The Basics
Spell basics. Focuses mainly on the type of spell it is: damage, protection, conjuration, combat enhancement/penalizing, detection.
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Basic Die of Damage (hit points):
Select die of damage
None
1d4
1d6, 1 pt structural damage
1d8
1d10
1d12
0
+1 level
+3 levels
+5 levels
+7 levels
+9 levels
Damage degrades by range (1 die lower, or 1/2 dmg; ex. Wall of Fire)
-1 level
Damage Increases By:
Damage increases by:
NA
1 die/level (fireball)
1 die/2 levels
1 die/3 levels
1 die/4-5 levels
1 die/6+ levels
0
0
-1 level
-1.5 levels
-2 levels
-3 levels
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:
None
1-6 hp/ caster level
7-10 hp/caster level
11+ hp/caster level
0
+1 level
+3 levels
+4 levels
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:
None
5 dice/5th level cap
10 dice/10th level cap
12 dice/12th level cap
0
+4 levels
+3 levels
+2 levels
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:
None
+1 hp/level (Cone of Cold)
+2 hp/level
+3 hp/level
+1 hp/die (Magic Missile)
+2 hp/die
0
0
+.5 level
+1 level
+1 level
+2 levels
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:
None
50%
100%
0
+1.5 levels
+3 levels
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:
0 rounds
1-4 rounds
5+ rounds
0
+1 level
+2 levels
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:
None
Negates dmg from Edged Weapons
Negates dmg from Missile Weapons (non-siege)
0
+6.5 levels
+6 levels
Protects against 1/2 damage, improves saves
-1 level
Protects against all damage
+1 level
Protects against specific number of attacks (i.e. Stoneskin):
0 Attacks
1-6 Attacks
1-8 Attacks
1-10 Attacks
1-12 Attacks
Bonus # attacks protected against:
0 Attacks
+1 Attack
+2 Attacks
+3 Attacks
+1 Attack/level
+2 Attacks/level
0
+3 levels
+5 levels
+7 levels
+9 levels
0
0
+.5 level
+1 level
+1 level
+2 levels
Reduces damage by #hp/attack
0 hp
1-6 hp
1-8 hp
1-10 hp
1-12 hp
Bonus points of damage reduction:
0
+1 hp
+2 hp
+3 hp
+1 hp/level
+2 hp/level
0
+3 levels
+5 levels
+7 levels
+9 levels
0
0
+.5 level
+1 level
+1 level
+2 levels
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):
0
<5 HD
5-10 HD
11-15 HD
0
+.5 level
+1.5 levels
+2.75 levels
Conj/Summ magical creature(s):
0
<5 HD
5-10 HD
11-15 HD
0
+1 level
+3 levels
+5.5 levels
Hitdice Conj/Summ:
0
1 HD magic creature/lvl
2 HD magic creature/lvl
0
+2 levels
+4 levels
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
None
+1 attack
+2 attacks
+3 attacks
Doubles all attacks
0
+1 level
+2 levels
+4 levels
+3 levels
Increase aspect: (movement, sight, hearing, etc)
None
+1-50% increase
+51-100% increase
0
+1 level
+2 levels
Increase effective levels:
None
+1 to +4 increase
+5 or more
0
+3 level
+5 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:
None
Mage's chart
Fighter's chart
0
-2 levels
+.5 levels
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)
None
per level
per 2 levels
per 3 levels
0
+1 level
+.5 level
0
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
None
Both caster's & other spellcaster's spells
Caster's spells only
Other caster's spells only
0
+4 levels
+2 levels
+3 levels
Continuous until target is out of points (ex: blood draining)
+2 level
Duration by level: (Cumulative with Variable Duration)
per level
per 2 levels
per 3 levels
per 4 levels
per 5 levels
per 6 levels
per 7 levels
2-3x level of caster
4-5x level of caster
0
-.5 levels
-1 level
-2 levels
-3 levels
-4 levels
-5 levels
+1 level
+2 levels
Instantaneous duration
+/- 0 level
Permanent duration
NA
nonmagical material
magical duration (fire trap)
0
+1 level
+3 levels
Set duration time units (Cumulative with Set duration length):
NA
Segments
Rounds
Turns
Hours
Days
0
-2 levels
-1 levels
0 levels
.5 levels
1 levels
Set duration length: (Cumulative with Set Duration)
NA
1-4
1-6
1-10
1-12
1-20
0
-1 level
+1 level
+1.5 levels
+2 levels
+3 levels
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):
NA
Segments
Rounds
Turns
Hours
Days
0
-.5 levels
0 levels
1 level
2 levels
4 levels
Until duration (choose one): Spell lasts...
NA
until dispelled
until used (Contingency)
0
+2 levels
+1 levels
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:
NA
AoE/level
AoE/2 levels
AoE/3 levels
0
3 levels
.5 levels
-1 levels
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)
Range
Touch only
1-4 creatures
5-8 creatures
0
-1 level
-1 level
-2 levels
# Creatures constrained to limited AE:
NA
20'r.
40'r
(Spell can affect only a number of creatures in certain radius, ex. Haste)
0
-2 levels
-1 level
10'x10'x10' or fraction
+/-0
Radius:
NA
Each 10' r.
Each 15' r.
Each 10 yd r.
Each 15 yd r.
0
+1 level
+1.5 levels
+2 levels
+3 levels
Two-dimensional Area (Wall spells, barriers, etc). Assumes 1 inch thickness. This is usually used with conjured/created material.
Radius:
NA
10'sq/lvl plane
5'r. circle/sphere
20'sq/lvl plane
10'r. circle/sphere
0
+1 level
+1 level
+2 levels
+2 levels
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
NA
1 of VSM
2 of VSM
3 of VSM
0
+1 level
0 levels
-1 level
Component Rarity:
Common, 10gp
Uncommon, 50gp
Rare, 100gp
Very rare, 100gp+
0
-1.5 levels
-2 levels
-3 levels
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 +/-...
Equal to spell level
+3 spell level
+2 spell level
+1 spell level
-1 spell level
-2 spell level
-3 spell level
0
-.75 levels
-.5 levels
-.25 levels
+1 level
+2 levels
+3 levels
Time Unit: Casting time is measured in...
NA
Segments
Rounds
Turns
Hours
Days
0
0
-1 level
-3 levels
-5 levels
-7 levels
Saving Throw
NA
No save (Damage spells only)
Save for 1/2
Save for no effect
0
+1.5 levels
-2 levels
-3 levels
Penalty to Save
None
Save at -1
Save at -2
Save at -3
Save at -4
Save at -5
Save at -6
0
+1 levels
+2 levels
+3 levels
+4 levels
+5 levels
+6 levels
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
None
1-3
4+
0
-2 levels
-3 levels
Affects items
NA
Magical & nonmagical
Magical only
Nonmagical only
0
0
-2 levels
-1 levels
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:
NA
1st - 4th level (Extension I)
5th + level
0
+1 level
+2 levels
Immune to Dispel Magic (or other negation spell <4th level)
+1 level
Negated by
NA
Mundane item/action (iron, salt, etc.)
Magical, 3rd level or less
Magical, 4th level
0
-1 level
-.5 levels
-1 level
Negates spells of
NA
1st-3rd level (Minor Globe of Invuln.)
4th-6th level (Globe of Invulnerability)
Negates all spells (Anti-magic shell)
0
+3 levels
+5 levels
+7 levels
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:
NA
Nonmagical means
Magical means only, 1st-3rd level
Magical means only, 4th+
0
+.5 levels
+2 levels
+3 levels
Weight limitation: per 100lb/lvl
00lb * -1 level
Total: