D&D 3rd Edition Conversion Manual
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Transcript of D&D 3rd Edition Conversion Manual
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SKIP WILLIAMS
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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 .................... ...............3Level-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 Skill s ..................... ...................... ........6
Mult iclass Characters... ....................... .......6
Proficiencies.................. ...................... ........6
Weapon Specialization.. ...................... ........6AC and Movement Rate..................................6
Armor Worn.................................................6
Shields.........................................................6
Size............. ....................... ...................... ....6
Init iative ..................... ....................... ...............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................................9Equipment......................................................10
Weapons....................................................10
Encumbrance.... ....................... .................10
Magic Items...............................................10
Character Troubleshooting.................................10
Magic ...............................................................15
Renamed Spells .................... ....................... ..15
Wizard Spells with N ew 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 Shouldnt Convert............. ...........19
Renamed Magic Items ....................... ...........19
Converting Old Magic Items.........................20
Caster Level ..................... ...................... ....20
Prerequisites..............................................20Market 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.........................................................20
Armor Class...............................................21
Attacks and Attack Bonus.................. .......21
Damage.....................................................21
Special Attacks .................... ......................22
Special Defenses........................ ...............22
Creatures Hit Only by Silver or MagicalWeapons................................................22
Magic Resistance......................................22
Saving Throws...........................................22
Ability Scores.............................................22
Skills and Feats..............................................22
Descript ion ...................... ....................... .......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 ..................3Whats New about Abil ity Scores?..................4
Whats New about Character Races?..............7
Whats New about Proficiencies?...................7
Whats New about Dual- and
Mult iclass Characters?...................... ........10
Whats New about THAC0 and Armor Class?....11
Whats New about Saving Throws?..............12
Whats New about Spells?............................12
Whats New about Character Classes?.........13
DUNGEONS & DRAGONS, ADVANCED DUNGEONS & D RAGONS, and the
Wizardsof theCoast logo areregistered trademarksowned by
Wizardsof theCoast, Inc. 2000 Wizardsof theCoast, Inc.
All rightsreserved. M adein theU .S.A.
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INTRODUCTIONThis booklet is intended to help you preserve thebest of your old D&D campaign as you adopt thenew rules. Various sidebars, such as the one on
this page, are provided to remind you of what haschanged. The rest of the booklet contains adviceon converting your favorite player characters andtheir equipment to the new rules, along with
some notes for the Dungeon Master on convert-
ing old monsters that have not yet appearedunder the new rules.
CHARACTERS FROMEARLIER EDITIONS
To use characters from any earlier edition of theDUNGEONS& DRAGONSor ADVANCED DUNGEONS
& DRAGONS game with the new edition of theD&D game, just follow the steps outl ined
below.Youll need a copy of the new Players
Handbook and a fresh new D& D character
sheet or clean sheet of scratch paper. Youll finda photocopyable character sheet on pages 287-288 of the new Players H andbook.
Level and ExperienceFor single-classed characters, record the charac-ters current level. You will need to adjust thecharacters experience point total to match thenew D&D experience system. Characters with
more than one class require special handling. Adjus
tin
g E
x
p
e
rie
n
c
e P
o
ints
: All characters inthe 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 thecharacters experience point total.The easiest way to make the adjustment is
simply to set the total at some point betweenthe minimum for the characters current leveland the minimum for the next level (we recom-mend halfway to the next level or the minimum
for the current level). I f you prefer a more accu-rate conversion of the characters experiencetotal, see the Character Troubleshooting sectionon page 10. A
djus
t
ing Dua
l- a
nd Mu
lticla
s
s
e
d Cha
ra
c
te
rs
:
The rules for handling a character with morethan one class in the new edit ion of the D&D
game are considerably different than in previ-
ous editi ons of the game (see sidebar). Followthese steps to calculate a dual- or multiclassedcharacters level:
1. Find the highest level the character has
reached in any class. For example, Escolrande isan 8th-level fi ghter/9th-level wizard/9th-levelthief. 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 1instead. For example, Escolrandes remaininglevels 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-acters level in the new edition of the D&D
game. In Escolrandes case, 9 + 2 + 3 = 14.4. You can divide up the levels among classes
any way you see fi t. For example, Escolrandecould become a 9th-level wizard/4th-level
rogue/1st-level f ighter, or an 8th-levelwizard/3rd-level rogue/3rd-level f ighter, or anyother combination of wizard, rogue, and fighter
levels that adds up to 14.
Ability ScoresRecord the characters existing ability scores. Insome cases, youll need to adjust your characters
abil ity scores.E
x
ce
ption
a
l S
tre
ng
th: The exceptionalStrength rule is no longer part of the game. Ifyour character has an exceptional Strength
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New Names for Some Old TermsThe 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 spel l resistance
memorize (a spell) prepare (a spell)
movement rate speed
nonweapon proficiency skill
prof iciency check ski ll check
sphere (of priest spells) domain
wizard spell arcane spell
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game. If a character s base attack bonus is +6 ormore, the character can make multiple attackseach round, but the base attack bonus isreduced for each attack. The class tables in
Chapter 3 of thePHshow how many attacks thecharacter can make and the base attack bonusfor each. For example, a 12th-level wizard has abase attack bonus of +6/ +1, so the character can
attack twice each round.
If the character has an ability modifier, itapplies to both attacks. The characters Strengthmodifier applies to melee attacks. The charac-
ters Dexterity modifier applies to rangedattacks.
A characters size now affects the charactersattack bonus. See Chapter 8 of the PH for
details.If your character has more than one class, add
up the characters attack bonus from each classaccording to the instructions in Multiclass
Characters in Chapter 3 of the PH.S
a
v
in
g Thro
w
s: A characters saving thrownumbers are now expressed as bonuses. A charac-
ters ability modifiersaffect saving throwbonuses. TheConstitution modi-fier applies to
Fortitude saves, theDexterity modifierapplies to Reflexsaves, and t he
Wisdom modi-fier applies toWill saves.
If your charac-
ter has more than
one class, add up thecharacter s savebonus from each class
according to the instruc-tions in Multiclass Charactersin Chapter 3 of the PH.
Hit D
ice and HitP
o
ints
: Characters nowgain an extra hit die foreach level up to level20. All characters now
gain the full value oftheir Constitutionmodifier for every hit die. Rerollyour characters hit points and adjust for
Constitution. You can use the new total or thecharacters old total, as you prefer.
S
pe
lls
: All spell casting characters use thedaily spell limits shown on their new class
tables. Other adjustments to spells are neces-sary, as follows:
B
onus S
pe
lls
: All spellcasting characters gainbonus spells for high ability scores. Bards and
sorcerers (a new character cl ass) gain bonus
spells from Charisma; clerics, druids, paladins,and rangers gain bonus spells from Wisdom;and wizards gain bonus spells from
Intelligence.Ne
w S
pe
ll L
is
ts
: Clerics and specialty priestsuse the same spell list, and all priest charactersare called clerics in the new game. All cleric
characters gain extra spells for their domains(see Cleric in Chapter 3 of the PH). The clericspell li st now includes 8th- and 9th-level spell s.
Bards now have their own spell lists and may
have spells in their old repertoire that are nolonger available. Bards should replace suchspells with spells from the bard list.
Bards, cleri cs, and wi zards now gain 0-levelspell s. Bards and wizards should add 0-levelspells to their spell lists as notedin their class descriptions.
S
a
ving Thr
ows: Spells that
allow saving throws now needa saving throw DifficultyClass (DC). A spells savingthrow DC is 10 + the spell
level + the casters relevantability score modifier (see
previous section). Record thesaving throw DC for each level of
spell the character can cast.
Ne
w S
cho
o
ls
: Some spellshave changed schools; see WizardSpells with New Schools on page
16. Specialist wi zards may havebooks containing spells no longer
avail able to them. Specialistwizards should replace such
spells with new ones fromschools available to them.Specialists are now free tochoose their own opposit ion
schools. When converti ng aspecialist to the new rules,
the pl ayer can choose newopposition schools and adjust the characters
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score, convert it to a regular Strength score asshown in the table below.
Exceptional Score New Strength Score
18/0118/50 19
18/5118/75 20
18/76 18/90 21
18/9118/99 22
18/00 23
1920 242122 25
2223 26
2425 27
Le
v
e
l-
b
as
e
d Im
pr
o
veme
nt: For every fourlevels the character has attained, add one point
to any one ability score. Dont worry about racialmaximums; they no l onger exist.
