for work calculated in days. The alchemist would need to live somewhere large enough to stay in business.

If the alchemist runs their own lab, the cost of lab overhead needs to be considered when determining the cost of hiring short-term. An alchemist’s lab, per Player’s Option: Spells and Magic (S&M), costs 65 gp/month rental for the floor space. The 10% maintenance (to stock basic fuel and supplies, replace broken equipment, and so on) averages to another 60 gp/month. Average monthly operating costs for an alchemist therefore would be 65 gp/month (rental) + 60 gp/month (maintenance), or 125 gp /month, 21% of his monthly rate, close enough to the operating expenses of a modern independent contractor to help validate the math—the lab cost should be included in the alchemist’s short-term rate.

The Formula

In order to avoid the length and complication of separate formulae for each type of potion, the following simple system is given … to concoct the basic formula – with rare herbs and spices and even more exotic ingredients (DMG, p. 116).

While potions can be compounded by magic-user/alchemist teams at a relatively low cost, they must have an actual potion to obtain the formula for each type… (DMG, p. 125).

There aren’t complicated formulas for different potions. Instead, each potion is composed of a basic (e.g. semi-universal) formula, and a special ingredient.

“Both the cost in gold pieces and the days of compounding and infusing are determined by use of the xp award amounts. The xp for a given potion is the amount of gold pieces the magic-user must pay in order to concoct the [initial] basic formula. Each hundred or fraction thereof indicates one full day of compounding time to manufacture the liquid, i.e., 250 xp = 250 gp basic costs and 3 full days of time.”

The weighted average xp value of a potion is 367 xp. Each 100 xp (or fraction thereof) equals 100 gp and one full day of time to brew a potion, i.e., 367 xp = 400 gp average basic costs and 4 full days.

Most important to the manufacture of a potion is the substance of its power, the special ingredient (DMG, p. 125).

The special ingredient is determined from an existing vial of the potion (DMG, p. 116). If not available, Commune or Contact Another Plane could find the formula. It’s far cheaper to have the potion on hand given the cost of NPC spell casting (1000 gp + 500 gp / question for Commune, 1000 gp for Contact Another Plane (UA)), especially since someone also has to be found willing to cast those spells. Clerics can only cast Commune infrequently, and NPC mages are unlikely to desire risking insanity or death!

The DMG does not define the cost of this ingredient. The PCs gathering the special ingredient(s) themselves is the most obvious solution. There’s an obvious correlation of the gp value of a potion and the special ingredient(s) required to construct it. We’ll return to this cost after considering potion economics.

The cost and time required to brew the potion:

  • Each 100 xp (or fraction thereof) indicates 100 gp and one full day of time to brew a potion;
  • The cost of the alchemist and lab for each day (150 gp/week contractor rate for a 5-day week);
  • The as-yet-unknown cost of the special ingredient.

Failure (Optional)

The DMG suggests “alternatively, a 5% to 20% failure percentage can be assigned to all potion manufacture, and those which are failures become delusion potions of the sort which was being attempted…” How to know exactly what specific chance of failure to assign for a particular potion? Looking at the cost of potions, a 2% chance of failure for each 100 xp value (or part thereof) provides a failure rate of 4% to 20%. With a weighted average xp value of 367, that works out to be an average 8% failure rate.

Here’s another alternative to all failed potions are delusion, based on the Potion Miscibility Table (DMG, p. 119) (see also White Box: Men & Magic and Dragon #130):

01 EXPLOSION! Those in a 10’ radius take 4-24 hit points, no save.
02-03 A poison gas cloud of 10’ diameter; all within it must save versus poison or die.
04-08 Mild poison which causes nausea and loss of 1 point each of strength and dexterity for 5-20 rounds, no saving throw possible.
09-15 Potion totally destroyed.
16-25 Potion ruined (potion of delusion).
26-35 Potion at 50% normal efficacy.
36-90 Ruined.
91-99 Potion has 150% normal efficacy (You must determine if both effect and duration are permissible, or if only the duration should be extended.)
100 DISCOVERY! The potion will be permanent (with harmful side effects).

 

The Special Ingredient

There are suggested special ingredients in the DMG (pp. 116-117) and Dragon #130, without any means of calculating their value. In summary so far:

  • Average cost to create potion (with an alchemist and lab): For each 100 xp (average 367 xp), 1 day and 100 gp (materials) + 30 gp/day (alchemist), or an average of 520 gp.
  • Average gp value of potion: 924 gp.

At this point creating the average potion has an average net profit of 404 gp, or 44%! However, we haven’t accounted for the cost of the special ingredient, nor considered an average 8% failure rate when creating potions.

Presuming an alchemist can’t stop mid-potion, if working 5 days a week in a 52-week year, our alchemist can only produce 52 potions / year that take 4 days. Taking into account the average 8% failure rate, they will produce an average of 48 successful potions / year.

Assuming a 10% return on the investment, the average cost formula becomes (assuming an average failure rate of 8%):

(Sales Price × 48) – ((Material Cost + Alchemist Cost + Special Ingredient Cost) × 52) = 10% (Material Cost + Alchemist Cost + Special Ingredient Cost)

OR

( 924 × 48 ) – ( ( 400 + 120 + Special Ingredient ) × 52 ) = 10% × ( 400 + 120 + Special Ingredient )
44352 – ( ( 520 + Special Ingredient ) × 52 ) = .1 × (520 + Special Ingredient)
44352 – ( 27040 ) – ( 52 × Special Ingredient ) = 52 + (.1 × Special Ingredient)
17312 – ( 52 × Special Ingredient ) = 52 + (.1 × Special Ingredient)
17312 – 52 = 52.1 × Special Ingredient
17260 = 52.1 × Special Ingredient
331 gp = Special Ingredient

331 gp is 36% of the potion’s average sale price of 924 gp, providing an average value of the special ingredient (or ingredients) purchased in any potion created: 36% of the sale price.

The special ingredient cost can also be used to determine the street value of the special ingredient. Assume a 50% markup before being purchased by a wholesaler selling alchemical components, or an average of 221 gp.

Final results for manufacturing a potion for a 7th level MU, with the help of an alchemist:

Cost to create potion, assuming a 10% profit margin for the alchemist hired to create the potion: xp value in gold [Average 367 gp] + 36% of the average sale price of the potion (special ingredient) [333 gp] + 30 gp/day (alchemist). Takes 1 day / each 100 xp of potion [average 4 days], average cost 820 gp.

Chance of failure for each potion: 2% for each 100 xp value of the potion.

The standard sale price for a potion is, of course, in the DMG.

The cost of the special ingredient if available: 36% of gp cost of potion in the DMG. If not purchased, it’s up to the PCs to acquire. Extending that data to components required for other magic items, a baseline of ~36% of the cost of magic item creation is the materials.

Alchemist Summary

  • 10-100 gp hiring bonus + 300 gp / month for at least a year plus building a lab: 200-1000 gp + 10% of the cost / month
  • Alternately, hiring an alchemist for 30 gp / day, 150 gp / week
  • Manufacturing: 1 day for each 100 xp (or fraction thereof), at a cost in gp of the xp value, + 36% of the gp value of the potion (the special ingredient).
  • Chance of failure: 2% for each 100 xp value of the potion.

Bibliography

Dungeons & Dragons, Vol. 1: Men & Magic, 1974.
Dungeon Masters Guide [1e], 1979.
Dragon Magazine #2, August 1976. “A new D&D Character Class: The Alchemist”.
Dragon Magazine #46, January 1981. “…and one who seems the perfect mix”.
Dragon Magazine #49, May 1981. “A recipe for the Alchemist”.
Dragon Magazine #130, Feb., 1988. “Better Living Through Alchemy. Poison and Potions: The alchemist NPC class”.
Player’s Option: Skills & Powers, 1995.
Player’s Option: Spells & Magic, 1996.

Appendix

In addition to the Alchemist expert hireling in the DMG, Dragon magazine includes not one but four different variations of the alchemist (#2, #46, #49, #130). The alchemist is also discussed in the 2e Player’s Options (Skills & Powers, Spells & Magic):

Dragon #2, 1976 (D&D)
Lists potions by level of difficulty to create.
Potions require 200 gp + 1 week/level of potion to produce.
Research costs are the same as that for a MU researching spells.
40% more likely to create a potion formula with an example.
Lists potions by level, and several new potions.

Dragon #46, January 1981
Specialist alchemists.
Monthly salary of 30-120 gp + 10,000 gp for the lab.
Potion identification costs 100-150 gp/day, identifying potions (at xp/100 hours) with ~95% accuracy.

Dragon #49, May 1981
Lists potions by difficulty to create.
Alchemists as a spell-casting class.
Substituting ingredients increases chance of failure.
Various effects of failed potions.

Dragon #130, Feb. 1988
An extended article on the Alchemist class, which divides the potions into “levels” for a different method of determining the cost of the potion formula. The article includes other suggestions, such as: an expanded list of special ingredients for particular potions; a different Failure Table; a much higher rate of potion creation (one level of potion/day per alchemist level); and limiting the level of potion creation by the level of alchemist.

