[C1] THAC0 (Attack bonus)


[C1] THAC0 (1st & 2nd Edition converted to 3rd Edition)

  Attacks as: ----- ("0" classes) ----- ----- (Godly classes) -----
Level War Wiz Pri Rog Psi Cust Mon Ftr0 M-U0 CTD0 Conc DemiGod
1 +0 +0 +0 +0 -1 +0 +1 +1 +1 +1 +22 +33++3
2 +1 +0 +1 +0 -1 +1 +2 +1 +1 +1 +24 +36++6
3 +2 +0 +1 +1 -1 +2 +3 +2 +1 +1 +26 +39++9
4 +3 +1 +2 +1 -1 +3 +4 +3 +1 +2 +28 +42++12
5 +4 +1 +3 +2 +0 +4 +5 +3 +2 +3 +30 +45++15
6 +5 +1 +3 +2 +0 +5 +6 +4 +3 +3 +32 +48++18
7 +6 +2 +4 +3 +0 +6 +7 +5 +3 +3 +34 +51++21
8 +7 +2 +5 +3 +0 +7 +8 +5 +3 +4 +36 +54++24
9 +8 +2 +5 +4 +1 +8 +9 +6 +3 +5 +38 +57++27
10 +9 +3 +6 +4 +1 +8 +10 +7 +4 +5 +40 +60++30
11 +10 +3 +7 +5 +1 +9 +11 +7 +5 +5 +42 +63++33
12 +11 +3 +7 +5 +1 +9 +12 +8 +5 +6 +44 +66++36
13 +12 +4 +8 +6 +2 +10 +13 +9 +5 +7 +46 +69++39
14 +13 +4 +9 +6 +2 +10 +14 +9 +5 +7 +48 +72++42
15 +14 +4 +9 +7 +2 +11 +15 +10 +6 +7 +50 +75++45
16 +15 +5 +10 +7 +2 +11 +16 +11 +7 +8 +52 +78++48
17 +16 +5 +11 +8 +3 +12 +17 +11 +7 +9 +54 +81++51
18 +17 +5 +11 +8 +3 +12 +18 +12 +7 +9 +56 +84++54
19 +18 +6 +12 +9 +3 +13 +19 +13 +7 +9 +58 +87++57
20 +19 +6 +13 +9 +3 +13 +20 +13 +8 +10 +60 +90++60
21 +20 +6 +13 +10 +4 +14 +21 +14 +9 +11 +62 +93++63
22 +21 +7 +14 +10 +4 +14 +22 +15 +9 +11 +64 +96++66
23 +22 +7 +15 +11 +4 +15 +23 +15 +9 +11 +66 +99++69
24 +23 +7 +15 +11 +4 +15 +24 +16 +9 +12 +68 +102++72
25 +24 +8 +16 +12 +5 +16 +25 +17 +10 +13 +70 +105++75
26 +25 +8 +17 +12 +5 +16 +26 +17 +11 +13 +72 +108++78
27 +26 +8 +17 +13 +5 +17 +27 +18 +11 +13 +74 +111++81
28 +27 +9 +18 +13 +5 +17 +28 +18 +11 +14 +76 +114++84
29 +28 +9 +19 +14 +6 +18 +29 +18 +11 +15 +78 +117++87
30 +29 +9 +19 +14 +6 +18 +30 +19 +12 +15 +80 +120++90
31 +30 +10 +20 +15 +6 +19 +31 +19 +13 +15 +82 +123++93
32 +31 +10 +21 +15 +6 +19 +32 +19 +13 +16 +84 +126++96
33 +32 +10 +21 +16 +7 +20 +33 +19 +13 +17 +86 +129++99
34 +33 +11 +22 +16 +7 +20 +34 +20 +13 +17 +88 +132++102
35 +34 +11 +23 +17 +7 +21 +35 +20 +14 +17 +90 +135++105
36 +35 +11 +23 +17 +7 +21 +36 +20 +15 +18 +92 +138++108

[C1] THAC0 (Attack bonus)


[P6.2] Number of Attacks Table (Weapon Specialization)

Non-Spec
War
Spec
Barb1
Cav1
Spec
War
Spec
Ran1
Spec
Non-War
Elf0/
Dwarf0/
Halfling0
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Needle Bow Other
Wpn **
Other
FastWpn
1-6 --- --- --- --- 1-11 1/1 1/1 1/2 2/1 3/1 4/1 5/1 2/1 1/1 1/1
7-12 1-5 1-6 1-7 1-8 --- 3/2 1/1 1/2 3/1 4/1 5/1 6/1 2/1 3/2 2/1
13-18 6-10 7-12 8-14 9-16 12-23 2/1 3/2 1/1 4/1 5/1 6/1 7/1 3/1 2/1 3/1
19-24 11-15 13-18 15-21 17-24 --- 5/2 2/1 3/2 5/1 6/1 7/1 8/1 4/1 2/1 4/1
25-30 16-20 19-24 22-28 25-32 24-35 3/1 2/1 3/2 6/1 7/1 8/1 9/1 4/1 5/2 5/1
31-36 21-25 25-30 29-35 33-36 --- 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
--- 26-30 31-36 36 --- 36 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
--- 31-35 --- --- --- --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
--- 36-40 --- --- --- --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
--- 41* --- --- --- --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1
 
* This column extends to level 41 because of +5 level shift from Cavalier weapon of choice.
** This column multiplies the base rate of the weapon (e.g. if this column says 3/2 and the base number of attacks for the weapon is normally 2/1, you get 3/2 x 2/1 = 3/1).
 
The following classes can specialize and use the "Specialist Barb1/Cav1" line:
Anti-Paladin, Barbarian, Gladiator (melee only; otherwise use normal specialization).
 
The following classes can specialize and use the "Specialist Warrior" line:
All Warriors, Templar, Bounty Hunter, Psi7, Psi8, Psi11B, Psi11W, All Concordants.
 
The following classes can specialize and use the "Specialist Non-Warrior" line:
Death Master, Elf, Witch Doctor, HOSG, HOSN, HOSE, Shaman, certain Specialty Priests, Assassin, Dungeoneer, Halfling, certain Rogues (8th lvl ability), Scout, Psi1A, X4A, Psi6, Psi9, Psi9A.

[C2] Saving Throws


[C2.1] Warrior Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 4 2 3 1 1 1 1 0
2 5 2 4 2 1 1 1 0
3 5 3 4 3 2 2 2 1
4 6 4 5 4 3 2 2 1
5 7 5 6 5 4 3 2 1
6 8 5 7 6 4 3 3 2
7 8 6 7 7 5 4 3 2
8 9 7 8 8 6 4 4 2
9 10 8 9 9 7 5 4 3
10 11 8 10 10 7 5 4 3
11 11 9 10 11 8 6 5 3
12 12 10 11 12 9 6 5 4
13 13 11 12 13 10 7 6 4
14 14 11 13 14 10 7 6 4
15 14 12 13 14 11 8 6 5
16 14 12 14 14 11 8 7 5
17 14 13 14 14 12 9 7 5
18 15 13 14 14 12 9 8 6
19 15 14 14 14 13 10 8 6
20 15 14 15 15 13 10 8 6
21 15 14 15 15 14 11 9 7
22 15 14 15 15 14 11 9 7
23 15 14 15 15 15 12 10 7
24 15 14 15 15 15 12 10 8
25 15 15 15 15 15 13 10 8
26 15 15 15 15 15 13 11 8
27 16 15 15 15 15 14 11 9
28 16 15 15 15 15 14 12 9
29 16 15 16 15 15 15 12 9
30 16 15 16 15 15 15 12 10
31 16 16 16 15 15 16 13 10
32 16 16 16 15 15 16 13 10
33 16 16 16 15 16 17 14 11
34 16 16 16 16 16 17 14 11
35 16 16 16 16 16 18 14 11
36 17 16 16 16 16 18 15 12

[C2] Saving Throws


[C2.2] Wizard Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 4 7 5 3 6 0 1 1
2 4 7 5 3 7 0 1 1
3 4 8 5 4 7 0 1 2
4 4 8 6 4 7 1 2 2
5 5 9 6 4 8 1 2 3
6 5 9 7 5 8 2 3 3
7 5 10 7 5 9 2 3 4
8 6 10 7 6 9 2 3 4
9 6 10 8 6 9 3 4 5
10 6 11 8 6 10 3 4 5
11 7 11 9 7 10 4 5 6
12 7 12 9 7 11 4 5 6
13 7 12 9 8 11 4 5 7
14 7 13 10 8 11 5 6 7
15 8 13 10 8 12 5 6 8
16 8 13 11 9 12 6 7 8
17 8 14 11 9 13 6 7 9
18 9 14 11 10 13 6 7 9
19 9 14 12 10 13 7 8 10
20 9 15 12 10 14 7 8 10
21 10 15 13 11 14 8 9 11
22 10 15 13 11 15 8 9 11
23 10 15 13 12 15 8 9 12
24 11 16 13 12 15 9 10 12
25 11 16 14 12 15 9 10 13
26 12 16 14 13 15 10 11 13
27 12 16 14 13 16 10 11 14
28 12 16 14 14 16 10 11 14
29 13 16 15 14 16 11 12 15
30 13 16 15 14 16 11 12 15
31 14 16 15 15 16 12 13 16
32 14 16 15 15 16 12 13 16
33 14 17 16 15 16 12 13 17
34 15 17 16 16 16 13 14 17
35 15 17 16 16 16 13 14 18
36 16 17 16 16 17 14 15 18

[C2] Saving Throws


[C2.3] Priest Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 8 4 5 2 3 0 0 2
2 8 4 6 3 4 0 0 3
3 9 5 6 3 4 0 1 3
4 9 5 6 4 4 1 1 4
5 10 6 7 4 5 1 1 4
6 10 6 7 5 5 2 2 5
7 11 7 8 5 6 2 2 5
8 11 7 9 6 6 2 2 6
9 12 7 9 6 7 3 3 6
10 12 8 9 6 7 3 3 7
11 13 8 10 7 8 4 3 7
12 13 9 10 7 8 4 4 8
13 13 9 10 7 8 4 4 8
14 14 9 11 8 9 5 4 9
15 14 10 11 8 9 5 5 9
16 14 10 11 9 9 6 5 10
17 15 11 12 9 10 6 5 10
18 15 11 12 10 11 6 6 11
19 16 12 13 10 11 7 6 11
20 16 12 13 11 12 7 6 12
21 16 13 13 11 12 8 7 12
22 16 13 14 12 12 8 7 13
23 16 13 14 12 13 8 7 13
24 16 14 14 13 13 9 8 14
25 16 14 15 13 13 9 8 14
26 16 14 15 14 14 10 8 15
27 16 15 15 14 14 10 9 15
28 17 15 16 14 14 10 9 16
29 17 15 16 15 15 11 9 16
30 17 15 16 15 15 11 10 17
31 17 16 16 15 15 12 10 17
32 17 16 16 15 16 12 10 18
33 17 16 16 16 16 12 11 18
34 17 16 16 16 16 13 11 19
35 17 16 16 16 16 13 11 19
36 17 16 16 16 16 14 12 20

[C2] Saving Throws


[C2.4] Rogue Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 5 4 6 2 3 0 2 0
2 6 4 6 3 4 1 3 0
3 6 5 6 3 4 1 3 0
4 6 5 7 3 5 1 4 1
5 6 6 7 3 5 2 4 1
6 7 6 7 4 6 2 5 1
7 7 7 7 4 6 3 5 2
8 7 7 8 4 7 3 6 2
9 7 8 8 4 7 3 6 2
10 8 8 8 5 8 4 7 3
11 8 9 8 5 8 4 7 3
12 8 9 9 5 9 5 8 3
13 8 10 9 5 9 5 8 4
14 9 10 9 6 10 5 9 4
15 9 11 9 6 10 6 9 4
16 9 11 10 6 11 6 10 5
17 9 12 10 6 11 7 10 5
18 10 12 10 7 12 7 11 5
19 10 13 10 7 12 7 11 6
20 10 13 11 7 13 8 12 6
21 10 14 11 8 13 8 12 6
22 11 14 11 8 14 9 13 7
23 11 15 12 9 14 9 13 7
24 12 15 12 9 14 9 14 7
25 12 15 13 10 14 10 14 8
26 13 16 13 11 15 10 15 8
27 13 16 14 12 15 11 15 8
28 14 16 14 13 15 11 16 9
29 14 16 15 13 15 11 16 9
30 15 16 15 14 16 12 17 9
31 15 16 16 15 16 12 17 10
32 16 16 16 16 16 13 18 10
33 16 16 16 16 16 13 18 10
34 16 16 16 16 16 13 19 11
35 16 17 16 16 16 14 19 11
36 16 17 16 16 16 14 20 11

[C2] Saving Throws


[C2.5] Psionicist Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 5 3 8 2 3 1 0 1
2 5 4 8 2 3 1 0 2
3 6 4 8 3 4 2 0 2
4 6 5 8 3 4 2 1 3
5 6 5 9 3 4 2 1 3
6 6 6 9 4 5 3 1 4
7 7 6 9 4 5 3 2 4
8 7 7 9 4 5 4 2 5
9 7 7 10 5 6 4 2 5
10 7 8 10 5 6 4 3 6
11 8 8 10 5 6 5 3 6
12 8 9 10 6 7 5 3 7
13 8 9 11 6 7 6 4 7
14 8 10 11 6 7 6 4 8
15 9 10 11 7 8 6 4 8
16 9 11 11 7 8 7 5 9
17 9 11 12 7 9 7 5 9
18 9 12 12 8 9 8 5 10
19 10 12 12 8 10 8 6 10
20 10 13 12 8 10 8 6 11
21 10 13 13 9 11 9 6 11
22 11 14 13 9 11 9 7 12
23 11 14 13 9 12 10 7 12
24 11 14 13 10 12 10 7 13
25 12 14 14 11 13 10 8 13
26 13 15 14 12 13 11 8 14
27 14 15 14 13 14 11 8 14
28 15 15 15 14 14 12 9 15
29 15 16 16 15 15 12 9 15
30 15 16 16 15 15 12 9 16
31 16 16 16 15 16 13 10 16
32 16 16 16 15 16 13 10 17
33 16 16 16 16 16 14 10 17
34 16 16 16 16 16 14 11 18
35 16 16 16 16 16 14 11 18
36 16 16 16 16 16 15 11 19

[C2] Saving Throws


[C2.7] Concordant Saving Throws

Level (all)
1 19
2 20
3 21
4 22
5 23
6 24
7 25
8 26
9 27
10 28
11 29
12 30
13 31
14 32
15 33
16 34
17 35
18 36
19 37
20 38
21 39
22 40
23 41
24 42
25 43
26 44
27 45
28 46
29 47
30 48
31 49
32 50
33 51
34 52
35 53
36 54

[C2] Saving Throws


[C2.8] Monster Saving Throws

Level (all)
1 0
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5
11 5
12 6
13 6
14 7
15 7
16 8
17 8
18 9
19 9
20 10
21 10
22 11
23 11
24 12
25 12
26 13
27 13
28 14
29 14
30 15
31 15
32 16
33 16
34 17
35 17
36 18
Level (all)
37 18
38 19
39 19
40 20
41 20
42 21
43 21
44 22
45 22
46 23
47 23
48 24
49 24
50 25
51 25
52 26
53 26
54 27
55 27
56 28
57 28
58 29
59 29
60 30
61 30
62 31
63 31
64 32
65 32
66 33
67 33
68 34
69 34
70 35
71 35
72 36

[C2] Saving Throws


[C2.11] Fighter0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 6 5 4 3 2 1 1 0
2 6 5 4 3 3 1 1 0
3 6 5 4 4 3 2 2 1
4 8 7 6 5 4 2 2 1
5 8 7 6 5 5 3 2 1
6 8 7 6 6 5 3 3 2
7 10 9 8 7 6 4 3 2
8 10 9 8 7 7 4 4 2
9 10 9 8 8 7 5 4 3
10 12 11 10 9 8 5 4 3
11 12 11 10 9 9 6 5 3
12 12 11 10 10 9 6 5 4
13 12 12 11 10 9 7 6 4
14 12 12 11 10 10 7 6 4
15 12 12 11 11 10 8 6 5
16 13 12 12 11 10 8 7 5
17 13 12 12 11 11 9 7 5
18 13 12 12 12 11 9 8 6
19 13 13 12 12 11 10 8 6
20 13 13 12 12 12 10 8 6
21 13 13 13 12 12 11 9 7
22 14 13 13 13 12 11 9 7
23 14 13 13 13 13 12 10 7
24 14 14 13 13 13 12 10 8
25 14 14 13 14 13 13 10 8
26 14 14 14 14 13 13 11 8
27 14 14 14 14 14 14 11 9
28 15 14 14 15 14 14 12 9
29 15 15 14 15 14 15 12 9
30 15 15 15 15 14 15 12 10
31 15 15 15 16 15 16 13 10
32 16 15 15 16 15 16 13 10
33 16 16 15 16 15 17 14 11
34 16 16 16 16 16 17 14 11
35 16 16 16 16 16 18 14 11
36 16 16 16 16 16 18 15 12