When youve finished adjusting and record-ing your characters ability scores, turn to Table
1-1 in the Players Handbook. This table givesthe bonus or penalty (now called an abilitymodifier) for any ability score.
A
b
ili
ty Tips
: Any ability score of 12 or morewill give your character a bonus for something.Likewise, an ability score of 9 or less brings apenalty. Think twice about your charactersIntelligence score, because it governs how many
skills your character can learn and a highIntell igence score is much more useful forwizards than it used to be. Dexterity andConstitution remain important for all characters.
Wisdom remains important for priest (nowcleric) characters and now has a much greaterimpact on every characters saving throws and onmany skills. A high Charisma score is important
for bards, paladins, and clerics.
Character RaceRecord the characters current race. The exact
benefits and penalties most races bring havechanged at least slightly.
S
ta
nd
a
r
d P
la
ye
r Ch
a
r
a
cter R
a
ce
s
: If yourcharacter is a member of a standard PC race
(these include humans, dwarves, elves, gnomes,half-elves, half-orcs, and halflings), turn toChapter 2 of the PHand record your charactersnew racial abilities. The new abilities replace
your characters old ones.Some ability score adjustments for race have
changed. These only apply to new characters.
No
ns
t
a
n
d
a
rd P
la
y
e
r Cha
ra
c
te
r R
a
ces
: If yourcharacter is not a member of a standard PC race,turn to Chapter 2 of the DMG. This chapterexplains how to use almost any type of creature
as a PC race.
Character ClassRecord the characters current class. Most
classes have changed at least slightly; turn to
Chapter 3 of the PHand record your charactersnew class abilities. The new abilities replaceyour characters old ones. Table 3-2 in the PH
gives an overview of class abilities by level.Tables 3-1 through 3-20 provide quicksummaries of base attack bonuses, base savingthrows, and features for each class.
Atta
c
k Bo
n
us: A characters attack bonusreplaces THAC0 from earlier editions of the
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Whats New about Abil ity 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 characters ability modi -
fier. To succeed, an ability check result has to
equal or exceed the tasks 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 abilit y 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 players choice improves by one point.
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InitiativePlayers still roll dice to determine when
their characters can act in combat. A charac-ters Dexterity modifier applies to thoseinitiative rolls.
FeatsFeats are special abil it ies players can choose fortheir characters. Choose one feat for your char-acter, plus one extra feat for every three levels
your character has attained. See Chapter 5 of thePHfor more information on feats.
E
x
tr
a F
ighter Fe
a
ts
: Fighter charactersreceive extra combat-oriented feats in additionto any other feats they know. See Fighter inChapter 3 of the PH.
E
x
tr
a Huma
n Fe
a
ts
: Human charactersreceive an extra feat of any type in addition toany other feats they know.
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spellbooks accordingly.Ne
w Na
me
s: Some spells have changednames. See Renamed Spells on page 15.
T
h
ief S
kills
: Thief skills have been incorpo-
rated into the skill system. Rogues and othercharacters with thieflike skills now receiveextra skill points to buy these skills.
Mu
ltic
la
ss Char
a
cte
rs
: The class abilities
from a multiclass characters different classes
add together to determine the characters totalabilities. To determine a multiclass charactersabilities, first calculate the characters level in
each class as explained i n the Level andExperience, above. Then turn to MulticlassCharacters in Chapter 3 of the PHand followthe instructions there.
P
r
of
ic
ie
n
c
ie
s: Weapon proficiencies are nowa function of a characters class and need not beselected separately. Nonweapon proficienciesare now called skills. See Skills, below.
We
a
p
on S
p
e
c
ia
liz
a
t
ion: The weapon special-ization optional rule is no longer part of thegame, although weapon specialization is avail-
able as a feat. Certain other feats can improve acharacters aptitude with weapon skills; seeChapter 5 of the PH for information onfeats.
AC and Movement RateArmor and shields remain a charac-ters primary means of protectionfrom physical harm. Armor Class
works slightly differently in the newedition, however. Most important, it isbetter to have a high AC number than alow one. You might need to adjust a few
other things about your characters
armor class.Armor Worn: A characters armoraffects not only a characters Armor
Class, but also his speed (move-ment rate), defensive Dexteritymodifier, skill use, and abilityto cast arcane spell s. Table 7-5
and the accompanying text inthe PH summarize theeffects.