Player’s Option: Skills & Powers, 1995.
Alchemist

Oops They’re Creating Magic Items

Last Updated: 240616…250605
fabrication@corwyn.net

Of the many rules one would expect to be complex and incomplete, those for creating (and recharging) items are surprisingly thorough, if a bit scattered. Here they are, integrated, including clarifications from Dragon magazine and Wilderness Survival Guide. See Potion Creation and Alchemy  for  specifics on potion creation.

A character must be at least an 11th level high priest, a 13th level druid, a 12th level wizard or an 11th level illusionist in order to manufacture magic items (except with respect to potions and scrolls).

Potions may be made by any magic-user of 7th level or above, if he or she enlists the aid of an alchemist (q.v.). At levels above the 11th, such assistance is no longer mandatory, although it will reduce the amount of money and time the player character must spend making the potion by 50% of the compounding/infusing time normally required, as the alchemist will be so employed instead.

Scrolls may be inscribed only by characters of 7th or higher level, and the spells placed upon the scroll must be of a level which the inscribing character is able to employ, i.e. a 9th level magic-user could not place a 7th level spell on a scroll.

Fabrication

When creating (or charging) a magic item, all spells must be cast from memory—scrolls or magic devices can never be used to enchant an item or cast magic upon an object so prepared.

Magic Users

Most magic items that are not potions or scrolls can be created by a magic user of 12th level and above. Specifics for the item, the spells, and the material components must be determined, either by research, consulting a sage or discovering instructions in a long-forgotten tome.

The item: 1) must be in sound and undamaged condition; 2) must be crafted of the highest quality material with the finest workmanship; and 3) must cost or reflect a value reflecting the second test, and in most cases the item must have a raw materials cost in excess of 100 gp (*typically at least 24% of the sale value listed in the DMG).

Except for clerical items (created by clerics), potions and scrolls, magic items require the spell enchant an item to prepare the item for further enchantment. The material component(s) for enchant an item vary according to the nature of the item being magicked and the successive magicks. For example, a cloak of displacement might also require the hides of 1 or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the appropriate type(s) of dragon(s), and a ring of shooting stars might require pieces of meteorites and the horn of a ki-rin. (*Again, typically the spell components will be at least 24% of the sale value listed in the DMG).

Once the process, item, and material components are acquired, the casting of enchant an item can begin. All work must be uninterrupted. The item must be continually touched by the spell caster during the casting of enchant an item, a casting time of 2 + 1-8 (d8) days. During rest periods absolutely no other form of magic may be performed, and the magic-user must remain quiet and in isolation. Even during rest periods the item must never be more than 1’ distant from the magic-user, for if it is, the whole process is spoiled and must be begun again.

The magic-user will “know” when the casting of enchant an item is complete and the item is ready for further enchantment. They then pronounce the final magical syllable, and, if the item makes a saving throw versus magic (the same as the magic-user, including any saving throw bonuses, not exceeding +3), the enchant an item spell succeeds. A result of 1 on the die (d20) always results in failure, regardless of modifications.

The magic-user then casts the required spell(s) upon the item. The first spell must be cast within 24 hours of the completion of enchant an item, or enchant an item fades, although the item can be reenchanted. Any additional spell subsequently cast upon an item bearing an enchant an item spell requires (4 hours) + (4-8 additional hours per spell level) of the magic being cast (where the magic-user can only accomplish work 8 hours / day). Again, during casting, the item must be touched by the magic user, and during rest periods the item must always be within 1’ of his or her person. This procedure holds true for any additional spells placed upon the item, and each successive dweomer must be begun within 24 hours of the last, even if any prior spell failed. While it is possible to tell when the enchant an item spell succeeds, it is not possible to tell if these subsequent spells actually take, and each spell cast requires the same saving throw as the item itself.

No magic placed on the item is permanent without a permanency spell as a finishing touch. When casting the permanency spell on an item, the magic-user need roll 2 or better with d20 to avoid loss of a constitution point. Items with a permanent dweomer (such as weapons, armor, most rings and miscellaneous magic items) require a permanency spell to be made operational. The above-mentioned ring of spell storing could be made without the benefit of a permanency spell, and spells could be stored within, but they could only be called forth once, and then the ring would be useless.

Items that are charged—rods, staves, wands, javelins of lightning, ring of wishes, etc.—can never be made permanent.  The exact spell required to recharge an item will vary. For a wand that can create multiple effects, the spell required for a single charge is typically that which is the highest level spell effect the wand (staff, rod) can produce. *The material components for enchant an item when merely recharging will at a minimum cost the sale value of the item divided by the maximum number of possible charges.

Illusionist

At 11th level an illusionist may create one-shot or charged magic items. The requirements for the Illusionist are generally the same as the magic user, except the illusionist would use major creation instead of enchant an item. During the 16 hours after casting major creation, the illusionist instills the required spells into the item. If their concentration is interrupted even once, the item fades and forever disappears.

Beginning at 14th level an illusionist may attempt permanent items, using a similar process. After major creation has been cast on the item, an alter reality must fix the enchantment permanently in place. Thus, with a great expense in time, money and preparation, major creation, alter reality and true sight spells, and an unflawed gem worth not less than 10,000 gp, an illusionist might be able to create a gem of seeing. For any details in question (e.g., saving throws), what applies to magic-users applies to illusionists as well.

Clerics & Druids

A cleric of at least 11th level (or druids of at least 13th level) can create magic items applicable to their profession. Otherwise, demi-human clerics are sometimes capable of making items with permanent dweomers if they have reached their highest possible level, generally those oriented to the needs and capabilities of the race.

Clerics and druids make items by spending two weeks in retreat, meditating in complete isolation. Thereafter, they must spend a week fasting. Finally, they must pray over and purify the item to become magical for a day (i.e., three weeks and a day).

Of course, the item must be of the finest quality as detailed in enchant an item. Thereafter the cleric or druid must place the item upon their altar and invoke the direct favor of their deity to instill each special power into the item. There is then a 1% per day cumulative chance that the item will be empowered as desired, providing the cleric or druid has been absolutely exemplary in his or her faith and alignment requirements. If the item would not have charges, the item need only be sanctified to the appropriate deity in order to complete its manufacture. Furthermore, if the item would have charges, the cleric or druid must then cast the requisite spell(s) upon it, doing so within 24 hours of its being favored by the deity.

Tolerance Levels for Lack of Food
Combined Strength and Constitution Tolerance Level
15 or less 4 days
16 to 19 5 days
20 to 24 6 days
25 to 30 7 days
31 to 35 8 days
36 or more 10 days

 

If during fasting the character exceeds their tolerance level for lack of food, they must make a successful Strength or Constitution check (whichever is higher) once every 12 hours to remain unaffected by the fasting. Every check after the first has a cumulative +1 modifier. When a character first fails a check, they are weakened, and all subsequent checks have a cumulative +2 modifier. If a character fails a second check, they are distressed. A distressed character continues to incur the penalties for being weakened. If they fail a third check they are incapacitated (and in immediate danger of starving to death). An incapacitated character is incapable of performing any voluntary physical activity, thus ending the creation process.

Research

The process described in the Dragon article “Charging isn’t cheap” suggests that researching an item without a sage cost 2,000 gp per week for a base number of weeks corresponding to the level of magic user required to cast all required spells (e.g., 12th level for the 6th level enchant an item), providing a base chance of success of 10%. Each additional 2,000 gp /week increases that base chance by 10% (to a maximum of 10,000 gp per week and 50% chance of success). After the base period of research is complete, the chance of success is checked each week, calculated as: the base chance, plus 1% per level of the character, plus 1% per intelligence point of the magic user (use wisdom for clerics), minus twice the minimum level required to make the item.

Example: Mae, an 18th-level magic-user, decides to make a staff of the magi. Her intelligence is 18, and she spends 2,000 gp per week. Her chance of success after the initial period is 10% + 18% + 18% – 36% = 10% per week, non-cumulative, for discovering the proper materials and procedures for making the magic item.

The Dragon article also has some useful suggestions for required spell components for some rods, staves, and wands.

*Interpretations

References

TSR 2011, Dungeon Masters Guide [1e], 1979.
TSR 2010, Players Handbook [1e], 1978.
TSR 2020, Wilderness Survival Guide [1e], 1986 (pp. 50-51).
Dragon Magazine, Issue 66, “Sage Advice” October 1982.
Dragon Magazine, Issue 101, “Charging isn’t cheap” September 1985.
Dragon Magazine, Issue 146, “Sage Advice” June 1989.
Dragon Magazine, Issue 147, “Sage Advice” July 1989.

Oops They’re Magic Resistant

Last Updated: 240219
magicresistant@corwyn.net

Well, my players are now regularly both interacting with magic-resistant creatures, and high enough level to start creating complicated questions. Let’s put all the pieces together in one place.

Typically you can look across the different AD&D books to gain rule insights. Magic resistance is surprisingly resistant to that. Across the Monster Manual, Dungeon Masters Guide, Fiend Folio, and Deities & Demigods, the text is virtually identical with the additional sentence here or there. Consolidating that text:

Magic resistance indicates the percentage chance of any spell absolutely failing to affect the magic-resistant creature. It is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upwards by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell. Thus a magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level magic-user has a 10% chance.