[C2] Saving Throws


[C2.12] Magic-User0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 5 4 5 2 3 0 1 1
2 5 4 5 3 3 0 1 1
3 5 4 5 3 4 0 1 2
4 5 5 5 3 4 1 2 2
5 6 5 5 3 4 1 2 3
6 7 6 7 4 6 2 3 3
7 7 6 7 5 6 2 3 4
8 7 7 7 5 6 2 3 4
9 7 7 7 5 7 3 4 5
10 8 7 7 5 7 3 4 5
11 9 8 9 6 9 4 5 6
12 9 8 9 7 9 4 5 6
13 9 9 9 7 9 4 5 7
14 10 9 9 7 9 5 6 7
15 10 9 10 7 9 5 6 8
16 11 10 11 8 12 6 7 8
17 11 10 11 9 12 6 7 9
18 11 11 11 9 12 6 7 9
19 12 11 11 9 12 7 8 10
20 12 11 12 9 12 7 8 10
21 13 12 13 10 14 8 9 11
22 13 12 13 11 14 8 9 11
23 13 13 13 11 14 8 9 12
24 14 13 13 11 14 9 10 12
25 14 14 14 12 15 9 10 13
26 14 14 14 13 15 10 11 13
27 15 14 14 13 15 10 11 14
28 15 15 14 13 15 10 11 14
29 15 15 15 14 16 11 12 15
30 15 15 15 15 16 11 12 15
31 16 15 15 15 16 12 13 16
32 16 16 15 15 16 12 13 16
33 16 16 16 16 16 12 13 17
34 16 16 16 16 16 13 14 17
35 16 16 16 16 16 13 14 18
36 16 16 16 16 16 14 15 18

[C2] Saving Throws


[C2.13] Cleric0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 7 6 4 2 3 0 0 2
2 7 6 4 3 3 0 0 3
3 7 6 4 3 4 0 1 3
4 7 6 5 3 4 1 1 4
5 9 8 6 4 5 1 1 4
6 9 8 6 5 5 2 2 5
7 9 8 6 5 6 2 2 5
8 9 8 7 5 6 2 2 6
9 11 10 8 6 7 3 3 6
10 11 10 8 7 7 3 3 7
11 11 10 8 7 8 4 3 7
12 11 10 9 7 8 4 4 8
13 12 11 10 8 9 4 4 8
14 12 11 10 9 9 5 4 9
15 12 11 10 9 10 5 5 9
16 12 11 11 9 10 6 5 10
17 13 12 12 10 11 6 5 10
18 13 12 12 11 11 6 6 11
19 13 12 12 11 12 7 6 11
20 13 13 12 11 12 7 6 12
21 14 13 13 12 13 8 7 12
22 14 13 13 13 13 8 7 13
23 14 14 13 13 13 8 7 13
24 14 14 14 13 13 9 8 14
25 15 14 14 14 14 9 8 14
26 15 15 14 14 14 10 8 15
27 15 15 15 14 14 10 9 15
28 15 15 15 15 14 10 9 16
29 16 15 15 15 15 11 9 16
30 16 16 15 15 15 11 10 17
31 16 16 16 15 15 12 10 17
32 16 16 16 16 15 12 10 18
33 16 16 16 16 16 12 11 18
34 16 16 16 16 16 13 11 19
35 16 16 16 16 16 13 11 19
36 16 16 16 16 16 14 12 20

[C2] Saving Throws


[C2.14] Thief0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 5 4 5 2 3 0 2 0
2 5 4 5 3 3 1 3 0
3 5 4 5 3 4 1 3 0
4 5 5 5 3 4 1 4 1
5 7 6 7 4 5 2 4 1
6 7 6 7 5 5 2 5 1
7 7 6 7 5 6 3 5 2
8 7 7 7 5 6 3 6 2
9 9 8 9 6 7 3 6 2
10 9 8 9 7 7 4 7 3
11 9 8 9 7 8 4 7 3
12 9 9 9 7 8 5 8 3
13 11 10 11 8 9 5 8 4
14 11 10 11 9 9 5 9 4
15 11 10 11 9 10 6 9 4
16 11 11 11 9 10 6 10 5
17 13 12 13 10 11 7 10 5
18 13 12 13 11 11 7 11 5
19 13 12 13 11 12 7 11 6
20 13 13 13 11 12 8 12 6
21 14 13 14 12 13 8 12 6
22 14 13 14 13 13 9 13 7
23 14 14 14 13 13 9 13 7
24 14 14 14 13 14 9 14 7
25 15 14 15 14 14 10 14 8
26 15 15 15 14 14 10 15 8
27 15 15 15 15 14 11 15 8
28 15 15 15 15 15 11 16 9
29 16 15 16 15 15 11 16 9
30 16 16 16 15 15 12 17 9
31 16 16 16 16 15 12 17 10
32 16 16 16 16 16 13 18 10
33 16 16 16 16 16 13 18 10
34 16 16 16 16 16 13 19 11
35 16 16 16 16 16 14 19 11
36 16 16 16 16 16 14 20 11

[C2] Saving Throws


[C2.15] Dwarf0/Halfling0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 10 9 8 5 6 2 1 0
2 10 9 8 6 6 2 1 0
3 10 9 8 6 7 3 2 0
4 12 11 10 8 9 3 2 1
5 12 11 10 9 9 4 2 1
6 12 11 10 9 10 4 3 1
7 14 13 12 11 12 5 3 2
8 14 13 12 12 12 5 4 2
9 14 13 13 12 12 6 4 2
10 16 15 14 14 15 6 4 3
11 16 15 15 14 15 7 5 3
12 16 15 15 15 15 7 5 3
13 16 15 15 15 15 7 5 3
14 16 15 15 15 15 7 5 3
15 16 15 15 15 15 7 5 3
16 16 15 15 15 15 7 5 3
17 16 15 15 15 15 7 5 3
18 16 15 15 15 15 7 5 3
19 16 15 15 15 15 7 5 4
20 16 15 15 15 15 8 6 4
21 16 15 15 15 15 8 6 4
22 16 15 15 15 15 8 6 4
23 16 15 15 15 15 8 6 4
24 16 15 15 15 15 8 6 4
25 16 15 15 15 15 8 6 4
26 16 15 15 15 15 8 6 4
27 16 15 15 15 15 8 6 4
28 16 15 15 15 15 8 6 5
29 16 15 15 15 15 9 7 5
30 16 15 15 15 15 9 7 5
31 16 15 15 15 15 9 7 5
32 16 15 15 15 15 9 7 5
33 16 15 15 15 15 9 7 5
34 16 15 15 15 15 9 7 5
35 16 15 15 15 15 9 7 5
36 16 15 15 15 15 9 7 5

[C2] Saving Throws


[C2.16] Elf0 Saving Throws

Level Para
Pois
Death
Rod
Staff
Wand
Petrif
Poly
Breath
Wpn
Spell Fort Reflex Will
1 6 5 5 3 3 0 1 1
2 6 5 5 4 3 0 1 1
3 6 5 5 4 4 0 2 1
4 10 8 8 7 7 1 2 2
5 10 8 8 8 7 1 2 2
6 10 8 8 8 8 2 3 2
7 14 11 11 11 11 2 3 3
8 14 12 11 11 11 2 4 3
9 14 12 12 11 11 3 4 3
10 16 14 14 15 15 3 4 4
11 16 14 14 15 15 3 4 4
12 16 14 14 15 15 3 4 4
13 16 14 14 15 15 3 4 4
14 16 14 14 15 15 3 4 4
15 16 14 14 15 15 3 4 4
16 16 14 14 15 15 3 4 4
17 16 14 14 15 15 3 5 4
18 16 14 14 15 15 4 5 4
19 16 14 14 15 15 4 5 5
20 16 14 14 15 15 4 5 5
21 16 14 14 15 15 4 5 5
22 16 14 14 15 15 4 5 5
23 16 14 14 15 15 4 5 5
24 16 14 14 15 15 4 5 5
25 16 14 14 15 15 4 5 5
26 16 14 14 15 15 4 6 5
27 16 14 14 15 15 5 6 5
28 16 14 14 15 15 5 6 6
29 16 14 14 15 15 5 6 6
30 16 14 14 15 15 5 6 6
31 16 14 14 15 15 5 6 6
32 16 14 14 15 15 5 6 6
33 16 14 14 15 15 5 7 6
34 16 14 14 15 15 5 7 6
35 16 14 14 15 15 5 7 6
36 16 14 14 15 15 6 7 6

[C2] Saving Throws


[C2.80] Item Saving Throws

You do not normally make saving throws for your items (e.g. if you hit by a fireball, we do NOT check each individual item to see if it saved). This rule is used only when an item is specifically targetted for destruction.
 
This table is based on an object with 4 hull points (like a strong wooden door) for Bone, Ceramic, Metal, Stone, and Wood.
For other materials, it is based on 1 hull point. Subtract or add 1 to the save for each hull point difference.
 
Items get +1 to their save per 1,000 XP value, plus the dmg/Save adjustment they provide.
They are penalized the normal -1 per caster level.
 
These saves are what you need to roll on d20 or higher (like 1st/2nd edition saves).
 
Item Type Acid Crushing
Blow
Normal
Blow
Disint. Fall Magic
Fire
Normal
Fire
Cold Lightning Electricity
Bone or Ivory 11 16 10 20 6 9 3 2 8 1
Ceramic 4 18 12 19 11 3 2 4 2 1
Cloth 12 6 3 20 2 16 13 1 18 1
Flesh (not alive) 12 8 4 19 5 12 5 3 12 2
Glass 5 20 15 20 14 7 4 6 17 1
Leather or Book 10 4 2 20 1 6 4 3 13 1
Liquid 15 0 0 20 0 14 13 12 18 15
Metal,Hard 7 6 2 17 2 2 1 1 11 1
Metal,Soft/Jewelry 13 14 9 19 4 10 5 1 16 1
Oils 16 1 0 19 1 19 17 5 19 16
Paper 16 11 6 20 0 21 18 2 20 1
Stone,Hard 3 17 7 18 4 3 2 1 14 2
Stone,Soft 8 18 10 19 8 5 3 2 16 4
Rope 12 3 2 19 0 13 10 2 9 2
Wood 8 10 3 19 1 7 5 1 12 1

[C2.90] Custom Saving Throws

Any character may use this system. You may switch to or from this system during a reset.
Start with straight 0's in all 8 save categories, and apply (HNCL+8)*3 points to those saves, where HNCL is your Highest Non-Concordant Level.
No base save may be raised above HNCL+8.
 
You no longer get saving throw progressions for any of your classes if using this system. Exception: If a class (such as ArchMutant) gives a Custom save progression, you may compare it and your other classes' saves as per normal.

[C2T] Saving Throws (Transposed)


[C2T.1] Saving Throws - Para./Poison/Death (PPD)

Level
Warrior
Wizard Priest Rogue Psionicist
1 4 4 8 5 5
2 5 4 8 6 5
3 5 4 9 6 6
4 6 4 9 6 6
5 7 5 10 6 6
6 8 5 10 7 6
7 8 5 11 7 7
8 9 6 11 7 7
9 10 6 12 7 7
10 11 6 12 8 7
11 11 7 13 8 8
12 12 7 13 8 8
13 13 7 13 8 8
14 14 7 14 9 8
15 14 8 14 9 9
16 14 8 14 9 9
17 14 8 15 9 9
18 15 9 15 10 9
19 15 9 16 10 10
20 15 9 16 10 10
21 15 10 16 10 10
22 15 10 16 11 11
23 15 10 16 11 11
24 15 11 16 12 11
25 15 11 16 12 12
26 15 12 16 13 13
27 16 12 16 13 14
28 16 12 17 14 15
29 16 13 17 14 15
30 16 13 17 15 15
31 16 14 17 15 16
32 16 14 17 16 16
33 16 14 17 16 16
34 16 15 17 16 16
35 16 15 17 16 16
36 17 16 17 16 16
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
6 5 7 5 10 6
6 5 7 5 10 6
6 5 7 5 10 6
8 5 7 5 12 10
8 6 9 7 12 10
8 7 9 7 12 10
10 7 9 7 14 14
10 7 9 7 14 14
10 7 11 9 14 14
12 8 11 9 16 16
12 9 11 9 16 16
12 9 11 9 16 16
12 9 12 11 16 16
12 10 12 11 16 16
12 10 12 11 16 16
13 11 12 11 16 16
13 11 13 13 16 16
13 11 13 13 16 16
13 12 13 13 16 16
13 12 13 13 16 16
13 13 14 14 16 16
14 13 14 14 16 16
14 13 14 14 16 16
14 14 14 14 16 16
14 14 15 15 16 16
14 14 15 15 16 16
14 15 15 15 16 16
15 15 15 15 16 16
15 15 16 16 16 16
15 15 16 16 16 16
15 16 16 16 16 16
16 16 16 16 16 16
16 16 16 16 16 16
16 16 16 16 16 16
16 16 16 16 16 16
16 16 16 16 16 16

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.2] Saving Throws - Rod/Staff/Wand (RSW)

Level
Warrior
Wizard Priest Rogue Psionicist
1 2 7 4 4 3
2 2 7 4 4 4
3 3 8 5 5 4
4 4 8 5 5 5
5 5 9 6 6 5
6 5 9 6 6 6
7 6 10 7 7 6
8 7 10 7 7 7
9 8 10 7 8 7
10 8 11 8 8 8
11 9 11 8 9 8
12 10 12 9 9 9
13 11 12 9 10 9
14 11 13 9 10 10
15 12 13 10 11 10
16 12 13 10 11 11
17 13 14 11 12 11
18 13 14 11 12 12
19 14 14 12 13 12
20 14 15 12 13 13
21 14 15 13 14 13
22 14 15 13 14 14
23 14 15 13 15 14
24 14 16 14 15 14
25 15 16 14 15 14
26 15 16 14 16 15
27 15 16 15 16 15
28 15 16 15 16 15
29 15 16 15 16 16
30 15 16 15 16 16
31 16 16 16 16 16
32 16 16 16 16 16
33 16 17 16 16 16
34 16 17 16 16 16
35 16 17 16 17 16
36 16 17 16 17 16
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
5 4 6 4 9 5
5 4 6 4 9 5
5 4 6 4 9 5
7 5 6 5 11 8
7 5 8 6 11 8
7 6 8 6 11 8
9 6 8 6 13 11
9 7 8 7 13 12
9 7 10 8 13 12
11 7 10 8 15 14
11 8 10 8 15 14
11 8 10 9 15 14
12 9 11 10 15 14
12 9 11 10 15 14
12 9 11 10 15 14
12 10 11 11 15 14
12 10 12 12 15 14
12 11 12 12 15 14
13 11 12 12 15 14
13 11 13 13 15 14
13 12 13 13 15 14
13 12 13 13 15 14
13 13 14 14 15 14
14 13 14 14 15 14
14 14 14 14 15 14
14 14 15 15 15 14
14 14 15 15 15 14
14 15 15 15 15 14
15 15 15 15 15 14
15 15 16 16 15 14
15 15 16 16 15 14
15 16 16 16 15 14
16 16 16 16 15 14
16 16 16 16 15 14
16 16 16 16 15 14
16 16 16 16 15 14

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.3] Saving Throws - Petrif./Polymorph (PP)

Level
Warrior
Wizard Priest Rogue Psionicist
1 3 5 5 6 8
2 4 5 6 6 8
3 4 5 6 6 8
4 5 6 6 7 8
5 6 6 7 7 9
6 7 7 7 7 9
7 7 7 8 7 9
8 8 7 9 8 9
9 9 8 9 8 10
10 10 8 9 8 10
11 10 9 10 8 10
12 11 9 10 9 10
13 12 9 10 9 11
14 13 10 11 9 11
15 13 10 11 9 11
16 14 11 11 10 11
17 14 11 12 10 12
18 14 11 12 10 12
19 14 12 13 10 12
20 15 12 13 11 12
21 15 13 13 11 13
22 15 13 14 11 13
23 15 13 14 12 13
24 15 13 14 12 13
25 15 14 15 13 14
26 15 14 15 13 14
27 15 14 15 14 14
28 15 14 16 14 15
29 16 15 16 15 16
30 16 15 16 15 16
31 16 15 16 16 16
32 16 15 16 16 16
33 16 16 16 16 16
34 16 16 16 16 16
35 16 16 16 16 16
36 16 16 16 16 16
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
4 5 4 5 8 5
4 5 4 5 8 5
4 5 4 5 8 5
6 5 5 5 10 8
6 5 6 7 10 8
6 7 6 7 10 8
8 7 6 7 12 11
8 7 7 7 12 11
8 7 8 9 13 12
10 7 8 9 14 14
10 9 8 9 15 14
10 9 9 9 15 14
11 9 10 11 15 14
11 9 10 11 15 14
11 10 10 11 15 14
12 11 11 11 15 14
12 11 12 13 15 14
12 11 12 13 15 14
12 11 12 13 15 14
12 12 12 13 15 14
13 13 13 14 15 14
13 13 13 14 15 14
13 13 13 14 15 14
13 13 14 14 15 14
13 14 14 15 15 14
14 14 14 15 15 14
14 14 15 15 15 14
14 14 15 15 15 14
14 15 15 16 15 14
15 15 15 16 15 14
15 15 16 16 15 14
15 15 16 16 15 14
15 16 16 16 15 14
16 16 16 16 15 14
16 16 16 16 15 14
16 16 16 16 15 14