Armor worn does not affect a characters
encumbrance.S
h
ie
lds
: Shields still combine with armor toimprove a characters AC, but shields no longer
simply improve acharacters AC by one point . Table7-5 in thePHincludes statistics for shields.
S
ize:A characters size now affects the char-acters armor cl ass. See Chapter 8 of thePHfor
details.
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Whats New about Character Races?Your characters race stil l determines what t he
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. I t 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 i nvolve heat sensing, and
sources of heat or artificial light do not spoil it.
Low-light vision is the ability to see well atnight 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 PHfor details.
Size: Some PC races are small enough to
gain some bonuses and penalties in combat.
See Chapter 2 of the PHfor details.
Whats New about Proficiencies?The old proficiencies system has been replaced
by a skill system.
Weapon Proficiencies: These are now a func-
tion of a characters class. You need not select
weapon prof iciencies separately anymore. I t is
possible to expand your characters 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 PHfor details.
Proficiency Checks:These are now called skill
checks. To make a skill check, you roll 1d20 and
add your characters ability modifier for the
skills 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 thetasks 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.
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Navigat ion Profession (navigator )
Running Run (feat, not a skill)
Set Snares Wi lderness Lore*
Survival Wilderness Lore*
Tracki ng Track (feat , not a skill)
Weaponsmithing Craft (weaponsmith)
Wizard Group
AD&D Nonweapon
Proficiency D&D SkillAncient History Knowledge (history)
Ast rol ogy Knowledge (ast rol ogy)
Engineer ing Profession (engineer)
Healing Heal
Herbal ism Profession (herbal ist )
Languages, Ancient Speak Language
Local History Knowledge (history)
Musical Instrument Perform (musical
instrument)
Navigat ion Profession (navigator )
Reading/Writing N/A (see Skill Tips below)
Reli gion Knowledge (religion)
Spellcraft Spellcraft
*The Wil derness Lore skill includes the old Animal Lore,
Fire-buil ding, Set Snares, and Survival profi ciencies
S
kill Tips
: Many proficiencies from the 2nd
Edit ion AD&D games General group havebeen combined into the Profession or Craftskills.
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 readand wri te is included with most D&D classes.
Although there is a Speak Language skill, youdo not have to spend any skill points onlanguages. Every character automaticall y speaksone or two languages (according to race). If the
character has a positive Intelligence modifier,he or she speaks addit ional languages equal tothe modifier.
If a ski ll can be used untrained (see the indi -
vidual skil l descriptions in the PH), your char-acter can use the skill without spending anyskil l points. If your character has a decent scorein the skills key ability, the character could be
pretty good at it.Some proficiencies, such as Blind-Fighting,
have become feats.
If you cant find a ski ll or feat that matches aproficiency your character has, pick a new skil lor check Character Troubleshooting on page 10.
In many cases you will not be able to spend
all your characters skill points buying yourcharacters old proficiencies. Feel free to spendyour remaining skill points on new skills.
Many races get bonuses to skill checks, and
humans receive extra ski ll points. Review your
characters race description in Chapter 2 of thePHbefore recording your characters final skil lscores.
If you run out of skill points before youvepurchased skills to match all your charactersold proficiencies, you dont necessarily have togive up any skills. You might want to consider
spending fewer skill points on some of theskills. You dont have to buy every skill up to itsmaximum rank, and you can use the extrapoints to buy more skills. If your character is
4th level or higher, you might want to go backto the Ability Score step and improve your char-acters Intelligence score, so youll have a few
more ski ll points to spend. Cha
ra
cters w
ith S
e
c
o
nd
a
r
y S
kills
: I f you createdyour character with the 2nd Edition AD&Drules and you used the secondary skills rule,your character knows one or more versions of
the Craft or Profession skil l. C
o
n
ver
tin
g Th
ie
f S
k
ills
: I f your character was athief or member of another class that had thi efskills, you will need to choose skills to replace
them, as follows:
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SkillsSkills represent special knowledge or abilitiescharacters have learned (skills were callednonweapon proficiencies in the 2nd Edition
AD&D game). Each character receives an allot-ment of skill points for purchasing skills.