Even if a spell does take effect on a magic-resistant creature, the creature is entitled to normal saving throws. A creature’s magic resistance extends only to its immediate possessions, i.e., anything carried or worn. Area-affect spells will still function if targeted with a magic-resistance creature within their area; the creature itself might not be affected, though all others in the spell area will be subject to spell effects (A fireball, for example, may wipe out a cluster of orcs, and a devil standing in their midst might be totally unaffected due to its magic resistance). Note also that the magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.

 

Only spells and spell-like abilities and effects (including those cast from an item1, and potions1) from creatures and magical devices are subject to magic resistance. The level of magic-use can be determined for certain items; wands operate at 6th level, staves at 8th level, rings at 12th level, potions at 7th, etc. Spells cast from items with no level of magic use are assumed to be12th level unless a higher level would be required to cast the spell. Breath weapons, gaze weapons, special attacks (such as disease, turn undead, energy drain, or paralysis), magical weapon bonuses and their special abilities (like vorpal), illusions, and psionics are not. The spell effects on the surroundings are not negated by a successful resistance roll (a lightning bolt can still destroy the bridge a balrog is standing on). If a resistance roll succeeds against a magical wall, the magic-resistant creature can walk through2.

Evocations spells are almost always subject to magic resistance if inflicting damage. Alteration spells are subject to magic resistance if they transform the target creature, but not if they are targeted on a point in space instead (e.g., Transmute rock to mud and wizard eye change a creature’s surroundings, not the creature itself, and thus not subject to magic resistance). Spells that conjure/summon creatures are never subject to magic resistance. Necromancy spells that alter the target creature’s life force are subject to magic resistance.2 Illusions spells are almost never subject to magic resistance except those inflicting a direct attack, such as phantasmal killer or blindness. Magic resistance does not allow a creature to disregard illusions, see beings who are hidden magically, or otherwise allow the creature to have any control over existing magical influences, spells, or powers that only affect other creatures.

Hold portal can be shattered if preventing a magic-resistant creature from opening a door. There are certain spells, however, that if cast upon an area may not be triggered by the passage or touch of a magic resistant creature. Magic mouths, symbols, glyphs of warding, and fire traps will not be activated if the creature makes its MR roll, but will still be present and may be activated later. 1

Magic-resistant creatures have a measure of control over their ability. A creature can voluntarily nullify its magic resistance in order to take advantage of the effects of a beneficial item, spell or spell effect. Nullifying one’s own magic resistance requires total concentration (no other physical or mental activity), and must be performed during the round in which the casting of the spell or spell-like power takes effect. The target creature does not need to maintain concentration on negating its magic resistance after the magic gets a foothold (the spell effect is now included with the recipient, and the magic will run its course). During the round (or longer) that a magic-resistant creature maintains concentration on negating its resistance, it is completely vulnerable to any magical effects (not necessarily beneficial) directed toward it. Not even a saving throw is allowed, since any saving throw against any form of magic is essentially just another form of magic resistance.1

Magic-resistant creature can use and benefit from the wearing or carrying of magic items. A creature attempting to put on and make use of a cloak of displacement or girdle of giant strength, for instance, must simply lower their magic resistance and touch the item or make a normal magic resistance roll. If the creature’s magic resistance fails (on this check), the item can be donned and worn, with all of its effects occurring to the wearer as if that creature had no magic resistance.1 In the case of dwarven and halfling 20% resistance to magic rings, they must recheck each time they put on the ring.

Bibliography

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
1Dragon Magazine Issue 79, Magic Resistance: What it is, how it works, 1983.
TSR 2017, Unearthed Arcana, 1985.
2Dragon Magazine Issue 218, Magic Resistance, Step by Step, June 1995. [2e]

Surprising Exceptions

Last Updated: 240216..251210

Surprise is elegant for creatures using d6—roll a single die to determine both if and how long the party is surprised, modifying the range on the d6 to determine both likelihood and duration. When encountering creatures that don’t use a d6 to determine surprise, surprise gets … complicated.  Here’s one way to resolve those contradictions.

By default, a 1-2 on a d6 determine surprise, with a duration of up to 2 segments (1 segment on a 1, and 2 segments on a 2) with a potential +1 bonus for being hidden as well as a +1 bonus for being silent.  If  the party is surprised only on 1 in d6, the overall chance and duration of surprise is reduced by 1, e.g., if something would normally surprise 4 in d6, the net result is they will be surprised only on 3 in d6 (DMG, p. 62) for 1-3 segments. You can solve separately for likelihood of surprise and duration of surprise; for this example, one can roll a d6 for surprise, and a d3 for duration— the same probability as rolling one die for to determine both surprise and duration. That can be a useful when determining the duration of surprise for creatures with a surprise range different than a d6.

Never/Always Surprised

Creatures that can never be surprised can be treated as surprised on 0 in 6, and then modified appropriately.  Any time the range of surprise for a group would be reduced to 0 (e.g. , a 0 in d6 chance), the die size is incremented instead (next 1 in d8, then 1 in d10, etc.). Blackmoor uses this for the monk (“At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10.”). The same applies in the other direction, if the chance of Surprise is increased to 1-6 in d6, converting the roll to 1-7 in d8, etc.

Determining Surprise Duration

Creatures with a non-d6 likelihood of surprise (e.g, “surprises 7 in 8”) don’t specify the potential duration of surprise, and fairly obviously the greenhag (with a potential 19 in 20 likelihood to surprise) shouldn’t have a potential 19 segments of surprise.

Examining the various monsters, in addition to “hidden” and “silent” other characteristics can increase or decrease surprise: creatures described as particularly silent, being particularly hidden, leaping, keen senses, ultravision, etc. Surprise duration therefore defaults to up to 2 segments, modified by:

  • +1 segment for silent opponent
  • +1 segment for hidden opponent
  • +1 or +2 segments for other extenuating circumstances (extra hidden, extra silent, leaping, etc.)
  • -1 segment if harder to surprise (ranger, alertness, vibrations, scent, keen hearing, etc.)
  • -1 segment for those “never surprised”

 

To determine the duration of surprise of a non-standard surprise roll (e.g., the greenhag’s surprises on 19 in 20), roll once to determine surprise. Then, independently, roll again to determine the duration using by the creature’s abilities (see Appendix A) to determine the potential duration. If there’s no modifier, the duration range is the default 2 segments—roll d2. If the duration range would be 3 segments, roll d3, etc., with a practical maximum of 5 segments (the longest normal duration of surprise on a d6).

For example, the piercer surprises 19 in 20, but the criterion for the piercer is “indistinguishable from stalactites”, a “hidden” result increasing the potential surprise range by 1m from 2 in 6 to 3 in 6, or 3 segments of potential surprise. Roll a d20 to determine if surprise exists, and a d3 to determine the duration.

Easy! All you need to know is WHY creatures are more likely to surprise (included in monster descriptions, See Appendix A). Whether it’s a percentage, or a different die (d8, d10), you can determine whether they’re surprised, and determine the duration depending on the conditions of surprise (hidden, invisible, etc.) listed.

Let’s look at a (if not the) problematic case—greenhag, surprising 5 in 6, but 19 in 20 when invisible:

Because of their coloration and the fact that they are 90% likely to be able to move silently and hide in foliage (even of the underwater sort), greenhags surprise 5 in 6 (19 in 20 if attacking from invisible state).

The greenhag has several things going for it: its coloration, its 90% ability to move silently and hide in foliage, and its ability to be invisible. So, presuming the greenhag made a 90% roll, the potential duration of a normal opponent’s surprise should be 5 segments: the base 2 segments, +1 segment for being hidden (in shadows and foliage), +1 segment for being silent, +1 segment for coloration (extenuating)—aligning with the defined non-invisible 5 in 6. In the case of the greenhag, invisibility increases its chance to surprise to 19 in 20, but the potential duration is still 5 in 6 (roll a d5 for potential duration of surprise).

Interactions

In the case where the party is surprised on 1 in d6, the overall chance and potential duration of surprise is reduced by 1. If the party is surprised only on 1 in 6, then if the other side would normally surprise 4 in d6, the net result is the party will be surprised only on 1-3 in d61. The potential duration or surprise decreases as well as the chance of surprise.

The Atomie is only surprised 1 in 10. So how do we adjust the atomie’s chance of being surprised (1 in 10) when confronted with a ranger? The ranger surprises on 3 in 6 (1 better than the default 2 in 6). The ranger increases the chance of surprise by 1, so the atomie can be surprised by a ranger on 2 in 10. That 10% increases is not mathematically accurate if you’re working under the assumption that the ranger’s 16.66% increased chance is true for all creatures, but the atomie is not a normal creature! Why, by default, assume that the ranger’s increased chance is 16.67%? It makes sense that the ranger is slightly less effective at surprising the hard-to-surprise atomie. If the atomie is surprised, the ranger also increases the potential duration by 1, so up to 2 segments (d2) of surprise.

Since an increased chance to surprise is always additive (typically +1 segment), you can readily adjust the chance to be surprised by adding 1 to the range, whether it’s d8, d12, or d20. If the chance to be surprised is in percentages, convert it to a standard die (10% is d10, etc.) to make the modification.

“Because of their highly acute senses, including infra- and ultravision, [greenhags] are surprised only 1 in 20.” Roll a d20. If the greenhag is surprised, it is surprised for 1 segment. If the greenhag’s opponent is invisible, the greenhag can be surprised for up to 2 segments (you can use 1 on d20 for 1 segment, and 2 on the d20 as 2 segments, or roll surprise separately).

