TEXT: SKIP WILLIAMS
  
  CONTENTS
  Introduction..........................................................3
  Characters from Earlier Editions .........................3
  Level and Experience.......................................3
  Adjusting Experience Points.......................3
  Adjusting Dual- and Multiclassed 
  Characters...............................................3
  Ability Scores ...................................................3
  Exceptional Strength ...................................3
  Level-based Improvement ..........................4
  Ability Tips...................................................4
  Character Race.................................................4
  Standard Player Character Races................4
  Nonstandard Player Character Races.........4
  Character Class................................................4
  Attack Bonus ...............................................4
  Saving Throws.............................................5
  Hit Dice and Hit Points ..............................5
  Spells ...........................................................5
  Thief Skills ...................................................6
  Multiclass Characters .................................6
  Proficiencies ................................................6
  Weapon Specialization................................6
  AC and Movement Rate ..................................6
  Armor Worn.................................................6
  Shields .........................................................6
  Size ..............................................................6
  Initiative ...........................................................7
  Feats.................................................................7
  Extra Fighter Feats ......................................7
  Extra Human Feats .....................................7
  Skills .................................................................8
  Characters with Nonweapon 
  Proficiencies............................................8
  Skill Tips ......................................................9
  Characters with Secondary Skills................9
  Converting Thief Skills ................................9
  Equipment......................................................10
  Weapons....................................................10
  Encumbrance ............................................10
  Magic Items...............................................10
  Character Troubleshooting.................................10
  Magic
  ...............................................................15
  Renamed Spells .............................................15
  Wizard Spells with New Schools ..................16
  Converting Old Spells....................................17
  School........................................................17
  Subschool and Descriptor ........................17
  Level...........................................................17
  Range.........................................................17
  Components..............................................18
  Duration.....................................................18
  Casting Time .............................................18
  Area of Effect.............................................18
  Saving Throw.............................................18
  Spell Resistance ........................................19
  Spell Description.......................................19
  Spells You Shouldn’t Convert........................19
  Renamed Magic Items ..................................19
  Converting Old Magic Items.........................20
  Caster Level ...............................................20
  Prerequisites..............................................20
  Market Price ..............................................20
  Magic Item Notes .....................................20
  Monsters ............................................................20
  Converting Old Monsters..............................20
  Size and Type.............................................20
  Hit Dice and Hit Points ............................20
  Initiative.....................................................20
  Speed.........................................................21
  Armor Class...............................................21
  Attacks and Attack Bonus.........................21
  Damage .....................................................21
  Special Attacks ..........................................22
  Special Defenses.......................................22
  Creatures Hit Only by Silver or Magical
  Weapons................................................22
  Magic Resistance ......................................22
  Saving Throws...........................................22
  Ability Scores.............................................22
  Skills and Feats..............................................22
  Description ....................................................22
  Creatures that Affect Surprise.......................22
  Climate/Terrain..............................................22
  Organization, Challenge Level, and Treasure...22
  Alignment.......................................................22
  Advancement Range......................................22
  Sidebars
  New Names for Some Old Terms ..................3
  What’s New about Ability Scores?..................4
  What’s New about Character Races?..............7
  What’s New about Proficiencies? ...................7
  What’s New about Dual- and 
  Multiclass Characters?..............................10
  What’s New about THAC0 and Armor Class?....11
  What’s New about Saving Throws?..............12
  What’s New about Spells? ............................12
  What’s New about Character Classes?.........13
  DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, and the
  Wizards of the Coast logo are registered trademarks owned by
  Wizards of the Coast, Inc. ©2000 Wizards of the Coast, Inc.
  All rights reserved. Made in the U.S.A.
  2
  CHAPTER
  COMBAT
  
  INTRODUCTION
  This booklet is intended to help you preserve the
  best of your old D&D campaign as you adopt the
  new rules. Various sidebars, such as the one on
  this page, are provided to remind you of what has
  changed. The rest of the booklet contains advice
  on converting your favorite player characters and
  their equipment to the new rules, along with
  some notes for the Dungeon Master on convert-
  ing old monsters that have not yet appeared
  under the new rules.
  CHARACTERS FROM
  EARLIER EDITIONS
  To use characters from any earlier edition of the
  DUNGEONS & DRAGONS or ADVANCED DUNGEONS
  & DRAGONS game with the new edition of the
  D&D game, just follow the steps outlined
  below.
  You’ll need a copy of the new Player’s
  Handbook and a fresh new D&D character
  sheet or clean sheet of scratch paper. You’ll find
  a photocopyable character sheet on pages 287-
  288 of the new Player’s Handbook.
  Level and Experience
  For single-classed characters, record the charac-
  ter’s current level. You will need to adjust the
  character’s experience point total to match the
  new D&D experience system. Characters with
  more than one class require special handling.
  • Adjusting Experience Points: All characters in
  the D&D game use the same experience table.
  The table is constructed differently from the
  class experience tables in earlier versions of the
  game, which makes it necessary to adjust the
  character’s experience point total.
  The easiest way to make the adjustment is
  simply to set the total at some point between
  the minimum for the character’s current level
  and the minimum for the next level (we recom-
  mend halfway to the next level or the minimum
  for the current level). If you prefer a more accu-
  rate conversion of the character’s experience
  total, see the Character Troubleshooting section
  on page 10.
  • Adjusting Dual- and Multiclassed Characters:
  The rules for handling a character with more
  than one class in the new edition of the D&D
  game are considerably different than in previ-
  ous editions of the game (see sidebar). Follow
  these steps to calculate a dual- or multiclassed
  character’s level:
  1. Find the highest level the character has
  reached in any class. For example, Escolrande is
  an 8th-level fighter/9th-level wizard/9th-level
  thief. His highest level is 9.
  2. Divide each level the character has
  achieved in any other class by three and round
  down. If the result rounds down to 0, record a 1
  instead. For example, Escolrande’s remaining
  levels are 8 and 9; 8 ÷ 3 = 2.67, which rounds
  down to 2, and 9 ÷ 3 = 3.
  3. Add the numbers you got in step 2 to the
  number you got in step 1. This equals the char-
  acter’s level in the new edition of the D&D
  game. In Escolrande’s case, 9 + 2 + 3 = 14.
  4. You can divide up the levels among classes
  any way you see fit. For example, Escolrande
  could become a 9th-level wizard/4th-level
  rogue/1st-level fighter, or an 8th-level
  wizard/3rd-level rogue/3rd-level fighter, or any
  other combination of wizard, rogue, and fighter
  levels that adds up to 14.
  Ability Scores
  Record the character’s existing ability scores. In
  some cases, you’ll need to adjust your character’s
  ability scores.
  Exceptional Strength:
  The exceptional
  Strength rule is no longer part of the game. If
  your character has an exceptional Strength
  3
  CHAPTER
  COMBAT
  New Names for Some Old Terms
  The following terms have new names in the new
  edition. The new names often reflect changes to
  the way the game works or simply better reflect
  what the terms represent:
  Old Term
  New Term
  priest spell
  divine spell
  THAC0
  attack bonus
  thief
  rogue
  magic resistance
  spell resistance
  memorize (a spell)
  prepare (a spell)
  movement rate
  speed
  nonweapon proficiency
  skill
  proficiency check
  skill check
  sphere (of priest spells)
  domain
  wizard spell
  arcane spell
  