Ch
ar
a
cte
rs w
ith Non
w
e
a
p
on Pr
of
ic
ienc
ie
s
:I fyou created your character with the 2nd Edit ion
AD&D rules and you used the optional profi -
ciencies rule, you can use your characters selec-tion of nonweapon proficiencies as a shoppinglist for skil ls. Just purchase skil ls similar to your
characters profi ciencies (a list fol lows). SeeChapter 4 of the PH to determine how manyskill points your character has; Chapter 4 alsoexplains how to purchase skills.
AD&D Nonweapon
Proficiency D&D Skill
Agricul ture Profession ( farmer )
Animal Handling Handle Animal
Animal Training Handle Animal
Artist ic Abil ity Craft (any)
Blacksmithing Craft (blacksmithing)Brewing Craft (brewing)
Carpent ry Craft (carpentry)
Cobbling Craft (cobbling)
Cooking Craft (cooking)
Dancing Perform (dancing)
Direction Sense Intuit Direction
Etiquette Diplomacy
Fire-bui lding 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 (sai lor)
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)
Ast rol ogy Knowl edge ( ast rol ogy)
Engineer ing Profession (engineer)
Healing Heal
Herbal ism Profession (herbal ist )
Languages, Ancient Speak Language
Local History Knowledge (history)Musical Instrument Perform (musical
instrument)
Navigat ion 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 DisguiseForgery Forgery
Gaming Profession (gambler)
Gem Cut ting Craf t (gem cut ting)
Juggling Perform (juggling)
Jumping Jump
Local History Knowledge (history)
Musical Instrument Perform (musical
instrument)
Readi ng Li ps Read Li ps
Set Snares Wi lderness Lore*
Tightrope Walking Balance
Tumbling Tumble
Ventriloquism Perform (ventriloquism)
Warrior Group
AD&D Nonweapon
Proficiency D&D Skill
Animal Lore Wi lderness Lore*
Armorer Craft (armorer)
Blind-fighting Blind-Fight (feat, not a skill)
Bowyer/Fletcher Craft (bowyer)
Char ioteer ing Handle Animal
Endurance Endurance ( feat, not a ski ll )
Gaming Profession (gambler)
Hunting Profession (hunter)
Mountaineer ing Climb
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I Cre
a
te
d My Cha
ra
c
te
r w
ith a K
it.: The variouskits from the 2nd Edit ion AD& D game varygreatly in their impact and scope, but all areessentially l itt le character classes. It can take a
little fiddling to fit a kitted character, but itcan be done.
We
a
p
onP
rof
ic
ienc
ie
s
: I f the characters classdoes not include a weapon that the kit requires,
recommends, or gives the character for free, the
character automatically gains proficiency in itwithout using up any feats.Nonwe
a
p
on Pro
f
ic
ienc
ie
s
: Any proficiency
included in a kit description (required, recom-mended, or free) is available to the character asa class ski ll , even i f i t i s a cross-class ski ll for thecharacters class or exclusive to another class. If
the character has insufficient skil l points to buyall his skills, the character must give up someskills. Eliminate the skills from the recom-mended list before eliminating skills from the
free or required li sts.S
pe
c
ia
l Be
ne
fits a
nd Hindra
nc
e
s
:The charac-ter keeps any special benefits or hindrances the
kit grants. Each special benefit counts as one ofthe feats available to the character. If a kitsspecial benefit is listed in the PlayersHandbookas a skill, the character must buy atleast 4 ranks in the
skill and select theSkill Focus feat forthat skill.
I f a special
benefit isalready listedin the PlayersHandbook as
a feat, usethe PH featdescriptionrather than
the descrip-tion givenwith the kit.Any prerequi-
sites the feat mighthave are waived forthe character.
If a special
benefit is notincluded inthe PlayersHandbook as
a feat, treat it as a feat using the descriptionprovided with the kit .
I f a special benefit includes an abil ityfrom another class, the character should
become multiclass and devote atleast one quarter of her levels
to that class (and always atleast one level). The other
class is always treated as afavored class.
For example, the swash-buckler kit from the Complete
Thiefs Handbook allows thecharacter to use afighters THAC0.
In t he D& D game, an 8th-levelswashbuckler character should
become a fighter/ rogue with atleast two levels of fighter.
Because fighter is afavored class for swash-
bucklers, the characterdoes not suffer any experi-
ence penalties for having afew fighter levels.
