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AD&D Variant Rules: Ability Tables

My Nevermore game used these altered ability tables.  Note that I allow wizards (only, no bards etc.) to have bonus spells like priests.  We avoid percentile rolls, using d20 rolls in most places that d100 would be used.

 

STRENGTH Table

Ability
Score
Bonus Weight Max.
Press
Bend Bars
Lift Gates
Notes
1 -5   1   3      
2 -4   1   5      
3 -3   5   15      
4-5 -2   10   28      
6-8 -1   25   65      
9-12 Normal   50   100   20    
13-15 +1   75   140   19    
16-17 +2   155   255   18    
18 +3   285   430   17    
19 +4   385   540   16   Hill Giant
20 +5   485   680   15   Stone Giant
21 +6   635   825   14   Frost Giant
22 +7   785   1,020   13   Fire Giant
23 +8   935   1,125   12   Cloud Giant
24 +9   1,235   1,480   11   Storm Giant
25 +10   1,535   1,840   10   Titan  

Notes

  • Open Doors rolls use the normal Ability Roll (see below)
  • Bend Bars/Lift Gates rolls are 21 minus the Bonus (natural 20 does NOT automatically succeed) as shown above.
  • Bonus is used as To Hit and Damage Adjustment.

 

DEXTERITY Table

Ability
Score
Initiative and
Missile Attack
Armor Class
1 -5   +5  
2 -4   +4  
3 -3   +3  
4-5 -2   +2  
6-8 -1   +1  
9-12 Normal   Normal  
13-15 +1   -1  
16-17 +2   -2  
18 +3   -3  
19 +4   -4  
20 +5   -5  
21 +6   -6  
22 +7   -7  
23 +8   -8  
24 +9   -9  
25 +10   -10  

 

CHARISMA Table

Ability
Score
Reaction and Loyalty Max. Henchmen
1 -5   0  
2 -4   1  
3 -3   1  
4-5 -2   2  
6-8 -1   3  
9-12 Normal   4  
13-15 +1   5  
16-17 +2   7  
18 +3   9  
19 +4   11  
20 +5   15  
21 +6   20  
22 +7   30  
23 +8   40  
24 +9   50  
25 +10   60  

 

CONSTITUTION Table

Ability
Score
Hit Point
Adjustment
System
Shock
Resurr.
Survival
Poison
Save
Dwarf
Saves
Regeneration
1 -5   25%   30%   -2      
2 -4   30%   35%   -1      
3 -3   35%   40%        
4 -2   40%   45%     +1    
5 -2   45%   50%     +1    
6 -1   50%   55%     +1    
7 -1   55%   60%     +2    
8 -1   60%   65%     +2    
9 Normal   65%   70%     +2    
10 Normal   70%   75%     +2    
11 Normal   75%   80%     +3    
12 Normal   80%   85%     +3    
13 +1   85%   90%     +3    
14 +1   88%   92%     +4    
15 +1   90%   95%     +4    
16 +2   95%   96%     +4    
17 +2   97%   98%     +4    
18 +3*   99%   100%     +5    
19 +4*   99%   100%   +1   +5    
20 +5*   99%   100%   +1     1 HP /
6 Turns  
21 +6*   99%   100%   +2     1 HP /
5 Turns  
22 +7*   99%   100%   +2     1 HP /
4 Turns  
23 +8*   99%   100%   +3     1 HP /
3 Turns  
24 +9*   99%   100%   +3     1 HP /
2 Turns  
25 +10*   99%   100%   +4     1 HP /
1 Turns  

* Maximum +2 bonus for non-warriors.

 

INTELLIGENCE Table

Ability
Score
No. of
Add'l
Prof.
Max
Spell
Level
% to
Learn
Spell
Spells
per
Level
Bonus
Spells*
Illusion
Immunity
1 0            
2-8 1            
9 2   4th 35%   6      
10 2   5th 40%   7      
11 2   5th 45%   7      
12 3   6th 50%   8      
13 3   6th 55%   9   1st  
14 4   7th 60%   10   1st  
15 4   7th 65%   11   2nd  
16 5   8th 70%   12   2nd  
17 6   8th 75%   14   3rd  
18 7   9th 85%   18   4th  
19 8   9th 95%   all   1st, 4th 1st
20 9   9th 96%   all   2nd, 4th 2nd
21 10   9th 97%   all   3rd, 5th 3rd
22 11   9th 98%   all   4th, 5th 4th
23 12   9th 99%   all   5th, 5th 5th
24 15   9th 100%   all   6th, 6th 6th
25 20   9th 100%   all   6th, 7th 7th

* Bonus Wizard spells; must be able to cast the given level before the bonus applies. Bonuses are cumulative, i.e. INT 15 gives two additional 1st Level spells and one additional 2nd Level spells.

 

WISDOM Table

Ability
Score
Magic Defense Bonus Spells* Spell Failure Spell Immunities
1 -5     80%    
2 -4     60%    
3 -3     50%    
4 -2     45%    
5 -2     40%    
6 -1     35%    
7 -1     30%    
8 -1     25%    
9     20%    
10     15%    
11     10%    
12     5%    
13 +1   1st    
14 +1   1st    
15 +1   2nd    
16 +2   2nd    
17 +2   3rd    
18 +3   4th    
19 +4   1st, 4th   cause fear, charm person,
command, friends, hypnotize
20 +4   2nd, 4th   forget, hold person,
ray of enfeeblement, scare
21 +4   3rd, 5th   fear
22 +4   4th, 5th   charm monster, confusion,
emotion, fumble,
suggestion
23 +4   5th, 5th   chaos, feeblemind,
hold monster, magic jar,
quest
24 +4   6th, 6th   geas, mass suggestion,
rod of rulership
25 +4   6th, 7th   antipathy/sympathy,
finger of death,
mass charm

* Bonus Cleric spells; must be able to cast the given level before the bonus applies. Bonuses are cumulative, i.e. INT 15 gives two additional 1st Level spells and one additional 2nd Level spells.

 
Questions, Comments, or Complaints? Contact:
  Chris Gonnerman <chris.gonnerman@newcenturycomputers.net>
AD&D Variant Rules: Ability Tables Last Updated 07/18/2005