  score, convert it to a regular Strength score as
  shown in the table below.
  Exceptional Score
  New Strength Score
  18/01–18/50
  19
  18/51–18/75
  20
  18/76 –18/90
  21
  18/91–18/99
  22
  18/00
  23
  19–20
  24
  21–22
  25
  22–23
  26
  24–25
  27
  Level-based Improvement: For every four
  levels the character has attained, add one point
  to any one ability score. Don’t worry about racial
  maximums; they no longer exist.
  When you’ve finished adjusting and record-
  ing your character’s ability scores, turn to Table
  1-1 in the Player’s Handbook. This table gives
  the bonus or penalty (now called an ability
  modifier) for any ability score.
  Ability Tips: Any ability score of 12 or more
  will give your character a bonus for something.
  Likewise, an ability score of 9 or less brings a
  penalty. Think twice about your character’s
  Intelligence score, because it governs how many
  skills your character can learn and a high
  Intelligence score is much more useful for
  wizards than it used to be. Dexterity and
  Constitution remain important for all characters.
  Wisdom remains important for priest (now
  cleric) characters and now has a much greater
  impact on every character’s saving throws and on
  many skills. A high Charisma score is important
  for bards, paladins, and clerics.
  Character Race
  Record the character’s current race. The exact
  benefits and penalties most races bring have
  changed at least slightly.
  Standard Player Character Races: If your
  character is a member of a standard PC race
  (these include humans, dwarves, elves, gnomes,
  half-elves, half-orcs, and halflings), turn to
  Chapter 2 of the PH and record your character’s
  new racial abilities. The new abilities replace
  your character’s old ones.
  Some ability score adjustments for race have
  changed. These only apply to new characters.
  Nonstandard Player Character Races: If your
  character is not a member of a standard PC race,
  turn to Chapter 2 of the DMG. This chapter
  explains how to use almost any type of creature
  as a PC race.
  Character Class
  Record the character’s current class. Most
  classes have changed at least slightly; turn to
  Chapter 3 of the PH and record your character’s
  new class abilities. The new abilities replace
  your character’s old ones. Table 3-2 in the PH
  gives an overview of class abilities by level.
  Tables 3-1 through 3-20 provide quick
  summaries of base attack bonuses, base saving
  throws, and features for each class.
  Attack Bonus: A character’s attack bonus
  replaces THAC0 from earlier editions of the
  4
  CHAPTER
  COMBAT
  What’s New about Ability Scores?
  The game uses the same abilities (Strength,
  Dexterity, Constitution, Intelligence, and
  Charisma) it has always used. Significant
  changes include:
  Bonuses and Penalties from Ability Scores:
  All six abilities use the same table (Table 1-1 in
  the PH) to determine the bonus or penalty
  associated with each score. The bonus or
  penalty is called the ability modifier.
  Ability Checks: To make an ability check, you
  roll 1d20 and add your character’s ability modi-
  fier. To succeed, an ability check result has to
  equal or exceed the task’s Difficulty Class (DC).
  Ability Maximums and Minimums: There
  are no longer any ability score maximums or
  minimums for races.
  Ability Requirements: It is no longer neces-
  sary to meet any ability requirements to qualify
  for a race or class.
  Exceptional Strength: This no longer exists.
  Existing characters can convert their excep-
  tional Strength scores into regular Strength
  scores above 18.
  Experience Bonuses: Characters no longer
  receive bonus experience for high ability scores.
  Level-based Ability Adjustments: For every
  four levels a character achieves, one ability score
  of the player’s choice improves by one point.
  
  game. If a character’s base attack bonus is +6 or
  more, the character can make multiple attacks
  each round, but the base attack bonus is
  reduced for each attack. The class tables in
  Chapter 3 of the PH show how many attacks the
  character can make and the base attack bonus
  for each. For example, a 12th-level wizard has a
  base attack bonus of +6/+1, so the character can
  attack twice each round.
  If the character has an ability modifier, it
  applies to both attacks. The character’s Strength
  modifier applies to melee attacks. The charac-
  ter’s Dexterity modifier applies to ranged
  attacks.
  A character’s size now affects the character’s
  attack bonus. See Chapter 8 of the PH for
  details.
  If your character has more than one class, add
  up the character’s attack bonus from each class
  according to the instructions in Multiclass
  Characters in Chapter 3 of the PH.
  Saving Throws: A character’s saving throw
  numbers are now expressed as bonuses. A charac-
  ter’s ability modifiers
  affect saving throw
  bonuses. 
  The
  Constitution modi-
  fier 
  applies 
  to
  Fortitude saves, the
  Dexterity modifier
  applies to Reflex
  saves, and the
  Wisdom modi-
  fier applies to
  Will saves.
  If your charac-
  ter has more than
  one class, add up the
  character’s 
  save
  bonus from each class
  according to the instruc-
  tions in Multiclass Characters
  in Chapter 3 of the PH.
  Hit Dice and Hit
  Points: Characters now
  gain an extra hit die for
  each level up to level
  20. All characters now
  gain the full value of
  their 
  Constitution
  modifier for every hit die. Reroll
  your character’s hit points and adjust for
  Constitution. You can use the new total or the
  character’s old total, as you prefer.
  Spells: All spellcasting characters use the
  daily spell limits shown on their new class
  tables. Other adjustments to spells are neces-
  sary, as follows:
  Bonus Spells: All spellcasting characters gain
  bonus spells for high ability scores. Bards and
  sorcerers (a new character class) gain bonus
  spells from Charisma; clerics, druids, paladins,
  and rangers gain bonus spells from Wisdom;
  and 
  wizards 
  gain 
  bonus 
  spells 
  from
  Intelligence.
  New SSpell Lists: Clerics and specialty priests
  use the same spell list, and all priest characters
  are called clerics in the new game. All cleric
  characters gain extra spells for their domains
  (see Cleric in Chapter 3 of the PH). The cleric
  spell list now includes 8th- and 9th-level spells.
  Bards now have their own spell lists and may
  have spells in their old repertoire that are no
  longer available. Bards should replace such
  spells with spells from the bard list.
  Bards, clerics, and wizards now gain 0-level
  spells. Bards and wizards should add 0-level
  spells to their spell lists as noted
  in their class descriptions.
  Saving Throws: Spells that
  allow saving throws now need
  a saving throw Difficulty
  Class (DC). A spell’s saving
  throw DC is 10 + the spell
  level + the caster’s relevant
  ability score modifier (see
  previous section). Record the
  saving throw DC for each level of
  spell the character can cast.
  New Schools: Some spells
  have changed schools; see Wizard
  Spells with New Schools on page
  16. Specialist wizards may have
  books containing spells no longer
  available to them. Specialist
  wizards should replace such
  spells with new ones from
  schools available to them.
  Specialists are now free to
  choose their own opposition
  schools. When converting a
  specialist to the new rules,
  the player can choose new
  opposition schools and adjust the character’s
  5
  CHAPTER
  COMBAT
  
  spellbooks accordingly.
  New Names: Some spells have changed
  names. See Renamed Spells on page 15.
  Thief Skills: Thief skills have been incorpo-
  rated into the skill system. Rogues and other
  characters with thieflike skills now receive
  extra skill points to buy these skills.
  Multiclass Characters: The class abilities
  from a multiclass character’s different classes
  add together to determine the character’s total
  abilities. To determine a multiclass character’s
  abilities, first calculate the character’s level in
  each class as explained in the Level and
  Experience, above. Then turn to Multiclass
  Characters in Chapter 3 of the PH and follow
  the instructions there.
  Proficiencies: Weapon proficiencies are now
  a function of a character’s class and need not be
  selected separately. Nonweapon proficiencies
  are now called skills. See Skills, below.
  Weapon Specialization: The weapon special-
  ization optional rule is no longer part of the
  game, although weapon specialization is avail-
  able as a feat. Certain other feats can improve a
  character’s aptitude with weapon skills; see
  Chapter 5 of the PH for information on
  feats.
  AC and Movement Rate
  Armor and shields remain a charac-
  ter’s primary means of protection
  from physical harm. Armor Class
  works slightly differently in the new
  edition, however. Most important, it is
  better to have a high AC number than a
  low one. You might need to adjust a few
  other things about your character’s
  armor class.
  Armor Worn: A character’s armor
  affects not only a character’s Armor
  Class, but also his speed (move-
  ment rate), defensive Dexterity
  modifier, skill use, and ability
  to cast arcane spells. Table 7-5
  and the accompanying text in
  the 
  PH
  summarize 
  the
  effects.
  Armor worn does not affect a character’s
  encumbrance.
  Shields: Shields still combine with armor to
  improve a character’s AC, but shields no longer
  simply improve a character’s AC by one point. Table
  7-5 in the PH includes statistics for shields.
  Size: A character’s size now affects the char-
  acter’s armor class. See Chapter 8 of the PH for
  details.
  6
  CHAPTER
  COMBAT
  
