Spell Level Calculator - TIW


Introduction

This page is no longer being maintained. It is here for archival purposes. It is intended as a tool for calculating the approximate level of spells in 2nd Ed. AD&D.

This is an HTML, JavaScript-enhanced version of the Spell Level Charts.

How To Use This Chart

Use this chart by going through each section and assigning the most applicable entries to the spell. Then add up the total plusses/minuses to the spell's level. This will give an estimate of the spell's level. It is used by the DM as a guide. Now, I know this chart can be beaten (it is possible to create a version of the Contingency spell that allows the caster to throw Prismatic Spheres at opponents - the casting time is measured in days), so it's still up to the DM as to the final level of a spell. This is a real time-saver, though.

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The Basics

Spell basics. Focuses mainly on the type of spell it is: damage, protection, conjuration, combat enhancement/penalizing, detection.

Basic Die of Damage (hit points):

Select die of damage
Damage degrades by range (1 die lower, or 1/2 dmg; ex. Wall of Fire) -1 level

Damage Increases By:

Damage increases by:

Dice of Protection:

Avamor Campaign: Only Priest spells can provide additional hit points of protection. Protection from XXX (fire, lightning, cold, etc) must be minimum of 3rd level.

Dice of protection:

Maximum Dice Limits: Some spells, such as the 2nd Ed. Fireball, have a dice or level cap. This is accounted for here:

Maximum damage dice:

Bonus Damage/Protection: For spells that do a little extra damage/protection beyond their dice. This section is normally used in conjuction with Basic Die of Damage and Dice of Protection above.

Bonus damage/protection:

Special Damage Effects: This is a catch-all category for unusual magical damage from spells. It also includes modifiers for the specific type of damage (fire, electricity, cold, acid, etc.), since immunities to some damage forms are more common (fire immunity/resistance is pretty popular in AD&D). Consider the direct effects of spell only (ex: Power Word-Blind, Cause Blindness, etc), not the indirect effects (ex: blindness from Continual Light).

1 side only causes damage (Wall of Fire) +2 levels
Acid damage +1 level
Allows normal wpn to affect creatures immune to magic wpns +3 level
Blindness:
Cold damage +.5 level
Darkness +1.5 level
Deafness +3 level
Decreased/Negated class ability (ex: Decreases a thief's pick pocket %) +2 levels
Electrical damage -1 level
Entanglement/Binding (ex: entangle) +2 level

Fire damage -.5 level
Heat damage (noncumulative with fire) +.5 level
Hit point draining +2 levels
Level draining (per level/hd) (number of lvls/hd drained: * 5 level
Magical Force +3 level
Negative material plane energy damage (see conj/summ)
Paralysis +3 level
Poison damage +1 level
Positive material plane energy damage (see conj/summ)
Sleep +1 level
Slow +1.5 level
Steam damage +1.5 level
Stunning:

Special Protection: A catch-all category for protective magics. Consider the direct effects of the spell only. Note that anti-magic or Negation-type spells (meta-magics that affect a wide variety of spells, such as the Minor Globe of Invulnerability and Anti-Magic Shell) are dealt with under MISCELLANEOUS.

Additional hit points of protection +1 level
Electrical protection -.5 level
Fire protection -1 level
Force field protection (ex. Wall of Force) +7 levels
Negates specific type of damage:
Protects against 1/2 damage, improves saves -1 level
Protects against all damage +1 level
Protects against specific number of attacks (i.e. Stoneskin):
Bonus # attacks protected against:

Reduces damage by #hp/attack

Bonus points of damage reduction:

Reflects 100% of attack (Fire Shield) (This may be cumulative with other items listed) +3 levels

Conjure/Summon: This section is for extra-planar effects as well as summoning creatures.

Con/sum material from other plane +2 level
Conj/sum nonmagical item +1 level
Conj/Summ nonmagical creature(s):
Conj/Summ magical creature(s):
Hitdice Conj/Summ:

Miscellaneous Effects:

Primarily for combat enhancement-type spells (ex: Bless, Prayer). Also includes items that didn't seem to fit anywhere else in the Basics.
Alters primary ability score (Str, Int, Wis, Dex, Con, Cha) +2 levels
Alters other ability score (Com) +1 level
Alters ability score with max of 18 -.5 level
Alters ability score with max of 19 -.25 level
Alters ability score with max of 20 -.1 level
Bonus to AC (per +1) * 1 level
Bonus to damage (per +1) * 1.5 level
Bonus to hit (per +1) * 1 level
Bonus to initiative (per +1) * .5 level
Bonus to movement See Increase aspect below
Bonus to spellcasting (per 10%) * 1 level
Creates nonmagical product (ex: write, copy) +/- 0

