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	<updated>2026-08-28T01:19:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spell_Level_Index&amp;diff=937</id>
		<title>AD&amp;D Players Handbook/Database/Spell Level Index</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spell_Level_Index&amp;diff=937"/>
		<updated>2026-08-27T21:24:14Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Spell Level Index&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 1 Spells|Cleric — Level 1]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 2 Spells|Cleric — Level 2]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 3 Spells|Cleric — Level 3]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 4 Spells|Cleric — Level 4]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 5 Spells|Cleric — Level 5]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 6 Spells|Cleric — Level 6]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Cleric Level 7 Spells|Cleric — Level 7]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 1 Spells|Druid — Level 1]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 2 Spells|Druid — Level 2]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 3 Spells|Druid — Level 3]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 4 Spells|Druid — Level 4]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 5 Spells|Druid — Level 5]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 6 Spells|Druid — Level 6]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Druid Level 7 Spells|Druid — Level 7]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 1 Spells|Illusionist — Level 1]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 2 Spells|Illusionist — Level 2]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 3 Spells|Illusionist — Level 3]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 4 Spells|Illusionist — Level 4]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 5 Spells|Illusionist — Level 5]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 6 Spells|Illusionist — Level 6]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Illusionist Level 7 Spells|Illusionist — Level 7]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 1 Spells|Magic-User — Level 1]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 2 Spells|Magic-User — Level 2]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 3 Spells|Magic-User — Level 3]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 4 Spells|Magic-User — Level 4]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 5 Spells|Magic-User — Level 5]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 6 Spells|Magic-User — Level 6]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 7 Spells|Magic-User — Level 7]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 8 Spells|Magic-User — Level 8]]&lt;br /&gt;
* [[:Category:AD&amp;amp;D Magic-User Level 9 Spells|Magic-User — Level 9]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Sling&amp;diff=935</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Sling</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Sling&amp;diff=935"/>
		<updated>2026-08-27T21:24:14Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Sling&lt;br /&gt;
&lt;br /&gt;
Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Bow&amp;diff=933</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Bow</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Bow&amp;diff=933"/>
		<updated>2026-08-27T21:24:14Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Bow&lt;br /&gt;
&lt;br /&gt;
t stunned, prone, and motionless opponents, any weapon strikes at +4. Hurled Weapons and Missiles I Bow, long Bow, short + 3 + 3 + 3 + I + 2 + 2 2 -7 -5 -3 -2 - 1 - 1 -1 0 0 18 ; -2 - 1 0 + 3 3 -5 -4 -3 + I 2: 1 -1 0 + I , 1 I? L 7 L A L A f 4 Club P I , dart Hommer Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = long. Armor Class Adjustment is based on the weapon or missile being discharged at short range. adjust by-2 at all medium ranges, -5 at all long ranges. 38&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 39.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Axe&amp;diff=931</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Axe</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Axe&amp;diff=931"/>
		<updated>2026-08-27T21:24:13Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Axe&lt;br /&gt;
&lt;br /&gt;
ype Approximate Weight in Gold Pieces Damage VI. Opponent NOTES Size S or M Size L Arrow 2 1-6 1 -6 Axe, Battle 75 Axe, Hand or throwing 50 Bardiche 125 Bec de corbin 100 Bt II-Guisarme Bo Stick Club Dagger 150 2-8 1-10 includes Scorpion 15 30 10 1-6 1-6 1-4 1 -3 1-3 1 -3 Dart- 5 1-3 1-2 Glarve 75 I -6 I - I U includes Couteaux de Breche Glaive - Guisarme Guisarme Guisarme-Voulge 100 BO 150 2-8 2-8 2-8 2-1 2 1-8 includes Bill/Bill Hook 2-8 includes Lochaber Axe Lance‘ (medium horse) 100 2-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Dagger&amp;diff=929</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Dagger</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Dagger&amp;diff=929"/>
		<updated>2026-08-27T21:24:13Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Dagger&lt;br /&gt;
&lt;br /&gt;
Axe, Battle 75 Axe, Hand or throwing 50 Bardiche 125 Bec de corbin 100 Bt II-Guisarme Bo Stick Club Dagger 150 2-8 1-10 includes Scorpion 15 30 10 1-6 1-6 1-4 1 -3 1-3 1 -3 Dart- 5 1-3 1-2 Glarve 75 I -6 I - I U includes Couteaux de Breche Glaive - Guisarme Guisarme Guisarme-Voulge 100 BO 150 2-8 2-8 2-8 2-1 2 1-8 includes Bill/Bill Hook 2-8 includes Lochaber Axe Lance‘ (medium horse) 100 2-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Sword&amp;diff=927</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Sword</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Sword&amp;diff=927"/>
		<updated>2026-08-27T21:24:13Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Sword&lt;br /&gt;
&lt;br /&gt;
 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Spear&amp;diff=925</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Spear</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Spear&amp;diff=925"/>
		<updated>2026-08-27T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Spear&lt;br /&gt;
&lt;br /&gt;
, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Morning_Star&amp;diff=923</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Morning Star</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Morning_Star&amp;diff=923"/>
		<updated>2026-08-27T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Morning Star&lt;br /&gt;
&lt;br /&gt;
-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Mace&amp;diff=921</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Mace</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Mace&amp;diff=921"/>
		<updated>2026-08-27T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Mace&lt;br /&gt;
&lt;br /&gt;
 character may select to be proficient with, i.e. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat. (See COMBAT.) Added Proficiency in Weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc. WEIGHT AND DAMAGE BY WEAPON TYPE Weapon Type Approximate Weight in Gold Pieces Damage VI. Opponent NOTES Size S or M Size L Arrow 2 1-6 1 -6 Axe, Battle 75 Axe, Hand or throwing 50 Bardiche 125 Bec de corbin 100 Bt II-Guisarme Bo Stick Club Dagger 150 2-8 1-10 includes Scorpion 15 30 10 1-6 1-6 1-4 1 -3 1-3 1 -3 Dart- 5 1-3 1-2 Glarve 75 I -6 I - I U includes Couteaux de Breche Glaive - Guisarme Guisarme Guisarme-Voulge 100 BO 150 2-8 2-8 2-8 2-1 2 1-8 includes Bill/Bill Hook 2-8 includes Lochaber Axe Lance‘ (medium horse) 100 2-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Hammer&amp;diff=919</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Hammer</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Hammer&amp;diff=919"/>
		<updated>2026-08-27T21:24:11Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Hammer&lt;br /&gt;
&lt;br /&gt;
emove Fear Snake Charm prayer 11 Resist Cold 12 Sanctuary Speak With Animals Remove Curse Spiritual Hammer Speak With Dead Number 4th Level 5th Level 6th Level 7th Level Cure Serious Wounds Atonement Aerial Servant Astral Spell 1 2 Detect lie Commune Animate object 3 Divination Cure Critical Wounds Blade Barrier Earthquake Control Weather 4 Exorcise 5 Lower Water 6 Neutralize Poison Dispel Evil Flame Strike Insect plague Conjure Animals Gate Find The Path Heal Reaenerate Holy (Unholy) Word Wind Walk True Seeing Word Of Recall 10 Tongues 40&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 41.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Flail&amp;diff=917</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Flail</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Flail&amp;diff=917"/>