  Initiative
  Players still roll dice to determine when
  their characters can act in combat. A charac-
  ter’s Dexterity modifier applies to those
  initiative rolls.
  Feats
  Feats are special abilities players can choose for
  their characters. Choose one feat for your char-
  acter, plus one extra feat for every three levels
  your character has attained. See Chapter 5 of the
  PH for more information on feats.
  Extra Fighter Feats: Fighter characters
  receive extra combat-oriented feats in addition
  to any other feats they know. See Fighter in
  Chapter 3 of the PH.
  Extra Human Feats: Human characters
  receive an extra feat of any type in addition to
  any other feats they know.
  7
  CHAPTER
  COMBAT
  What’s New about Character Races?
  Your character’s race still determines what the
  character looks like and what special abilities
  the character has. Significant changes include:
  Ability Score Adjustments: The ability score
  adjustments from some races have changed
  (see Chapter 2 of the PH). These changes do
  not affect existing characters.
  Ability Score Maximums and Minimums:
  There are no longer any ability score maxi-
  mums or minimums for races.
  Ability Requirements: It is no longer neces-
  sary to meet any ability requirements to qualify
  for a race.
  The Half-Orc: Half-orcs are now a standard
  player character race. See Chapter 2 in the PH
  for details.
  Infravision: This racial ability no longer
  exists. It has been replaced by two similar abil-
  ities: darkvision and low-light vision.
  Darkvision is the ability to see in the dark.
  Darkvision does not involve heat sensing, and
  sources of heat or artificial light do not spoil it.
  Low-light vision is the ability to see well at
  night or in dim light. It does not function in the
  absence of light as darkvision does, but when it
  works it usually allows a much greater range of
  vision.
  For details on darkvision and low-light
  vision, see Chapter 3 of the DMG.
  Racial Characteristics: The specific powers
  and abilities that go with each race have
  changed. See Chapter 2 of the PH for details.
  Size: Some PC races are small enough to
  gain some bonuses and penalties in combat.
  See Chapter 2 of the PH for details.
  What’s New about Proficiencies?
  The old proficiencies system has been replaced
  by a skill system.
  • Weapon Proficiencies: These are now a func-
  tion of a character’s class. You need not select
  weapon proficiencies separately anymore. It is
  possible to expand your character’s selection
  of weapon proficiencies through feats,
  however; see Chapter 5 of the PH.
  • Nonweapon Proficiencies: These are now
  called skills. Each skill has an ability associated
  with it called the key ability. For example,
  Strength helps you climb. Each time you
  purchase a skill, your character gains one rank
  in the skill and gets better at using the skill. See
  Chapter 4 of the PH for details.
  • Proficiency Checks: These are now called skill
  checks. To make a skill check, you roll 1d20 and
  add your character’s ability modifier for the
  skill’s key ability, plus the number of ranks (if
  any) the character has in the skill. To succeed,
  a skill check result has to equal or exceed the
  task’s Difficulty Class.
  Many skills do not require any special knowl-
  edge, and even characters who have not
  purchased any ranks in these skills can try to
  use them.
  You can compare a proficiency score from an
  earlier edition by subtracting 5 from the profi-
  ciency score. For example, a if a character created
  under the 2nd Edition AD&D rules had a Riding
  score of 15, that would be about equal to a Ride
  skill bonus of +10.
  
  Skills
  Skills represent special knowledge or abilities
  characters have learned (skills were called
  nonweapon proficiencies in the 2nd Edition
  AD&D game). Each character receives an allot-
  ment of skill points for purchasing skills. 
  Characters with Nonweapon Proficiencies: If
  you created your character with the 2nd Edition
  AD&D rules and you used the optional profi-
  ciencies rule, you can use your character’s selec-
  tion of nonweapon proficiencies  as a shopping
  list for skills. Just purchase skills similar to your
  character’s proficiencies (a list follows). See
  Chapter 4 of the PH to determine how many
  skill points your character has; Chapter 4 also
  explains how to purchase skills.
  AD&D Nonweapon
  Proficiency
  D&D Skill
  Agriculture
  Profession (farmer)
  Animal Handling
  Handle Animal
  Animal Training
  Handle Animal
  Artistic Ability
  Craft (any)
  Blacksmithing
  Craft (blacksmithing)
  Brewing
  Craft (brewing)
  Carpentry
  Craft (carpentry)
  Cobbling
  Craft (cobbling)
  Cooking
  Craft (cooking)
  Dancing
  Perform (dancing)
  Direction Sense
  Intuit Direction
  Etiquette
  Diplomacy
  Fire-building
  Wilderness Lore*
  Fishing
  Profession (fishing)
  Heraldry
  Knowledge (heraldry)
  Languages, Modern Speak Language
  Leatherworking
  Craft (leatherworking)
  Mining
  Profession (miner)
  Pottery
  Craft (pottery)
  Riding, Airborne
  Ride
  Riding, Land-based
  Ride
  Rope Use
  Use Rope
  Seamanship
  Profession (sailor)
  Seamstress/Tailor
  Craft (sewing)
  Singing
  Perform (singing)
  Stonemasonry
  Craft (stonemasonry)
  Swimming
  Swim
  Weather Sense
  Knowledge (weather)
  Weaving
  Craft (weaving)
  Priest Group
  AD&D Nonweapon
  Proficiency
  D&D Skill
  Ancient History
  Knowledge (history)
  Astrology
  Knowledge (astrology)
  Engineering
  Profession (engineer)
  Healing
  Heal
  Herbalism
  Profession (herbalist)
  Languages, Ancient
  Speak Language
  Local History
  Knowledge (history)
  Musical Instrument
  Perform (musical 
  instrument)
  Navigation
  Profession (navigator)
  Reading/Writing
  See Skill Tips below
  Religion
  Knowledge (religion)
  Spellcraft
  Spellcraft
  Rogue Group
  AD&D Nonweapon
  Proficiency
  D&D Skill
  Ancient History
  Knowledge (history)
  Appraising
  Appraise
  Blind-fighting
  Blind-Fight (feat, not a skill)
  Disguise
  Disguise
  Forgery
  Forgery
  Gaming
  Profession (gambler)
  Gem Cutting
  Craft (gem cutting)
  Juggling
  Perform (juggling)
  Jumping
  Jump
  Local History
  Knowledge (history)
  Musical Instrument
  Perform (musical 
  instrument)
  Reading Lips
  Read Lips
  Set Snares
  Wilderness Lore*
  Tightrope Walking
  Balance
  Tumbling
  Tumble
  Ventriloquism
  Perform (ventriloquism)
  Warrior Group
  AD&D Nonweapon
  Proficiency
  D&D Skill
  Animal Lore
  Wilderness Lore*
  Armorer
  Craft (armorer)
  Blind-fighting
  Blind-Fight (feat, not a skill)
  Bowyer/Fletcher
  Craft (bowyer)
  Charioteering
  Handle Animal
  Endurance
  Endurance (feat, not a skill)
  Gaming
  Profession (gambler)
  Hunting
  Profession (hunter)
  Mountaineering
  Climb
  8
  CHAPTER
  COMBAT
  
  Navigation
  Profession (navigator)
  Running
  Run (feat, not a skill)
  Set Snares
  Wilderness Lore*
  Survival
  Wilderness Lore*
  Tracking
  Track (feat, not a skill)
  Weaponsmithing
  Craft (weaponsmith)
  Wizard Group
  AD&D Nonweapon
  Proficiency
  D&D Skill
  Ancient History
  Knowledge (history)
  Astrology
  Knowledge (astrology)
  Engineering
  Profession (engineer)
  Healing
  Heal
  Herbalism
  Profession (herbalist)
  Languages, Ancient
  Speak Language
  Local History
  Knowledge (history)
  Musical Instrument
  Perform (musical 
  instrument)
  Navigation
  Profession (navigator)
  Reading/Writing
  N/A (see Skill Tips below)
  Religion
  Knowledge (religion)
  Spellcraft
  Spellcraft
  *The Wilderness Lore skill includes the old Animal Lore,
  Fire-building, Set Snares, and Survival proficiencies
  Skill Tips: Many proficiencies from the 2nd
  Edition AD&D game’s General group have
  been combined into the Profession or Craft
  skills.
  Many skills from the other groups have been
  combined into the Knowledge skill.
  You do not have to spend any skill points to
  make your character literate. The ability to read
  and write is included with most D&D classes.
  Although there is a Speak Language skill, you
  do not have to spend any skill points on
  languages. Every character automatically speaks
  one or two languages (according to race). If the
  character has a positive Intelligence modifier,
  he or she speaks additional languages equal to
  the modifier.
  If a skill can be used untrained (see the indi-
  vidual skill descriptions in the PH), your char-
  acter can use the skill without spending any
  skill points. If your character has a decent score
  in the skill’s key ability, the character could be
  pretty good at it.
  Some proficiencies, such as Blind-Fighting,
  have become feats.
  If you can’t find a skill or feat that matches a
  proficiency your character has, pick a new skill
  or check Character Troubleshooting on page 10.
  In many cases you will not be able to spend
  all your character’s skill points buying your
  character’s old proficiencies. Feel free to spend
  your remaining skill points on new skills.
  Many races get bonuses to skill checks, and
  humans receive extra skill points. Review your
  character’s race description in Chapter 2 of the
  PH before recording your character’s final skill
  scores.
  If you run out of skill points before you’ve
  purchased skills to match all your character’s
  old proficiencies, you don’t necessarily have to
  give up any skills. You might want to consider
  spending fewer skill points on some of the
  skills. You don’t have to buy every skill up to its
  maximum rank, and you can use the extra
  points to buy more skills. If your character is
  4th level or higher, you might want to go back
  to the Ability Score step and improve your char-
  acter’s Intelligence score, so you’ll have a few
  more skill points to spend.
  • Characters with Secondary Skills: If you created
  your character with the 2nd Edition AD&D
  rules and you used the secondary skills rule,
  your character knows one or more versions of
  the Craft or Profession skill.
  • Converting Thief Skills: If your character was a
  thief or member of another class that had thief
  skills, you will need to choose skills to replace
  them, as follows:
  9
  CHAPTER
  COMBAT
  