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.4] Saving Throws - Breath Weapon (BW)

Level
Warrior
Wizard Priest Rogue Psionicist
1 1 3 2 2 2
2 2 3 3 3 2
3 3 4 3 3 3
4 4 4 4 3 3
5 5 4 4 3 3
6 6 5 5 4 4
7 7 5 5 4 4
8 8 6 6 4 4
9 9 6 6 4 5
10 10 6 6 5 5
11 11 7 7 5 5
12 12 7 7 5 6
13 13 8 7 5 6
14 14 8 8 6 6
15 14 8 8 6 7
16 14 9 9 6 7
17 14 9 9 6 7
18 14 10 10 7 8
19 14 10 10 7 8
20 15 10 11 7 8
21 15 11 11 8 9
22 15 11 12 8 9
23 15 12 12 9 9
24 15 12 13 9 10
25 15 12 13 10 11
26 15 13 14 11 12
27 15 13 14 12 13
28 15 14 14 13 14
29 15 14 15 13 15
30 15 14 15 14 15
31 15 15 15 15 15
32 15 15 15 16 15
33 15 15 16 16 16
34 16 16 16 16 16
35 16 16 16 16 16
36 16 16 16 16 16
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
3 2 2 2 5 3
3 3 3 3 6 4
4 3 3 3 6 4
5 3 3 3 8 7
5 3 4 4 9 8
6 4 5 5 9 8
7 5 5 5 11 11
7 5 5 5 12 11
8 5 6 6 12 11
9 5 7 7 14 15
9 6 7 7 14 15
10 7 7 7 15 15
10 7 8 8 15 15
10 7 9 9 15 15
11 7 9 9 15 15
11 8 9 9 15 15
11 9 10 10 15 15
12 9 11 11 15 15
12 9 11 11 15 15
12 9 11 11 15 15
12 10 12 12 15 15
13 11 13 13 15 15
13 11 13 13 15 15
13 11 13 13 15 15
14 12 14 14 15 15
14 13 14 14 15 15
14 13 14 15 15 15
15 13 15 15 15 15
15 14 15 15 15 15
15 15 15 15 15 15
16 15 15 16 15 15
16 15 16 16 15 15
16 16 16 16 15 15
16 16 16 16 15 15
16 16 16 16 15 15
16 16 16 16 15 15

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.5] Saving Throws - Spell (Sp)

Level
Warrior
Wizard Priest Rogue Psionicist
1 1 6 3 3 3
2 1 7 4 4 3
3 2 7 4 4 4
4 3 7 4 5 4
5 4 8 5 5 4
6 4 8 5 6 5
7 5 9 6 6 5
8 6 9 6 7 5
9 7 9 7 7 6
10 7 10 7 8 6
11 8 10 8 8 6
12 9 11 8 9 7
13 10 11 8 9 7
14 10 11 9 10 7
15 11 12 9 10 8
16 11 12 9 11 8
17 12 13 10 11 9
18 12 13 11 12 9
19 13 13 11 12 10
20 13 14 12 13 10
21 14 14 12 13 11
22 14 15 12 14 11
23 15 15 13 14 12
24 15 15 13 14 12
25 15 15 13 14 13
26 15 15 14 15 13
27 15 16 14 15 14
28 15 16 14 15 14
29 15 16 15 15 15
30 15 16 15 16 15
31 15 16 15 16 16
32 15 16 16 16 16
33 16 16 16 16 16
34 16 16 16 16 16
35 16 16 16 16 16
36 16 17 16 16 16
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
2 3 3 3 6 3
3 3 3 3 6 3
3 4 4 4 7 4
4 4 4 4 9 7
5 4 5 5 9 7
5 6 5 5 10 8
6 6 6 6 12 11
7 6 6 6 12 11
7 7 7 7 12 11
8 7 7 7 15 15
9 9 8 8 15 15
9 9 8 8 15 15
9 9 9 9 15 15
10 9 9 9 15 15
10 9 10 10 15 15
10 12 10 10 15 15
11 12 11 11 15 15
11 12 11 11 15 15
11 12 12 12 15 15
12 12 12 12 15 15
12 14 13 13 15 15
12 14 13 13 15 15
13 14 13 13 15 15
13 14 13 14 15 15
13 15 14 14 15 15
13 15 14 14 15 15
14 15 14 14 15 15
14 15 14 15 15 15
14 16 15 15 15 15
14 16 15 15 15 15
15 16 15 15 15 15
15 16 15 16 15 15
15 16 16 16 15 15
16 16 16 16 15 15
16 16 16 16 15 15
16 16 16 16 15 15

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.6] Saving Throws - Fortitude (Fort)

Level
Warrior
Wizard Priest Rogue Psionicist
1 1 0 0 0 1
2 1 0 0 1 1
3 2 0 0 1 2
4 2 1 1 1 2
5 3 1 1 2 2
6 3 2 2 2 3
7 4 2 2 3 3
8 4 2 2 3 4
9 5 3 3 3 4
10 5 3 3 4 4
11 6 4 4 4 5
12 6 4 4 5 5
13 7 4 4 5 6
14 7 5 5 5 6
15 8 5 5 6 6
16 8 6 6 6 7
17 9 6 6 7 7
18 9 6 6 7 8
19 10 7 7 7 8
20 10 7 7 8 8
21 11 8 8 8 9
22 11 8 8 9 9
23 12 8 8 9 10
24 12 9 9 9 10
25 13 9 9 10 10
26 13 10 10 10 11
27 14 10 10 11 11
28 14 10 10 11 12
29 15 11 11 11 12
30 15 11 11 12 12
31 16 12 12 12 13
32 16 12 12 13 13
33 17 12 12 13 14
34 17 13 13 13 14
35 18 13 13 14 14
36 18 14 14 14 15
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
1 0 0 0 2 0
1 0 0 1 2 0
2 0 0 1 3 0
2 1 1 1 3 1
3 1 1 2 4 1
3 2 2 2 4 2
4 2 2 3 5 2
4 2 2 3 5 2
5 3 3 3 6 3
5 3 3 4 6 3
6 4 4 4 7 3
6 4 4 5 7 3
7 4 4 5 7 3
7 5 5 5 7 3
8 5 5 6 7 3
8 6 6 6 7 3
9 6 6 7 7 3
9 6 6 7 7 4
10 7 7 7 7 4
10 7 7 8 8 4
11 8 8 8 8 4
11 8 8 9 8 4
12 8 8 9 8 4
12 9 9 9 8 4
13 9 9 10 8 4
13 10 10 10 8 4
14 10 10 11 8 5
14 10 10 11 8 5
15 11 11 11 9 5
15 11 11 12 9 5
16 12 12 12 9 5
16 12 12 13 9 5
17 12 12 13 9 5
17 13 13 13 9 5
18 13 13 14 9 5
18 14 14 14 9 6

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.7] Saving Throws - Reflex (Refl)

Level
Warrior
Wizard Priest Rogue Psionicist
1 1 1 0 2 0
2 1 1 0 3 0
3 2 1 1 3 0
4 2 2 1 4 1
5 2 2 1 4 1
6 3 3 2 5 1
7 3 3 2 5 2
8 4 3 2 6 2
9 4 4 3 6 2
10 4 4 3 7 3
11 5 5 3 7 3
12 5 5 4 8 3
13 6 5 4 8 4
14 6 6 4 9 4
15 6 6 5 9 4
16 7 7 5 10 5
17 7 7 5 10 5
18 8 7 6 11 5
19 8 8 6 11 6
20 8 8 6 12 6
21 9 9 7 12 6
22 9 9 7 13 7
23 10 9 7 13 7
24 10 10 8 14 7
25 10 10 8 14 8
26 11 11 8 15 8
27 11 11 9 15 8
28 12 11 9 16 9
29 12 12 9 16 9
30 12 12 10 17 9
31 13 13 10 17 10
32 13 13 10 18 10
33 14 13 11 18 10
34 14 14 11 19 11
35 14 14 11 19 11
36 15 15 12 20 11
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
1 1 0 2 1 1
1 1 0 3 1 1
2 1 1 3 2 2
2 2 1 4 2 2
2 2 1 4 2 2
3 3 2 5 3 3
3 3 2 5 3 3
4 3 2 6 4 4
4 4 3 6 4 4
4 4 3 7 4 4
5 5 3 7 5 4
5 5 4 8 5 4
6 5 4 8 5 4
6 6 4 9 5 4
6 6 5 9 5 4
7 7 5 10 5 4
7 7 5 10 5 5
8 7 6 11 5 5
8 8 6 11 5 5
8 8 6 12 6 5
9 9 7 12 6 5
9 9 7 13 6 5
10 9 7 13 6 5
10 10 8 14 6 5
10 10 8 14 6 5
11 11 8 15 6 6
11 11 9 15 6 6
12 11 9 16 6 6
12 12 9 16 7 6
12 12 10 17 7 6
13 13 10 17 7 6
13 13 10 18 7 6
14 13 11 18 7 7
14 14 11 19 7 7
14 14 11 19 7 7
15 15 12 20 7 7

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C2T] Saving Throws (Transposed)


[C2T.8] Saving Throws - Will (Will)

Level
Warrior
Wizard Priest Rogue Psionicist
1 0 1 2 0 1
2 0 1 3 0 2
3 1 2 3 0 2
4 1 2 4 1 3
5 1 3 4 1 3
6 2 3 5 1 4
7 2 4 5 2 4
8 2 4 6 2 5
9 3 5 6 2 5
10 3 5 7 3 6
11 3 6 7 3 6
12 4 6 8 3 7
13 4 7 8 4 7
14 4 7 9 4 8
15 5 8 9 4 8
16 5 8 10 5 9
17 5 9 10 5 9
18 6 9 11 5 10
19 6 10 11 6 10
20 6 10 12 6 11
21 7 11 12 6 11
22 7 11 13 7 12
23 7 12 13 7 12
24 8 12 14 7 13
25 8 13 14 8 13
26 8 13 15 8 14
27 9 14 15 8 14
28 9 14 16 9 15
29 9 15 16 9 15
30 10 15 17 9 16
31 10 16 17 10 16
32 10 16 18 10 17
33 11 17 18 10 17
34 11 17 19 11 18
35 11 18 19 11 18
36 12 18 20 11 19
Fighter0
Mystic0
Magic-User0 Cleric0
Druid0
Thief0 Dwarf0
Halfling0
Elf0
0 1 2 0 0 1
0 1 3 0 0 1
1 2 3 0 0 1
1 2 4 1 1 2
1 3 4 1 1 2
2 3 5 1 1 2
2 4 5 2 2 3
2 4 6 2 2 3
3 5 6 2 2 3
3 5 7 3 3 4
3 6 7 3 3 4
4 6 8 3 3 4
4 7 8 4 3 4
4 7 9 4 3 4
5 8 9 4 3 4
5 8 10 5 3 4
5 9 10 5 3 4
6 9 11 5 3 4
6 10 11 6 4 5
6 10 12 6 4 5
7 11 12 6 4 5
7 11 13 7 4 5
7 12 13 7 4 5
8 12 14 7 4 5
8 13 14 8 4 5
8 13 15 8 4 5
9 14 15 8 4 5
9 14 16 9 5 6
9 15 16 9 5 6
10 15 17 9 5 6
10 16 17 10 5 6
10 16 18 10 5 6
11 17 18 10 5 6
11 17 19 11 5 6
11 18 19 11 5 6
12 18 20 11 5 6

Monster
Concordant
0 19
1 20
1 21
2 22
2 23
3 24
3 25
4 26
4 27
5 28
5 29
6 30
6 31
7 32
7 33
8 34
8 35
9 36
9 37
10 38
10 39
11 40
11 41
12 42
12 43
13 44
13 45
14 46
14 47
15 48
15 49
16 50
16 51
17 52
17 53
18 54

[C3] Action Types


Reading this section in conjunction with [C4] Combat Sequence might be helpful.
Rule [T2.3] gives a brief introduction to action types in the Collective.
P (Physical), M (Mental), V (Movement), Z (Zero/Minor), and S (Standard) actions are the most basic types of actions in the Collective. The other action types are more rare.
The vast majority of characters have either 1P+1M+1V or 1S+1V actions per round.
Normally, each creature/PC can use up to 1P+1M+1V+1Z actions per segment, unless an effect violates this (these are rare effects). In some campaigns, each creature/PC can use up to 1S+1Z actions per segment, where 1S can be 1M or 1P (this is similar to 3rd edition).
Once a creature/PC has used his actions for the round, he does not act again that round. Thus, a creature with 2P+1M+2V (per round) could use 1P+1M+1V on segment 1, then 1P+1V on segment 2, then he is done acting for the round (except for Z actions).
There are 10 segments per round. Most fights will have everyone finished (out of actions) by segments 2 or 3. If everyone in a fight is out of actions for a round, the DM will frequently skip the remainder of the round and move on to a new round.
Action types are given alphabetically, but (again) the most common types used are P, M, V, Z, and S.
There are some very exotic action types that are not listed here (e.g. the Bug class in [PC7], also the Cthulhoid Horror class in [PC8] has several).
A actions:
This is a custom action type. It is loosely based on the "Speed" rating from Angband.
You may spend 1A to get 1V, 2A to get 1P, 3A to get 1M, or 4A to get 1F.
B actions:
This is an improved A action.
You may spend 1B to get 1V, 2B to get 1P, 3B to get 1M, 4B to get 1F or 1QV, 5B to get 1QP, 6B to get 1QM, or 7B to get 1QF.
b (Borrowed) actions:
Not to be confused with B actions above. The prefix "b" is always in front of another action type (e.g. a "bP" action). This is an action that is "borrowed" from your remaining actions for the round. Currently in the Collective, very few effects allow you to use borrowed actions; examples being various counterspells and Psi1 Energy Control. Unless you have an ability that specifically allows you to use borrowed actions, you cannot use borrowed actions for anything.
Borrowed actions are "Opposing" in the sense that they can be used during the opponent's half of the segment.
C actions:
This is an improved B action.
You may spend 1C to get 1V, 2C to get 1P, 3C to get 1M, 4C to get 1F or 1QV or 1QZ, 5C to get 1QP, 6C to get 1QM, 7C to get 1QF or 1QQV or 1 OppV, 8C to get 1QQP or 1OppV, 9C to get 1QQM or 1OppM, or 10C to get 1QQF or 1OppF.
 