		<updated>2026-08-27T21:24:11Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Flail&lt;br /&gt;
&lt;br /&gt;
shows the number which the character may select to be proficient with, i.e. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat. (See COMBAT.) Added Proficiency in Weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc. WEIGHT AND DAMAGE BY WEAPON TYPE Weapon Type Approximate Weight in Gold Pieces Damage VI. Opponent NOTES Size S or M Size L Arrow 2 1-6 1 -6 Axe, Battle 75 Axe, Hand or throwing 50 Bardiche 125 Bec de corbin 100 Bt II-Guisarme Bo Stick Club Dagger 150 2-8 1-10 includes Scorpion 15 30 10 1-6 1-6 1-4 1 -3 1-3 1 -3 Dart- 5 1-3 1-2 Glarve 75 I -6 I - I U includes Couteaux de Breche Glaive - Guisarme Guisarme Guisarme-Voulge 100 BO 150 2-8 2-8 2-8 2-1 2 1-8 includes Bill/Bill Hook 2-8 includes Lochaber Axe Lance‘ (medium horse) 100 2-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Club&amp;diff=915</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Club</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Club&amp;diff=915"/>
		<updated>2026-08-27T21:24:11Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Club&lt;br /&gt;
&lt;br /&gt;
which the character may select to be proficient with, i.e. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat. (See COMBAT.) Added Proficiency in Weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc. WEIGHT AND DAMAGE BY WEAPON TYPE Weapon Type Approximate Weight in Gold Pieces Damage VI. Opponent NOTES Size S or M Size L Arrow 2 1-6 1 -6 Axe, Battle 75 Axe, Hand or throwing 50 Bardiche 125 Bec de corbin 100 Bt II-Guisarme Bo Stick Club Dagger 150 2-8 1-10 includes Scorpion 15 30 10 1-6 1-6 1-4 1 -3 1-3 1 -3 Dart- 5 1-3 1-2 Glarve 75 I -6 I - I U includes Couteaux de Breche Glaive - Guisarme Guisarme Guisarme-Voulge 100 BO 150 2-8 2-8 2-8 2-1 2 1-8 includes Bill/Bill Hook 2-8 includes Lochaber Axe Lance‘ (medium horse) 100 2-7 2-12 Lance* (heavy horse) Mace, footman‘s Mace, horseman’s 150 100 50 3-9 2-7 1-6 3-1 8 1 -6 1-4 Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon Pick, Military, footman’s 60 Pick, Military, horseman’s 40 Pike, Awl 80 Quarrel (or Bolt), light 1 Quarrel (or Bolt), heavy 2 Ranseur 50 Scimitar 40 SI ino bu I let 2 2-3 2-8 1-8 2-5 2-/ 2-8 1-8 2-7 includes Chauves Souris, Ransom, Rhonca, Roncie, Runka includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. - Sling stone 1 1-4 1-4 Spear** 40-60 1-6 1-8 Spetum 50 rseque, Korseke Staff, Quarter 50 Sword, Bastard 100 Sword, Broad 75 Sword, Long Sword, Short Sword, Two-handed Trident Voulge 60 35 250 50 125 1-8 1 -6 1-10 2-7 2-8 1-12 1-8 includes all painted cutting 8 thrusting weapons with blade length between 1 5 ” and 24”. 3-1 8 3-1 2 2-8 Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. ** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. 37&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 38.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Shield&amp;diff=913</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Shield</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Shield&amp;diff=913"/>
		<updated>2026-08-27T21:24:11Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Shield&lt;br /&gt;
&lt;br /&gt;
f all non-human type monsters. Therefore, a monster with an armor class of 2 will not be carrying a shield. Armor types are given on the table below. Note that the inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. - A small shield can be counted against only one attack per melee round. Miscellaneous Equipment L Items Backpack, leather Box, iron, large Box, iron, small Candle, tallow Candle, wax Case, bone, map or scroll Case, leather, map or scrc Chest, wooden, large Chest, wooden, small Lantern, bullseye Lantern, hooded Mirror, large metal Mirror, small, silver Oil, flask of Pole, 10&#039; 2 S.P. 9 9.P. 1 c.p. 1 s.p. 5 S.P. 28 g.p. dl 15 s.p. 17s.p. 8 s.p. 12 g.p. 7 S.P. 10 g.p. 20 g.p. 1 S.P. 3 c.p. Pouch, belt, large 1S.P. Pouch, belt, small 15 s.p. Quiver, 1 doz. orrows cap. 8 s.p. Quiver, 1 score arrows cap. 12 s.p. Quiver, 1 score bolts cap. 15 s.p. Quiver, 2 score bolts cap. 1 g.p. Rope, 50&#039; 4 s.p. Sack, large 16 c.p. Sack, small 10 c.p. Skin for water or wine 15 s.p. Spike, iron, large 1 c.p. Thieves&#039; picks &amp;amp; tools 30 g.p. Tinder Box, with flint &amp;amp; steel 1 g.p. Torch 1 C.P. Provisions Beer, small, pint 5 c.p. Rations, iron, 1 week Food, merchant&#039;s meal 1 s.p. Rations, standard, 1 week 3 g.p. Ale, pint 1 s.p. Mead, pint 5 s.p. 5 S.P. Food, rich meal 19.P. Wine, pint, good 10 s.p. Grain, horse meal, 1 day 1 s.p. Wine, pint, watered 5 s.p. Religious Items Beads, Prayer 1 g.p. Symbol, Holy*, wooden 7 s.p. Incense, stick 1 g.p. Water, Holy*, vial 25 g.p. Symbol, Holy*, iron 2 9.P. or Unholy Symbol, Holy&amp;quot;, silver 50 g.p. Tack and Harness Barding, chain 250 g.p. Saddle 10 g.p. Barding, leather 100 g.p. Saddle Bags, large 4 S.P. Barding, plate 500 g.p. Saddle Bags, small 3 9.P. Bit and Bridle 15 s.p. Saddle Blanket 3 s.p. Harness 12 s.p. Transport Boat, small 75g.p. Ship, merchant, large 15,000g.p. Boat, long 150g.p. Ship, merchant,small 5,000g.p. Galley, large 25,000 g.p. Wagon 150 g.p. Barge (or Raft), small 50 g.p. Galley, small 10.000 g.p. Cart 50 g.p. Ship, war 20,000 g.p. ARMOR Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponent&#039;s weapon. Other factors modify this, of course. Dexterity and magical effects are the two principal modifiers. Do not confuse armor which is worn with the armor class (AC) rating of u - A normal-sized shield can effectively be counted against two attacks per melee round. A large shield is counted against up to three attacks per melee round. - Attacks from the right flank and rear always neGate the advantage of the shield. The cost of armor and shield varies. Generally speaking, the better the protection, the greater the expense. Note: Magic armor neGates weight, so that movement does not consider any encumbrance from magic armor. There are otherwise various types of magic armor. ARMOR CLASS TABLE Armor Class Type of Armor None Shield only leather or padded armor leather or padded armor + shield/ Studded leather or ring mail + s&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 37.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Armor&amp;diff=911</id>
		<title>AD&amp;D Players Handbook/Database/Equipment/Armor</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment/Armor&amp;diff=911"/>
		<updated>2026-08-27T21:24:11Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Armor&lt;br /&gt;
&lt;br /&gt;
 2 c.p. 1 S.P. 3 9.P. 2 S.P. 4 c.p. 15 g.p. monster. Although a creature might be given a very high armor class because of its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like, other factors are considered in such ratings. For example, the size of the creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or multi-planed existence) aspects are considered in the armor class of all non-human type monsters. Therefore, a monster with an armor class of 2 will not be carrying a shield. Armor types are given on the table below. Note that the inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. - A small shield can be counted against only one attack per melee round. Miscellaneous Equipment L Items Backpack, leather Box, iron, large Box, iron, small Candle, tallow Candle, wax Case, bone, map or scroll Case, leather, map or scrc Chest, wooden, large Chest, wooden, small Lantern, bullseye Lantern, hooded Mirror, large metal Mirror, small, silver Oil, flask of Pole, 10&#039; 2 S.P. 9 9.P. 1 c.p. 1 s.p. 5 S.P. 28 g.p. dl 15 s.p. 17s.p. 8 s.p. 12 g.p. 7 S.P. 10 g.p. 20 g.p. 1 S.P. 3 c.p. Pouch, belt, large 1S.P. Pouch, belt, small 15 s.p. Quiver, 1 doz. orrows cap. 8 s.p. Quiver, 1 score arrows cap. 12 s.p. Quiver, 1 score bolts cap. 15 s.p. Quiver, 2 score bolts cap. 1 g.p. Rope, 50&#039; 4 s.p. Sack, large 16 c.p. Sack, small 10 c.p. Skin for water or wine 15 s.p. Spike, iron, large 1 c.p. Thieves&#039; picks &amp;amp; tools 30 g.p. Tinder Box, with flint &amp;amp; steel 1 g.p. Torch 1 C.P. Provisions Beer, small, pint 5 c.p. Rations, iron, 1 week Food, merchant&#039;s meal 1 s.p. Rations, standard, 1 week 3 g.p. Ale, pint 1 s.p. Mead, pint 5 s.p. 5 S.P. Food, rich meal 19.P. Wine, pint, good 10 s.p. Grain, horse meal, 1 day 1 s.p. Wine, pint, watered 5 s.p. Religious Items Beads, Prayer 1 g.p. Symbol, Holy*, wooden 7 s.p. Incense, stick 1 g.p. Water, Holy*, vial 25 g.p. Symbol, Holy*, iron 2 9.P. or Unholy Symbol, Holy&amp;quot;, silver 50 g.p. Tack and Harness Barding, chain 250 g.p. Saddle 10 g.p. Barding, leather 100 g.p. Saddle Bags, large 4 S.P. Barding, plate 500 g.p. Saddle Bags, small 3 9.P. Bit and Bridle 15 s.p. Saddle Blanket 3 s.p. Harness 12 s.p. Transport Boat, small 75g.p. Ship, merchant, large 15,000g.p. Boat, long 150g.p. Ship, merchant,small 5,000g.p. Galley, large 25,000 g.p. Wagon 150 g.p. Barge (or Raft), small 50 g.p. Galley, small 10.000 g.p. Cart 50 g.p. Ship, war 20,000 g.p. ARMOR Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponent&#039;s weapon. Other factors modify this, of course. Dexterity and magical effects are the two principal modifiers. Do not confuse armor which is worn with the armor class (AC) rating of u - A normal-sized shield can effectively be counted against two attacks per melee round. A large shield is counted against up to three attacks per melee round. - Attacks from the right flank and rear always neGate the advanta&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 37.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Equipment|Back to Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment&amp;diff=909</id>