  Old Thief Skill
  D&D Skill
  Pick Pockets
  Pick Pocket
  Open Locks
  Open Lock
  Find/Remove Traps
  Search (finding traps)
  Disable Device 
  (removing traps) 
  Move Silently
  Move Silently
  Hide in Shadows
  Hide
  Detect Noise
  Listen
  Climb Walls
  Climb
  Read Languages
  Decipher Script
  You can compare your character’s old
  percentage score in a thief skill to a D&D skill
  bonus by dividing the old score by 5, rounding
  down, and subtracting 5 from the result. For
  example, Escolrande was a thief with a Detect
  Noise score of 65%. That’s about equal to a Listen
  bonus of +8 (65 ÷ 5 = 13, and 13 – 5 = 8).
  Thief Skill Tips: When calculating your char-
  acter’s new skill bonuses, be sure to include the
  modifier for the skill’s key ability. For example,
  a character’s Wisdom modifier now affects her
  Listen skill.
  Rogues and bards now have exclusive access
  to the Use Magic Device skill (see the descrip-
  tion in Chapter 4 of the PH). This skill is similar
  to the old ability Use Magical Scrolls, but
  applies to almost any type of magic item.
  Many of the traditional thief skills have
  become broader and more useful. For example,
  the Search skill now allows character to ransack
  areas for treasure, locate secret doors, and even
  find footprints. A careful reading of the skill
  descriptions should reveal some pleasant
  surprises.
  Equipment
  Most types of equipment work the same way they did
  in older versions of the game. There are a few differ-
  ences:
  • Weapons: Weapons no longer have different damage
  ratings depending on the size of the target. Instead,
  they have varying abilities to inflict critical hits, as
  explained in Weapons in Chapter 7 of the PH.
  The game has new rules for two-handed weapons
  and for fighting with two weapons. See Chapter 8 of
  the PHfor details.
  If the character has a weapon not listed in the PH,
  consult Character Troubleshooting, below.
  • Encumbrance: The old encumbrance rules have
  been replaced by a simple system that keeps
  track of what a character can carry, depending
  on his size and Strength score. See Carrying
  Capacity in Chapter 9 of the PH for details.
  • Magic Items: Most magic items work the same
  way they always have. The Magic section on
  page 15 describes the changes.
  Character Troubleshooting
  This section offers advice for dealing with prob-
  lems you might encounter when converting a
  character.
  • “My Character Has a Spell or Magic Item that Is
  Not Included in the New Rules.” Substitute a
  similar spell or item. Also see the Magic section
  on page 15 for information on converting spells
  and magical items from older editions of the
  game.
  • “My Character Has a Weapon that Is Not
  Included on the Current Weapon List.”
  Substitute a similar weapon of the same type
  and size (for example, substitute a bastard sword
  for a claymore or katana), or create statistics for
  the weapon based on a similar weapon from the
  Player’s Handbook. For example, any weapon
  that includes a rope or chain probably works a
  lot like a heavy or light flail.
  10
  CHAPTER
  COMBAT
  What’s New about Dual- and
  Multiclassed Characters?
  Characters With Multiple Classes: The
  game no longer has two different systems
  for handling dual- and multiclassed charac-
  ters. All characters with more than one class
  are called multiclass characters.
  The multiclass option is available to char-
  acters of any race.
  A multiclass character advances in one
  class at a time, choosing which class to
  improve each time the character reaches a
  new level. All class abilities the character
  gains are cumulative, and character’s level
  is the total of all the levels the character has.
  For example, a fighter/wizard/rogue level
  3/3/3 is a 9th-level character. See Multiclass
  Characters in Chapter 3 of the PH for
  details.
  Class Level vs. Character Level: Class
  level is the level a character has achieved in
  any one class. Character level is the total of
  all the levels a character has achieved in all
  classes.
  
  • “I Created My Character with a Kit.”: The various
  kits from the 2nd Edition AD&D game vary
  greatly in their impact and scope, but all are
  essentially little character classes. It can take a
  little fiddling to fit a “kitted” character, but it
  can be done.
  Weapon Proficiencies: If the character’s class
  does not include a weapon that the kit requires,
  recommends, or gives the character for free, the
  character automatically gains proficiency in it
  without using up any feats.
  Nonweapon Proficiencies: Any proficiency
  included in a kit description (required, recom-
  mended, or free) is available to the character as
  a class skill, even if it is a cross-class skill for the
  character’s class or exclusive to another class. If
  the character has insufficient skill points to buy
  all his skills, the character must give up some
  skills. Eliminate the skills from the recom-
  mended list before eliminating skills from the
  free or required lists.
  Special Benefits and Hindrances: The charac-
  ter keeps any special benefits or hindrances the
  kit grants. Each special benefit counts as one of
  the feats available to the character. If a kit’s
  special benefit is listed in the Player’s
  Handbook as a skill, the character must buy at
  least 4 ranks in the
  skill and select the
  Skill Focus feat for
  that skill.
  If a special
  benefit 
  is
  already listed
  in the Player’s
  Handbook as
  a feat, use
  the PH feat
  description
  rather than
  the descrip-
  tion 
  given
  with the kit.
  Any prerequi-
  sites the feat might
  have are waived for
  the character.
  If a special
  benefit is not
  included in
  the Player’s
  Handbook as
  a feat, treat it as a feat using the description
  provided with the kit.
  If a special benefit includes an ability
  from another class, the character should
  become multiclass and devote at
  least one quarter of her levels
  to that class (and always at
  least one level). The other
  class is always treated as a
  favored class.
  For example, the swash-
  buckler kit from the Complete
  Thief’s Handbook allows the
  character to use a fighter’s THAC0.
  In the D&D game, an 8th-level
  swashbuckler character should
  become a fighter/rogue with at
  least two levels of fighter.
  Because fighter is a
  favored class for swash-
  bucklers, the character
  does not  suffer any experi-
  ence penalties for having a
  few fighter levels.
  11
  CHAPTER
  COMBAT
  What’s New about THAC0 and
  Armor Class?
  Characters in the new game no longer have
  THAC0s, and Armor Class now goes up
  instead of down.
  Attack Bonus: Instead of a THAC0, a charac-
  ter has an attack bonus that applies to the char-
  acter’s attack rolls. If the result of an attack roll
  equals or exceeds the target’s Armor Class, the
  attack succeeds and inflicts damage. To
  compare THAC0 to attack bonus, subtract
  THAC0 from 20. For example, if a character
  created under the 2nd Edition AD&D rules has
  a THAC0 of 18, she has about the same combat
  ability as a D&D character with an attack bonus
  of +2.
  Armor Class: Now starts at 10 (the AC
  value for a Medium-size unarmored charac-
  ter) and goes up. There is no longer an upper
  limit to Armor Class. To compare Armor
  Classes between editions, take the earlier AC
  and subtract it from 20. For example, if a char-
  acter created under the 2nd Edition AD&D
  rules has an AC of 5, she has about the same
  resistance to attack as a D&D character with
  an AC of 15.
  