D (Death) actions: (Optional Rule)
Previous versions of the Collective included D actions, I include them here for completeness. Death actions have been shown to greatly disrupt/unbalance game play (even with lots of limits put on them), so be warned as a DM if you allow them.
You get one D action per reset, and can use only one per fight if an effect somehow gives you more.
A D action can be used by a PC (or x2 monster) immediately after being dropped to -11 hp or below. If you dropped yourself or if a friend drops you, you cannot use a D action (unless the act was a true act of betrayal). A D action is an S action, i.e. it can be used as 1P, 1M, or 1V. It could be used as 1Z instead. D actions are both "Opposing" and "Quick".
You may do a hostile action with a D action. You may heal yourself with a D action, putting yourself back to positive hp.
E (Equipment) actions:
These are the actions used by intelligent items and artifacts. It is very rare for a PC to have E actions (unless they have Psi16).
If a PC has an E action, it may be converted to an M action.
An item may use 1E action per segment.
F (Full) actions:
These can be used for any one (single) action that can be done.
You can use 1F+3Z actions instead of the normal 1P+1M+1V+3Z actions per segment.
You can convert 1P+1M+1V to 1F, or all the the actions you can do in 1 round to 1F.
G (Godly) actions:
Immortal (x3 and higher multiplier) powers require G actions to use. See section [X] on how to generate G actions, most x0 to x2 beings can't do it.
G actions can be converted to X actions.
h (Held) actions:
The prefix "h" is always in front of another action type (e.g. a "hM" action). This is an action that is "held"; i.e. you didn't use a particular action in a segment, so you "hold" it to be used during the opponent's half of the segment. Currently in the Collective, very few effects allow you to use held actions. In general, you cannot hold an action and use it on your opponent's segment just because you want to. An ability must be available to use the held action.
Held actions are "Opposing" in the sense that they can be used during the opponent's half of the segment.
Of course, on a given segment, anyone can choose to simply not act, leaving his actions available for later in the round. This is not a held action; this is just actions that were saved for later use in the round.
I (Instantaneous) actions:
These are actions that cannot be responded to. Normally, an action can be responded to using an Opposing action or Zero action. In this case, a "stack" (similar to the Magic the Gathering stack) is created, with the most recent effects added resolving first.
I actions are similar to the "Split Second" (or "Interrupt") ability of Magic the Gathering.
If multiple people wish to use I actions at the same time, the current player (which "half" the segment is on) gets to go first. If both are on the same side (or if neither person is acting during their half of the segment), both people record their intended actions separately, and then both actions resolve simulataneously.
I actions, if there no letter after the "I", are IS (Instantanteous Standard) actions. Otherwise, the letter "I" is given in front of another action type (e.g. an IP is an Instantaneous Physical action).
M (Mental) actions:
These typically are used for spells, psionics, or innate abilities. You get M actions through [P2], based on Int+Wis+Chr.
Spells normally require 1M+1P, if you are of high enough level a spell might require only 1M (see [P4.2] "All Wizards" for info).
N (Null) actions:
This is something that doesn't require an action at all. It is easier to write "1N: blah" than write "Absolutely no action: blah" or "No action at all: blah".
You can use N actions at any time, unless an I action is on the stack. You can use any number of N actions, but the DM may rule that an effect may take time to resolve, so you can't go "infinite" in a single segment.
N actions cannot be generated, gained, lost, lent to others, or locked down. It's not really an action type, it's an abbreviation.
Note that talking and dropping effects use Z actions, not N actions (see Z actions below). Very few things actually use N actions.
Opp (Opposing) actions:
Opposing actions are used during the opponent's half of the segment (see [C4] step 3B). The generic Opp action is a F action.
Opp actions, if there no letter after the "Opp", are OppF (Opposing Full) actions. Otherwise, the prefix "Opp" is given in front of another action type (e.g. an OppP is an Opposing Physical action).
You do not normally generate Opp actions, they are usually granted from a spell, psionic ability, or magic item.
You can use only 1 Opp action each segment, unless they are of different types amongst P/M/V. Adding Quick (Q) to an Opposing action type frequently does not work correctly; e.g. using 9 QC actions to make a QOppM will not work properly. There are some effects that allow Quick Opposing actions, these are rare and are generally in the [PC7] Concordant and [Q7] Godly Psionics sections.
P (Physical) actions:
These typically are used for physical attacks. You get P actions through [P2], based on Dex.
1 P action can be converted to 1 V (Movement) action. This is called "running".
Each body part (except legs) has a set of P actions, so you can use your "Mouth's P action" to use a breath weapon or bite.
Q (Quick) actions:
The prefix "Q" is always in front of another action type (e.g. a "QV" action). Quick actions can be used in addition to the 1P+1M+1V+3Z limit per segment.
Thus, you could use an M and a QM in the same segment.
You can't use more than one Quick action of the same type in a single segment, unless it is "Quick Quick" (such as a QQP). You could use 1P, 1QP, and 1QQP all in the same segment (and 1QQQP if you have one).
A Q action is "infinitely quick"; any number of these can be used per segment. Thus, if you have 8 QP actions, you can use them all in the same segment. These action types are very rare (the Warlord class in [PC7] is one source of this).
S (Standard / Swing) actions:
These are the Standard actions from 3rd edition. M and P actions are in a sense limited S actions that can be used only for Mental (M) or Physical (P) things.
1S can be converted to 1P, 1M, or 1V. You do not generate S actions, they are granted from a spell, psionic ability, or item.
V (Movement) actions:
These typically are used to move, for kicking, or material componenting of spells (see [S1]). You get V actions through [P2].
Moving is rated in inches ("), each inch is 10 feet in the dungeon (10 yards in the wildnerness).
Standing up is a V action, it uses 1" of movement per 1' of your height (a 6' human with 12" move could stand then move 6").
You can pick something up with a V action. Note you *cannot* move and pick something up the same segment, unless it's a very minor movement (see Z actions). You can drink a potion with a V action (also uses your mouth's P for the segment).
X (Spirit / Concordant) actions:
These are actions used by Concordant classes [PC7] (x2 multiplier beings). You may use an X action in addition to the other types of actions you are allowed to use per segment (either 1M+1P+1V+1X per segment or 1S+1V+1X per segment, depending on the campaign).
X actions can be converted to F actions.
Z or 0 (Minor or Zero) actions:
The following things can be done with a Z action:
1. Very minor (less than 3') movement, turning around, or dropping to the ground.
2. Dropping, putting away, and/or drawing weapons or equipment.
3. Dropping a spell or psionic effect.
4. Talking, as long as no verbal component spells are cast in the same segment.
5. Using a psionic defense.
Z actions are free, you may use them at up to 3 per segment.
Z actions may be used during the opponent's part of the segment, but you are still limited to 3 per full segment.
Z actions are frequently denoted as a 0, such as "0, 1/r: Cure 1 hp". The "0" there means a Z action. If there is not a 0 there (such as "1/r: Cure 1 hp"), it requires no action at all to use, unless it is obviously an innate ability which requires 1M.
Optional Rule #1: Increase the 3Z/segment limit to something higher, such as 5Z, or even unlimited (which is the original rule).
Optional Rule #2: Make Z actions unlimited, but the PCs can use only their level in Z actions per round. (Or perhaps 2*level)

[C4] Combat Sequence


There are 10 segments per round. A round is 1 minute; a segment is 6 seconds.
Each segment consists of 2 "halves", one for the PCs ("top of the segment") and one for the monsters ("bottom of the segment").
You can only act on your half of the segment. Exception: You may use Opposing or Zero actions on the enemy half of the segment.
Follow this sequence each combat:
1. Surprise: Any monster or PC which is surprised does not get to act on segment 1 of the round.
2. Initiative: If it is unclear which side should go first, each side rolls 1d12 and applies their average initiative adjustment. If the PCs win, proceed as normal. If the monsters win, they get a segment of actions before segment 1.
3. Round sequence (repeat this as long as combat occurs):
     A. Beginning of Round: Actions that automatically take place at the beginning of the round occur. (regeneration, etc.)
     B. Segment sequence (repeat this 10 times):
         i. Top of Segment: The PC's side perform their actions. What you can do in a segment is explained in [C3] Action Types.
         ii. Bottom of Segment: The monsters perform their actions.
     C. End of Round: Actions that automatically take place at the end of the round occur. (spells ending due to duration, etc.)
If a monster switches to the PCs side (due to charm or whatever), they do not go on their next segment of actions, instead, they switch to the PCs actions on the following segment.
If a player (or NPC) switches to the monsters side, they must skip their actions during the Top of segment, then act during the Bottom of segment. If this would "give away" that the PC or NPC is about to betray the party, we roll for iniative during the middle of the round, the winner gets to act first.
If two PCs attack each other, the initiator of the attack gets to attack first, as if he was a monster who won initiative (see step 2 above). Combat proceeds normally, with the initiator being on the monster's half of the segment.
In the rare case of a 3-way fight, there is a "Middle of Segment" for the extra third side (the DM determines which of the two non-PC sides goes on "Middle" and which goes on "Bottom").
An action can be responded to using an Opposing or Zero actions (or Borrowed or Held actions if you have those sorts of abilities). In this case, a "stack" (similar to the Magic the Gathering stack) is created, with the most recent effects added resolving first. "Stacks" are nowhere near as common in the Collective as in Magic, due to a lack of Opposing actions (and meaningful things to do with Z actions).

[C5] Calculating Combat Values (hp, AC, THAC0, dmg, blahR)


Hit Points:
[P1.18] has a good system for calculating hit points, additional notes are below:
Classes listed with a "&" in front of their Hit Die type fully add: do not figure them into Multi-classing calculation, add the hit points from that class at the end. These classes add all (even lower than previous classes) hit dice when using Dual-classing.
Mixed-classing: Takes better for both number of dice and die type; so a Paladin (d10) mixed with Ranger1 (+d8) would be +d10.
Split-classing: Calculate like Multi-classed, except do NOT divide by number of classes at the end (a lot of hit points).
Your racial hit points are added after all other calculations are made.
Armor Class:
[P1.16] has a good system for calculating Armor Class.
Remember that your race may add an AC source.
THACO/damage:
This table shows which ability scores (Str and/or Dex) are used to calculate THAC0 and damage:
 
Type of attack To Hit
bonus
Damage
bonus
Other Note
Melee weapon Str Str x1.5 bonus if using two-handed
Natural (fists, claws) Str+Dex+2 Str -
Grafted Melee weapon Str+Dex+2 Str Grafted is an effect generated from a spell/psionic/innate ability
Kicking Str Str -
Thrown weapon Str+Dex Str Has Missile damage limit.
Bow Dex none Can gain Str bonus with Strength Bow. Has Missile damage limit
Crossbow Dex, SR SR SR is "Strength Rating" limited to Str. Has Missile damage limit
Arquebus Dex Dex Yes, this does get Dex bonus on damage. Has Missile damage limit
 
Missile damage limit: A missile weapon cannot do more bonus damage than it's maximum damage it can do by itself.
An Arrow (1d6) +3/+4 fired from a Bow +5/+2 does 1d6+6 damage by itself, so it's overall max damage is 1d6+6+12 = 1d6+18.
 
Natural 1: A natural 1 on a to hit roll indicates an automatic miss. There are no "fumbles".
Natural 20: A natural 20 on a to hit roll indicates an automatic hit. There are no "critical hits".
Optional Rule #1: A natural 20 does double damage if a (non-automatic) 20 would have hit the target.
Optional Rule #2: A natural 20 allows another bonus attack this segment versus that same target.
 
blahR (MR, PR, RR, etc.):
See [C9] for the effects of blahR. blahR's are lowered by 5% per caster level above 12.
If you have multiple sources of the same blahR, use the following calculation:
Net Resistance = (highest source) + (2nd highest)/2 + (3rd highest)/3 + ...
Thus, if you have 60% MR, 40% MR, 30% MR, and 20% MR, your total MR would be 60 + 40/2 + 30/3 + 20/4 = 95%.

[C6] Priests Affecting Undead


It takes 1M and 1V action to turn undead. Outer-planar creatures, Lycanthropes, and Golems may also be turned.
"#" (a number) means you need to roll that number or greater on 1d20 to get a "T" result.
"T" means you turn 1d12 of that type of undead. They cannot attack you or your party.
"D" means you turn, destroy, or command (your choice) Nd12 of that type of undead. (N=number after the "D")

    Pri Lvl
Undead HD -2 -1 0
Skeleton 1 19 16 13
Zombie 2 20 17 14
Ghoul 3 - 18 15
Shadow 4 - 19 16
Wight 5 - 20 17
Ghast 6 - - 18
Wraith 7 - - 19
Mummy 8 - - 20
Spectre 9 - - -
Vampire 10 - - -
Ghost 11 - - -
Phantom 12 - - -
Haunt 13 - - -
Spirit 14 - - -
Nightshade 15 - - -
Lich 16 - - -
Demi-Lich 18 - - -
Special 1 21 - - -
Special 2 25 - - -
Special 3 30 - - -
Special 4 36 - - -
Special 5 43 - - -
Special 6 51 - - -
Special 7 62 - - -
Priest Level
1 2 3 4 5 6 7 8
10 7 4 T T D D D2
11 9 6 4 T T D D
12 11 8 6 4 T T D
13 12 10 8 6 4 T T
14 13 12 10 8 6 4 T
15 14 13 12 10 8 6 4
16 15 14 13 12 10 8 6
17 16 15 14 13 12 10 8
18 17 16 15 14 13 12 10
19 18 17 16 15 14 13 12
20 19 18 17 16 15 14 13
- 20 19 18 17 16 15 14
- - 20 19 18 17 16 15
- - - 20 19 18 17 16
- - - - 20 19 18 17
- - - - - 20 19 18
- - - - - - 20 19
- - - - - - - 20
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
Priest Level
9 10 11 12 13 14 15 16 17
D2 D2 D2 D2 D3 D3 D3 D3 D3
D2 D2 D2 D2 D2 D3 D3 D3 D3
D D2 D2 D2 D2 D2 D3 D3 D3
D D D2 D2 D2 D2 D2 D3 D3
T D D D2 D2 D2 D2 D2 D3
T T D D D2 D2 D2 D2 D2
4 T T D D D2 D2 D2 D2
6 4 T T D D D2 D2 D2
8 6 4 T T D D D2 D2
10 8 6 4 T T D D D2
12 10 8 6 4 T T D D
13 12 10 8 6 4 T T D
14 13 12 10 8 6 4 T T
15 14 13 12 10 8 6 4 T
16 15 14 13 12 10 8 6 4
17 16 15 14 13 12 11 10 9
18 17 16 15 14 13 12 11 10
19 18 17 16 15 14 13 12 11
20 19 18 17 16 15 14 13 12
- 20 19 18 17 16 15 14 13
- - 20 19 18 17 16 15 14
- - - - 20 19 18 17 16
- - - - - - - 20 19
- - - - - - - - -
Priest Level
18 19 20 21
D3 D3 D3 D4
D3 D3 D3 D3
D3 D3 D3 D3
D3 D3 D3 D3
D3 D3 D3 D3
D3 D3 D3 D3
D2 D3 D3 D3
D2 D2 D3 D3
D2 D2 D2 D3
D2 D2 D2 D2
D2 D2 D2 D2
D D2 D2 D2
D D D2 D2
T D D D
T T T T
8 7 6 5
9 8 7 6
10 9 8 7
11 10 9 8
12 11 10 9
13 12 11 10
15 14 13 12
18 17 16 15
- - 20 19

[C6] Priests Affecting Undead


    Priest Level
Undead HD 22 23 24 25 26
Skeleton 1 D4 D4 D4 D4 D4
Zombie 2 D4 D4 D4 D4 D4
Ghoul 3 D3 D4 D4 D4 D4
Shadow 4 D3 D3 D4 D4 D4
Wight 5 D3 D3 D3 D4 D4
Ghast 6 D3 D3 D3 D3 D4
Wraith 7 D3 D3 D3 D3 D3
Mummy 8 D3 D3 D3 D3 D3
Spectre 9 D3 D3 D3 D3 D3
Vampire 10 D3 D3 D3 D3 D3
Ghost 11 D2 D3 D3 D3 D3
Phantom 12 D2 D2 D3 D3 D3
Haunt 13 D2 D2 D2 D2 D2
Spirit 14 D D D D D
Nightshade 15 T T T T T
Lich 16 4 3 2 1 T
Demi-Lich 18 5 4 3 2 1
Special 1 21 6 5 4 3 2
Special 2 25 7 6 5 4 3
Special 3 30 8 7 6 5 4
Special 4 36 9 8 7 6 5
Special 5 43 11 10 9 8 7
Special 6 51 14 13 12 11 10
Special 7 62 18 17 16 15 14
Special 8 72 - - - 20 19
Special 9 83 - - - - -
Special 10 95 - - - - -
Priest Level
27 28 29 30 31 32 33 34 35 36
D4 D4 D4 D4 D4 D5 D5 D5 D5 D5
D4 D4 D4 D4 D4 D4 D5 D5 D5 D5
D4 D4 D4 D4 D4 D4 D4 D5 D5 D5
D4 D4 D4 D4 D4 D4 D4 D4 D5 D5
D4 D4 D4 D4 D4 D4 D4 D4 D4 D5
D4 D4 D4 D4 D4 D4 D4 D4 D4 D4
D4 D4 D4 D4 D4 D4 D4 D4 D4 D4
D3 D4 D4 D4 D4 D4 D4 D4 D4 D4
D3 D3 D4 D4 D4 D4 D4 D4 D4 D4
D3 D3 D3 D4 D4 D4 D4 D4 D4 D4
D3 D3 D3 D3 D4 D4 D4 D4 D4 D4
D3 D3 D3 D3 D3 D4 D4 D4 D4 D4
D2 D3 D3 D3 D3 D3 D4 D4 D4 D4
D D2 D3 D3 D3 D3 D3 D4 D4 D4
T D2 D2 D3 D3 D3 D3 D3 D4 D4
T D D D2 D2 D2 D2 D2 D3 D3
T T D D D2 D2 D2 D2 D2 D3
1 T T T T2 T2 T2 T2 T2 T2
2 1 T T T T2 T2 T2 T2 T2
3 2 1 T T T T2 T2 T2 T2
4 3 2 1 T T T T2 T2 T2
6 5 4 3 2 1 T T T2 T2
9 8 7 6 5 4 3 2 1 T
13 12 11 10 9 8 7 6 5 4
18 17 16 15 14 13 12 11 10 9
- - - - 20 19 18 17 16 15
- - - - - - - - - -
(this is for Priests who turn @ 2x level)
38 40 42 44 46 48 50 52 54
D5 D5 D5 D5 D6 D6 D6 D6 D6
D5 D5 D5 D5 D6 D6 D6 D6 D6
D5 D5 D5 D5 D5 D6 D6 D6 D6
D5 D5 D5 D5 D5 D6 D6 D6 D6
D5 D5 D5 D5 D5 D5 D6 D6 D6
D5 D5 D5 D5 D5 D5 D6 D6 D6
D5 D5 D5 D5 D5 D5 D5 D6 D6
D4 D5 D5 D5 D5 D5 D5 D6 D6
D4 D5 D5 D5 D5 D5 D5 D5 D6
D4 D4 D5 D5 D5 D5 D5 D5 D6
D4 D4 D5 D5 D5 D5 D5 D5 D5
D4 D4 D4 D5 D5 D5 D5 D5 D5
D4 D4 D4 D5 D5 D5 D5 D5 D5
D4 D4 D4 D4 D5 D5 D5 D5 D5
D4 D4 D4 D4 D5 D5 D5 D5 D5
D3 D4 D4 D4 D4 D4 D5 D5 D5
D3 D3 D4 D4 D4 D4 D4 D5 D5
T2 T3 T3 T3 T3 T3 T4 T4 T4
T2 T2 T3 T3 T3 T3 T3 T4 T4
T2 T2 T2 T3 T3 T3 T3 T3 T4
T2 T2 T2 T2 T3 T3 T3 T3 T3
T2 T2 T2 T2 T2 T2 T3 T3 T3
T2 T2 T2 T2 T2 T2 T2 T2 T3
2 T T2 T2 T2 T2 T2 T2 T2
7 5 3 1 T T2 T2 T2 T2
13 11 9 7 5 3 1 T T2
20 18 16 14 12 10 8 6 4

[C6.6] Turning Specialization

Any priest may during a reset declare a specific type of undead to be "specialized against".
You get +level on the d20 turning roll and +level/2 on the d12 "number of effected" roll. (Applies to each die if multiple)
You may instead simply double your level on this table against that type of undead.
Against all other undead types, you get a penalty of -level on the d20 roll and -level/2 on each d12 roll.