		<title>AD&amp;D Players Handbook/Database/Equipment</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Equipment&amp;diff=909"/>
		<updated>2026-08-27T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Equipment&lt;br /&gt;
&lt;br /&gt;
Selected equipment terms surfaced from the equipment and weapon sections of the supplied handbook. The original tables remain available in the source pages; this index is intentionally conservative because OCR table reconstruction can change columns and numeric values.&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Equipment]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Monk&amp;diff=907</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Monk</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Monk&amp;diff=907"/>
		<updated>2026-08-27T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Monk&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Assassin&amp;diff=905</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Assassin</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Assassin&amp;diff=905"/>
		<updated>2026-08-27T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Assassin&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Thief&amp;diff=903</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Thief</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Thief&amp;diff=903"/>
		<updated>2026-08-27T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Thief&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Illusionist&amp;diff=901</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Illusionist</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Illusionist&amp;diff=901"/>
		<updated>2026-08-27T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Illusionist&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Magic-User&amp;diff=899</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Magic-User</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Magic-User&amp;diff=899"/>
		<updated>2026-08-27T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Magic-User&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Ranger&amp;diff=897</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Ranger</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Ranger&amp;diff=897"/>
		<updated>2026-08-27T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Ranger&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Paladin&amp;diff=895</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Paladin</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Paladin&amp;diff=895"/>
		<updated>2026-08-27T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Paladin&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Fighter&amp;diff=893</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Fighter</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Fighter&amp;diff=893"/>
		<updated>2026-08-27T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Fighter&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Druid&amp;diff=891</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Druid</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Druid&amp;diff=891"/>
		<updated>2026-08-27T21:24:08Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Druid&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Cleric&amp;diff=889</id>
		<title>AD&amp;D Players Handbook/Database/Classes/Cleric</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes/Cleric&amp;diff=889"/>
		<updated>2026-08-27T21:24:08Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Cleric&lt;br /&gt;
&lt;br /&gt;
Source text for this entry was not isolated cleanly by the automated pass.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page not isolated.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Classes|Back to Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes&amp;diff=887</id>
		<title>AD&amp;D Players Handbook/Database/Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Classes&amp;diff=887"/>
		<updated>2026-08-27T21:24:08Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Character Classes&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Cleric|Cleric]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Druid|Druid]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Fighter|Fighter]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Paladin|Paladin]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Ranger|Ranger]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Magic-User|Magic-User]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Illusionist|Illusionist]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Thief|Thief]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Assassin|Assassin]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Classes/Monk|Monk]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Classes]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Humans&amp;diff=885</id>
		<title>AD&amp;D Players Handbook/Database/Races/Humans</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Humans&amp;diff=885"/>
		<updated>2026-08-27T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Humans&lt;br /&gt;
&lt;br /&gt;
CHARACTER RACES (HUMANS) to the following bonuses for constitution: 4-6 = + 1,7-10 = +2, 11-13 = +3,14-17 = +4,and 18 = +5. As halflings also have a similar resistance to poisons of all sorts, they gain a constitution bonus identical to that for saving throws versus magical attacks when they make saving throws versus poison, i.e. +1 to +5 depending on constitution score. All halfling characters are able to speak the following languages in addition to mankind&#039;s &amp;quot;common tongue&amp;quot; and the alignment language: dwarven, elven, gnome, goblin, halfling, and orcish. Halflings with intelli- gence above 16 can learn one additional language for every point of intei-, ligence they possess above the 16 minimum, so at 17 intelligence the character can learn one additional language, and at 18 intelligence two can be learned. Certain halfling characters have infravision. Those with mixed blood are assumed to have infravision which functions up to 30&#039; distant, while those of pure Stoutish blood are able to see heat radiation variation at up to 60&#039; (normal infravision). Similarly, halflings of mixed type and those of pure Stoutish blood are able to note if a passage is an up or down grade 75% (d4, 1-3) of the time, and they can determine direction 50% of the time. Note that these abilities function only when the character is concentrating on the desired information to the exclusion of all other thought and activity. If alone (or well in advance - 90&#039; or more - of a party which does not consist entirely of halflings or elves not in metal armor) and not in metal armor, halfling characters are able to move very silently; thus, if they do not have to open some form of door or other screen, they will surprise (q.v.) a monster 66 2/3% (d6, 1-4) of the time. If a door must be opened, chance for surprise drops to 33 1 /3% (d6,l-2). Halfling characters must accept a penalty of -1 from their initially generated strength ability score, and they gain a bonus of + 1 on dexterity. Half-Ores: Orcs are fecund and create many cross-breeds, most of the offspring of such being typically orcish. However, some one-tenth of orc-human mongrels ore sufficiently non-orcish to pass for human. Complete details of orcs and crossbreeds will be found under the heading Orc in ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL. As it is assumed that player characters which are of half-orc race are within the superior lo%, they have certain advantages. A half-orc character can become a cleric (maximum of 4th level), a fighter (maximum of 10th level), a thief (maximum of 8th level), or an assassin. It is also possible for a half-orc character to operate in two classes at the same time: cleric/fighter, cleric/thief, cleric/assassin, fighter/thief, or fighter/assassin. When playing a multi-classed character, the half-orc must abide by the restrictions of the least favorable class with regard only to armor. All earned experience is always divided equally between the player&#039;s two classes, even though the character might no longer be able to progress upwards in level in one of the two classes. (See CHARACTER CLASSES for more information regarding this subject.) Half-orc characters are able to speak the &amp;quot;common tongue&amp;quot; of humanity, their alignment language, and orcish as well. These characters are able to learn a maximum of two additional languages. Half-orcs have infravision, so that they can detect varying degrees of heat radiation up to 60&#039; distant in the dark. As has been shown before, half-orc characters have bonuses of + 1 to both their strength and constitution scores initially rolled, but they must subtract a charisma penalty of -2. Note that this penalty is in regard to those non- player character henchmen who are not themselves of half-orc race, so the initial, unaltered, charisma ability score should be recorded (cf. Dwarves). Humans: Human characters are neither given penalties nor bonuses, as they are established as the norm upon which these subtractions or additions for racial stock are based. Human characters are not limited as to what class of character they can become, nor do they have any maximum limit - other 17&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 18.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Half-Orcs&amp;diff=883</id>
		<title>AD&amp;D Players Handbook/Database/Races/Half-Orcs</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Half-Orcs&amp;diff=883"/>
		<updated>2026-08-27T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Half-Orcs&lt;br /&gt;
&lt;br /&gt;
 unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents&#039; &amp;quot;to hit&amp;quot; dice rolls because of the dwarves&#039; small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character&#039;s charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves the character has a score of 18 charisma,&#039;so up to 15 henchmen would serve the character if the additional servitors&#039;(0ver and above 8) were themselves dwarves. Elves: There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS &amp;amp; DRAGONS, MONSTER MANUAL. Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-clossed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. All earned experience is always divided equally among the classes of the character, even though the charocter is no longer able to gain levels in one or more of the classes. (More detailed information is given in the CHARACTER CLASSES section hereafter.) Elven characters have a 90% resistonce to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell). When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of + 1 on their die rolls &amp;quot;to hit&amp;quot;. All elven characters are able to speak the following languoges in addition to that of their chosen alignment: elvish, gnome, holfling, &lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 17.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Halflings&amp;diff=881</id>
		<title>AD&amp;D Players Handbook/Database/Races/Halflings</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Halflings&amp;diff=881"/>
		<updated>2026-08-27T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Halflings&lt;br /&gt;
&lt;br /&gt;
or (or if well in advance- 90&#039; or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2). Gnomes: I determination of approximate depth, which can be done at any distance): Detect grade or slope in passage, upwards or downwards Detect new construction 75% probability or passage/tunnel Detect sliding or shifting walls or rooms 75% probability (d4, score 1-3) 66 2/3% probability (d6, score 1-4) Detect traps involving pits, falling blocks and other stonework Determine approximote depth underground 50% probability (d4, score 1-2 or d6, score 1-3) 50% probability Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents&#039; &amp;quot;to hit&amp;quot; dice rolls because of the dwarves&#039; small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character&#039;s charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves the character has a score of 18 charisma,&#039;so up to 15 henchmen would serve the character if the additional servitors&#039;(0ver and above 8) were themselves dwarves. Elves: There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS &amp;amp; DRAGONS, MONSTER MANUAL. Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-clossed, the following restrictions and strictures apply: Although able to opera&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 17.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Half-Elves&amp;diff=879</id>
		<title>AD&amp;D Players Handbook/Database/Races/Half-Elves</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Half-Elves&amp;diff=879"/>
		<updated>2026-08-27T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Half-Elves&lt;br /&gt;
&lt;br /&gt;
rolls because of the gnomes&#039; small size and their combat skill against these much bigger creatures. Half-Elves: Half-elves do not form a race unto themselves, but rather they can be found amongst both elvenkind and men. For details of the typical half-elf see ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL under the heading Elf. A character of half-elven race can play as a cleric (maximum of 5th level), druid, fighter (maximum of 8th level), ranger (maximum of 8th level), magic-user (maximum of 8th level), thief, or assassin (maximum of 11th level). A character of half-elven race can also opt to become a multi- classed individual, i.e. clericlfighter, cleric/ranger, cleric/magic-user, fighter/magic-user, fighte/thief, magic-user/thief, cleric/fighter/magic- user, or a fighter/magic-user/thief. Half-elven characters who choose the cleric as one of their multi-classes aren&#039;t limited by that class&#039; proscriptions upon weapons usable, but they are quite restricted in level. Half-elven characters who choose the thief class as one of their multi-roles are limited to the weaponry and armor of that class when operating as a thief. All earned experience is always divided evenly between the classes of the multi-classed character, even though the character is no longer able to gain levels in one or more of the classes. (See CHARACTER CLASSES, and consult the various classes for more detailed information pertaining to half-elven characters operating within the stated classes.) Half-elven characters have a 30% resistance to sleep and charm spells (if the spells are cast upon them, a percentile dice roll of 31% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell). All half-elven characters are able to speak the &amp;quot;common tongue&amp;quot; of men, their alignment language (q.v.), and the following: elvish, gnome, halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters of above 16 intelligence are able to learn one additional language for every point of intelligence above 16, so that a 17 intelligence indicates the character can learn one additional language, and an 18 intelligence indicates two languages can be learned in addition to those listed above. Half-elves have the ability to see into the infra-red spectrum, so they are able to see up to 60&#039; in darkness, noting varying degrees of heat radiation. Secret or concealed doors are difficult to hide from half-elves, just as they are noticeable by elves. Merely passing within 10&#039; of a concealed door gives the half-elven character a 1 in 6 chance (16 213%) chance of spotting it. If the character is actively seeking to discover such doors, he or she has a 2 in 6 chance (33 1/3%) of spotting a secret door and o 3 in 6 chance (So%) of locating a concealed door. Halflings: Halflings are very much like small humans, thus their name. As player characters, it is assumed that any of the sub-races of the race of halflings can be considered as that of the halfling character in question. Complete information on halflings is &lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 18.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Gnomes&amp;diff=877</id>
		<title>AD&amp;D Players Handbook/Database/Races/Gnomes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Gnomes&amp;diff=877"/>
		<updated>2026-08-27T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Gnomes&lt;br /&gt;
&lt;br /&gt;