  • “I Can’t Find a Skill That Matches an Old
  Proficiency.” Any nonweapon proficiency from
  an earlier edition can be used as a skill. First,
  make sure the proficiency in question has not
  become a feat or been included in another skill
  (see Skills on page 8 for details). Here’s how to
  use a proficiency as a skill:
  Proficiency Group: This determines who can
  buy the skill has a class skill.
  General Group: Any character can buy the
  proficiency as a class skill.
  Priest Group: Clerics, druids, paladins, and
  rangers can buy the proficiency as a class skill.
  Rogue Group: Bards and rogues can buy the
  proficiency as a class skill.
  Warrior 
  Group:
  Barbarians, 
  fighters,
  paladins, and rangers can buy the proficiency as
  a class skill.
  Wizard Group: Bards, sorcerers, and wizards
  can buy the proficiency as a class skill.
  Slots Required: This no longer applies.
  Characters pay 1 skill point per rank for class
  skills and 2 skill points per rank for cross-class
  skills.
  Relevant Ability: This becomes the skill’s key
  ability. If more than one relevant ability is listed,
  the player picks one when first purchasing the
  skill and uses that ability as the key ability
  whenever the character uses the skill.
  If the relevant ability is listed as NA (not
  applicable), treat the proficiency as a feat.
  Check Modifier: This no longer applies.
  When the character uses the skill, the DM sets
  a Difficulty Class for the task as described in
  Chapter 4 of the PH and Chapter 3 of the DMG.
  You can use the check modifier as a general
  guide to how hard the skill is to use. If the check
  modifier is +1 or higher, the DC for a routine 
  12
  CHAPTER
  COMBAT
  What’s New about Saving
  Throws?
  Characters still attempt saving throws to avoid the
  ill effects of hostile magic and other forms of
  nastiness, but the procedures are slightly differ-
  ent:
  Saving Throw Categories: There are now only
  three categories of saving throws: Fortitude,
  Reflex, and Will. See Saving Throws in Chapter
  8 of the PH for details.
  Saving Throw Bonuses and Difficulty:
  Characters no longer have flat saving throw
  numbers. Instead, a character has a bonus or
  penalty that applies to the saving throw roll.
  To succeed, a saving throw result has to
  equal or exceed the saving throw’s Difficulty
  Class.
  You can compare a saving throw number
  from an earlier edition of the D&D or AD&D
  game to a saving throw bonus by taking the
  saving throw number from the earlier edition
  and subtracting it from 15.
  Compare 
  Fortitude 
  saves 
  to
  Paralyzation/Poison/Death Magic saves. For
  example, a 5th-level fighter created under the
  2nd Edition AD&D rules has a Paralyzation
  save of 11. That’s about equal to a Fortitude
  save bonus of +4.
  Compare Reflex or Will saves to Spell saves. For
  example, a 5th-level fighter created under the 2nd
  Edition AD&D rules has a Spell save of 14. That’s
  about equal to a Reflex or Will bonus of +1.
  What’s New about Spells?
  Spells remain a potent weapon and useful
  tool. Significant changes include:
  • Arcane and Divine Spells: Spells are now
  divided into two broad categories.
  Wizards, bards, and a few other types of
  characters wield arcane spells. Characters
  need specialized knowledge or natural
  talent to use arcane spells. Armor tends to
  interfere with the complex gestures and
  motions required to cast an arcane spell.
  A divine spell depends on the caster’s
  piety or dedication to some greater power.
  Armor does not interfere with the casting of
  divine spells as it does with arcane spells.
  • Concentration: Casting a spell remains a
  mentally demanding task, but distractions
  such as suffering damage in combat no
  longer mean a spell is automatically lost.
  See Chapters 8 and 10 of the PH for details.
  • Spell Preparation: Characters no longer
  memorize their spells but prepare them
  ahead of time. Characters need not prepare
  their full daily limit at once. They can hold
  back some of their spell capacity until they
  know what the day will bring. See Chapter 10
  of the PH for details.
  
  use of the skill should be 10. If
  the check modifier is 0 or
  lower, the DC
  for a routine
  use of the skill
  should be 15
  (or require an
  opposed check).
  In this case, “routine use” is a typical,
  everyday use of the skill, not some-
  thing outrageous, fancy, or heroic.
  For example, trotting along a
  smooth road on a horse is a
  routine use of the Ride skill. 
  Proficiency Description: Use
  this as you would a skill
  description. The DM will
  have to decide whether
  the skill can be used
  untrained, whether
  retries are possible,
  and how long it
  takes to use the
  skill. The best way to set these details is
  to compare the proficiency with a simi-
  lar skill from the PH.
  For example, the Begging
  proficiency 
  from 
  the
  Complete 
  Thief’s
  Handbook works some-
  thing like the Bluff and
  Gather Information
  skills, with a little bit
  of the Disguise skill
  thrown in. In fact, if
  the character has Bluff
  and Disguise, she proba-
  bly doesn’t need
  another skill to beg.
  It’s probably best
  to treat simple
  attempts at panhan-
  dling (“Excuse me,
  sir, spare a coin for an
  orphan?”) as Bluff
  attempts.
  13
  CHAPTER
  COMBAT
  What’s New about Character Classes?
  Your character’s class still determines everything
  from fighting ability and Hit Dice to spellcasting abil-
  ity and saving throws. Significant changes include:
  Ability Bonuses and Penalties: Ability scores
  now affect characters of all classes in the same
  way. For example, there is no cap on any charac-
  ter’s bonus hit points from a high Constitution
  score. All spellcasting classes get bonus spells,
  though the ability score that governs bonus
  spells varies from class to class.
  Bards: Bards now have their own spell list,
  which includes cantrips (0-level spells). The
  bard’s ability to produce magical effects through
  song has been expanded.
  Clerics and Priests:
  All priest characters
  (except druids) are called clerics in the new
  game, and all clerics use the same basic spell
  list. All cleric characters gain extra spells and
  granted abilities for their domains (formerly
  called spheres). See Cleric in Chapter 3 of the PH
  for details. The cleric spell list now includes 8th-
  and 9th-level spells and orisons (0-level spells).
  Clerics still have power over the undead, but
  rules governing the power have changed. See
  Turn and Rebuke Undead in Chapter 8 in the PH
  for details.
  Druids: The druid spell list also includes 8th-
  and 9th-level spells and orisons (0-level spells).
  Hit Dice: All classes now gain a new Hit Die at
  each level from 1 to 20.
  New Classes: The barbarian, monk, and
  sorcerer classes have been added to the game.
  See Chapter 3 of the PH for details.
  Multiple Attacks: All types of characters gain
  the ability to attack multiple times each round.
  See Table 3–1 in the PH and the accompanying
  text for details.
  Thieves: The thief class is now called the
  rogue class. Rogues still have numerous special
  abilities (from picking pockets to climbing
  walls), but these have been incorporated into a
  universal skill system. See Rogue in Chapter 3
  and Skills in Chapter 4 of the PH for details.
  The thief’s backstab ability has been replaced
  by the more versatile sneak attack ability, and the
  thief’s ability to read scrolls has been expanded
  into the more versatile Use Magic Device ability.
  Wizards: The wizard spell list now includes
  cantrips (0-level spells). Specialist wizards are
  free to choose their opposition schools.
  
  In any case, Bluff, Disguise, and Gather
  Information can all be used untrained, so
  Begging can as well. Working an area for pocket
  money takes a day.
  Preparing to go out begging for a day requires
  1d3×10 minutes of preparation, just like the
  Disguise skill. To resolve the attempt, roll a
  Begging (or Bluff) check opposed by the aver-
  age Sense Motive skills of the people in the
  place where the character begs. Use the modi-
  fiers from the Begging proficiency description
  as penalties to the Begging roll. Success brings
  enough coin for a day’s common meals and
  lodging (2d8 sp).
  • “I Want a More Accurate XP Adjustment.” The
  Character Experience section offers a quick
  method for adjusting a character’s experience
  total, but it’s not particularly accurate. If you
  don’t mind doing a little math, you can calculate
  how close the character was to reaching the
  next level and place the character about the
  same distance from the next level in the new
  edition of the D&D game. Here’s how to do so
  for a single-classed character:
  1. Take the character’s old experience 
  point total and subtract the minimum
  number of XP needed to reach the
  character’s level on the old table.
  For example, Sigretta is a
  7th-level fighter
  c r e a t e d
  under the
  2nd Edition
  AD&D rules;
  she has 87,500
  XP. The mini-
  mum XP Sigretta
  needed to
  reach 7th
  level 
  was
  64,000 
  XP.
  87,500 – 64,000
  = 23,500.
  2. Subtract the minimum number of XP needed to
  reach the character’s level on the old table from
  the minimum needed to reach the next level.
  For example, Sigretta would have needed
  64,000 XP to reach 7th level, and she would
  have needed 125,000 XP to reach 8th level.
  125,000 – 64,000 = 61,000.
  3. Divide the number you got in step 1 by the
  number you got in step 2. In Sigretta’s case,
  23,500 ÷ 61,000 = about .385.
  4. Subtract the minimum number of XP needed to
  reach the character’s level on the new D&D
  table from the minimum needed to reach the
  next level. For example, Sigretta would have
  needed 21,000 XP to reach 7th level and needs
  28,000 XP to reach 8th level. 28,000 – 21,000 =
  7,000.
  5. Multiply the number you
  got in step 3 by the
  number you got in
  step 4 and round
  down to the near-
  est whole
  number. In
  S i g r e t t a ’s
  case, .385
  × 
  7,000 
  =
  2,695.
  6. Add the 
  number you got in step 5 to the minimum
  number of XP needed to reach the character’s
  level on the new XP table. This is the charac-
  ter’s adjusted experience total. In Sigretta’s
  case, 2,695 + 21,000 = 23,695.
  Dual-classed characters: To adjust a dual-
  classed character’s XP total, follow the steps
  outlined above, using the character’s active
  class. For example, Ratchett is a dual-classed
  level 7/2 cleric/wizard, who was created under
  the 2nd Edition AD&D rules and who was
  earning experience in the wizard class. When
  adjusting Ratchett’s experience total, the
  calculations should be based on the old wizard
  class table.
  Multiclass Characters: To adjust a multiclass
  character’s experience total, base your calcula-
  tions on the character’s highest class level. If the
  character has two classes with the same level,
  use the class that has the highest XP require-
  14
  CHAPTER
  COMBAT
  