[C6] Priests Affecting Undead


[C6.7] Priest Omens

All Priests have the ability to use Omens. These are random wish-like effects from the gods which assist the Priest in combat.
It takes 1F action to use an Omen. 1d12 is rolled, and the Priest's LVL is added. You cannot adjust this die roll with Choose Future type effects or with Luckstone. Some gods/items may alter this roll, so a value of "1" is given. If you roll below the chart, read the entry that's 12 higher, and halve the effect. If you roll above the chart, read the entry that's 12 lower, and add one group.
You do not need to target the Omen until you know what the effect is.
Omens are resisted using HR (Holy Resistance). Another resistance type is given for each power. The defender can use either resistance.
Multipliers are given for each Omen effect. This overrides your own multiplier.
 
# Mult. Omen Effect
1 x1 One target: +10 AC [or] -10 AC for LVL r (aIR; no save)
2 x1 One target: Fear, but does not run away, cowers on the floor (CR; no save)
3 x1 One target: +1S action this round [or] one effect dispelled (ER; no save)
4 x1 One target: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
5 x1
6 x1 One target: Healed [or] Harmed (aNR; no save)
7 x2
8 x2
9 x2
10 x2
11 x2 One target: Immune to [or] cannot use physical attacks for LVL r (aWR; no save)
12 x2
13 x2 One group: +10 AC [or] -10 AC for LVL r (aIR; no save)
14 x2 One group: Fear, but does not run away, cowers on the floor (CR; no save)
15 x2 One group: +1S action this round [or] one effect dispelled (ER; no save)
16 x2 One group: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
17 x2
18 x2 One group: Healed [or] Harmed (aNR; no save)
19 x3
20 x3
21 x3
22 x3
23 x3 One group: Immune to and cannot use physical attacks for LVL r (aWR; no save)
24 x3
25 x3 Two groups: +10 AC [or] -10 AC for LVL r (aIR; no save)
26 x3 Two groups: Fear, but does not run away, cowers on the floor (CR; no save)
27 x3 Two groups: +1S action this round [or] one effect dispelled (ER; no save)
28 x3 Two groups: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
29 x3
30 x3 Two groups: Healed [or] Harmed (aNR; no save)
31 x4
32 x4
33 x4
34 x4
35 x4 Two groups: Immune to [or] cannot use physical attacks for LVL r (aWR; no save)
36 x4

[C7] Combat Options


For more combat options (such as wielding two weapons, throwing weird weapons, using weapons in non-arm limbs), see [P6].

[C7.1] Size of Weapons which can be wielded

The following table gives how much Strength you need to wield two weapons of the same size.
For the purposes of this rule, shields are considered a weapon.
If you are Enlarged, read 1 line larger. If you are Diminished, read 1 line smaller.
This table assumes you are wielding two weapons of the same size, and you are specialized in them
 
  Str / Dex needed to wield two weapons one-handed:
Race Size U T S M L H G F E D
U 3 / 0 8 / 0 18 / 9 33 / 18 53 / 20 78 / 27 108 / 29 143 / 31 183 / 36 228 / 38
T 0 / 0 6 / 0 12 / 0 24 / 9 42 / 18 66 / 20 96 / 27 132 / 29 174 / 35 222 / 36
S 0 / 9 2 / 0 9 / 0 16 / 0 30 / 9 51 / 18 79 / 24 114 / 27 156 / 33 205 / 35
M/S 0 / 16 0 / 7 5 / 0 13 / 0 22 / 0 39 / 11 64 / 22 97 / 24 138 / 31 187 / 33
M 0 / 18 0 / 9 4 / 0 12 / 0 20 / 0 36 / 9 60 / 20 92 / 22 132 / 29 180 / 31
M/L 0 / 20 0 / 11 3 / 0 11 / 0 18 / 0 33 / 6 56 / 18 87 / 20 126 / 27 173 / 29
L 0 / 27 0 / 18 0 / 9 6 / 0 15 / 0 24 / 0 42 / 9 69 / 18 105 / 22 150 / 27
L/H 0 / 29 0 / 20 0 / 11 5 / 0 14 / 0 22 / 0 39 / 7 65 / 16 100 / 20 144 / 25
H 0 / 36 0 / 27 0 / 18 0 / 9 8 / 0 18 / 0 28 / 0 48 / 9 78 / 18 118 / 20
G 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 10 / 0 21 / 0 32 / 0 54 / 9 94 / 18
F 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 12 / 0 24 / 0 48 / 0 84 / 9
 
Str adjustments ("secondary weapon" is the smaller of the two):
You are wielding the weapon two-handed (nothing off-hand) -8
You have nothing in the off-hand or it's 3+ sizes smaller -6
Your secondary weapon is 2 sizes smaller -4
Your secondary weapon is 1 size smaller -2
You are NOT specialized in the weapons +1 per weapon not specialized
Your race gets racial bonus with main weapon -1
Main weapon made & balanced specifically for you (x3 cost) -1
Main weapon is cursed -3
Main weapon is Dancing or Intelligent -1
Wielding a third weapon or more +X, where X is weight (in pounds) of extra weapons
 
Example 1: Human (size M) wielded a two-handed sword (size L) two-handed needs a 20-8 = 12 Str.
Example 2: Human (size M) wielding a two-handed sword (size L) and a long sword (size M) needs a 20-2 = 18 Str.
Example 3: Hill Giant (size H) wielding a class F club (size F) and a dagger (size S) needs a 48-6 = 42 Str and 18 Dex.
Example 4: Halfling (size S) with Psi9 Extra Limb wielding three long swords (size L, 4 pounds) needs a 16+4 = 20 Str.

[C7] Combat Options


[C7.2] Combat Maneuvers

Any character may use these combat maneuvers.
 
Average Damage
If, in a single action, you would have to roll at least 10 dice when rolling damage (assuming everything hits), you may declare yourself to be using this rule.
Instead of rolling damage, you may simply do average damage with each die.
This rule is useful if you have many weapon attacks, or for large fireball-type spells.
The average of XdY is X*(Y+1)/2.
 
Bash
You may spend one attack to "bash" an enemy. First, roll to hit normally.
If you hit, you do one-quarter normal damage, and then the opponent makes a Str or Con check (his choice), with a penalty equal to your Strength score. Apply +/-5 adjustment based on the Size class difference between you and the target (if you are L and he is S, he gets a -10 penalty). If he fails, he is stunned for 1 segment.
 
Bypassing Armor
You may spend 1M action while doing an attack in an attempt to bypass armor.
Roll a level check (with Int bonus from [P2]), if you fail, the attack is normal.
If you succeed, the target's AC shift from is 10 halved (so a -6 AC becomes 2).
 
Called Shot (Selective Targetting)
You may attack a specific part of a target, this causes a -4 to hit penalty. Damage is done normally.
The effects of a Called Shot vary, generally the creature will be impared in the use that body part, depending on the amount of damage done. If it was an arm, the creature will suffer -1 to hit per point of damage for this round.
 
Charge
When charging, spend 1V action (in addition to the 1P for attacking). Your first attack gets +4 TH and x2 dmg.
You cannot charge against someone right next to you (in your group).
 
Cleave
This is a brutal form of disarming which attempts to destroy an item instead of removing it. You can cleave any item you can directly see and could possibly hit with your weapon. Roll a "called shot" (see above), but Cleaving causes no damage.
The item rolls an item saving throw [C2.3] against Normal Blow, with a penalty equal to how much damage you have done.
If it fails, the item loses 100*X of its XP value, where X is how much it missed the save by. If item had no XP value (or had less than 100*X), it is destroyed.
Each loss of 1000 XP value will typically cause a magical weapon or armor to lose a half-plus on both sides (so they get -1/-1).
You may Cleave an item that isn't on a creature (such as hitting an evil temple altar), in this case, the target AC is 10.
 
Disarm
You may spend an attack in an attempt to disarm. You can disarm only things which are very easy to remove (weapon, shield, helmet, but not armor). Roll a "called shot" (see above), but Disarming causes no damage.
The opponent rolls a Str check, with a penalty equal to how much damage would have been done. If the weapon was wielded two-handed, the opponent gets 1x his Str score.
If he fails, the weapon or shield has been disarmed.
The disarmed item flies 2d10 feet off in a random direction. No one can react fast enough to pick up the item this half-segment, unless the DM has ruled it landed right at someone's feet (so they could use a 1V action to pick it up).
Note that cursed items cannot be disarmed. Artifacts and items which have ego-dominated the opponent may be disarmed, but the opponent gets double his Str score for the Str check.
 
Disbelieve
You may spend 1Z action to "disbelieve" something.
Make an Int or Wis check (your choice), if you succeed, the target will be revealed to be false if it is illusionary.
Certain illusions (e.g. Mirage Arcana, Dust of Disappearance, Feign Death) cannot be disbelieved.
If someone in a psionic link disbelieves something, he can send this information to the others to give them a +10 bonus.
You may attempt to disbelieve something more than once.
 
Dodge
You may spend 1V action (may borrow from the future), to be "Dodging".
Against one enemy (which you declare when you dodge), you gain your Dex bonus to AC a second time, plus an extra +4.
You also gain this bonus to your saving throws vs. any effect (even non-Area effects) from that target.
 
Kick
You may spend 1V to kick. Roll to hit with Str bonus, the damage is 1d2 base (for size S-M) or 2d4 (for size L).
 
Overbear
A group of creatures may Overbear against one target.
The group rolls a single hit roll (using their best THAC0), with +1 per creature involved.
They then do their best damage, with +1 damage per creature involved.
They have held the creature down, and can do that damage automatically in the future with 1P action.
The held creature cannot use V actions, but he can attack the overbearing creatures with P and M actions.
 
Parry
At any time (including during opponent's action) you may be declaring to be "parrying", as long as you have a weapon or shield.
You lose 1P action from your remaining actions, but this does not count against what actions you may perform this segment.
Choose either your highest level divided by 2, or your highest Warrior level. You gain that as an AC bonus this turn.
 
Sap
If you are in a position to backstab someone, you may sap them to try to knock them out.
Roll to hit with a -4 to hit penalty (without the usual behind or backstab bonuses). Calculate damage normally.
Multiply damage by 5 if an actual Sap or Garrote weapon is used. Otherwise, multiply damage by 2 if the weapon is blunt.
There is a ((damage) - (target's Con))*5% chance of the target being knocked unconscious, for a number of minutes equal to how much the roll was made by. Only 1/10 of the damage is real.
 
Shield Bash
You may attack with a shield. You lose the AC adjustment from the shield until the next impulse.
The amount of damage a shield does is in section [E] (1d4 for a medium shield, 1d6 for a large shield).
Shield bashing does not require a proficiency to use, but you cannot specialize in shield bashing.
 
Subdue
You may "subdue" an enemy. All melee damage done is reduced to half (round down), with only half of that amount being real damage (the other half is temporary damage).
If the enemy is reduced to 0 hp, he is "subdued" and will immediately surrender.
If the enemy takes any real damage before being subdued, he cannot be subdued.
If the enemy has a Morale rating of 20 (Fearless), he cannot be subdued.
You cannot subdue with missile weapons, spells, or psionics. You may use martial arts to subdue.

[C8] Generic Effects


These are generic effects which occur during Collective AD&D play. Roll 1d143 for a random effect.
 
[C8.1] Alley Effect
Excess magic energy accumulates with time. This tends to increase the local PF (Physical Factor), generating bizarre and sometimes disastrous effects. This is especially troublesome where there are large populations (such as Greyhawk city).
This excess energy cannot be used for a useful purpose, as it usually Chaos and Wild Magic -based.
Instead, such regions have something like "Street Lamps" which channel the energy into waste areas, typically Alleys or Sewers. These Alleys and Sewers become home to a host of very unusual monsters, which are combatted by the town militia (and/or local adventurers) from time to time. On occasion the energy forms into gateways leading to alternate dimensions or realities, these gateways are very disruptive and usually force the town to close down that Alley or Sewer for some time.
[C8.2] Annihilated
In the normal Multiverse, if you are Annihilated, you appear to have Disintegrated (see below) without the normal methods of recovery. In reality, you are in the Ultraplanes, a strange realm past the funnel in Concordant Opposition.
Unless you have immunity to Annihilation (the common element there), you will be in a continuous state of Disintegration (and Unawareness of what's going on).
It is not possible to go back in time to prevent someone's Annihilation. An Unlimited Wish could bring the character back.
 
[C8.3] Anti-stats
There are rare creatures and effects which can cause ability scores to drop below 0, but the creature is not hindered by [P2].
Such creatures generate an "Anti-stat field", which is equal to their negative ability score within 10', then drops by -1 each 10'.
Thus, a creature with -3 Dex gives all within 10' a -3 Dex adjustment, all within 20' a -2 Dex adjustment, and all within 10' a -1
Dex adjustment. Needless to say, creatures with high negative Con or Int scores can be very dangerous.
 
[C8.4] As You Are
Each caster level of the "As You Are" effect increases your XP divisor by 1. This XP divisor is retroactive.
Generally, As You Are is cast at very high level, effectively reducing the target to level 1.
 
[C8.5] Avoid Fate
This high-level effect allows you to avoid (counter) another effect. The entire effect is countered, and affects no one.
Avoid Fate cannot itself be countered except by Insist (see below).
 
[C8.6] Barney'd
A god who has lost all of his worshipers becomes Barney'd. He is a x0 being in a state of semi-consciousness.
It is possible to get a Barney'd god to perform incredibly powerful effects over a very short time, only to rest again for centuries.
Many of these gods have even lost their outer-planar homes; they now live in the "Lost Gods" demiplane of the Astral, an incredibly dangerous place to visit.
 
[C8.7] Berserk
A berserk creature gains +4 to hit and damage, but suffers -4 on AC and saves. A berserk creature will attack until there are no remaining enemies within 60'. They will not take hostages or accept surrender, and will not allow enemies to escape if at all possible. Berserk creatures are not required to attack friends, and can use Mental actions normally.
"Cursed Berserking": This is a berserk creature who continues to attack anyone (friends or enemies) until no one is alive within 120'. Cursed Berserking creatures have a 1% chance per combat of attacking themselves (committing suicide) at the end of combat.
 
[C8.8] Blind
While blind, you are at -4 to hit all targets (-2 if you have the Blindfighting proficiency). Triple the penalty with missile weapons.
You cannot read scrolls or books. You cannot distinguish between your potions unless you have worked a special system.
You have a 10% (unadjustible) chance of failure when doing anything using an M action targetted versus an enemy.
 
[C8.9] Burned Out
You are "Capital S Spent" (see below). You cannot regain memorizations (spell/psionic) except by a Reset.
 