CHARACTER RACES (GNOMES) I characters of above 15 intelligence are able to learn one additional language for every point of intelligence over 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.). Elves have the ability to see into the infro-red spectrum, so they are able to see up to 60&#039; in darkness, noting varying degrees of heat radiation. Secret or concealed doors are difficult to hide from elves. Merely passing within 10&#039; of the latter makes an elven character 16 213% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover a concealed portal. As has been shown previously, elven choracters add a bonus of + 1 to their initial dexterity score. Likewise, os elves are not as sturdy as humans, they deduct 1 from their initial constitution score. If alone and not in metal armor (or if well in advance- 90&#039; or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2). Gnomes: I determination of approximate depth, which can be done at any distance): Detect grade or slope in passage, upwards or downwards Detect new construction 75% probability or passage/tunnel Detect sliding or shifting walls or rooms 75% probability (d4, score 1-3) 66 2/3% probability (d6, score 1-4) Detect traps involving pits, falling blocks and other stonework Determine approximote depth underground 50% probability (d4, score 1-2 or d6, score 1-3) 50% probability Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents&#039; &amp;quot;to hit&amp;quot; dice rolls because of the dwarves&#039; small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character&#039;s charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves the character has a score of 18 charisma,&#039;so up to 15 henchmen would serve the character if the additional servitors&#039;(0ver and above 8) were themselves dwarves. Elves: There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS &amp;amp; DRAGONS, MONSTER MANUAL. Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-clossed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. All earned experience is always divided equally among the classes of the character, even though the charocter is no longer able to gain levels in one or more of the classes. (More detailed information is given in the CHARACTER CLASSES section hereafter.) Elven characters have a 90% resistonce to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell). When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of + 1 on their die rolls &amp;quot;to hit&amp;quot;. All elven characters are able to speak the following languoge&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 17.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Elves&amp;diff=875</id>
		<title>AD&amp;D Players Handbook/Database/Races/Elves</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Elves&amp;diff=875"/>
		<updated>2026-08-27T21:24:06Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Elves&lt;br /&gt;
&lt;br /&gt;
r 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.). Elves have the ability to see into the infro-red spectrum, so they are able to see up to 60&#039; in darkness, noting varying degrees of heat radiation. Secret or concealed doors are difficult to hide from elves. Merely passing within 10&#039; of the latter makes an elven character 16 213% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover a concealed portal. As has been shown previously, elven choracters add a bonus of + 1 to their initial dexterity score. Likewise, os elves are not as sturdy as humans, they deduct 1 from their initial constitution score. If alone and not in metal armor (or if well in advance- 90&#039; or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2). Gnomes: I determination of approximate depth, which can be done at any distance): Detect grade or slope in passage, upwards or downwards Detect new construction 75% probability or passage/tunnel Detect sliding or shifting walls or rooms 75% probability (d4, score 1-3) 66 2/3% probability (d6, score 1-4) Detect traps involving pits, falling blocks and other stonework Determine approximote depth underground 50% probability (d4, score 1-2 or d6, score 1-3) 50% probability Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents&#039; &amp;quot;to hit&amp;quot; dice rolls because of the dwarves&#039; small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character&#039;s charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarv&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 17.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Dwarves&amp;diff=873</id>
		<title>AD&amp;D Players Handbook/Database/Races/Dwarves</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races/Dwarves&amp;diff=873"/>
		<updated>2026-08-27T21:24:06Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Dwarves&lt;br /&gt;
&lt;br /&gt;
CHARACTER RACES (DWARVES) CHARACTERS RACE INTELLIGENCE Min. 3/3 8/8 7/7 4/4 6/6 3/3 Max. 1811 8 18/18 1811 8 18/18 18/1 8 17/17 DEXTERITY Min. 3/3 7/7 313 616 8/8 3/3 CHARISMA Min. Max. 313 818 313 313 3/3 3/3 16/16 18/18 18/18 18/18 18/1 8 1211 2 *As noted previously, fighters of all races might be entitled to an exceptional strength bonus, see CHARACTER ABILITIES, Strength. Notes Regarding Character Race Table 111: Minimum Scores indicate the lowest possible roll for consideration of a character to be of the racial type indicated. Scores below the minimum indicated are not allowable, so any character with less than the minimum shown can not be of the appropriate race. Maximum Scores include racial penalties and bonuses; thus, some races can exceed the 18 total possible in the initial generation of abilities with three six-sided dice. Penalties and bonuses for race are taken before adjusting for maximum score. The Slash (/) separates the minimums and maximums possible for males, shown first, and females, shown after the slash, thus: males/females, minimum and maximum as applicable. A male dwarf needs a minimum strength of 8, as does a female of that race; a male dwarf can have a maximum strength of 18, but a female dwarf can have a maximum strength of 17; this reads as 8/8, 18/17. CHARACTER RACE DESCRIPTIONS All of the non-human or part-human races closely resemble humans in many aspects. It is assumed that similarities are sufficiently apparent so as to warrant no further comment, and only special racial characteristics which are dissimilar to humans will be dealt with. Characters differ slightly within their respective races as a whole. Dwarves: The race of dwarves typically dwells in hilly or mountainous regions. For details of the race in general the reader is referred to ADVANCED DUNGEONS &amp;amp; DRAGONS, MONSTER MANUAL. As player characters, both dwarves and their cousins the &amp;quot;mountain dwarves&amp;quot; can be considered. A character of the dwarven race can be a fighter (maximum of 9th level), a thief, or an assassin (maximum of 9th level). It is also possible for a dwarven character to opt to work simdltaneously in the fighter and thief classes; in the latter event the dwarf will be limited to the armor permitted a thief when performing any functions of that class. Experience will always be divided between the two classes also, even though the dwarf may no longer advance upwards in fighting ability level. (Complete information regarding this subject is given hereunder in the section dealing with CHARACTER CLASSES.) Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% points of constitution ability. Thus, if o dwarf had a constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 constitution the bonus would be +4, and at 18 constitution the bonus would be the maximum normally possible, +5. Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells. All dwarves are able to speak the following languages (q...): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the &amp;quot;common tongue&amp;quot; of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability. Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60&#039; in the dark noting varying degrees of heat radiation. This ability is known as &amp;quot;infravision&amp;quot;. Dwarves are miners of great skill. They are able to detect the following facts when within 10&#039; or less of the particular phenomenon (except 15&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
Supplied Players Handbook PDF, page 16.&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D Players Handbook/Database/Races|Back to Races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races&amp;diff=871</id>
		<title>AD&amp;D Players Handbook/Database/Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Races&amp;diff=871"/>
		<updated>2026-08-27T21:24:06Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Character Races&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Dwarves|Dwarves]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Elves|Elves]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Gnomes|Gnomes]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Half-Elves|Half-Elves]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Halflings|Halflings]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Half-Orcs|Half-Orcs]]&lt;br /&gt;
* [[AD&amp;amp;D Players Handbook/Database/Races/Humans|Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Races]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Vision&amp;diff=869</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Vision</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Vision&amp;diff=869"/>
		<updated>2026-08-27T21:24:06Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Vision&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=7&lt;br /&gt;
 |school=Divination&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=0&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=The illusionist&lt;br /&gt;
 |components=V,S,M&lt;br /&gt;
 |casting_time=7segments&lt;br /&gt;
 |saving_throw=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
At such time as the illusionist wishes to gain supernatural guidance, he or she casts a vision spell, calling upon whatever power he or she desires aid from, and asking the question for which a vision is to be given to answer. Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and will cause the illusionist, by ultra-powerful geas or quest, to do some service, and no question will be answered. If the dice total 7 to 9, the poweris indifferent, and some minor vision, possibly unrelated to the question, will be given. A score of 10 or 100&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 101. Original printed page is approximately 99 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 7 Components: V,S,M Range: 0 Casting Time: 7segments Duration: Special Saving Throw: None Area of Effect: The illusionist Explanation/Description: At such time as the illusionist wishes to gain supernatural guidance, he or she casts a vision spell, calling upon whatever power he or she desires aid from, and asking the question for which a vision is to be given to answer. Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and will cause the illusionist, by ultra-powerful geas or quest, to do some service, and no question will be answered. If the dice total 7 to 9, the poweris indifferent, and some minor vision, possibly unrelated to the question, will be given. A score of 10 or 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 7 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Prismatic_Wall&amp;diff=867</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Prismatic Wall</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Prismatic_Wall&amp;diff=867"/>
		<updated>2026-08-27T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Prismatic Wall&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=7&lt;br /&gt;
 |school=Abjuration, Conjuration/Summoning&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=I&amp;quot;&lt;br /&gt;
 |duration=I turn/level&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=7 Segments&lt;br /&gt;
 |saving_throw=Special&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
The prismatic wall spell is similar to the prismatic sphere spell (q.v.). It differs only in that the spell creates a wall, or curtain, of scintillating colors. The wall is of maximum proportions of 4&#039; wide per level of experience of the spell caster and 2&#039; high per level of experience.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 101. Original printed page is approximately 99 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 7 Components: V,S Range: I&amp;amp;quot; Duration: I turn/level Area of Effect: Special Casting Time: 7 Segments Saving Throw: Special Explanation/Description: The prismatic wall spell is similar to the prismatic sphere spell (q.v.). It differs only in that the spell creates a wall, or curtain, of scintillating colors. The wall is of maximum proportions of 4&amp;amp;#x27; wide per level of experience of the spell caster and 2&amp;amp;#x27; high per level of experience.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 7 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Prismatic_Spray&amp;diff=865</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Prismatic_Spray&amp;diff=865"/>
		<updated>2026-08-27T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Prismatic Spray&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=7&lt;br /&gt;
 |school=Abjuration, Conjuration/Summoning&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=0&lt;br /&gt;
 |duration=Instantaneous&lt;br /&gt;
 |area=7&amp;quot; long plane, I %&amp;quot; wide at end, %&amp;quot;wide at base&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=7segments&lt;br /&gt;
 |saving_throw=Special&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
When this spell is cast, the illusionist causes 7 rays of the prismatic sphere spell (q.v.) to spring from his or her hand. Any creature in the area of effect will be touched by 1 or more of the rays. To determine which ray strikes the concerned creature, roll on eight-sided die: 5 = blue 6 = indigo 7 = violet 8 = struck by 2 rays, roll again twice ignoring any 8 s 1 =red 2 = orange 3 = yellow 4 = green Saving throws apply only with respect to those prismatic color rays which call for such.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 101. Original printed page is approximately 99 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 7 Components: V,S Range: 0 Casting Time: 7segments Duration: Instantaneous Saving Throw: Special Area of Effect: 7&amp;amp;quot; long plane, I %&amp;amp;quot; wide at end, %&amp;amp;quot;wide at base Explanation/Description: When this spell is cast, the illusionist causes 7 rays of the prismatic sphere spell (q.v.) to spring from his or her hand. Any creature in the area of effect will be touched by 1 or more of the rays. To determine which ray strikes the concerned creature, roll on eight-sided die: 5 = blue 6 = indigo 7 = violet 8 = struck by 2 rays, roll again twice ignoring any 8 s 1 =red 2 = orange 3 = yellow 4 = green Saving throws apply only with respect to those prismatic color rays which call for such.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 7 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Astral_Spell&amp;diff=863</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Astral Spell</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Astral_Spell&amp;diff=863"/>
		<updated>2026-08-27T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Astral Spell&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=7&lt;br /&gt;
 |school=Alteration&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=Touch&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=3 turns&lt;br /&gt;
 |saving_throw=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell is the same as the seventh level cleric spell, astral spell (q.v.) .&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 101. Original printed page is approximately 99 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 7 Components: V,S Range: Touch Casting Time: 3 turns Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: This spell is the same as the seventh level cleric spell, astral spell (q.v.) .&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 7 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Alter_Reality&amp;diff=861</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Alter Reality</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Alter_Reality&amp;diff=861"/>
		<updated>2026-08-27T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Alter Reality&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=7&lt;br /&gt;
 |school=illusion/Phantasm, Conjuration/Summoning&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=Unlimited&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=Special&lt;br /&gt;
 |casting_time=Special&lt;br /&gt;
 |saving_throw=Special&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