Examples

A piercer surprises 95% of the time (19 on d20). Roll % for surprise. Surprise could last up to 3 segments (the standard 2 segments, +1 for being hidden (“indistinguishable from stalactites”).

The atomie surprises 90% of the time due to being “nimble and fast”. Normally they could surprise for up to 2 segments, plus 1 segment for being “nimble and fast”, so capable of surprising for 3 segments (d3). If they’re invisible, they could surprise for up to 4 segments—roll d4 for the duration of surprise.

A 5th level monk is surprised 26% of the time. Roll % for surprise. Surprise could normally last up to 2 segments (the standard), but if their opponent is silent and invisible it could be up to 4 segments—roll d4 instead of d2.

 

And now, the most extreme example: the 17th level monk vs. the invisible silent hidden greenhag.

  • The chance of a 17th level monk being surprised is 2%, and their chance of surprising is 2 in 6. The monk can be surprised for 2 segments, and surprise for 2 segments.
  • The chance of an (invisible) greenhag being surprised is 1 in 20, and their chance of surprising is 19 in 20. The greenhag can be surprised for 1 segment, and surprise for 5 segments.

Calculating the chance of the greenhag to be surprised is relatively simple, given the monk’s chance of surprising is the normal 2 in 6. The greenhag is surprised on 1 in 20, for 1 segment.

The crux is comparing the monk’s reduced chance of being surprised (2% or 2 in 100) vs. the greenhag’s increased chance of surprising (19 in 20).  The default is the defender (monk) reduces the range of the attacker (greenhag), so the greenhag would surprise on 17 in 20 (decreasing the range by 2 for the monk’s 2 in 100), for d3 segments (as the potential duration of surprise also decreases by 2).

 

So there you have it. When in question roll (and modify) the chance to surprise and the duration of surprise separately.

Appendix A—Increased chance to surprise

Here’s a list of all the creatures with non-standard surprise rolls, and why. Factors can be: hidden, silent, fast, flying, leaping, special (typically more hidden than hidden or more silent than silent).

MM: Piercer surprise 95%, “indistinguishable from stalactites”, hidden (+1)
FF:Fire Snake surprise 60%, “color matches surroundings”, hidden (+1)
FF:Fog Giant surprise 80%, “blend into fog”, hidden (+1)
FF:Khargra surprise 7 in 8 (5 in 6 against dwarves/gnomes), “leap from wall”, hidden (+1), silent (+1), special (+1)
FF:Meenlock surprise 80%, “moving very silently”, silent (+1), special (+1)
FF:Needleman surprise 75% in undergrowth, “nearly undetectable”,  hidden (+1), silent (+1), special (+1)
FF:Snyad surprise 90%, “totally silent, move with great speed”, silent (+1), fast (+1)
FF/UA:Svirfneblin surprise 90%, “move very quietly”
FF:Xill surprise 90%, “emerge from Ethereal Plane”, hidden (+1), silent (+1)
MM2:Atomie surprise 90%, “nimble and fast”, special (+1)
MM2:Bookworm surprise 95%, “changes reduced to 50% if victim can see invisible things”, hidden (+1), special (+1)
MM2: Greenhag surprise 19 in 20 if invisible, “coloration, 90% move silent and hide in foliage”, hidden (+1), silent (+1), special (+1)
MM2:Grigs surprise 90%, “leaping ability”, leaping (+1) [note, when invisible at will, hidden (+1)]
MM2:Grim surprise 1 in 10, “senses”, special (+1)

Appendix B—Decreased chance to be surprised

FF:Caterwaul surprised 10%, “keen hearing, exceptional sense of smell”
FF/UA:Drow surprised 1 in 8, “move … with graceful speed” and “superior infravision”
FF:Gorilla bear surprised 15%, “excellent hearing, smell, and eyesight”
FF:Kuotoa (Monitor) surprised 1 in 10, “see into the infrared and ultraviolet spectra, and vibrations within 10′ can be felt by these creatures”
FF:Sussurus surprised 5% (15% in windy conditions), “sees and hears though vibrations and disturbances in the air”
FF/UA:Svirfneblin surprised 1 in 12, “keen hearing and smelling abilities”.
MM2: Atomie surprised 10%. “double human hearing, 2x visual range”
MM2/UA:Duergar: surprised 10%
MM2:Greenhag surprised 1 in 20, “highly acute senses, incl. infra and ultravision”
MM2:Grigs 10% surprised, “hearing equal to double human norm, 180′ infravision, ultravision”
MM2:Mimimal (leopard/lion/jaguar/tiger) surprised 1 in 12
MM2:Shator: surprised 10%, “excellent auditory and olfactory senses along with infra and ultravision”
MM2:Swan surprised 1 in 10, “exceptional senses”
UA: Barbarians: Surprised 10% (5% familiar terrain), “hide in natural surroundings”

Worth noting the overall text on minimals says they are 1 harder to surprise, and carnivores are +1 to surprise for those without s special surprise ability noted.

PHB Monk: “At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.”
And the Blackmoor monk as so clearly the origin: “At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10. Note, however, that extremely silent creatures will double surprise possibilities, i.e. halflings, thieves, bugbears, and undead double possibilities.”

References

1DMG, p. 62.

“Example: Party A is surprised only on a roll of 1, but party B surprises on 5 in 6 (d6, 1-5) due to its nature or the particular set of circumstances which the DM has noted are applicable to this encounter. The favorable factor normally accruing to party A is 1, i.e., parties of this sort ore normally surprised on 1 or 2, but this party is surprised only on a 1 – therefore they have an additional 1 in 6 to their favor (and not a 50% better chance). Party B will surprise them on 5 in 6 less 1 in 6, or 4 in 6. Assume A rolls a 4, so it is surprised for 4 segments unless B rolls a 1, in which case A party’s inactive period will be only 3 segments, or if B rolls a 2, in which case surprise will lost for only 2 segments (4-1 = 3,4-2 = 2). ”

Dragon Magazine, Issue 133, “Surprise: Determining who gets the drop on whom”, May 1988.

ARRGGHHH I’m Psionic

Last Updated: 231214…250906
psionics@corwyn.net

This article extends my “Oops” series, but psionics are far more of a mess than usual. In the roughly 8 pages discussing psionics between the PHB and DMG , the words that quantify psionics  include: psionic ability, psionic strength total, total psionic ability, psionic ability, total psionic strength, psionic strength, psionic attack strength, psionic defense strength, psionic attack points, and psionic defense points. To exacerbate things, psionics operate by segment, yet AD&D initiative really, well, doesn’t.  Herein lies my attempt to adjust the vocabulary and rules to be understandable but functionally equivalent, filling in the usual gaps. Much like hit points, references to a value or strength are the current value or strength, not the original.

Determining Psionics

Only humans (potentially dwarves, halflings, and rarely elves) can be psionic. Starting characters with an intelligence, wisdom, or charisma of at least 16 roll d100. For each point of intelligence above 16 add 2.5 to the roll, for each point of wisdom above 16 add 1.5 to the roll, and for each point of charisma above 16 add .5 to the roll. Drop any fraction. Any result of 100+ indicates the character has psionic ability.

If so, roll a base d100. Next, determine bonus points: 1 point for each point of intelligence, wisdom and charisma above 12. If 2 of these scores are above 16, the bonus points are doubled. If all 3 scores are above 16, the bonus points are quadrupled. The base (01-100) plus bonus points (4-72), are added together. That number equates to the attack strength, and also the defense strength. Psionic strength always equals (attack strength + defense strength)—a number therefore from 10 to 344.  Psionic strength is used for psionic combat, and in the employment of disciplines.

Should a non-psionic character have their intelligence, wisdom or charisma permanently increase, check again to determine if they have psionic ability. Should intelligence, wisdom or charisma permanently change for a psionic character, adjust the attack and defense strength (and thus psionic strength).  If an ability change leaves the character without at least one necessary 16, they lose their psionic ability (temporarily or permanently, depending). A wish can grant (or remove!) psionics as long as the recipient has a necessary 16 in intelligence, wisdom, or charisma.

Attack Modes

A psionic character can have up to five attack modes. How many are determined by another d100 roll:

01-25 1 attack mode
26-50 2 attack modes
51-75 3 attack modes
76-95 4 attack modes
96-00 5 attack modes

The player then chooses from the five available attack modes:

Attack Mode Attack Strength Cost  per Segment Attack Range4
Short Medium Long
A. Psionic Blast1 20 2″ 4″ 6″
B. Mind Thrust 4 3″ 6″ 9″
C. Ego Whip 7 4″ 8″ 12″
D. Id Insinuation2 10 6″ 12″ 18″
E . Psychic Crush3 14 5″ – –

 1A cone-shaped wave of force 1/2″ diameter at its source and 2″ diameter at its terminus (6″ distance).

2Id Insinuation affects all psionically-aware creatures in a 2″ X 2″ area within the attack range.

3If Psychic Crush is used the attacker may only defend with mode G (Thought Shield), or have no defense at all. Those killed by Psychic Crush lose all psionic abilities if raised or resurrected.

4Expending double or treble the attack strength will double or treble the range of modes B, C, and D.