[C8.10] Cannot Move
You lose Dex AC bonus. You can be attacked from behind by anyone. Rogues may backstab you with each attack.
[C8.11] Causeall
Current hit points is lowered to -10, plus one effect each of: disease, blindness, insanity, deafness, feeblemind, and a poison which will slay the target in 1 round (no saving throw).
 
[C8.12] Charm
When charming a creature, the creature gets +1 on his saving throw per point of damage he has taken this round.
The creature gets another save if he is attacked by the caster's friends.
Charm does not give the charmer and charmee any sort of special communication.
[C8.13] Class VI/Esper-Blind/Damped Restraint
Being "Class VI" means you are immune to and cannot use frequency 1 psionics.
Being "Esper-Blind" means you are immune to and cannot use frequency 2 psionics.
Being "Damped Restraint" means you are immune to and cannot use frequency 3 psionics.
If I list all three (or just the first two) for a creature, it is generally understood the creature is in fact immune to and cannot use all frequencies of psionics.
 
[C8.14] Clone-Insane
If you and a Clone of you are both conscious and on the same plane, you (and the Clone) suffer from "Clone Insanity".
You are aware of the Clone, you know where the Clone is, and you are completely bent on destroying the Clone at all costs.
You cannot use psionics of any frequency. If you do not destroy the Clone within 1 day, you are "Capital S Slain" (see below).
 
[C8.15] Coma
You are Unconscious (see below), and cannot be awakened by any method. A Heal or Cureall will fix a Coma effect.
[C8.16] Confused
Each segment, roll 1d10 for the confused creature:
1: Move away using a 1V action.
2-3: Do nothing this segment.
4-5: Attack a random foe.
6-7: Attack a random friend.
8-9: Attack the closest creature (friend or foe).
10: Act normally this segment.
 
[C8.17] Counter (effect)
A countered effect does not take place. It is possible to counter a counter, using Magic: the Gathering's "Last In First Out" rules.
 
[C8.18] Cover
You get +2 AC and +2 saves for partial cover. You get +4 AC and +4 saves for full cover.
It takes 1V action to exit cover, attack, then duck back. If you melee the enemy gets a free parting shot when you duck back.
 
[C8.19] Crapped
You are Spent (see below). You are at 0 current hp. You cannot use any actions except V or Z actions.
"Capital C Crapped": You cannot use actions of any kind (not even Z actions). Your maximum hit points is 0 until next reset.
You are permanently Stunned, Unaware, and Feebleminded (see below).
 
[C8.20] Crapulence
This is an element which is incredibly obscure (such as Anti-Matter Unnilhexium or the quasi-element formed from Wood plus Negative energy). The idea here is if you have a "choose an element" effect, you pick something so obscure the target has no special resistance to it. It is assumed that such an element can be imagined, unless the target has "Resist All Elements".
 
[C8.21] Cureall
Cures all hit points, plus all non-divine ailments (except level loss).
[C8.22] Cursed
The effects of a curse vary, the creature generating the curse can choose one of these effects:
1. Lowers one ability score to 3 or all ability scores by 1 (50%/50%).
2. -4 to hit and saving throws.
3. Weak Fumble effect (save vs. RSW each segment to keep from dropping what he has in his hands, Dex checks are at -2).
4. 50% MR to spells that would benefit the target (cannot be dropped), no change in MR to harmful effects.
5. Double chance of wandering monsters in a dungeon (2 in 6 instead of 1 in 6).
6. One (randomly chosen) magic/psionic item of the target's is "misplaced" (not to be found) until the curse is removed; if the item is found (by spell or other effect) and the curse still exists, another possession is lost.
7. Target randomly Dimension Doors whenever a wooden barrel is seen (or any other useless item, to be chosen by caster), but no more than once per turn.
8. Target always speaks in rhymes (verbal spells have a 25% chance of failure).
9. Acne on Target's face and/or noticeable body odor (-2 Chr,-2 Cml).
10. Target will kill any green plants and/or normal insects he touches.
11. Target triples in weight (no change in shape or size, simply heavier); -6" penalty to move rate; immune to Feather Fall.
12. Target triples in height (no change in weight or other dimensions); -4 penalty to Dex; +1 size class
13. Temperature lowers or raises by 10 in a 10' radius around target.
14. Butterflies swarm around target whenever he draws a weapon (target must save vs. BW at +4 or be confused for 1 round).
15. A 10' cubic pit is created every hour 1' behind the target (floor is allowed a save vs. spells at +4 if magically protected).
These are just examples, what exactly is possible is up to the DM.
[C8.23] Dazed/Disoriented
While Dazed, you are at -5 (-25%) on all actions. You can use only 2 main actions plus 2Z actions per segment (so 1M+1P+2Z, 1M+1V+2Z, or 1P+1V+2Z per segment). Effects requiring heavy concentration (1M/r) cannot be maintained.
 
[C8.24] Deaf
While Deaf, you are at -2 (-10%) on all actions. You do not benefit from Bard's "Song" effects.
 
[C8.25] Destructed (reverse Resurrected)
You are Disintegrated (see below). Two Resurrections (or one Wish) are needed to bring you back to life.
 
[C8.26] Diseased
The effects of a disease vary, the creature generating the disease can choose one of these effects:
1. Every 1d6 turns you lose 1 point of Str (30%), Dex (20%), Con (40%), or Chr (10%).
2. Every turn you lose 1 of your maximum hit points.
3. Curing spells give only 10% normal benefit; the disease is fatal in 1d6 days; -1d4 Chr and -1d4 Cml per day.
4. Base movement rate reduced by 1" per hour; suffer 1 damage (cumulative) per hour.
5. Extreme nausea causes you to have only a 50% chance of being able to use each action type per segment.
These are just examples, what exactly is possible is up to the DM.
 
[C8.27] Disintegrated
You are "Capital S Slain" (see below). Your physical body is gone, your items have dropped to the ground.
If the effect was an area (not the normal Disintegrate spell), you must roll item saves for all the items as well.
[C8.28] Dispel (effect)
When doing an area, your chance of dispelling is 50+((your caster level) - (effect's caster level))*5%.
You may instead dispel any effect of your multiplier or lower with 100% success.
A dispelled effect ends immediately. It is possible to reconstruct an effect that was dispelled within 1round, but it's difficult.
[C8.29] Displaced
While displaced, you get a +2 AC bonus (even if the enemy is immune to displacement).
The first physical attack (or targetted spell) against you automatically misses.
 
[C8.30] Disjunct (effect)
This is the same as Dispel, but the chance is always 100% and you may Disjunct any multiplier of effect.
Disjuncted effects cannot be reconstructed.
[C8.31] DNA Scrambled
Add +1d5-3 to each ability score modifier due to race, base AC, THAC0, and hit points.
Also gain 1d6-1 Psi9 minor powers.
 
[C8.32] Dominated (Mentally)
The Dominator chooses how the Dominatee uses his M actions.
 
[C8.33] Dominated (Physically)
Generic "Domination" effects are of this type.
The Dominator chooses how the Dominatee uses his P and V actions.
 
[C8.34] Resist (effect)
This is written as "Double Resist Fire" or whatever. You gain +8 saves vs. that effect. You suffer 1/4 damage from that effect (if the effect saves for 1/2 and you make the save, you take 1/10 damage).
See also Resist and Immune.
[C8.35] Down a Hole
There exist "holes" in the Multiverse; where you are not on ANY plane.
While there, you cannot use high-level powers, and cannot escape back to the real Multiverse (you need outside help).
There are a few abilities which allow you escape from the hole, but these are rare and cannot be learned while in the hole.
 
[C8.36] Down a Hole Offense
Doing an infinite or degenerate effect that rips the fabric of space around you, causing you to go Down a Hole (see above).
Examples: Using more than a couple dozen Ioun Stones at once; Borrowing XP from the future with certain Precognition effects;
Throwing a Reset during a Mental Fury and continuing; Stepping out of the effect Step out of It (see below)
 
[C8.37] Drained MF
Casting several 9th or higher level spells in one area in a short time could drain the local area's MF by a point or two.
The exact limit varies (up to the DM), but generally casting more than one Wish-type power in a round is a bad idea.
This would certainly attact the attention of any high-power beings in the area.
 
[C8.38] Drowning
Being with 1 damage and a Con+10 check. Roll a check, if you fail, you take the damage.
Each round, the damage goes up by one and the check gets worse by one.
[C8.39] Drunk
The following effects occur while drunk:
Slight Intoxication: +1 Morale, -1 Int, -1 Wis
Moderate Intoxication: +2 Morale, -3 Int, -4 Wis, -2 Dex, -1 Chr, -1 to hit, +1 hp
Great Intoxication: +3 Morale, -6 Int, -7 Wis, -5 Dex, -4 Chr, -5 to hit, +3 hp
 
[C8.40] Dual-Nature
Some creatures have a "dual-nature" status; meaning they exist in two planes at the same time.
Those creatures need a +1 weapon (Ethereal/Elemental) or +2 weapon (Astral/Shadow) to hit, sometimes more.
They can be perceived on either plane, and can attack or be attacked on either plane.
These creatures also frequently have the ability to pass through solid matter as if it wasn't there.
If an ability forces them to the non-Prime plane, they cannot return for 1 year. If any ability forces them onto the Prime plane, they are crapped (see above) and lose the weapon needed to hit requirement.
 
[C8.41] Dust of Disappearance
While under Dust of Disappearance, you gain a +8 bonus to AC. Dust of Disappearance cannot be defeated by True Sight.
Dust of Disappearance cannot be disbelieved. You cannot be immune to Disappearance due to high Intelligence [P2].
While under Dust of Disappearance, you may spend 1V to set up a Backstab.
 
[C8.42] Ego-Dominated
Some powerful magic items have an "Ego" score, which is related to their Int score, plusses, and abilities.
This number is compared to the user's "Personality" score, which is the following: Int+Chr+level (or) Wis+Con+level (your choice). If the item has a higher score, and it is of a different alignment (or believes the user is not following it's special purpose adequately), it may Mentally and/or Physically Dominate the user.
 
[C8.43] Enfeeblement
While under Enfeeblement, your Str score becomes 5. This may cause problems with the weapons you are wielding [C7.1].
 
[C8.44] Enlarged
Gain +1 size, which also increases your equipment size.
Weapons of +1 size do (+1)d(+2) damage over the original type; i.e. a two-handed sword 1d10/3d6 becomes 2d12/4d8.
Giant potions and the like still contain the same number of doses.
Non-magical items (such as oil) do become more effective due to their enlarged size.
[C8.45] Enough
This occurs after 5th level or so, when the PCs have enough money to have considerable basic equipment if desired.
If you buy (and can carry) 100 of an item, you are said to have "Capital E Enough" of that item, and will not run out of them.
This is good to reduce the amount of meaningless ammunication records.
 
[C8.46] Enraged
While enraged, you feel a strong desire to inflict physical harm on your enemies.
You may attack any enemy you wish, but you must use your P action before using your M action each segment (you may use them at the same time for 1 action, such as casting a spell).
 
[C8.47] Enslaved
This is a more powerful version of Charm (see above). While Enslaved, you do not get saving throws to throw off the effect, even if an ally of the enslaver (or the enslaver himself) attacks you.
 
[C8.48] Erased Forwards and Backwards in Time
This powerful effect makes you Rewritten out of Time (see below), without the attacker needing to travel through time to do it.
This situation is a little harder to repair, an Unlimited Wish is needed.
 
[C8.49] Escape
This ability allows you to leave a hostile area immediately, with no chance of being traced or followed. The Escape ability can duplicate the Gone effect (see below), if necessary, if the creature you are escaping from is very powerful.
 
[C8.50] Ethereal
See "dual nature" above.
[C8.51] Exhausted/Fatigued
There are no rules in the Collective indicating when exhaustion sets in, so this rule will not be used often.
If you are Physically Exhausted, any action which requires P or V actions require twice as many to complete.
If you are Mentally Exhausted, any action which requires M actions require twice as many to complete.
You get 1 less Z action per segment per type of Exhaustion (so if you have both, you get only 1Z per segment).
[C8.52] Explain
This is another concept to abbreviate and speed up game-play.
If the PCs come across an NPC, and need to explain what they are doing (or tell them a story), we can skip the actual description (since everyone in the room in real life knows the story). This is called "Capital E Explaining" to the person.
The NPC is assumed to have told everything about the subject (unless the PCs give exceptions), and play can continue.
The DM may wish to confirm whether certain sensitive pieces of information were "leaked" to the NPC.
"Capital E Explaining" of course takes time, it generally cannot be done in combat.
 
[C8.53] Extract
If the PCs have captured a monster, and have sufficient magical and/or psionic abilities at their disposal, they may declare to have "Extracted" information from the monster.
This means that they have used forms of mind-reading (or whatever, the exact details are not important) to gain the information they need. Remember the monster may not know the needed information, and will give whatever he knows from his standpoint (and level of understanding).
The monster will not independently offer information that is not asked, the PCs need to think of the things they want to know.
 
[C8.54] Falling
Damage due to falls is 1d6 per 10' fallen. There is a terminal velocity (maximum damage) of 20d6.
If you know the fall is coming, subtract 1d6 from the fall (so you take nothing from a 10' fall you are expecting).
If you have the tumbling proficiency, subtract another 1d6 from the fall, and subtract 1 damage per extra slot past the first.
The damage is reduced to 1d4's if you strike a liquid surface (such as water). A single Diving proficiency will reduce the damage to 0 if you strike a liquid surface.
 
[C8.55] Familiar
Familiars are immune, as long as they are not offensive. They may cure and cast spells on allies and still be immune.
If an entire side has been dropped except for familiars, the familiars have a choice: They may stay, which makes them vulnerable to attack even if all they do is healing and defensive actions, or they can withdraw, and keep their immune status.
In certain situations Familiars may attack other enemy Familiars, this will be presented in the [S] section.
 
[C8.56] Fascinated
You have the effects of Exhausted (both types, see above), but are not actually Exhausted. You continually face what is fascinating you, making backstabs on you easy to set up. You do not get saving throws vs. effects that Hypnotize you.
 
[C8.57] Fear
You feel a great need to get away from the source of the fear. You must spend your V action to move away from the fear source for the duration of the effect. You cannot use your other action types to approach or affect the fear source in any way.
You may attack creatures on the way out.
 
[C8.58] Feebleminded
Your Int and Wis scores are 1d4 each. You do not have and cannot use M actions.
Your spell and psionic pools are perfectly intact, but you cannot usefully access them until the Feeblemind is removed.
Note you can still use psionic defenses while feebleminded, as those use Z actions.
 
[C8.59] Feign Death
You cannot use actions of any kind. Everyone believes you are in fact dead, and enemies will not attempt to attack you.
If there is a psionic link in place, you can inform the rest of your group that you are Feigning Death.
You are perfectly aware of your surroundings, and can end the Feign Death effect to rejoin the battle at will.
A second Feign Death attempt in the same battle will always fail.
 
[C8.60] Free Action
While under Free Action, you cannot be Stunned, Summoning Sicknessed, Paralyzed, or Held (see relevant entries).
 
[C8.61] Fumble
While fumbling, whenever you use an item in either hand, you must roll a Dex check or drop the item. The action is still used, but it doesn't resolve. You must also check whenever you read a scroll, use a wand, or drink a potion.
Fumble effects are frequently material componented, forcing you to roll two Dex checks, or one xDex check (caster's choice).
 
[C8.62] Gone
If you are Gone, you are in a pocket dimension/plane remote from the normal Multiverse.
You are an infinite number of planes removed from any known plane, but your items are planar stable here, and you can recover spells (even priest) normally.
You may re-enter the plane you left, but your exact point of return is uncertain (like the Plane Shift spell).
The pocket dimension will disappear after everyone has left it, and it won't be the same pocket dimension if you become Gone again, so don't leave any stuff here. J
[C8.63] Gravity (Zero/High)
Zero Gravity: -4 Dex; move rate divided by 3; falling damage is 0; Z actions reduced to 1/s; -1 Con per week in zero gravity
High Gravity (+nG over 1G): -n*4 Str; move rate divided by (n+1); falling damage multiplied by (n+1); Z actions reduced by n/s
 
[C8.64] Harmed (reverse Heal)
Current hit points is lowered to 0, plus one effect each of: disease, blindness, insanity, and feeblemind.
 
[C8.65] Hasted
You get +1P, +1V while hasted. Haste does not stack with itself.
There is a completely different ability called 'Haste' in Psi11.
 
[C8.66] Head Blown Off
You are "Capital C Crapped" (see above), except you still have normal hit points (you are not set to 0).
 
[C8.67] Heavily Stunned
This is the same as "Capital S Stunned" (see below).
 
[C8.68] Healed
Cures all hit points, plus disease, blindness, insanity, and feeblemind.
 
[C8.69] Held
You cannot use P or V actions. You cannot use Z actions which are physical in nature. You are still standing (or in whatever position you were in before being Held).
 