  ment for reaching the next level. For exam-
  ple, For example, Escolrande is an 8th-level
  fighter/9th-level wizard/9th-level thief
  created using the 2nd Edition AD&D rules.
  To adjust Escolrande’s experience total, you
  would base your calculations on the wizard
  class because it took more experience to
  become a 10th-level wizard than to become a
  10th-level thief.
  MAGIC
  Spells and magic items remain an important
  part of the D&D game. Most popular spells
  and items have been included in the PH and
  DMG or can be converted to the new rules
  with minimal effort.
  Renamed Spells
  The following spells have new names in the
  new edition. The new names often reflect
  changes to the way the spells work or simply
  better reflect the what the spells do:
  Old Spell Name
  New Spell Name
  Abi–Dalzim’s horrid
  Horrid wilting
  wilting
  Animal summoning I
  Summon nature’s 
  ally I
  Animal summoning II
  Summon nature’s 
  ally II
  Animal summoning III
  Summon nature’s 
  ally III
  Anti-animal shell
  Antilife shell
  Anti-magic shell
  Antimagic field
  Armor
  Mage armor
  Astral spell
  Astral projection
  Audible glamer
  Ghost sound
  Bind
  Animate rope
  Blindness
  Blindness/deafness
  Cantrip
  Prestidigitation
  Cause critical wounds
  Inflict critical 
  wounds
  Cause disease
  Contagion
  Cause light wounds
  Inflict light wounds
  Cause serious wounds
  Inflict serious 
  wounds
  Charm person or mammal
  Charm person or 
  animal
  Clairaudience
  Clairaudience/
  clairvoyance
  Clairvoyance
  Clairaudience/
  clairvoyance
  Conjure earth elemental
  Planar ally
  Conjure elemental
  Summon 
  monster V
  Conjure fire elemental
  Planar ally
  Continual darkness
  Deeper darkness
  Continual light
  Daylight
  Cure blindness or deafness
  Remove blindness/
  deafness
  Cure disease
  Remove disease
  Darkness, 15´ radius
  Darkness
  Descent into madness
  Insanity
  Deafness
  Blindness/deafness
  Death fog
  Acid fog
  Demi-shadow magic
  Greater shadow 
  evocation
  Demi-shadow monsters
  Greater shadow 
  conjuration
  Detect lie
  Discern lies
  Detect invisibility
  See invisibility
  Domination
  Dominate person
  Enchanted weapon
  Greater magic 
  weapon
  Endure heat/endure cold
  Endure elements
  Ensnarement
  Planar binding
  ESP
  Detect thoughts
  Fog cloud
  Obscuring mist
  Free action
  Freedom of 
  movement
  Giant insect
  Giant vermin
  Hold undead
  Halt undead
  Improved phantasmal force
  Minor image
  Infravision
  Darkvision
  Invisibility, 10´ radius
  Invisibility sphere
  Invisible stalker
  Summon invisible 
  stalker
  Item
  Shrink item
  Locate animals or plants
  Detect animals or 
  plants
  Lower water
  Control water
  Magic resistance
  Spell resistance
  Messenger
  Animal messenger
  Monster summoning I
  Summon monster I
  Monster summoning II
  Summon 
  monster II
  Monster summoning III
  Summon 
  monster III
  Monster summoning IV
  Summon 
  monster IV
  Monster summoning V
  Summon 
  monster V
  Monster summoning VI
  Summon monster
  VI
  15
  CHAPTER
  COMBAT
  
  Monster summoning VII
  Summon monster VII
  Obscurement
  Obscuring mist
  Part water
  Control water
  Permanent illusion
  Permanent image
  Phantasmal force
  Silent image
  Programmed illusion
  Programmed image
  Protection from evil 10´
  Magic circle against evil
  radius
  Repel insects
  Repel vermin
  Resist fire/resist cold
  Resist elements
  Restoration
  Greater restoration
  Serten’s spell immunity
  Greater spell immunity
  Shadow magic
  Shadow evocation
  Shadow monsters
  Shadow conjuration
  Silence 15´ radius
  Silence
  Slow poison
  Delay poison
  Snake charm
  Animal trance
  Spiritual hammer
  Spiritual weapon
  Spectral force
  Major image
  Strength
  Bull’s strength
  Succor
  Refuge
  Transport via plants
  Tree stride
  Tree
  Tree shape
  Turn wood
  Repel wood
  Unholy word
  Blasphemy
  Wizard eye
  Arcane eye
  Wizard lock
  Arcane lock
  Wizard mark
  Arcane mark
  Wraithform
  Gaseous form
  Wizard Spells with New Schools
  The wizard spells listed below have changed
  schools; spells that once belonged to multiple
  schools now belong to a single school.
  Spell Name
  Old 
  New
  Abi–Dalzim’s 
  horrid wilting*
  Alt., Nec.
  Necromancy
  Astral spell*
  I/E
  Necromancy
  Blindness
  I/P
  Transmutation
  Cloudkill
  I/E
  Conjuration
  Color spray
  Alt.
  Illusion
  Dancing lights
  Alt.
  Illusion
  Darkness, 15´ radius*
  Alt.
  Evocation
  Continual light*
  Alt.
  Evocation
  Demand
  I/E, E/C
  Enchantment
  Dream
  I/E, I/P
  Illusion
  Enchanted weapon*
  E/C
  Transmutation
  Energy drain
  I/E, Nec.
  Necromancy
  Explosive runes
  Alt.
  Abjuration
  Eyebite
  E/C, I/P
  Transmutation
  Fabricate
  E/C, Alt.
  Transmutation
  False vision
  Div.
  Illusion
  Fear
  I/P
  Necromancy
  Fire shield
  I/E, Alt.
  Evocation
  Fire trap
  Abj., I/E
  Abjuration
  Fog cloud
  Alt.
  Conjuration
  Guards and wards
  I/P, Alt., 
  Abjuration
  E/C
  Gust of wind
  Alt.
  Evocation
  Hold portal
  Alt.
  Abjuration
  Incendiary cloud
  Alt., I/E
  Conjuration
  Leomund’s secret chest
  Alt., C/S
  Conjuration
  Leomund’s secure shelter Alt., E/C
  Conjuration
  Leomund’s tiny hut
  Alt.
  Evocation
  Light
  Alt.
  Evocation
  Limited wish
  C/S, I/E
  Universal
  Magic mouth
  Alt.
  Illusion
  Major creation
  I/P
  Conjuration
  Minor creation
  I/P
  Conjuration
  Mirage arcana
  I/P, Alt.
  Illusion
  Mordenkainen’s 
  disjunction
  Alt., E/C
  Abjuration
  Mordenkainen’s 
  magnificent mansion
  Alt., C/S
  Conjuration
  Nightmare
  I/E, I/P
  Illusion
  Otiluke’s freezing sphere Alt., I/E
  Evocation
  Otiluke’s resilient sphere Alt., I/E
  Evocation
  Otiluke’s telekinetic 
  sphere
  Alt., I/E
  Evocation
  Permanency
  Alt.
  Universal
  Phantom steed
  C/S, I/P
  Conjuration
  Prismatic sphere
  Abj., C/S
  Abjuration
  Prismatic spray
  C/S
  Evocation
  Prismatic wall
  C/S
  Evocation
  Project image
  Alt., I/P
  Illusion
  Rainbow pattern
  Alt., I/P
  Illusion
  Rary’s telepathic bond
  Alt., Div
  Divination
  Ray of enfeeblement
  E/C
  Necromancy
  Read magic
  Div.
  Universal
  Scare
  E/C
  Necromancy
  Screen
  Div., I/P
  Illusion
  Sequester
  I/P, Abj.
  Abjuration
  Shadow walk
  I/P, E/C
  Illusion
  Shield
  I/E
  Abjuration
  Solid fog
  Alt.
  Conjuration
  Stinking cloud
  I/E
  Conjuration
  Stoneskin
  Alt.
  Abjuration
  Succor*
  Alt., E/C
  Transmutation
  Symbol
  C/S
  Universal
  Tenser’s transformation
  Alt., I/E
  Transmutation
  Tongues
  Alt.
  Divination
  Wall of iron
  I/E
  Conjuration
  Wall of stone
  I/E
  Conjuration
  16
  CHAPTER
  COMBAT
  