Defense Modes

A character will also have up to five defense modes. How many are determined by another d100 roll:

01-25 2 defense modes
26-75 3 defense modes
76-90 4 defense modes
91-00 5 defense modes

The player then chooses from the five available defense modes; the first choice must be Mind Blank:

Defense Mode Defense Strength Cost per Segment Area of Effect1
F. Mind Blank 1 Individual only
G. Thought Shield4 2 Individual only
H. Mental Barrier 3 Individual only
I. Intellect Fortress 8 10’r. of individual2
J. Tower of Iron Will 10 3’r. of individual3

1If the defense mode has an area of effect (AoE) beyond the individual, it offers either its defense or the defense used by any individual within its radius, whichever is better.
2Intellect Fortress offers non-psionics in the AoE +2 on saving throws versus Psionic Blast.
3Tower of Iron Will offers non-psionics in the AoE +6 on saving throws versus Psionic Blast.
4If Thought Shield is the only defense mode used in the round, the creature can maintain it while using a discipline, fighting, casting a spell, or being involved in some other activity for the round that does not include any psionic attacks, still at a cost of 2 per segment. Thought Shield is also the only defense that can be used in conjunction with attacking via Psychic Crush.

Psionic Disciplines

A psionic character determines how many disciplines they will have with a d100 roll:

Die Score Number of Minor Disciplines Number of Major Disciplines
01-10 1 0
11-25 2 0
26-40 3 0
41-55 2 1
56-70 3 1
71-80 4 1
81-90 3 2
91-95 5 1
96-100 4 2

After determining the number of disciplines, roll on the Table of Psionic Disciplines (see PHB) for which disciplines are known. If the same discipline is rolled more than once or excluded for the character’s class, re-roll. Select one minor discipline to be begin at first level, with one additional discipline (all minor disciplines first) usable for each 2 additional levels of experience in the character’s class.  The level of mastery is how many character levels the character has had access to the discipline (e.g., a 3rd level character who just gained access to Empathy would use it at 1st level of mastery; at 4th (character) level they would use the discipline at 2nd level of mastery).

The psionic strength cost for disciplines applies to both attack and defense strengths. 1 psionic strength equals 1 attack strength and 1 defense strength.

It is never possible to use two disciplines at the same time, or use an attack mode and a discipline at the same time.

Combined Psionic Operations

Psionic creatures can operate together to increase the range of shared disciplines where range is a factor and otherwise possible. Multiple psionic creatures can link their minds to add a cumulative 50% to the range of a discipline (100% + [n] × 50%, e.g., two individuals have 200% of the range; 3 individuals have 250%, etc.). The base range is always that of the individual in the group with the shortest range.

It is also possible for two or more creatures to increase their psionic strength for psionic combat. Such an operation must be in “series”, with the creatures adding 20% of their current psionic strength (half attack strength, half defense strength, all fractions rounded up) to the next individual in the series. Example: Creature A has a psionic strength of 100, so 20 psionic strength (10 attack strength, 10 defense strength) are transferred to creature B to bring its total from 120 to 140, and B then transfers 28 psionic strength (again, 20%) to creature C whose psionic strength is 130 but is now 158s, and then C transfers 158 × .20, or 32 psionic strength to final creature D. All series begin from the creature with the lowest psionic strength. The final creature in the series attacks and defends for all in the series. Only the final creature in the series can psionically attack or be attacked. All psionic strength used first comes from the transferred psionic strength. All creatures in the series will be affected by all psionic attacks affecting the final creature.

The series is maintained even for distracted creatures; they are unable to attack or defend (psionically or otherwise) until the series is dissolved by the lead creature in the series. Dissolving the series also removes the transferred psionic strength. The death or distraction of a creature earlier in the series will not disrupt the series.

Recovery

Psionic strength can be restored by refraining from psionic activity. Disciplines which do not require continuing strength point outlay can be in operation during recovery periods. No psionic strength can be recovered in less than one-hour increments.   The rate of restoration depends upon the activity level:

Physical Activity1, 2 Psionic Strength Recovered (half attack, half defense)
hard exertion none
walking and like activity 3 psionic strength  / hour
sitting and talking or reading 6 psionic strength / hour
resting and meditating 12 psionic strength / hour
sleeping 12 psionic strength / hour

1The least favorable activity is considered for each hour of time spent in restoration of psionic strength.
2Psionic strength can be recovered on the Astral plane at the rate of 6 psionic strength / hour when moving by mental effort, and 12 psionic strength/hour when “floating” and not thinking of moving.

Psionic Combat

Psionic combat is a declared action for a round, but starting on the first segment of the round regardless of initiative (potentially superseding the declared action of others now abruptly psionic combatants). Psionic combat can occur during Surprise if the initiator’s party is unsurprised. In that case, psionic combat will occur on each segment of surprise—both sides interact psionically as normal (both attack and defense) for each segment of Surprise.

Each psionic attack or defense will cost attack or defense strength (respectively), depending on the selected attack mode, defense mode, and resulting outcome. Creatures using a defense mode can take another action (using an attack mode, discipline, OR a segment of movement). Creatures using an attack mode cannot engage in any other activity but using a defense mode. If a creature is distracted by physical attack or spell damage or effect (such as charm, hold, etc.) it cannot make further psionic attacks or take other actions that round (but could resume the next round), although a distracted creature can still utilize defense modes.

There is one exception—Thought Shield. A psionic combatant who selects Thought Shield in the first segment of psionic combat can maintain this defense mode (spending defense strength each segment) while pursuing another non-psionic action for the round (or during surprise). However, taking a non-psionic action precludes making any psionic attacks for the entirety of the round.

Psionic vs. Psionic

All psionic attacks and defenses are simultaneous. Psionic combat (presuming Creatures A & B) takes place by segment, starting on the first segment of the round:

  1. Determine A & B’s current psionic strength (attack strength + defense strength).
  2. A & B announce their own attack mode (from those they have available).
    1. If all attack strength is expended, or not enough attack strength remains to use any attack mode available, the creature may defend only.
  3. A & B only then choose their own defense mode (using the most applicable from those available).
  4. Compare each creature’s attack mode and psionic strength to their opponent’s chosen defense on the appropriate Psionic vs. Psionic table, Appendix A(Short Range), or Appendix B (Medium/Long Range).
    1. Long range attacks reduce the attacker’s effective psionic strength by 25 for purposes of the table
  5. Psionic attacks at short range reduce each creature’s defense strength by the defense cost (see Appendix A). Psionic attacks at medium and long range reduce that damage by 20% (see Appendix B). If the attack was long range, and originally in the 1-25 point range for psionic strength, damage is reduced by 50% instead of 20%. Any results beyond that required to bring the defense strength to 0 is applied to hit points.
  6. Reduce each creature’s attack strength by the cost of their attack, taking into account any increased cost for increasing the range.
  7. Repeat this sequence each segment for 10 segments, or until neither side makes a psionic attack during a segment.

Defenseless Psionics

Once a psionic creature’s defense strength reaches 0 (or has no available defense mode), later psionic attacks are determined on the Psionic Vs. Defenseless Psionic table (see Appendix C):

  • Determine the attacker’s attack strength and attack mode.
  • Determine the defender’s psionic strength (typically equal to their attack strength, as defense strength likely equals 0).
  • Compare the attacker’s attack strength and attack mode to the defender’s psionic strength (e.g., their attack strength) on the Psionic Vs. Defenseless Psionic table (see Appendix C).
    • A number result on the table reduces the defender’s psionic strength, defense strength first. If the attack strength reaches 0, reduce the defender’s hit points by the remainder of the number.
    • If the result is a letter, apply that result to the defender.
      For a defender with mind bar, letter results only apply when the psionic strength is 0 at the beginning of the segment, otherwise they lose 40 psionic strength (half attack strength, half defense strength first, and then any remaining psionic strength), applying any leftover results to hit points.

Psionic Blast on non-Psionics

Only psionic blast can affect non-psionic creatures, and only if the psionically-attacking creature has an attack strength of 100+.   Each non-psionic potentially affected by psionic blast rolls a “saving throw” (See Appendix D) based on their total intelligence and wisdom to avoid the effect, adjusted by various factors:

 

Attacked Creature’s
Int + Wisdom
Saving Throw
0-5 20
6-9 18
10-13 16
14-17 14
18-21 12
22-25 10
26-29 8
30-33 6
34-35 4
36-37 2
38 & up 0

 

Saving Throw Adjustments
Bonuses   Penalties
medium range +1   panicked -1
long range +2   enraged -1
magic-user +1   confused -2
cleric +2   hopeless -3
elf +2   stunned -3
Intellect Fortress within 10′ +2   using psionic-related power2 -4
mink blank spell +2   using ESP -5
dwarf +4   feebleminded3 –
halfling +4   insane4 –
helm of telepathy1 +4      
Tower of Iron Will within 3′ +6      
mind bar +6      
protection items valid against “all forms of attack”5 +x      

1The helm of telepathy will cause the attacker to be stunned for 1-4 rounds if the defender’s saving throw is successful.

2These powers or spells are: astral protection/spell, augury, charm monster, charm person, clairaudience, clairvoyance, confusion, detect evil/good, detect magic, dimension door, divination, empathy, enlarge, ESP, etherealness, feeblemind, feign death, geas, invisibility (any sort), know alignment, levitation, locate object, magic jar, plane shift, polymorph self, quest, shape change, suggestion, symbol, telekinesis, telepathy, teleportation, true seeing

3A feebleminded person has a combined intelligence and wisdom score of 0-5.