11
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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 Silent ly Move Silent ly
Hide in Shadows Hide
Detect Noise Listen
Climb Walls ClimbRead Languages Decipher Script
You can compare your character s oldpercentage score in a thief ski ll to a D&D skil lbonus by dividing the old score by 5, roundingdown, and subtracting 5 from the result. For
example, Escolrande was a thief with a DetectNoise score of 65%. Thats about equal to a Listenbonus of +8 (65 5 = 13, and 13 5 = 8).
T
h
ief S
kill Tips
:When calculating your char-
acters new skill bonuses, be sure to include themodifier for the skills key ability. For example,a characters Wisdom modifier now affects her
Listen skil l.Rogues and bards now have exclusive accessto the Use Magic Device skill (see the descrip-tion in Chapter 4 of the PH). This skill is similarto 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 evenfind footprints. A careful reading of the skilldescripti ons should reveal some pleasantsurprises.
EquipmentMost typesof equipment work the same way they didin older versionsof the game. There are afew differ-
ences: We
a
p
o
ns
:Weaponsno longer have different damageratingsdepending on the size of the target. Instead,they have varying abilit iesto inflict critical hi ts, as
explained in Weaponsin Chapter 7 of thePH.The game hasnew rulesfor two-handed weapons
and for fighting with two weapons. See Chapter 8 ofthePHfor details.
If the character hasaweapon not listed in thePH,consult Character Troubleshooting, below.
Enc
um
br
ance: The old encumbrance rules havebeen replaced by a simple system that keeps
track of what a character can carry, dependingon hi s size and Strength score. See Carrying
Capacity in Chapter 9 of the PHfor details. Ma
g
ic Items
: Most magic items work the sameway they always have. The Magic section onpage 15 describes the changes.
Character TroubleshootingThis section offers advice for dealing with prob-lems you might encounter when converting a
character. My Cha
ra
c
te
r Ha
s a S
pe
ll or Ma
g
ic Ite
m th
a
t IsNot In
c
lu
de
d in the Ne
w R
u
le
s
. Substitute asimilar spell or i tem. Also see the Magic section
on page 15 for information on converting spellsand magical items from older editions of thegame.
My Char
a
cte
r Ha
s a We
a
p
on that Is NotInc
lude
d on the C
urrent We
a
p
on L
is
t.
Substitute a similar weapon of the same typeand size (for example, substitute a bastard swordfor a claymore or katana), or create statistics for
the weapon based on a similar weapon from thePlayers Handbook. For example, any weaponthat includes a rope or chain probably works alot l ike a heavy or light f lail.
10
CHA
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Whats New about Dual- andMulticlassed 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 oneclass 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 characters level
is the tot al 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.
Whats New about THAC0 andArmor 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-
acters attack rolls. If the result of an attack roll
equals or exceeds the targets Armor Class, the
attack succeeds and inflicts damage. Tocompare 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 sameresistance to attack as a D&D character with
an AC of 15.
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use of the skil l should be 10. Ifthe check modifier is 0 orlower, the DC
for a routineuse of the skillshould 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 asmooth road on a horse is aroutine use of the Ride skill.
Proficiency Description:Use
this as you would a skilldescription. The DM willhave to decide whetherthe skill can be used
untrained, whetherretries are possible,and how long ittakes to use the
skill. The best way to set these details isto compare the proficiency with a simi-
lar skil l f rom thePH.
For example, the Beggingproficiency from the
Complete ThiefsHandbookworks some-
thing like the Bluff andGather Information
skills, with a little bitof the Disguise skill
thrown in. In fact, ifthe character has Bluffand Disguise, she proba-
bly doesnt need
another skill to beg.I t s probably bestto treat simpleattempts at panhan-
dling (Excuse me,sir, spare a coin for anorphan?) as Bluffattempts.
13
CHA
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I Cant 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 notbecome a feat or been included in another skill(see Skills on page 8 for details). Heres how to
use a proficiency as a skill:Proficiency Group: This determines who can
buy the skil l has a class ski ll .General Group:Any character can buy the
proficiency as a class ski ll .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 ski ll .Warrior Group: Barbarians, fighters,
paladins, and rangers can buy the proficiency asa class skill.
Wizard Group:Bards, sorcerers, and wizardscan 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-classskills.