  Web
  I/E
  Conjuration
  Whispering wind
  Alt., I/P
  Transmutation
  Wind wall
  Alt.
  Evocation
  Wish
  C/S
  Universal
  Wizard eye
  Alt.
  Divination
  Wizard lock
  Alt.
  Abjuration
  Wizard mark
  Alt.
  Universal
  Wraithform*
  Alt., I/P
  Transmutation
  Key: Alt. = Alteration; I/P = Illusion/Phantasm; 
  E/C = Enchantment/Charm; 
  C/S = Conjuration/Summoning; 
  Abj. = Abjuration; Nec. = Necromancy; 
  I/E = Invocation/Evocation; Div. = Greater Divination
  *The spell has also been renamed. See the list of renamed
  spells above.
  Converting Old Spells
  It’s usually fairly easy to convert an old spell to
  the new rules. Here’s how:
  School: Usually a spell’s school remains
  unchanged. However, check the PH for a simi-
  lar spell and assign the spell the same school
  (for example, healing spells and most wall spells
  are now part of the Conjuration school). Some
  schools have new, simplified names, as follows:
  Old School Name
  New School Name
  Abjuration
  Abjuration
  Alteration
  Alteration
  Conjuration/Summoning
  Conjuration
  Enchantment/Charm
  Enchantment
  Divination
  Divination
  Greater Divination
  Divination
  Lesser Divination
  Universal
  Invocation/Evocation
  Evocation
  Necromancy
  Necromancy
  Subschool and Descriptor: Earlier
  versions of the game did not use subschool
  and descriptors. The easiest way to assign these
  is to find a similar spell in the PH and assign the
  spell the same subschool and descriptor.
  Level: A spell’s level usually remains
  unchanged.
  Range: Compare the spell’s old range
  listing to the table below. If the spell has a
  range that varies by level, use the value for the
  minimum level required to cast the spell. If the
  spell has different ranges for indoor and
  outdoor casting, use the longer of the two
  ranges.
  Old Range
  New Range
  0
  Personal
  Touch
  Touch
  0–30 yards
  Close*
  31–100 yards
  Medium
  101+ yards
  Long
  Unlimited
  Unlimited
  17
  CHAPTER
  COMBAT
  
  *Some spells have effects that radiate outward from the
  caster’s body. If so, this will be mentioned in the spell’s
  description. In such cases, convert the range to feet and
  leave it otherwise unchanged.
  Components: These remain unchanged.
  Note that any material component that is not
  consumed during casting is now called a focus.
  Duration: Compare the spell’s old duration
  listing to the examples below. If the spell has a
  duration that varies by level, use the value for
  the minimum level required to cast the spell.
  4 rounds or less: 1 round/caster level.
  5 rounds or more, but still measured in
  rounds: 1 minute/caster level.
  Any duration measured in turns: 10
  minutes/caster level.
  Any duration measured in hours
  or days: No change.
  Permanent: Usually no change,
  but some spells that were previ-
  ously listed as permanent are
  actually 
  instantaneous.
  Compare the spell to a simi-
  lar spell in the PH to be
  sure.
  Instantaneous: 
  No
  change.
  Special: These spells last
  until something special
  occurs, such as the caster
  ceasing 
  to 
  concentrate,
  some external effect triggers
  the spell, or the subject
  makes a saving throw. The
  actual duration is explained
  in the spell description. Set
  the duration by comparing
  the spell to a similar spell in
  the PH. If you cannot find a
  similar spell, use the old dura-
  tion as explained in the spell’s description.
  Casting Time: If the old casting time is
  less than 1 round, the spell’s new casting
  time is 1 action. If the old casting time is 1
  round or more, the casting time is unchanged
  unless the casting time is listed in turns. In that
  case, the new casting will be 10 minutes × the
  number of turns in the old casting time. 
  Area of Effect: This usually remains
  unchanged. The new edition of the D&D game
  is much clearer about how some spells really
  work, particularly spells that affect only a
  limited number of targets within an area instead
  of everything within an area. Compare the spell
  description to the discussion of areas and effects
  in Chapter 10 of the PH. Comparing the spell to
  something similar in the PH will also help.
  Saving Throw: Compare the spell’s old saving
  throw listing to the table below:
  Old Save Listing
  New Save Listing
  1/2
  Half 1
  Neg.
  Negates or Disbelief 2
  None
  (Occurs rarely) 3
  18
  CHAPTER
  COMBAT
  
  1 Saves for half effect are Reflex saves unless the spell has
  some effect other than inflicting damage. If so, it will be a
  Will save.
  2 Saves to negate a spell’s effect are Will or Fortitude saves. Will
  saves apply to mental effects. Fortitude saves apply to effects
  that cause the target’s death or alteration (see the Saving
  Throws section in Chapter 10 of the PH). If the spell is part of
  the Illusion school, change “Neg” save to a save to disbelieve.
  3 Very few spells in the new D&D game allow no save at all.
  If the spell has a range of Personal or Touch, leave a
  “None” save unchanged. If a spell has a range greater than
  touch, allow a save to negate.
  Spell Resistance: This entry should be “Yes”
  unless the spell does not produce a direct effect
  on the recipient. If you have any doubts,
  compare the spell to a similar spell from the PH.
  The sections on Spell Resistance in Chapter 10
  of the PH and Chapter 3 of the DMG also will
  be helpful.
  Spell Description: This will remain largely
  unchanged. Spells that inflict damage accord-
  ing to the caster’s level should have damage
  limits as shown on the table below:
  Spell 
  Max Damage
  Max Damage
  Level1
  (Single Target)2
  (Multiple Targets)3
  1
  5 dice
  —
  2
  10 dice
  5 dice
  3
  10 dice
  10 dice
  4
  15 dice
  10 dice
  5
  15 dice
  15 dice
  6
  20 dice
  15 dice
  7
  20 dice
  20 dice
  8
  25 dice
  20 dice
  9
  25 dice
  25 dice
  1 For cleric spells, use the limit for a spell 1 level lower. The
  damage limit for a 1st-level cleric spell is 1 die.
  2 A single-target spell affects only one target or has its total
  damage divided among more than one target. For example,
  a magic missile spell can deliver 5 dice of damage to one
  target; it can affect more than one target, but its damage
  dice must be divided among them.
  3 A multiple-target spell is capable of inflicting full damage
  on two or more targets simultaneously. For example, a
  fireball damages everything within its area of effect.
  Spells You Shouldn’t Convert
  A few spells have been eliminated from the
  game altogether. These include know align-
  ment and any arcane healing or curative spell.
  Renamed Magic Items
  The following items have new names in the
  new edition. The new names often reflect
  changes to the way the items work or simply
  better reflect what the items do:
  Old Item Name
  New Item Name
  Bracers of defense
  Bracers of armor
  Cloak of displacement
  Cloak of minor 
  displacement
  Cloak of protection
  Cloak of resistance
  Elven chain mail                Elven chain
  Girdle of dwarvenkind
  Belt of dwarvenkind
  Girdle of giant strength
  Belt of giant strength
  Medallion of ESP
  Medallion of thoughts
  Oil of acid resistance
  Potion of protection 
  from elements (acid)
  Philter of glibness
  Potion of glibness
  Philter of love
  Potion of love
  Philter of persuasiveness
  Potion of charisma
  Potion of clairaudience
  Potion of clairaudience/
  clairvoyance
  Potion of clairvoyance
  Potion of clairaudience/
  clairvoyance
  Potion of diminution
  Potion of reduce
  Potion of extra healing
  Potion of cure serious 
  wounds
  Potion of giant strength
  Potion of bull’s strength
  Potion of growth
  Potion of enlarge
  Potion of healing
  Potion of cure light 
  wounds
  Potion of speed
  Potion of haste
  Ring of fire resistance
  Ring of fire resistance 
  (minor)
  Ring of free action
  Ring of freedom of 
  movement
  Ring of protection
  Ring of deflection
  Rod of passage
  Staff of passage
  Rod of resurrection
  Staff of life
  Scarab versus golems
  Scarab, golembane
  Staff of the serpent 
  Rod of the viper
  (viper)
  Staff of the serpent
  Rod of the python
  (python)
  Staff of thunder and
  Rod of thunder and
  lightning
  lightning
  Staff of withering
  Rod of withering
  19
  CHAPTER
  COMBAT
  
  Wand of earth and stone
  Staff of earth and stone
  Wand of enemy detection
  Rod of enemy detection
  Wand of fire
  Staff of fire
  Wand of flame
  Rod of flame 
  extinguishing
  extinguishing
  Wand of frost
  Staff of frost
  Wand of magic detection
  Wand of detect magic
  Wand of metal and
  Rod of metal and
  mineral detection
  mineral detection
  Wand of negation
  Rod of negation
  Wand of size alteration
  Staff of size alteration
  Wand of wonder
  Rod of wonder
  Converting Old Magic Items
  It’s usually easy to convert an old magic item to
  the new rules. Here’s how:
  Caster Level: Assign a caster level by deter-
  mining the most powerful spell-like ability the
  item can produce and finding the lowest-level
  wizard (if the effect is arcane) or cleric (if the
  effect is divine) required to cast the spell. If the
  item has no spell-like abilities, find a similar
  item in the DMG and give your item that caster
  level.
  Prerequisites: Check Chapter 5 of the PH to
  decide what feat is necessary to make the item.
  The DM will have to examine the item’s powers
  and decide what spells they resemble most;
  these spells become prerequisites for the item.
  Market Price: Find two or three similar items
  in the DMG and assign your item a similar
  price.
  Magic Item Notes: Here are some guidelines
  for specific magic items.
  Cloak of Protection: In the current rules, the
  proper name for this item is cloak of deflection
  and resistance (providing both a deflection
  bonus to Armor Class and a resistance bonus to
  saving throws). Some DMs may decide to make
  players choose between a cloak of deflection
  (AC) or a cloak of resistance (saves).
  Girdles of Giant Strength: These items have
  become belts of giant strength. A girdle of hill,
  stone, or frost giant strength becomes a minor
  belt of giant strength (+4 to the wearer’s
  Strength score). A girdle of fire, cloud, or storm
  giant strength becomes a major belt of giant
  strength (+6 to the wearer’s Strength score).
  Rods, Staffs, and Wands: All rods are items
  that have unique powers, not simply powers
  that duplicate spell effects. All staffs are multi-
  function items that store spells. All wands are
  single-function items that store spells. If a staff
  or wand has a unique power, it is now a rod. If a
  rod or wand from an older version of the game
  produces multiple spell effects, it is now a staff.
  If a staff or rod can produce only one type of
  spell effect, it is now a wand. Rods, staffs, and
  wands have a maximum of 50 charges.
  Items You Shouldn’t Convert
  A few items have been eliminated from the
  game altogether. These include any item that
  bestows a flat ability score or armor class.
  Ability boosting items should instead provide
  an ability bonus of +2 to +6. Protective items
  should provide an armor, natural armor, or
  deflection bonus of +1 to +6. 
  You need your DM’s approval to use any item
  not in the new DMG.
  MONSTERS
  The Monster Manual contains the most popular
  creatures from earlier editions of the game and
  includes all the creatures featured in the DMG’s
  random encounter tables.
  Converting Old Monsters
  If one of your favorites isn’t in the Monster
  Manual, you can convert an old monster to the
  new rules. Here’s how:
  Size and Type: Size categories from older
  versions of the rules do not match the current
  size categories. Study the old monster descrip-
  tion and decide how big the creature really is
  (that is, the creature’s actual height, length, or
  weight) and assign the creature a size using the
  information 
  on 
  creature 
  sizes 
  in 
  the
  Introduction of the MM.
  Assign the creature a type according to the
  information on creature types in the
  Introduction of the MM.
  Hit Dice and Hit Points: The number of hit
  dice remains unchanged. Assign the creature a
  hit die type appropriate for its type. You’ll find
  information 
  on 
  hit 
  die 
  type 
  in 
  the
  Advancement Limit section in the Introduction
  of the MM.
  The creature’s Constitution modifier applies
  to each Hit Die it has.
  Initiative: Assign the creature an initiative
  bonus based on its Dexterity modifier (and
  possibly the Improved Initiative feat). See the
  20
  CHAPTER
  COMBAT
  
  sections below on Ability Scores and Skills and
  Feats.
  Speed: Multiply the creature’s old movement
  rate by 2.5 feet and round up to the nearest
  multiple of 10. If the creature also has a climb-
  ing or swimming movement rate, the creature
  gets the Climb or Swim skill free. If the creature
  has a flying movement rate, you must also
  assign it a maneuverability class. See Movement
  in the Introduction of the MM for details on
  swimming, climbing, and flying.
  Armor Class: Subtract the creature’s old
  Armor Class from 20; this is the creature’s AC
  for normal combat. In the current rules, the
  Armor Class entry also indicates how much of the
  creature’s AC comes from size, natural armor, and
  Dexterity. Calculate the creature’s natural armor by
  subtracting the Dexterity modifier, the size modi-
  fier (from the Size section in the Introduction of the
  MM), and 10 more points from the normal AC value. 
  Attacks and Attack Bonus: List each of the
  creature’s weapons and natural weapons along
  with the attack bonus the creature has for each.
  The creature’s base attack bonus depends on its
  hit dice and type; see the Advancement Limit
  section in the Introduction of the MM. The
  creature’s size, ability scores, and feats affect the
  attack bonus for each attack as described in the
  Attacks section in the Introduction of the MM.
  Damage: Use the creature’s old damage list- 21
  CHAPTER
  COMBAT
  
  ing, modified by its Strength score as explained
  in the Damage section in the Introduction of
  the MM.
  Special Attacks: Use the special attacks listed
  in the creature’s old description. If a special
  attack is described in the MM Introduction, use
  those rules. If the special attack is not described
  in the MM Introduction, find a creature with a
  similar ability in the MM and use those rules.
  Special Defenses: Use the special defenses
  listed in the creature’s old description. If a
  special defense is described in the Introduction
  of the MM, use those rules. If the special
  defense is not described in the Introduction of
  the MM, find a creature with a similar ability in
  the MM and use those rules.
  Creatures Hit Only by Silver or Magical
  Weapons: This defense has become the damage
  reduction defense. The type of weapon that
  negates the damage reduction is the same as the
  weapon required to harm the creature in the
  older version of the game. Set the damage
  reduction at 10 points, or find two or three simi-
  lar creatures in the MM and give the creature a
  similar damage reduction.
  Magic Resistance: This is now called spell
  resistance. Divide the old magic resistance
  number by 5 and add the result to 11 to get the
  creature’s spell resistance score.
  Saving Throws: The creature’s base save
  bonuses depend on its hit dice and type. See the
  Advancement Limit section in the Introduction
  of the MM. The creature’s ability scores and
  feats affect the bonus for each save category.
  Ability Scores: Look at two or three similar
  creatures from the MM and assign the creature
  similar ability scores.
  In general, the larger the creature, the higher
  its Strength and Constitution scores should be.
  The faster the creature moves, the higher its
  Dexterity score should be.
  You can use the creature’s old Intelligence
  rating as a guideline for setting its Intelligence,
  Wisdom, and Charisma scores. 
  Skills and Feats: The number of skill points
  and feats the creature has available depends on
  its Hit Dice and type; see the Advancement
  Limit section in the Introduction of the MM.
  Assume that any skill you choose for the creature
  is a class skill (costing 1 skill point per rank). 
  Description: Use the old description.
  Creatures that Affect Surprise: There are no
  surprise rolls in the new rules. If the creature is
  difficult to surprise, it should have a bonus to
  Spot and Listen checks (and a fairly good
  Wisdom score). If the creature is good at
  achieving surprise, it should have a bonus to
  Hide and Move Silently checks (and a fairly
  good Dexterity score).
  Climate/Terrain: This usually remains
  unchanged, but always use the terms listed in the
  Climate/Terrain section in the Introduction of
  the MM.
  Organization, Challenge Level,
  and Treasure: Find two or three
  similar creatures in the MM
  and assign the creature a
  similar 
  organization,
  challenge level, and
  treasure.
  Alignment: Use
  the old listing. 
  A d v a n c e m e n t
  Range: Most creatures
  can double their base
  Hit Dice.
  22
  CHAPTER
  COMBAT
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  23
  CHAPTER
  COMBAT
  
  Your character is ready for the new DUNGEONS & DRAGONS game.
  Are you? You know where to start. Find the new
  D&D Player’s Handbook wherever you buy games.
  We’ve made the Change. Now it’s your turn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/AD&D 3 - Convert - Conversion Book Improved.pdf