4Insane creatures cannot be psionically attacked.

5rings and cloaks of protection

In the Psionic Blast on Non-Psionics table (Appendix D), the attacked creature’s total intelligence and wisdom is used to figure saving throws. However, wisdom is not a standard given attribute of monsters. To compute the wisdom of non-psionic monsters, use the following table:

Intelligence of Creature Wisdom Range
Below Low 0
Low 2d4
Average 3d4
Very/Highly 4d4
Exceptional/Genius 2d6+6
Supra-Genius 4d4+4
Godlike 3d6+6

Random Encounters

If a random encounter occurs when the party has used psionic powers during the last turn (or spells resembling disciplines during the last round), there is a 1 in 4 chance the encounter is psionic. If so, use the Psionic Encounter Table instead. The psionic encounter otherwise occurs as normal, although certain psionic creatures will not be detected by the party.

Modifying Psionics

A wish can create the potential to be psionic (assuming the necessary ability score of 16). A wish can also bestow immunity to one particular attack mode; immunity to all attack modes precludes using any disciplines.

As a character ages, their intelligence and wisdom also change.  Adjust the psionic strength.

The following mechanisms increase a character’s psionic strength (half to attack strength, half to defense strength). This strength will be spent before the innate strength, and recover at the same time as the psionic strength at the same rate:

  • The helm of telepathy increases psionic strength by 40 (in additional to providing a +4 to saving throws vs. Psionic Blast).
  • A dull gray ioun stone increases psionic strength by 10, to a maximum of 50 (e.g. 5 ioun stones)
  • Ioun stones which merely increase intelligence, wisdom, or charisma will not increase the creature’s psionic abilities, as psionic strength is determined by unmodified ability scores.

References

TSR 2010, Players Handbook [1e], 1978.
TSR 2011, Dungeon Masters Guide [1e], 1979.
TSR 2013, Deities & Demigods, 1980.
Dragon Magazine Issue 35, The official errata: Scads of additions & Revisions for AD&D. [Errata removes psionic elves]
Dragon Magazine Issue 39, Sage Advice. [Only humans, possibly dwarves and halflings]
Dragon Magazine Issue 42, Sage Advice. [Limit psionic elves to NPCs, MM]
Dragon Magazine Issue 58, Sage Advice. [Dwarves and psionics]
Dragon Magazine Issue 60, The Elven Point of View.  [Elves not psionic]
Dragon Magazine Issue 67, The Astral Plane, 1982. [EGG added elves psionic]
Dragon Magazine Issue 67, Featured Creatures, 1982. [potential for psionic valley elves]
Dragon Magazine Issue 71, Solid answers to astral questions. [Psionics and Astral]
Dragon Magazine Issue 78, Psionics is different.  [All PCs can be psionic, ability score changes]
Dragon Magazine Issue 78, Sage Advice.  [All PCs psionic, ability score changes]

 

Appendix A: Psionic vs. Psionic in Mental Combat (Short Range)

 

Attacker Psionic Strength Attack Mode Attack Cost Defense Cost (ordered by “best”)1,2
01-25 Psionic Blast 20 Mind Blank(4), MR(7),IF/TS(9)
01-25 Mind Thrust 4 Mental Barrier(3), TS(6), IF(8), TW(11)
01-25 Ego Whip 7 Mental Barrier(3), TS(5), IF(8), MB(9)
01-25 Id Insinuation 10 Mind Blank(2), TS(8), IF(9), MR/TW(11)
01-25 Psychic Crush 14 Though Shield(2), MR(3), IF(8)3
26-50 Psionic Blast 20 Mind Blank(7), MR(9),IF/TW(10)
26-50 Mind Thrust 4 Mental Barrier(4), TS/IF(8), MR(3)
26-50 Ego Whip 7 Mental Barrier, TS(6), IF(8), TW(10)
26-50 Id Insinuation 10 Mind Blank(3), TS(10), IF(11), MR/TW(13)
26-50 Psychic Crush 14 Intellect Fortress(8), TW(10), MR(3), TS(2)3
51-75 Psionic Blast 20 Mind Blank/Tower(11), MR/IF(12)
51-75 Mind Thrust 4 Mental Barrier(5), IF(10), TS(11),TW(13)
51-75 Ego Whip 7 Mental Barrier(4), TS(8), IF(9), TW(11)
51-75 Id Insinuation 10 Mind Blank(5), TS(13), IF(15), MR/TW(16)
51-75 Psychic Crush 14 Tower of Iron Will(10), IF(8), MR(3), TW(2)3
76-100 Psionic Blast 20 Tower of Iron Will(12), IF(15),MB/MR(16)
76-100 Mind Thrust 4 Mental Barrier(8), IF(12), TS/TW(15)
76-100 Ego Whip 7 Mental Barrier(6), IF(10), TS(11), TW(15)
76-100 Id Insinuation 10 Mind Blank(8), TS(17), Other(20)
76-100 Psychic Crush 14 Tower of Iron Will(10), IF(8), MR(3), TS(2)3
101-125 Psionic Blast 20 Tower of Iron Will(14), IF(19), MR(21), MB(22)
101-125 Mind Thrust 4 Mental Barrier(12), IF(15), TW(18), TS(20)
101-125 Ego Whip 7 Mental Barrier(9), IF(12), TS(15), TW(16)
101-125 Id Insinuation 10 Mind Blank(12), TS(22), MR/TW(25)
101-125 Psychic Crush 14 Tower of Iron Will(10), IF(8), MR(3), TS(2)3
126+ Psionic Blast 20 Tower of Iron Will (17), IF(24), MR(27), MB/TS(29)
126+ Mind Thrust 4 Intellect Fortress/MR(19), TW(22), TS(26)
126+ Ego Whip 7 Mental Barrier(12), IF(15),TS/TW(20)
126+ Id Insinuation 10 Mind Blank(17), TS(28), IF/TW(31)
126+ Psychic Crush 14 Tower of Iron Will(10), IF(8), MB(3), TS(2)3

 

1MB – Mind Blank, MR – Mental Barrier

2This table takes into account the sum of the defense mode cost and the damage cost.

3Calculations for Psychic Crush select the most efficient defense least likely to cause instant death.

 

Appendix B: Psionic vs. Psionic in Mental Combat (Medium/Long Range)

        Defense Cost1
Attacker Psionic Strength Attack Mode Cost Mind Blank Thought Shield Mental Barrier Intellect Fortress Tower of Iron Will
01-25 Psionic Blast 20   3 8 6 9 10
01-25 Mind Thrust 4 11 5 3 8 11
01-25 Ego Whip 7   7 4 3 8 10
01-25 Id Insinuation 10 2 7 9 9 11
01-25 Psychic Crush 14   1 2 3 8 10
26-50 Psionic Blast 20 6 9 8 10 10
26-50 Mind Thrust 4   13 7 4 8 12
26-50 Ego Whip 7 11 5 3 8 10
26-50 Id Insinuation 10   3 8 11 10 12
26-50 Psychic Crush 14 1 2 3 8 10
51-75 Psionic Blast 20   9 12 10 11 11
51-75 Mind Thrust 4 15 9 5 10 12
51-75 Ego Whip 7   15 7 4 9 11
51-75 Id Insinuation 10 4 11 13 14 15
51-75 Psychic Crush 14   1 2 3 8 10
76-100 Psionic Blast 20 13 15 13 14 12
76-100 Mind Thrust 4   19 12 7 11 14
76-100 Ego Whip 7 19 9 5 10 12
76-100 Id Insinuation 10   7 14 17 18 18
76-100 Psychic Crush 14 1 2 3 8 10
101-125 Psionic Blast 20   18 19 17 17 13
101-125 Mind Thrust 4 22 16 10 14 16
101-125 Ego Whip 7   25 12 8 11 15
101-125 Id Insinuation 10 10 18 21 22 22
101-125 Psychic Crush 14   1 2 3 8 10
126+ Psionic Blast 20 23 24 22 21 16
126+ Mind Thrust 4   25 21 16 17 20
126+ Ego Whip 7 31 16 11 14 18
126+ Id Insinuation 10   14 23 25 28 27
126+ Psychic Crush 14 1 2 3 8 10

1This table takes into account the sum of the defense mode cost and the damage cost.