Increase # Attacks

Increase aspect: (movement, sight, hearing, etc)
Increase effective levels:
Less than 5HD only -1 level
Penalty to AC (per -1) * .5 level
Penalty to damage (per -1) * .75 level
Penalty to hit (per -1) * .5 level
Penalty to initiative (per -1) * .25 level
Penalty to movement (50% movement) +.5 level
Penalty to spellcasting (per 10%) * .5 level
Silence +.5 level
To hit roll required:
Detection: Used for divination or detection-type spells. Normal detection is for non-magically altered attributes of a creature based on the Prime Material Plane (good/evil, level/HD, class, native to current plane, etc.). On other plane is for those detections that can detect out-of-phase, determine exact plane of origin, ethereal, or astral creatures. Through magical spell is for those detections that penetrate other types of concealing magic (like Detect Invisible penetrates the Invisibility spell). Divinations which penetrate illusions get lowered by 1 level because most illusions allow a save for disbelief.
Normal detection (doesn't cross planar barrier or penetrate concealment/non-detection magic. ex: detect good) +2 level
On other plane (ex: detect ethereal) +4 level
Through magical spell (ex: detect invisible) +3 level
Illusion -1 level

Range:

Okay, this one requires a little explanation. The Base Range of the spell is the range given as an independent number - not a function of level. Example: If a spell has a listed range of 4" + 1"/level, the 4" is considered the Base Range and the 1"/level is the Additional Range. In this example, because the spell's range is also dependent on level, it also gets the Variable range: per level (+1 level) modifier. If the spell lists a range that doesn't vary by level (ex: Haste), then use the Set range bonus of -1 level.

Additional 1" range * .5 level per 1"
Base Range: Per 1" base range (round up) * .25 level
Line of sight range (IOW, as far as the caster can see) +3 level
Set range (not variable by level) -1 level
Touch only -1 level
Variable range: (Cumulative with Additional 1" range)

Duration

If a spell has multiple types of duration, such as Protection from Fire (until used and 1 turn/level), use the average of the duration types. Example: Protection from fire would have the Until Used modifier (+1 level) as well as the Variable Duration modifier (turns: +1 level, and Duration by level: +/- 0 in this case), averaged together: (1+1)/2 = +1 level.

Affects another spell
Continuous until target is out of points (ex: blood draining) +2 level
Duration by level: (Cumulative with Variable Duration)
Instantaneous duration +/- 0 level
Permanent duration
Set duration time units (Cumulative with Set duration length):
Set duration length: (Cumulative with Set Duration)
Set and variable duration: (Use this one when a spell has both a set and variable duration. Ex: Fly, Haste) +.5xset duration
Variable duration time units (Cumulative with Duration by Level):
Until duration (choose one): Spell lasts...

Area of Effect

Pretty self-explanatory.

Area of Effect by level: (Cumulative with Number of Creatures. Example: If a spell affects 1 creature (-1 level) per level (+3 level), the net effect is +2 level)
AoE by level:
Miscellaneous Area of Effect attributes:
AOE can be altered to caster's will (ex. Wall of Force) +.5 level
Caster only -1 level
Limited Number of Creatures (Cumulative with Area of Effect by level)
# Creatures constrained to limited AE:
(Spell can affect only a number of creatures in certain radius, ex. Haste)
10'x10'x10' or fraction +/-0
Radius:
Two-dimensional Area (Wall spells, barriers, etc). Assumes 1 inch thickness. This is usually used with conjured/created material.
Radius:

Components

Even if your campaign doesn't use components, make use of this section - it'll throw the calculations off if you don't.
Base Components
Component Rarity:
Reusable components +.5 level
Variable components (per component): Example - using a part of the victim's body in casting the spell gives a penalty to his save.
Bonuses to save +.5 level
Penalty to save +1 level

Casting Time

Another bit of explanation. In AD&D, most spells' casting times are a function of the spell's level. That is, it usually takes 4 segments, rounds, turns, hours, etc. to cast a 4th level spell; 6 segments, rounds, etc. to cast a 6th level spell, and so on. The Casting Time section immediately below is used for that. So, a 3rd level spell that takes 6 segments to cast gets the +3 spell level modifier, a 2nd level spell that takes 1 round to cast gets the -1 spell level modifier, and a 7th level spell that takes 7 hours to cast gets the equal to spell level modifier. The unit of time (segments, rounds, turns, hours, days) is accounted for under Time Unit.

Casting Time is spell level +/-...
Time Unit: Casting time is measured in...
Saving Throw
Penalty to Save
Must be willing -.5 level

Miscellaneous

This is the catch-all category for elements of the spell that don't fit anywhere else above.
Additional spellcasters required
Affects items
Affects only specific classes/races -.5 level/class
Affects caster & creature touched, touch has lesser effect -.5 level
Ages recipient 1 year -1 level
Can be cast in air (Evocation-type magics, Wall of... spells, etc. Doesn't require an anchor point) +2 levels
Chaining effect (Chain lightning) +2 levels
Enhances spell of:
Immune to Dispel Magic (or other negation spell <4th level) +1 level
Negated by
Negates spells of
Reversible +.5 level
Renders target(s) helpless (can be killed without risk)- non-cumulative with Damage effects +1 level
Spell storing +2 levels
Teleportation effect +2 levels
To hit roll required (non-cumulative with Saving Throw: Must be willing -1 level
Transmute/Polymorph effect +3 levels
Ward/Trap spells (Cumulative with Duration) - detectable by:
Weight limitation: per 100lb/lvl 00lb * -1 level
Total:

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