[C8.70] Hold Life
Your XP cannot be drained. You Sustain Levels (see below). You are still vulnerable to As You Are (see above), however.
 
[C8.71] Hunger/Thirst
Going 2 days without water (or 4 days without food) makes you Exhausted (Physically), see above.
 
[C8.72] Hypnotized
You are Fascinated (see above). You can asked questions; 90% of the time you are forced to answer truthfully.
You can be given orders as per a Command spell, these are done very slowly (3 or 4 times the normal number of actions to do).
You are Unaware (see below). Any attack on you breaks the hypnosis.
A post-hypnotic suggestion can be implanted; there is a 5% cumulative chance per day it wears off. Each time the trigger goes off, there is a 5% cumulative chance the hypnotised person knows he was hypnotized (if the action is extreme, raise it to 10%).
[C8.73] Immortal
This has two meanings: The more common meaning is any creature of x3 or greater multiplier.
The less common meaning is that you are immune to aging and/or physical damage.
[C8.74] Immovable/Stopped
You cannot be moved by any means. In the case of Immovable (which is voluntary), you can still turn around and move your arms and such. Stopped allows no movement at all, you are frozen.
 
[C8.75] Immune (effect)
You are not affected by damage or special affects from that power type. You can still use that power type. Immunities can be lowered.
Immunities "spread", meaning you Resist all things that are related to the thing you are Immune to. For example, if you are Immune Fire, you Resist Holy Fire.
See also Resist and Double Resist.
 
[C8.76] Imprisoned
You are being held in some remote room somewhere (or in fact on the demi-plane of Imprisonment in the Astral).
You are Unaware, Unconscious, and can perform no actions. You do not require food, water, or air, and do not age.
You (or your equipment) cannot be located or divined at while you are in the Imprisonment room.
 
[C8.77] Insane
You are immune to and cannot use any psionics while insane. Roll d20 for insanity form:
1. Dipsomania (great desire to drink alcohol)
2. Kleptomania (great desire to steal)
3. Schizoid (no personality, copy the personality of another)
4. Pathological Liar (almost always make outrageous lies)
5. Monomania (obsessed towards one goal)
6. Dementia Praecox (completely uninterested in everything)
7. Melancholia (extremely depressed)
8. Megalomania (convinced you are best at everything)
9. Delusional Insanity (believe you are some famous figure)
10. Schizophrenia (1-4 separate split personalities)
11. Mania (become a complete maniac 1 in 6 per turn)
12. Lunacy (when moon full, become a complete maniac)
13. Paranoia (believe everyone is plotting against you)
14. Manic-Depressive (1 in 4 per d of wild emotion swings)
15. Hallucinatory Insanity (see things which aren't there)
16. Sado-Masochism (great desire to inflict pain on others)
17. Homicidal Mania (obsessed with desire to kill)
18. Hebephrenia (act child-like, unaware of whats going on)
19. Suicidal Mania (self-destructive in dangerous situations)
20. Catatonia (sit there and stare at the wall)
[C8.78] Insist
Certain powerful creatures can "Insist" their spell or effect go off. This makes the effect immune to countering or Objecting.
Any creature who attempted to Object to the effect has probably been quite offended, and will seek the Insisting creature.
 
[C8.79] Instantaneous (effect)
This is the reverse of the Permanency spell. This makes the duration of target effect Instantaneous, so it ends immediately.
This isn't really dispelling/disjoining it, so effects that make spells unable to be dispelled fail versus Instantaneous.
 
[C8.80] Invisible
While invisible, you gain +4 AC, even if your opponents can see through the invisibility.
Normal Invisibility ends when you attack. Improved Invisibility doesn't end when you attack, but others may see a "flash" of you the split-second you attack.
Invisibility does not cover sound or smell. Creatures with 12 HD or 22 Int can generally see through invisibility.
 
[C8.81] Invulnerable
You are not affected by damage from that power type. Special affects do affect you. Thus, you would take no damage from a Vorpal Sword, but could very well have your neck severed by such a weapon. You can still use that power type.
[C8.82] Lady's Smile
The normal Lady's Smile effect allows you to choose the result of any one die roll.
Continuous (not Permanent) Lady's Smile allows you choose the results of all your die rolls. This isn't "deep", so open-ended results must actually be rolled after the first die. Permanent Lady's Smile does nothing.
 
[C8.83] Lycanthropy
When attacked by a lycanthrope, there is a 1% chance per point of damage that you are infected by the disease.
The disease can be cured by a Remove Curse followed by a Cure Disease. There is a 50% chance the curing didn't actually work, the lycanthropy cannot be detected in this case (except by a Limited Wish), and will reappear at the next full moon.
Affected by Lycanthropy: Each full moon, you will revert to your beast form for that evening. If you do not have control, you will not remember your events from that evening. There is a 10% cumulative chance per full moon that you will suddenly be aware of what you are, and can control when you change form.
 
[C8.84] Magic Dead
If you are magic dead, you cannot be targetted by and cannot use magic. You can still be harmed by area affects such as a fireball, but you can't be the targetted center of it.
 
[C8.85] Magic Jar/Possessed
Let's say Creature A wishes to magic jar Creature B.
Creature B rolls a special saving throw, as follows: 11 + (Creature A's Int+Wis+Level) - (Creature B's Int+Wis+Level).
Creature B may substitute Chr for either of the other two stats. Creature B does get save bonuses to this roll, due to race or items (or whatever). Do not add Wis bonus, it's already figured in.
If the save succeeds, the magic jar fails and Creature A is in the receptacle until his next set of actions.
If the save fails, the spirit of Creature A is now in Creature B's body, and Creature B is in the receptable.
Creature A may use his own mentals, or may use physicals and movements using Creature B's body, starting the segment following the successful magic jar.
Creature B can do pretty much nothing, he can magic jar a third person using the above procedure with 1M action, or he can enter Creature A's body if it's visible from the receptacle.
If the receptacle is destroyed (it has 1 hull point and is generally glass), whoever is in there is slain.
If the Magic Jar is at any time ended (with an Exorcise, Disjunct, or Instantaneous; Dispel won't do it), all creatures go to their home bodies, and are Dazed for 1 round.
 
[C8.86] Maintained
Most maintained effects do not require deep concentration. Those that do use 1M per round to maintain.
You are allowed up to your Int score in maintained effects.
 
[C8.87] Mental Fury
You can throw all your spells, psionics, and effects that require 1M (or 1M+1P) to use. You must target all of them before any of them resolve (the effect isn't "deep" so you can't see the results of one before using another).
You are Set (see below) at the end of the Mental Fury, even if you didn't throw all your effects.
 
[C8.88] Morale
This generally applies only to monsters (not NPCs). During the monster's actions, if they have suffered 50% or more losses, their leader has been killed, or they have been ineffective vs. the party, they must make a morale check or flee/surrender.
 
[C8.89] Nauseated
You are Dazed (see above). Further Nauseated effects cause you to lose 1 "ability to use" action (randomly among P/M/V).
[C8.90] NPC Status
Sometimes a PC will set himself up in an undertaking which no longer allows him to participate in the party (the classic example is a character replacing Smiley in the Concordant Opposition funnel). This character becomes an NPC and is no longer ran by the player. It is possible to recover from NPC Status by giving up the undertaking.
 
[C8.91] Object
This is more or less the same as Avoid Fate (see above), except you do not need to be in sight of the effect in order to Object.
Objecting is used by powerful creatures (such as liches) who are aware of when certain powerful events are about to occur.
"Capital O Object": The effect is countered, and cannot be used again by you or anyone on the same plane for 1 turn. Anyone else who can sense such powerful effects remotely are informed of who the offender was (presumably so he can be dealt with).
[C8.92] Pain
You are Dazed (see above). Movement rate is halved.
 
[C8.93] Panic
This is a mild state of confusion. 50% of the time you will attack the source of the panic, the other 50% you will flee the source of the panic as if Feared (see above).
 
[C8.94] Paralyzed
You cannot use P or V actions. You cannot use Z actions which are physical in nature. You have slumped to the ground; there is a 35% chance you are in fact facing the ground. (35% facing up; 15% each side)
 
[C8.95] Pawned
You are a being controlled by a god. You act normally, except the god (or his intermediaries) has the option of Mentally or Physically Dominating you at will. If you change alignment or god, you will be Capital S Slain immediately.
Sometimes a god will channel an extraordinary power (such as a Quest spell from Tome of Magic) through a Pawn.
 
[C8.96] Permanent (effect)
A permanent effect has infinite duration. If the effect required minor concentration before, it no longer requires it.
Effects which use up a resource cannot usefully be made permanent.
Permanent effects do not recast themselves every round, they simply have permanent duration. Casting Permanency on a Heal would have no effect, as the heal is not recasting itself. What you want for that result is 'Continuous', which is a much harder effect to generate than Permanency.
If you wish to dispel a permanent effect, you must first dispel the Permanency effect first, then the spell inside.
Permanent effects usually will stay around even after the controlling creature has died (this is at DM's discretion).
Casting Permanency on an instantaneous effect is difficult. It usually requires a Contingency spell or other triggering mechanism. Permanent instantaneous effects do their effect every segment, as long as that effect makes sense. A permanent Fireball would sit there burning, doing it's damage every segment. It's unclear what a permanent Monster Summoning spell would do (it wouldn't become a gate of continuous monsters!), so it probably does nothing.
 
[C8.97] Petrified
You are slain, but can be recovered with a Stone to Flesh spell. Any damage done to your stone form will cause damage to you when you are recovered to flesh. You cannot be raised, but can be resurrected or reincarnated.
 
[C8.98] Phased/Astral
See "dual nature" above. While "Astral Projecting", you replace your Str score with your Int score, your Dex score with your Wis score, and your Con score with your Chr score.
 
[C8.99] Pissed
You gain +level to hit, +level damage, -level AC penalty, -level saves penalty.
 
[C8.100] Pixelated
You are completely removed from the multiverse. You cannot be restored by any means short of 15th or higher spell level magic. There has only been one creature restored from Pixelation, and even that wasn't completely successful.
"Pixelated" cannot be chosen for "Immune to a [C] section effect" type effects.
 
[C8.101] Plagued
This is the same as diseased (see above), except others can catch what you have. Each hour, everyone within 30' of you must make a save vs. PPD (with Con bonus) or catch your plague.
 
[C8.102] Planar Stable
Your weapons are not lowered in plusses or abilities for being on another plane. This protects you only from the effects of planar travel; low MF and Anti-Magic / Dispel Magic Zones and the like may still affect your items.
 
[C8.103] Prone
While prone, you gain full cover (see above), but lose any Dex bonus to AC and saves.
[C8.104] Protection (Immune but can't be offensive)
You are not affected by damage or special affects from that power type. You can still use that power type.
If you are offensive to that power type, you can be harmed as long as you're offensive. (So you are immune to Fire Elementals with either Protection from Fire or Protection from Elementals, if you attack one, they can attack and damage you.)
 
[C8.105] Psionic Link
You may send a message to anyone in the Psionic Link, just by thinking about it. You can also give a "feed through" of everything you see and hear, for others in the link to see.
You do not automatically transmit messages to others; you must think about doing it.
Anyone on a separate plane from the rest of the group has "split" from the link and cannot use it until he returns.
 
[C8.106] Quest/Geas
You are possessed to complete the given task. Every hour (except when you sleep), if you have not made some sort of effort to progress towards the intended goal, you suffer either 1 maximum hp loss (50%) or a loss of 1% of your total XP (50%) until the Quest/Geas affect ends.
 
[C8.107] Raised
What you get is the character at 1 hit point and with no spells/psionics memorized.
Any negative effects (poison, etc.) have been removed. He loses 1 Con permanently, which can be recovered with Restoration.
 
[C8.108] Raised Fully
As Raised (see above), except the character is at full hit points.
[C8.109] Reduced/Diminished (reverse Enlarge)
Gain -1 size, which also decreases your equipment size.
Weapons of -1 size do (-1)d(-2) damage over the original type, treating 0 dice as 1 die of half size; i.e. a two-handed sword 1d10/3d6 becomes 0d8/2d4, which is rewritten as 1d4/2d4.
Tiny potions and the like still contain the same number of doses.
Non-magical items (such as oil) become less effective due to their reduced size.
 
[C8.110] Regenerating (Troll-like)
You do not die from being below -10 hp, instead, you continue to regenerate.
Troll-like regeneration cannot cure acid or fire damage (basically any damage which disintegrates/destroys matter).
It's common practice to consider a creature with troll-like regeneration dead if he is reduced below -10-(his regen rate per round)
as the body can usually be destroyed / disposed of quicker than the regeneration can recover.
 
[C8.111] Reincarnate
You get the character at half level and hit points, with no spells/psionics memorized. No Con loss.
Lost levels are regained with Restoration or at 1 per day. True (natural) form becomes that of Reincarnate spell.
Roll 1d40 for form:
1. Badger
2. Bear
3. Boar
4. Bugbear
5. Centaur
6. Dryad
7. Dwarf
8. Eagle
9. Elf
10. Faun/Satyr
11. Fox
12. Gnoll
13. Gnome
14. Goblin
15. Half-elf
16. Halfling
17. Half-orc
18. Hawk
19. Hobgoblin
20. Human
21. Kobold
22. Lynx
23. Orc
24. Ogre
25. Ogre Mage
26. Owl
27. Pixie
28. Raccoon
29. Stag
30. Troll
31. Wolf
32. Wolverine
33.-38. Roll on Normal Familiars table *
39.-40. Roll on Superior Familiars table *
* You aren't actually a familiar, of course. This is just to determine your new race.
[C8.112] Reset
All hp, magic progressions, and psionic pools are restored. It is considered the "next day" for purposes of when items and abilities can be used. (The DM may indicate that "3 days have passed" which would over-ride this.)
You may use any spells or psionics left over before the reset (unless the reset is being generated as an effect during combat). For each additional day of reset you may use your entire spell and psionic pools once (for research or whatever).
XP may be spent and levels gained. If you are in a town, you may buy and sell items, and do other things in the town.
 
[C8.113] Resist (effect)
This is written as "Resist Fire" or whatever. You gain +4 saves vs. that effect. You suffer half damage from that effect (if the effect saves for 1/2 and you make the save, you take 1/4 damage).
Resists are cumulative; if you have Resist Fire twice, you Double Resist Fire (see Double Resist). If you have Resist Fire three times, you have Immune Fire.
See also Double Resist and Immune.
[C8.114] Resurrected
You get the character at 1 hit point, with the spells and psionics he had when killed. He loses 1 Con, can be restored with Restoration. If you material component the Resurrection spell, he comes back at full health.
[C8.115] Rewritten Out of Time
This means that someone has travelled in the past, changed history, and now you longer exist in time.
Unless you have Time/Reality stability (see below), you instantly vanish from the Multiverse.
Time could be repaired, or a Change Reality spell could bring you back without repairing.
 
[C8.116] Rotating Truename
Your Truename cannot be known or erased.
 
[C8.117] Sanctuary (Phoenix)
You take half damage from any source. This stacks with Resist (which would mean you take quarter damage from things you Resist). Sanctuary uses up a resource (namely Positive Energy), so it cannot usefully be made permanent.
 
[C8.118] Set
You are "Capital S Spent" (see below). You are at 0 current hp. Note that Set fails to be lethal.
[C8.119] Silenced/Mute
Any spell with verbal components (see [S]) cannot be used. If not using verbal components, all your spells have 10% failure.
Bard "Song" abilities and musical instruments cannot be used. "Word" spells cannot be cast. You cannot recite scrolls.
 
[C8.120] Slain/Killed/Dead
This occurs when you are beyond the point at which magical curing spells can save your life.
Any maintained effect you control has been dropped.
"Capital S Slain": You cannot be raised with Raise Dead, Raise Dead Fully, or Reincarnate. A Resurrection or Wish is needed.
 
[C8.121] Sleep
You are Unconscious (see below). Any amount of damage will awaken you immediately.
 
[C8.122] Slowed
While slowed, you lose 1P and 1V action. If you had only 1P action, you don't lose it, instead, your number of attacks halves.
If you had only 1V action, you don't lose it, instead, your movement rate halves.
You do not get to act on segment 1 of any round. You do not get to act the segment right after the Slow effect hits you.
 
[C8.123] Spent
All of your psionic pools and magic progressions are empty. Any item or ability which can be used at some frequency (1/d, 1/t, etc.) has been used.
"Capital S Spent": Any item or ability with charges has been completely drained. You cannot spend anything with open slots (proficiencies, rogue points, etc.) until the next reset; you may assign them right now (as you are being Spent) if desired.
[C8.124] Step Out of It
A strange effect which allows you to endlessly repeat an action and "step out of it", allowing your duplicate to do all the work.
You are free to do other things while your duplicate is stepping out of it. Care must be taken not to Go Down a Hole (see above) if the repeated action generates energy.
How often the effects resolve is up to the DM; generally about 10 of the same effect per segment is about the norm.
Temporal causality loops and certain other effects may cause an involuntary Stepping out of It, these are extremely rare.
 