Appendix C: Psionic vs. Defenseless Psionic

Defender’s Psionic Strength (Attack Strength + Defense Strength)
Attack Strength Attack Mode 10-59 60-109 110-159 160-209 210-259 260-309 310+
01-25 Psionic Blast D C C 15 10 5 5
01-25 Mind Thrust W W 40 35 30 25 20
01-25 Ego Whip 30 25 20 15 10 5 5
01-25 Id Insinuation 40 35 30 25 20 15 10
01-25 Psychic Crush 72% 60% 50% 40% 30% 20% 10%
26-50 Psionic Blast S D C C 15 10 5
26-50 Mind Thrust W W W 40 35 30 25
26-50 Ego Whip 35 30 25 20 15 10 5
26-50 Id Insinuation R 40 35 30 25 20 15
26-50 Psychic Crush 75% 62% 52% 42% 32% 22% 12%
51-75 Psionic Blast W S D C C 15 10
51-75 Mind Thrust P W W W 40 35 30
51-75 Ego Whip 40 35 30 25 20 15 10
51-75 Id Insinuation R R 40 35 30 25 20
51-75 Psychic Crush 79% 65% 55% 45% 35% 25% 15%
76-100 Psionic Blast P W S D C C 15
76-100 Mind Thrust P P W W W 40 35
76-100 Ego Whip P 40 35 30 25 20 15
76-100 Id Insinuation R R R 40 35 30 25
76-100 Psychic Crush 84% 69% 59% 49% 39% 29% 19%
100-125 Psionic Blast K P W S D C C
100-125 Mind Thrust P P P W W W 40
100-125 Ego Whip I P 40 35 30 25 20
100-125 Id Insinuation R R R R 40 35 30
100-125 Psychic Crush 90% 74% 64% 54% 44% 34% 24%
126 & up Psionic Blast K K P W S D C
126 & up Mind Thrust P P P P W W W
126 & up Ego Whip I I P 40 35 30 25
126 & up Id Insinuation R R R R R 40 35
126 & up Psychic Crush 97% 80% 70% 60% 50% 40% 30%

 

C             Confused for 2-8 rounds, Only non-psionic activity possible

D             Dazed for 1-4 turns, no psionic or other activity

I               Idiocy, psionic ability lost forever, idiocy only curable by a heal spell

K             Killed, raising/resurrection is possible, but psionic ability is lost

P             Permanent loss of random attack/defense/ discipline, and dazed as above

S              Sleeping in a coma for 1-4 weeks (catatonic state 99% likely to be mistaken for death)

R             Robot, mind is controlled by victor until released or after 2-8 weeks a saving throw versus magic

W            Wounded psionically. Randomly determine an attack/ defense/ discipline unusable for 2-8 weeks

 

A number result reduces the defender’s psionic strength, defense strength first. If the attack strength reaches 0, reduce the defender’s hit points by the remainder of the number.  Psionic creatures with mind bar discipline will take damage only on a segment after all psionic strength is lost, so treat letter results as a 40 until 0 is reached. If psionic strength is reduced beyond 0, treat it as hit point damage on a point-for-point basis.

 

 

Appendix D: Psionic Blast on Non-Psionics

Attacked Creature’s Total Intelligence and Wisdom Saving Throw Death Coma Sleep Stun Confuse Enrage Panic Feebleminded Permanent Insanity Temporary Insanity Mild Insanity
0-5 20 01-85 86-99 00 – – – – – – – –
6-9 18 01-10 11-90 91-99 00 – – – – – – –
10-13 16 01 02-15 16-90 91-99 00 – – – – – –
14-17 14 – 01 02-10 11-90 91-99 00 – – – – –
18-21 20 – – 01 02-15 16-90 91-99 00 – – – –
22-25 10 – – – 01 02-15 16-90 91-99 00 – – –
26-29 8 – – – – 01 02-15 16-90 91-99 00 – –
30-33 6 – – – – – 01 02-15 16-90 91-99 00 –
34-35 4 – – – – – – 01 02-20 21-85 86-99 00
36-37 2 – – – – – – – 01 02-15 16-90 91-00
38 & up 0 – – – – – – – – 01 02-15 16-00

 

DEATH:                                 Creature can be brought back to life as is usual.

COMA:                                2-12 days where creature cannot be awakened.

SLEEP:                                   5-20 turns where creature cannot be awakened.

STUN:                                   2-8 turns where character is at usual stunned condition (-3 on saves vs. psionic blast, +4 to hit).

CONFUSE:                           1-4 turns as per the spell of the same name.

ENRAGE:                             2-8 rounds and creature affected must immediately launch a spell or physical attack upon any opponent or other creature. During enraged period, creature will not think of defense or any action save attacking.

PANIC:                                  2-8 rounds with reaction as a fear spell from a 4th level magic user.

FEEBLEMIND:                     This lasts until a heal, restoration, or wish is used. The creature’s combined intelligence & wisdom is in the 0-5 range when so affected. All memory of spells is gone, and the affected creature cannot attack or defend.

1PERMANENT INSANITY: This lasts until a heal, restoration, or wish is used. Select two forms of insanity from the table therein, and have affected creature behave accordingly as long as the condition lasts.

1TEMPORARY INSANITY:               2-1 2 weeks duration, otherwise as above.

1MILD INSANITY:              1-4 weeks duration, one form of insanity only, otherwise as above.

1In most cases the fact that the creature has been inflicted with insanity will NOT be immediately evident to associates. Behavior will make the condition suspect as appropriate to the form of affliction.

Another Surprising Detail

Last Revised: 221102..251212

From previous analysis, the elf ability to Surprise on 1-4 in d6 when not in metal armor and 90′ in advance derives from +1 from being hidden, and +1 from being silent. That’s consistent with the PHB example—a party moving silently and invisibly is +2 to their chance to Surprise (see also Polyhedron #133).

But does the elf adjustment derive in any way from being hidden? From the PHB: “If alone and not in metal armor … an elven character moves so silently that he or she will surprise monsters [1-4 in 6].” There’s no mention of being hard to see. From the MM entry for the elf: “When in natural surroundings such as a wood or meadow, elves can move silently (surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking.” Again, their (improved) ability to Surprise is specifically attributed only to silence. Both the elf and halfling also lose their +2 to surprise if they have to open a door, where the noise from a door is attributed to a noisy failed attempt (DMG, p. 62).

Silent + invisible improves surprise to 1-4 in d6. The thief “Move silently” is only “little sound and disturbance”, not “completely silent”.  Could the elf be, well, extra silent? Bugbears (“silent creatures”, “with great stealth”, “will never be heard”) only add +1.   Yet there’s support for “extra silent” enhancing Surprise. The giant owl flies “with nearly absolute silence, thus it surprises on 1-5 (on a 6-sided die).” Unicorns “move very silently and surprise opponents on a 1-5.” With the ring of the faerie the wearer’s move silently alone enables surprise on a roll of 1-4 on a d6.

 

There are other creatures that surprise on 1-5 with improved hiding: The huge spider, attributed to some combination of carefully hidden places and leaping; the xorn blending into stone; the giant lynx “hide themselves”. The invisible stalker surprises on 1-5 in 6, which isn’t attributed to anything (although clearly “invisible” is part of it).

Clearly it’s possible to improve the chance to surprise by being extra hidden or extra silent. Potentially blending into the background of the world so well as to be more hidden than invisible, and more silent than total silence. In a way that makes sense—an absence of noise is, in and of itself, noticeable.  An invisible character still leaves traces in the dust on the floor and air (and infrared footprints on the ground!).

But is the elf specifically not hidden? Digging deeper, UA ascribes the elven ability to hiding: “[Solonor] taught the first elves the art of hiding in and moving through natural foliage so as not to be detected” suggests attributing some elven ability hiding.  Looking at the MM halfing: “exceedingly clever at both quiet movement and hiding … surprise on a die roll of 1-4 on a 6-sided die. In natural terrain they must be treated as invisible if they have any form of vegetation in which to conceal themselves.”  Very similar to the elf description(s), except that the quiet movement and hiding are both attributed to their ability to surprise. The elven surprise ability can be assumed the same as the halfling, since they can travel together and maintain their enhancement. So either the elf ability is silent + hidden, or the halfing is also extra silent.

From the above, if the elven ability to surprise does not include hiding, they’re:
+1 to Surprise because they’re silent
+1 to Surprise because they’re an elf (and extra silent)
which means an additional +1 if they’re somehow hidden as well—a significant increase in the elf’s ability to surprise. If invisible, or in natural surroundings, the elf would surprise 1-5 in 6, surprising 61% of the time, 42% of the time for 3 or more segments.

So does the elven ability not include being hidden? Elves have almost the same enhancement to Hide in Shadows (+10%, +15% for halflings).  Assuming the elven ability derives only from silence ignores indirect references to their being hard to see. However, to my mind most significant is that both halfling and elven abilities include the ability to be “hidden”/”as to be invisible”/”hiding”. If they are “extra silent” their surprise ability would more accurately be presented as 1-5 in 6, and it’s not. I’m sticking with +1 hidden, +1 silent. It’s an interesting approach however, significantly modifying Surprise in the party’s favor.

References

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
TSR 2017, Unearthed Arcana, 1985.
Polyhedron #31, “Dispel Confusion”, 1987, p. 31.

Mostly Dead

Last updated: 200809…210729

A common interpretation from the DMG is that a creature brought to -4 hit points from a single blow is dead. A careful examination shows that interpretation incorrect.

When a character reaches 0 hit points, they’re dead. It’s in the PHB, p. 34: “These hit points represent how much damage (actual or potential) the character can withstand before being killed.” and p. 105: “Damage is meted out in hit points. If any creature reaches 0 or negative hit points, it is dead.” That same page also says “A typical man-at-arms can take about 5 hit points of damage before being killed.” In the DMG Examples, Arlanni, with 8 hit points, takes 10 points of damage and dies. Balto, with 2 hit points left, takes 5 hit points of damage, and dies. From the dragon entry in the MM p. 30, “Saving throws indicate that each takes 44, 88, and 44  hit points damage respectively. All three [L4 Fighter/L6 MU, L7 Fighter, L9 Thief] char and die.”