The alter reality spell is similar to the seventh level magic-user limited wish spell (q.v.) . In order to effect the magic fully, the illusionist must depict the enactment of the alterotion of reality through the casting of a phantasmal force, as well as verbalization in a limited form, before the spell goes into action.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 101. Original printed page is approximately 99 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;First level Magic-user Spells Level: 7 Range: Unlimited Duration: Special Area of Effect: Special Components: Special Casting Time: Special Saving Throw: Special Explanation/Description: The alter reality spell is similar to the seventh level magic-user limited wish spell (q.v.) . In order to effect the magic fully, the illusionist must depict the enactment of the alterotion of reality through the casting of a phantasmal force, as well as verbalization in a limited form, before the spell goes into action.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 7 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Veil&amp;diff=859</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Veil</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Veil&amp;diff=859"/>
		<updated>2026-08-27T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Veil&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=Illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=1 &amp;quot;/level&lt;br /&gt;
 |duration=1 tum/level&lt;br /&gt;
 |area=2&amp;quot; X 2&amp;quot;/level&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=3 segments&lt;br /&gt;
 |saving_throw=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
The veil spell enables the illusionist to instantly change the appearance of his or her surroundings and/or party or create hallucinatory terrain (q.v.) so as to fool even the most clever creatures unless they have true seeing/sight, a gem of seeing, or similar magical aid. The veil can make a sumptuous room seem a filthy den and even 99&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 6 Components: V,S Range: 1 &amp;amp;quot;/level Duration: 1 tum/level Area of Effect: 2&amp;amp;quot; X 2&amp;amp;quot;/level Casting Time: 3 segments Saving Throw: None Explanation/Description: The veil spell enables the illusionist to instantly change the appearance of his or her surroundings and/or party or create hallucinatory terrain (q.v.) so as to fool even the most clever creatures unless they have true seeing/sight, a gem of seeing, or similar magical aid. The veil can make a sumptuous room seem a filthy den and even 99&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/True_Sight&amp;diff=857</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/True Sight</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/True_Sight&amp;diff=857"/>
		<updated>2026-08-27T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# True Sight&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=Divination&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=Touch&lt;br /&gt;
 |duration=I round/level&lt;br /&gt;
 |area=6&amp;quot; light range&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=I round&lt;br /&gt;
 |saving_throw=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell is very like the fifth level cleric spell, true seeing (q.v.) . However, while the true sight spell allows the illusionist to see its actual or former form, it does not allow determination of alignment.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 6 Components: V,S Range: Touch Duration: I round/level Area of Effect: 6&amp;amp;quot; light range Casting Time: I round Saving Throw: None Explanation/Description: This spell is very like the fifth level cleric spell, true seeing (q.v.) . However, while the true sight spell allows the illusionist to see its actual or former form, it does not allow determination of alignment.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shades&amp;diff=855</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Shades</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shades&amp;diff=855"/>
		<updated>2026-08-27T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Shades&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=3&amp;quot;&lt;br /&gt;
 |duration=1 round/level&lt;br /&gt;
 |area=2&amp;quot; X 2&amp;quot;&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=6 segments&lt;br /&gt;
 |saving_throw=Special Level: 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell is related to shadow monsters and demi-shadow monsters (qq.v.), but the monsters created are of 60% hit points and damage potential and are of armor class 6.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Components: V,S Casting Time: 6 segments Saving Throw: Special Level: 6 Range: 3&amp;amp;quot; Duration: 1 round/level Area of Effect: 2&amp;amp;quot; X 2&amp;amp;quot; Explanation/Description: This spell is related to shadow monsters and demi-shadow monsters (qq.v.), but the monsters created are of 60% hit points and damage potential and are of armor class 6.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Programmed_Illusion&amp;diff=853</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Programmed Illusion</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Programmed_Illusion&amp;diff=853"/>
		<updated>2026-08-27T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Programmed Illusion&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=l&amp;quot;/level&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=4 square&amp;quot; + 1&lt;br /&gt;
 |components=V,S,M&lt;br /&gt;
 |casting_time=6 segments square/level&lt;br /&gt;
 |saving_throw=Special&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
By means of this spell, the illusionist sets up a spectral forces spell (q.v.) which will activate upon command or when o specified condition occurs (cf. magic mouth). The illusion will last for a maximum of 1 round per level of the spell caster.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 6 Components: V,S,M Range: l&amp;amp;quot;/level Duration: Special Saving Throw: Special Area of Effect: 4 square&amp;amp;quot; + 1 Casting Time: 6 segments square/level Explanation/Description: By means of this spell, the illusionist sets up a spectral forces spell (q.v.) which will activate upon command or when o specified condition occurs (cf. magic mouth). The illusion will last for a maximum of 1 round per level of the spell caster.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Permanent_Illusion&amp;diff=851</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Permanent Illusion</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Permanent_Illusion&amp;diff=851"/>
		<updated>2026-08-27T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Permanent Illusion&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=Illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=l&amp;quot;/level&lt;br /&gt;
 |duration=Permanent&lt;br /&gt;
 |area=4 square&amp;quot; + 1&lt;br /&gt;
 |components=V,S,M&lt;br /&gt;
 |casting_time=6 segments square/level&lt;br /&gt;
 |saving_throw=Special&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell creates a lasting spectral force (q.v.) which requires no concentration. It is subject to dispel magic, of course.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 6 Components: V,S,M Range: l&amp;amp;quot;/level Duration: Permanent Saving Throw: Special Area of Effect: 4 square&amp;amp;quot; + 1 Casting Time: 6 segments square/level Explanation/Description: This spell creates a lasting spectral force (q.v.) which requires no concentration. It is subject to dispel magic, of course.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Mass_Suggestion&amp;diff=849</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Mass Suggestion</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Mass_Suggestion&amp;diff=849"/>
		<updated>2026-08-27T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Mass Suggestion&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=Enchantment/Charm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=3&amp;quot;&lt;br /&gt;
 |duration=4 turns + 4 turns/level&lt;br /&gt;
 |area=One creature/level&lt;br /&gt;
 |components=V,M&lt;br /&gt;
 |casting_time=6 segments&lt;br /&gt;
 |saving_throw=Neg.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell is the same as the third level suggestion spell, except that the illusionist is able to cast the spell upon more than one subiect, provided the prospective recipients of the suggestion are within the 3&amp;quot; range. One creature per level of experience the spell caster has attained can be affected. If only one creature is the subject, its saving throw is at -2. The suggestion must be the same for all hearing it.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: R.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 6 components: V,M Range: 3&amp;amp;quot; Duration: 4 turns + 4 turns/level Area of Effect: One creature/level Casting Time: 6 segments Saving Throw: Neg. Explanation/Description: This spell is the same as the third level suggestion spell, except that the illusionist is able to cast the spell upon more than one subiect, provided the prospective recipients of the suggestion are within the 3&amp;amp;quot; range. One creature per level of experience the spell caster has attained can be affected. If only one creature is the subject, its saving throw is at -2. The suggestion must be the same for all hearing it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Demi-Shadow_Magic&amp;diff=847</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Demi-Shadow Magic</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Demi-Shadow_Magic&amp;diff=847"/>
		<updated>2026-08-27T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Demi-Shadow Magic&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=6&amp;quot; + l&amp;quot;/level&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=6 segments&lt;br /&gt;
 |saving_throw=Special Level: 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
This spell is similar to the fifth level shadow magic spell (q...), but in addition to the quasi-real spells listed thereunder it enables the illusionist to cast a quasi-real wall of fire, wall of ice, or cloudkill. If recognized as demi-shadow magic (the victim makes its saving throw), the magic missile, fireball, et 01. do 2 hit points of damage per 99&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Components: V,S Casting Time: 6 segments Saving Throw: Special Level: 6 Range: 6&amp;amp;quot; + l&amp;amp;quot;/level Duration: Special Area of Effect: Special Explanation/Description: This spell is similar to the fifth level shadow magic spell (q...), but in addition to the quasi-real spells listed thereunder it enables the illusionist to cast a quasi-real wall of fire, wall of ice, or cloudkill. If recognized as demi-shadow magic (the victim makes its saving throw), the magic missile, fireball, et 01. do 2 hit points of damage per 99&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Conjure_Animals&amp;diff=845</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Conjure Animals</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Conjure_Animals&amp;diff=845"/>
		<updated>2026-08-27T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Conjure Animals&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=6&lt;br /&gt;
 |school=Conjuration/Summoning&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=3&amp;quot;&lt;br /&gt;
 |duration=1 round/level&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=6 segments&lt;br /&gt;
 |saving_throw=None Level: 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
Except as shown above, this spell is the same as the sixth level cleric spell, conjure animals (q.v.) .&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Components: V,S Casting Time: 6 segments Saving Throw: None Level: 6 Range: 3&amp;amp;quot; Duration: 1 round/level Area of Effect: Special Explanation/Description: Except as shown above, this spell is the same as the sixth level cleric spell, conjure animals (q.v.) .&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 6 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Summon_Shadow&amp;diff=843</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Summon Shadow</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Summon_Shadow&amp;diff=843"/>
		<updated>2026-08-27T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Summon Shadow&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=5&lt;br /&gt;
 |school=Conjuration/Summoning&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=I&amp;quot;&lt;br /&gt;
 |duration=1 round + 1 round/level&lt;br /&gt;
 |area=1 &amp;quot; X 1 &amp;quot;&lt;br /&gt;
 |components=V,S,M&lt;br /&gt;
 |casting_time=5 segments&lt;br /&gt;
 |saving_throw=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
When this spell is cast, the illusionist conjures up 1 shadow (see ADVANCED DUNGEONS &amp;amp; DRAGONS, MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemieson command. Theshadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz. Sixth Level Spells:&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Level: 5 Components: V,S,M Range: I&amp;amp;quot; Casting Time: 5 segments Duration: 1 round + 1 round/level Saving Throw: None Area of Effect: 1 &amp;amp;quot; X 1 &amp;amp;quot; Explanation/Description: When this spell is cast, the illusionist conjures up 1 shadow (see ADVANCED DUNGEONS &amp;amp;amp; DRAGONS, MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemieson command. Theshadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz. Sixth Level Spells:&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 5 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shadow_Magic&amp;diff=841</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Shadow Magic</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shadow_Magic&amp;diff=841"/>
		<updated>2026-08-27T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Shadow Magic&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=5&lt;br /&gt;
 |school=Illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=5&amp;quot; + l&amp;quot;/level&lt;br /&gt;
 |duration=Special&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=V,S&lt;br /&gt;
 |casting_time=5 segments&lt;br /&gt;
 |saving_throw=Special Level: 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
The shadow magic spell allows the illusionist to cast a quasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail to make their saving throws. If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the illusionist casting it, regardless of which quasi-real spell was cast.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;Components: V,S Casting Time: 5 segments Saving Throw: Special Level: 5 Range: 5&amp;amp;quot; + l&amp;amp;quot;/level Duration: Special Area of Effect: Special Explanation/Description: The shadow magic spell allows the illusionist to cast a quasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail to make their saving throws. If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the illusionist casting it, regardless of which quasi-real spell was cast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 5 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shadow_Door&amp;diff=839</id>
		<title>AD&amp;D Players Handbook/Database/Spells/Illusionist/Shadow Door</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D_Players_Handbook/Database/Spells/Illusionist/Shadow_Door&amp;diff=839"/>
		<updated>2026-08-27T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;JohnRS421: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Shadow Door&lt;br /&gt;
&lt;br /&gt;
{{AD&amp;amp;D Spell&lt;br /&gt;
 |class=Illusionist&lt;br /&gt;
 |level=5&lt;br /&gt;
 |school=illusion/Phantasm&lt;br /&gt;
 |reversible=No&lt;br /&gt;
 |range=I&amp;quot;&lt;br /&gt;
 |duration=1 round/level&lt;br /&gt;
 |area=Special&lt;br /&gt;
 |components=S&lt;br /&gt;
 |casting_time=2 segments&lt;br /&gt;
 |saving_throw=None Level: 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
## Description&lt;br /&gt;
&lt;br /&gt;
By means of this spell, the illusionist creates the illusion of a door. The illusion also permits the illusionist to appear to step through this &amp;quot;door&amp;quot; and disappear, when in reality he or she has darted aside, and can then flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10&#039; X 10&#039; room if they open the &amp;quot;door&amp;quot;. Only a true seeing spell, a gem of seeing, or similar magical means will discover the illusionist.&lt;br /&gt;
&lt;br /&gt;
## Source&lt;br /&gt;
&lt;br /&gt;
Supplied Players Handbook PDF, PDF page 100. Original printed page is approximately 98 for this portion of the scan. Source column: L.&lt;br /&gt;
&lt;br /&gt;
=== OCR source record ===&lt;br /&gt;
&amp;lt;pre&amp;gt;components: S Casting Time: 2 segments Saving Throw: None Level: 5 Range: I&amp;amp;quot; Duration: 1 round/level Area of Effect: Special Explanation/Description: By means of this spell, the illusionist creates the illusion of a door. The illusion also permits the illusionist to appear to step through this &amp;amp;quot;door&amp;amp;quot; and disappear, when in reality he or she has darted aside, and can then flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10&amp;amp;#x27; X 10&amp;amp;#x27; room if they open the &amp;amp;quot;door&amp;amp;quot;. Only a true seeing spell, a gem of seeing, or similar magical means will discover the illusionist.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:AD&amp;amp;D Database]]&lt;br /&gt;
[[Category:AD&amp;amp;D Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Spells]]&lt;br /&gt;
[[Category:AD&amp;amp;D Illusionist Level 5 Spells]]&lt;/div&gt;</summary>
		<author><name>JohnRS421</name></author>
	</entry>
</feed>