[C8.125] Stunned
You cannot use any action type except Z actions. You cannot move (see above).
"Capital S Stunned": You cannot use Z actions either. You are Unaware (see below).
 
[C8.126] Summoning Sickness
You cannot use any action type except V or Z actions.
[C8.127] Sustained (attribute or power type)
A sustained ability cannot be lowered or stolen by any means. Thus, Sustain Level will make you immune to level draining.
 
[C8.128] Taunted
You are Enraged (see above), but must go after the source of taunt effect.
Taunt is a heavy concentration (1M per round) effect to maintain.
 
[C8.129] Time/Reality Stable
You are immune to the effects of the universe changing around you due to changes in the timeline.
You remember how the timeline "should be" and can see the differences.
You are also immune to being Rewritten out of Time and other similar effects.
Note you can (just like any other immunity) lower Time/Reality Stability to remerge into the new timeline.
[C8.130] Time Stop/Temporal Stasis
While Time Stopped, you are frozen in time. You cannot act in any way, and are not aware of what's going on.
You can't be affected by others directly, but "traps" (such as delayed blast fireballs) can be left behind for when the effect ends.
 
[C8.131] Times Blah Effects
When a xM creature fights a xN creature, damage is not modified. For purposes of this rule, treat x0 as x.
Lets assume M=N. The xM creature needs to use N/M effects to cancel or counter an effect on the xN creature. (so a x1 creature needs to dispel magic twice to get rid of one spell effect on the x2 creature).
The xN creature generates N/M effects whenever he affects the xM creature, with damaging effects again not modifed. (so the x2 creature generates two effects whenever he targets the x1 creature).
Optional Rule: Lower multiplier creatures cannot destroy effects from higher multiplier creatures at all.
 
[C8.132] Times Zero Being
x0 beings do not gain XP normally. They gain XP by doing their normal jobs on a day-to-day basis. x0 beings never advance beyond 8th level. If a x0 being gains combat experience, he may (at their option) become a x1 being at the next reset.
If you were a x1 being and were forced into becoming a x0 being, you cannot gain XP due to adventuring until a reversed Alter Reality ("Restore Reality") is cast upon you.
 
[C8.133] Trap the Soul
Your spirit is trapped in some receptacle in a remote location. Your body is empty of consciousness.
Your body can still be attacked (damage is done normally). You do not die due to hp loss while in this receptacle.
This receptacle generally cannot be found, it is handled in a similar way to the Imprisonment effect (see above).
Other spirits may inhabit your empty body, in a manner described under Magic Jar (see above).
 
[C8.134] Truename Dominated
If someone knows your Truename and uses the Truename spell on you, they can Mentally and/or Physically Dominate you at will at any range on the same plane. You do not know who is dominating you; it generally requires a Contact Other Plane or Commune spell to find out (which you have trouble doing while you're being dominated!)
 
[C8.135] Truename Erased
If your Truename gets erased, you are "Capital S Slain" (see above). You are assigned a new Truename if you are brought back to life. A nastier version of this effect is "Erased Forwards and Backwards in Time" (see above).
 
[C8.136] Twilight
This sometimes occurs when you try to cast a spell effect which is greater in spell level than your caster level, or if you cast a 10th Wizard or 8th Priest or higher level effect.
Calculate (SL-CL)*10%, where SL is spell level and CL is caster level. Halve CL if SL>9 (for Wizards) or SL>7 (for Priests).
This is your chance of Twilighting. You are Twilighted for a number of rounds equal to how much you made the roll by.
While Twilighting, you are Dazed, Confused, Exhausted, and Unaware.
After the Twilighting ends, you frequently gain a minor benefit (such as a proficiency, a small rating in some blahR, or even an ability score point), this is up to the DM.
Reading a scroll which is too high level for you is a different effect, covered under Head Blown Off (see above).
 
[C8.137] Twist (effect)
This refers to the "Remove Abjurations" rogue ability. It is a generic dispel effect, which succeeds if the rogue roll succeeded.
 
[C8.138] Unaging
You no longer age, and are immune to aging effects.
 
[C8.139] Unaware
You cannot move (see above). Anyone who attacks you multiplies his damage by his Hit Dice (if monster) or level (if PC).
[C8.140] Unconscious
You are unaware (see above). You cannot use any action type. You are most likely laying on the ground.
Any maintained effect you control has been dropped.
[C8.141] Unlive
Unlive creatures cause others to gain levels. When you have more Unlive levels than real levels, you become Unlive and and gain NPC status (see above).
 
[C8.142] Vulnerable
Vulnerable creatures get -4 on the saving throw and take double damage from the effect they are vulnerable to.
[C8.143] Wounded (as in the weapon effect)
You degenerate 1 hp per round, and are cured only 1 hp per die from Curing spells.

[C9] Resistances (BlahR's)


[C9.0] Basic Info

DM Note: This section refers to "BlahR's" (e.g. MR=Magic Resistance, SR=Spell Resistance, etc.). If you are looking for "Resists" and "Immunities" (e.g. "Resist Fire", "Immune Lightning"), see [C8] and [Q15].
 
Most Resistances are represented as a percentage score, such as "MR 50%". Notable exceptions are SR, PowR, and DR.
I use the term "BlahR" here to mean "a resistance". You can mentally replace "BlahR" with "MR" or "RR" or whatever you have on your character.
Whenever you are hit by an effect of that type, roll the corresponding BlahR (using 1d100, you want to roll your BlahR score or lower). If you make it, you are immune to that effect.
 
BlahR's are checked only once per effect. If you make it, you are immune to that effect as long as it's running. If you miss, you don't get more BlahR checks later.
 
You can selectively drop your BlahR against effects to not be immune to them. You don't have to roll MR against a beneficial Heal spell that's hitting you, but if the caster betrays you and reverses it (as a Harm), you will not be able to roll MR against it, unless you have Spellcraft proficiency and know that he's reversing it ahead of time.

[C9.1] Resistance Shifts

Resistances are shifted downwards by high CL (Caster Level), as follows:
 
Shift = -(CL-12)*5%
 
So a CL=20 spellcaster has an MR shift of -40% against other people. The shift is never positive (i.e. the shift is 0% for CL=0 to CL=11).

[C9.2] Adding up multiple sources of BlahR's

If you have the same BlahR more than once, you add them by using the following formula:
 
Total BlahR = (Largest Source)/1 + (Second Largest Source)/2 + (Third Largest Source)/3 + ...
 
So a character with two sources of MR 40% would have MR 60% (40/1+40/2). BlahR's listed with a "+" in front (e.g. "MR +40%") raw add, they do not use the formula above. So a character with MR 40% and MR +40% would have MR 80%.

[C9.3] Miscellaneous Notes

1. You may "material component" spells for purposes of CL (and thus MR shift), see [S0] Material Componenting.
2. You can use "MR evasion" as a V action to lower MR (or some other BlahR), see [P8.9] BlahR Evasion.
3. Your effects do not get your resistances, all they get is ER (see below). You do not roll MR or aMR vs. Dispel Magic, you roll ER.
4. Sometimes I list multiple resistances together, such as MPIR 30%. This means MR 30%, PR 30%, and IR 30%. I do this because monsters frequently have several types of BlahR's, all with the same values.

[C9.4] Prefixes on Resistances

The following prefixes exist for resistances. They are always lower-case and are before the main resistance type (e.g. "iaMR" for "irreducible anti-Magic Resistance").
The "a" prefix is explained in more detail in [C9.5].
"RC" is "Resistance Cost", see [C9.7] (it doesn't affect play normally).
 
Abbr. Prefix Description RC
a Anti- Used for anti-effects, such as Anti-Magic Shell. You use aMR to avoid an anti-Magic effect, not MR (or ER). See also [C9.5] Resistance Types below. +2
i Irreducible This resistance does not shift using [C9.1], and cannot be lowered by BlahR evasion [P8.9]. It can still be lowered (by Lower Resistance), ignored, or dispelled. x5
n Non-Ignorable This resistance cannot be ignored by "Ignore BlahR" effects. It can still be shifted [C9.1], evaded [P8.9], lowered (by Lower Resistance), or dispelled/twisted. x3
u Unadjustable This resistance cannot be lowered (by Lower Resistance) or dispelled/twisted. It can still be shifted [C9.1], evaded [P8.9], or ignored. x4
x Infinite This is an infinite percentage of a resistance, see [X] section. "xGR 3%" is the same as writing "GR 3i%" (where i is one level of inifinity). "x" is used here instead of "i" to prevent confusion with "Irreducible (above). +7

[C9.5] Resistance Types

I include "a" (anti) versions of Resistance types below because they sometimes have a special effect.
"RC" is "Resistance Cost", see [C9.7] (it doesn't affect play normally).
 
Abbr. Resistance Lets you be immune to RC
AR or AllR All This isn't a real resistance, it's shorthand for RMPIWER (Radiation, Magic, Psionic, Innate, Weapon, Effects Resistance). It's BR plus WR and ER. It pretty much covers everything (notable exception being XR and GR). Sometimes I also include CNXR as well, I'll tell you in game if I mean that. (Σ=27)
aAR or aAllR Anti-All This isn't a real resistance, it's shorthand for aRaMaPaIaWaER. It's aBR plus aWR and aER. "AaAR" does occur, it includes everything in AR and aAR. Sometimes I also include aCaNaXaR as well, I'll tell you in game if I mean that. (Σ=39)
BR or BlahR Blah This isn't a real resistance, it's shorthand for RMPIR (Radiation, Magic, Psionic, Innate Resistance) (Σ=14)
aBR or aBlahR Anti-Blah This isn't a real resistance, it's shorthand for aRaMaPaIR (all the Anti-'s of BlahR). "BaBR" is fairly common (includes everything in BR and aBR). (Σ=22)
CR Charm Enchantment/Charm school; Charm sphere; some charm-based racial and magic-item abilities 1
aCR Concrete Some technological effects use aCR, see [Q8] 3
DR Damage [This is the same as 3rd Edition DR.] Like WR, but not a percentage. It is written as A/+B, where "A" is the amount of damage (per attack) reduced unless he counts as a +B or better weapon. An "all" instead of "A" means all damage is removed (same as "+B or better weapon to hit" seen in 1st and 2nd edition AD&D). A "-" (dash) instead of "+B" means the DR applies to any weapon (regardless of plusses). 6
aDR Anti-Damage Like aWR, but not a percentage. It is written as A/+B, where A is the amount of damage (per attack) reduced unless he counts as a +B or better weapon. A "-" (dash) instead of +B means the aDR applies to any non-weapon attack (regardless of plusses). 8
ER Effects This protects your effects from Dispels, Twists, DMZ's (Dispel Magic Zones), etc. Roll the ER, and if you make it, your effect is not dispelled. Does not protect you from Anti-Magic / Anti-Psionics / etc. 7
aER Anti-Effects Damaging Shields and Effects (roll your aER, if you make it, you don't take damage or negative effects back from a Fire Shield or whatever the enemy is running on himself) 9
GR Godly Godly effects; Demigod group effects; see [X] section; GR is very rare. 14
aGR Anti-Godly Anti-Godly effects; Atheist effects; see [X] section; aGR is very rare. 16
IR or InnR Innate Innate (Racial) abilities; Rogue abilities (such as Pick Pockets) 5
aIR or aInnR Anti-Innate Anti-Thief class abilities 7
MR Magic [This is the same as 1st/2nd Edition MR.] Wizard spells; Priest spells; most magic items; magical traps (but out-of-phase traps frequently give no BlahR at all) 3
aMR Anti-Magic Anti-Magic Shells (but not DMZ's, that would use ER); Anti-Magic-User spells 5
aaMR Anti-Anti-Magic Anti-Anti-Magic Shell (which would stop Anti-Magic-User spells) 7
NR Natural Natural effects (e.g. a natural Lightning Bolt from a normal rain cloud); some Druidic effects 5
aNR Necromantic Necromancy school; Necromancy sphere; Energy drain (Negative levels); Stat damage; Degeneration 7
aaNR Unlive Unlive effects (Positive levels); Undead can roll aaNR vs. Turn Undead. 9
PR or PsiR Psionic most positive numbered Psionic Frequencies; monster abilities that are mental / psionic-like; psionic traps 4
aPR or aPsiR Anti-Psionic Anti-Psionic Shell; most negative numbered Psionic Frequencies 6
aaPR or aaPsiR Anti-Anti-Psionic Anti-Anti-Psionic Shell (which would stop negative Psionic frequencies) 8
PowR Power [This is the same as 3rd Edition PowR.] Like PR, but not a percentage, instead, the caster rolls 1d20+CL to overcome the PowR. It is not shifted by [C9.1]. 4
RR Radiation [This is the same as 1st Edition RR.] Radioactive effects; Psi9,18,27,45,54,72 2
aRR Anti-Radiation Psi(-9),(-18) 4
SR Spell [This is the same as 3rd Edition SR.] Like MR, but not a percentage, instead, the caster rolls 1d20+CL to overcome the SR. It is not shifted by [C9.1]. 3
TR or TechR Technology Technology (see [Q8]); Bioware; Cyberware; High Technology Weapons (Lasers, etc.); Psi8 8
aTR or aTechR Anti-Technology ? 10
WR Weapon Weapon attacks (non-weapon attacks such as claws are covered by aWR below); Weapon flags (e.g. Vorpal) unless they are the duplicate of an effect (e.g. a Prismatic Spray Brand would use MR, not WR); most mechanical traps (but some such as pits give no BlahR at all) 6
aWR Anti-Weapon Non-weapon (Natural) attacks (claws, bite, tail, etc.); Martial Arts maneuvers; Psi0 8
XR Spirit / Concordant Artifacts; Relics; Concordant group effects; XR does not cover Ego (see [C8]), however (no resistance covers Ego) 9
aXR Anti-Spirit / Anti-Concordant Anti-Concordant Shell 11

[C9.6] Suffixes on Resistances

The following suffixes exist for resistances. They are always completely spelled out and replace the "R" at the end of the resistance (e.g. "MDeflection" instead of "MR").
Suffixes are rather rare and exotic; I don't use them often because they add a level of complexity unneeded for the game effect.
"RC" is "Resistance Cost", see [C9.7] (it doesn't affect play normally).
 
Suffix Description RC
Absorption This is BlahR that cannot be dropped. You must always roll the BlahR, even against beneficial effects. x0.75
Armoring This is written as a flat number, like "MArmoring 25". You take 25 less damage from magical effects. MArmoring is still shifted using [C9.1], at 5 per CL above 12. Note that "DR" is quite similar to "WArmoring". "iWArmoring (number)" is the common "-(number) per attack" seen in many effects. x1
Deflection Instead of being immune to the effect, you deflect it randomly outwards. There is a 10% chance (per other creature in your group) that another creature in your group is struck by the effect. Which creature is struck is determined randomly. Deflection ignores the "Can't be Targetted" flag. Note someone else will always be struck if there are at least 10 other people in your group. The struck target rolls his BlahR against the effect. If this somehow forms an endless loop, there is a rift (see Reflection below) which includes everyone in your group, and the original caster too (even if he isn't in your group). x2
Reflection Instead of being immune to the effect, you reflect it back on the caster. The caster does not have time to drop the effect before it hits him, but he can roll BlahR's against his own effect. Reflection ignores the "Can't be Targetted" flag. If an effect endlessly reflects between two people, they both enter a rift into the Astral (Wizard spells) or Positive Energy Plane (Priest spells) and are Capital S Stunned. The original caster cannot be immune to the Capital S Stun component, but the other person can use immunity to Capital S Stun if he has it. x3

[C9.7] Resistance Costs

DM Note: This rule can largely be ignored when using BlahR's, as it doesn't affect how BlahR's actually function.
 
Spell Research:
The "RC" (Resistance Cost) factors given in [C9.4] through [C9.6] show the relative strength (or difficulty in getting) the relevant power type (or resistance).
The "Dispel" and "Reverse" spells use RC to determine SL (Spell Level). So "Dispel Magic" is a 3rd level spell (since the RC for Magic is 3), and "Reverse Anti-Technology" would be SL=10.
"Identify" spells use RC-2 (e.g. "Identify Concordant" is a 7th level spell). However, the actual spell "Identify" (by name) does cover Psionic items.
 
Resistance Mutation:
There are times you can change your BlahR's from one type into another. The easiest way to do this is with the "Pearl of Mutation" magic item.
The RC factors give the relative costs of the BlahR's. So, you can convert MR 50% (total RC=150) into PR 37% (150/4=37.5, dropping the fraction).
In this one rare case in the Collective, you add RC factors before you multiply (for prefixes and suffixes), so iaMR is (3+2)*5=25, not 3*5+2=17.
If you have several multipliers, add them up and subtract 1 for each additional source (so all three prefixes of "iun" costs x10).