Yet the DMG Glossary defines Hit Points as “The number of points of damage a creature can sustain before death (or optionally, coma), reflecting the creature’s physical endurance, fighting experience, skill, or luck” and Death as “when a creature’s hit points reach 0 (or optionally, –10).” Yet the extended DMG section “Zero Hit Points” —with 0 hit points resulting in unconsciousness—isn’t listed as optional (only a subsection within). Wait?!? Death isn’t at 0 hit points?

AD&D lore points:

  • The PHB was released before the DMG; rules from the DMG override the PHB (and the MM, published earlier still).
  • The PHB occasionally tells the players things that aren’t quite right (in the early world of AD&D where the players weren’t expected to also know/have memorized the DMG).
  • The examples in the DMG almost always contradict the actual rules as written. Very helpful.
  • The DMG Glossary was developed prior to the rest of the publication; entries are often inconsistent with the actual rules, e.g., holy water vs poison, “N-PC”, list combat.

 

The DMG defines that a creature doesn’t die at 0 hit points. Instead, they lose consciousness upon reaching 0 HP (entering a coma), and die upon reaching –10.

The concept of negative hit points was introduced early on with the Boar and Bear in the MM:

  • Wild Boar: The boar will fight for 2-5 melee rounds after reaching 0 to –6 hit points but dies immediately at –7 or greater damage.
  • Giant Boar: will fight for 1-4 melee rounds after reaching 0 to –10 hit points but die immediately upon reaching –11 or more hit points.
  • Warthog: will continue to fight for 1-2 melee rounds after reaching 0 to –5 hit points but at –6 or greater damage dies immediately.
  • The brown and cave bears will continue to fight for 1-4 melee rounds after reaching 0 to –8 hit points. At –9 or greater damage, they are killed immediately.

In those early cases, specific creatures function at negative hit points, instantly dying only upon reaching a specific negative threshold. Per the DMG, other creatures fall unconscious at 0 hit points, and die at –10 hit points. For later examples, UA further extends the ability to function under negative hit points to the Cavalier, although limited to “rest, bind wounds and seek further healing”. The Tarrasque is the MM2 late addition, slain only if reduced to -30 or fewer hit points (and a wish for its death).

Zero Hit Points

That brings us to the section in the DMG labeled “Zero Hit Points”. If you’re in the camp that 0 hit points equal dead, then you’re done right there. This section—not labeled as optional—discusses how, in 1e AD&D, 0 hit points does not equate to death.

Introducing death at –10 hit points (characters more specifically) reduces PC mortality. In the vast majority of cases, PCs have a few rounds when other party members can bind their wounds and prevent their death. For low-level characters, this is (quite literally) a life-saver.

The “Zero Hit Points” section covers four key points:

  1. When any creature is brought to 0 hit points it is unconscious.
  2. In each of the next succeeding rounds 1 additional (negative) point will be lost until –10 is reached and the creature dies.
  3. Any character brought to 0 (or fewer) hit points and then revived will remain in a coma (e.g., still unconscious) for 1-6 turns.
  4. If any creature reaches a state of –6 or greater negative points before being revived, this could indicate scarring or the loss of some member.

All well and good, except for two key problems:

Problem 1:

(a) doesn’t specify the outcome if a creature is damaged (“brought to”) less than 0 from damage. (a) could be interpreted as either:

  • “When a creature is brought to 0 hit points it is only unconscious” (so a creature brought to –1 HP from a blow is dead).

OR

  • “When a creature is brought to 0 hit points or lower it is unconscious” (e.g., a creature brought to –1 HP from a blow is unconscious).

We can resolve (a) directly from the Glossary: Death as “when a creature’s hit points reach 0 (or optionally, –10). If 0 isn’t death, 0 to –9 is unconscious, and –10 is death. (c) also points out that characters brought to 0 or fewer hit points can be revived (so clearly not quite dead). UA’s Death’s Door spell works against unconscious creatures at –1 to –9 HP.

A creature at 0 to –9 HP is unconscious, no matter how they got there.

Problem 2:

(a) more completely includes: “… 0 hit points (optionally as low as –3 hit points if from the same blow which brought the total to 0) it is unconscious”—a lot more complicated! There are several ways to parse this optional section:

  • If you mistakenly treated (a) as “only 0 hit points” you might read the optional section as (a) as, “When any creature is brought as low as –3 hit points in a single blow the creature is unconscious, otherwise it’s dead” (inferring a blow decreasing hit points to –4 or worse means death).

BUT (more accurately), the optional section of (a) can be read as

  • “When any creature is brought as low as –3 hit points from a single blow, it is unconscious. Otherwise they’re conscious until they reach –3 hit points” (e.g., for an injury resulting in 0 hit points they could be conscious for 2 more rounds before reaching –3 and passing out), providing time to bind their own wounds.

There is the UA cavalier text: “unlike members of other classes … When a negative number of hit points is reached, the cavalier does not become unconscious”. The direct implication is that other classes do become unconscious at negative hit points, consistent when not considering the optional -3 HP rule.

If –4 hit points meant death, the Cavalier text would read, “When a negative number of hit points is reached, the cavalier does not die, but cannot further attack and must rest, bind wound, and seek further healing.”  Dragon magazine #148 revises the cavalier, and in doing so defines negative hit points for other classes: “Ability to function at negative hit points: This is another idea that is hard to justify. Cavaliers will be unconscious at 0 to –9 hp and dead at –10 hp, as with other classes.”

Despite the fact that -3 defines (optionally) when unconsciousness occurs, not when death occurs, there’s the persistent argument that a single blow taking a PC to –4 kills them. Does how you reach –4 hit points matter? If a creature reaches –4 HP from a single blow, is the creature dead at –4 instead of a creature which reaches –4 hit points by bleeding at –1 HP / round?

There are a number of ways to reach negative hit points: a) a blow causing more damage than the creature has hit points (taking the creature directly to negative hit points), b) a blow resulting in 0 hit points, and losing 1 HP per round, c) Pummeling can bring a PC to 0, and then more damage can be inflicted extending the duration of unconsciousness. With THREE different ways a PC can reach negative hit points, which makes more sense: That –4 hit points is sometimes dead, and sometimes not? Or that –10 (or lower) is dead (as supported in the Glossary and in the section entitled “Zero Hit Points”)—all other negative states are unconscious.

Are there further references on damage that could help support that definition?

  • DMG: When any creature is brought to 0 hit points
  • DMG: Any character brought to 0 (or fewer) hit points and then revived will remain in a coma for 1 -6 turns.
  • DMG: If any creature reaches a state of –6 or greater negative points
  • DMG: [Death] occurs when a creature’s hit points reach 0 (or optionally, –10).

“Brought” is used to denote damage inflicted (how else does one get to 0 HP?). “Reach” is used to denote both damage inflicted or bleeding out.  “Brought” and “reaches” interwoven indicates that the two words are used as synonyms, with no distinction between losing hit points from a physical injury, and losing hit points from bleeding out after 0 HP. Creatures are brought to 0 HP (from damage) and those with 0 (or fewer) HP can be returned to consciousness.

A creature can be brought to –4 by whatever path, and still be alive. That makes far more sense than PCs can be at –4 and might or might not be dead depending. “reaching” and “brought to” are used interchangeably for damage received, or damage bleeding out. So a creature can reach –6 HP either way, and be scarred. With a mighty enough blow for 16 points of damage, a creature with 10 hit points is brought to –6 HP, falls unconscious, has 4 rounds to live, and will be scarred.

It’s clear from inconsistencies in the text that the introduction of negative hit points was implemented part way through the writing of the DMG, and then not fully edited back into the text. But the conclusion is:

“Creatures are unconscious when at 0 (or lower) hit points. Optionally, unconsciousness doesn’t start until –3, potentially providing the creature wounded to 0, –1, or –2 a round or so to bind their own wounds. Creatures lose 1 hit point per round when they have 0 to –9 hit points. That loss will cease upon receiving aid for a round. Creatures die when they reach –10 hit points.”

That’s also consistent with the Cavalier class, which functions at negative hit points of –4 to –13 (depending on starting hit points). Normally all creatures lose consciousness at 0 HP. Optionally all creatures lose consciousness at –3. Cavaliers lose consciousness at the negative of their starting hit points, and won’t die until up to potentially –13.

 

Unconsciousness can occur to a PC with greater than 0 HP as well. Weaponless combat can knock a PC unconscious. Being stunned while already stunned will cause a PC to lose consciousness (UA). Other game effects (e.g., sleeping gas) can also cause unconsciousness, regardless of hit points. However, ongoing hit point loss only occurs at 0 hit points or below.

Once the character is unconscious, what’s next? Well, a friend (or foe) could bind their wounds, preventing further loss of hit points should their HP be negative. A foe could also strike again. An unconscious creature is beyond Stunned, Prone, or Motionless:

Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker IS subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round.

In other words, if their opponent is in melee, an unconscious creature can automatically be dealt 2× maximum damage.

Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round.

The text for pummel also supports automatic death for those unconscious: “An unconscious opponent can be trussed or slain in 1 round.” If not in melee, an unconscious creature can be automatically slain or tied up (assuming such tools are available). Or, of course, just left to die within the next 10 rounds.

But at least when unconscious, a Phantasmal Killer can do no harm.