Relevant Ability:This becomes the skills keyabil ity. If more than one relevant abili ty is listed,
the player picks one when first purchasing the
skill and uses that ability as the key abilitywhenever the character uses the skill.I f the relevant abili ty 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 setsa Difficulty Class for the task as described in
Chapter 4 of thePHand Chapter 3 of the DMG.You can use the check modif ier as a general
guide to how hard the skill is to use. If the checkmodifi er is +1 or hi gher, the DC for a routine
12
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Whats New about SavingThrows?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 PHfor 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 throws 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. Forexample, a 5th-level fighter created under the
2nd Edition AD&D rules has a Paralyzation
save of 11. Thats 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. Thats
about equal to a Reflex or Will bonus of +1.
Whats 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 casters
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 amentally 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 PHfor 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 PHfor details.
Whats New about Character Classes?
Your characters 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-
ters bonus hit points from a high Constitution
score. All spellcasting classes get bonus spells,
though the ability score that governs bonusspells varies from class to class.
Bards: Bards now have their own spell list,
which includes cantrips (0-level spells). The
bards 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, butrules 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 PHfor details.
Multiple Attacks: All types of characters gain
the ability to attack multiple times each round.
See Table 31 in the PHand the accompanyingtext 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 Skill s in Chapter 4 of the PHfor details.
The thiefs backstab ability has been replaced
by the more versatile sneak attack ability, and the
thiefs 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.
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ment for reaching the next level. For exam-ple, For example, Escolrande is an 8th-levelfighter/9th-level wizard/ 9th-level thiefcreated using the 2nd Editi on AD&D rules.
To adjust Escolrandes experience total, youwould base your calculations on the wizardclass because it took more experience tobecome a 10th-level wizard than to become a
10th-level thief.
MAGICSpells and magic items remain an importantpart of the D&D game. Most popular spellsand items have been included in the PHandDMGor can be converted to the new rules
with minimal effort.
Renamed SpellsThe following spells have new names in the
new edition. The new names often reflectchanges to the way the spells work or simplybetter reflect the what the spells do:Old Spell Name NewSpell Name
AbiDalzim s hor rid Hor rid wi lt ing
wilting
Animal summoning I Summon natures
ally I
Animal summoning II Summon natures
ally II
Animal summoning III Summon natures
ally III
Ant i-animal shel l Ant il if e shel l
Ant i-m agic shell Ant im agic fi eld
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 l ight wounds Inf lict l ight 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 element al Summon
monster V
Conjure fire elemental Planar ally
Cont inual darkness Deeper darkness
Continual light Daylight
Cure blindness or deafness Remove blindness/
deafness
Cure disease Remove disease
Darkness, 15 radius DarknessDescent in to 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
Det ect i nvi si bi li ty See invi si bi li ty
Domination Dominate person
Enchan ted weapon Grea ter 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 Mi nor image
Infravision Darkvision
Invisibility, 10 radius Invisibility sphere
I nvi si bl e st al ker Summon i nvi si bl e
stalker
Item Shrink item
Locate animals or plants Detect animals or
plants
Lower water Control water
Magi c resi st ance Spel l resi st ance
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
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In any case, Bluff , Disguise, and GatherInformation can all be used untrained, soBegging can as well . Working an area for pocketmoney takes a day.
Preparing to go out begging for a day requires1d310 minutes of preparation, just like theDisguise skill. To resolve the attempt, roll aBegging (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 descriptionas penalties to the Begging roll. Success brings
enough coin for a days common meals andlodging (2d8 sp).
I Want a More Accurate XP Adjustment. TheCharacter Experience section offers a quick
method for adjusting a characters experiencetotal, but i ts not parti cularly accurate. If youdont mind doing a li ttl e math, you can calculatehow close the character was to reaching the
next level and place the character about thesame distance from the next level in the newedition of the D&D game. Heres how to do so
for a single-classed character:1. Take the characters old experiencepoint total and subtract the minimum
number of XP needed to reach thecharacters level on the old table.
For example, Sigretta is a7th-level fighter
created
under the
2nd EditionAD&D rules;shehas87,500
XP. The mini-
mum XPSigrettaneeded toreach 7thlevel was
64,000 XP.87,500 64,000
= 23,500.2. Subtract the minimum number of XPneeded to
reach the characters level on the old table fromthe minimum needed to reach the next level.For example, Sigretta would have needed64,000 XP to reach 7th l evel, 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 thenumber you got in step 2. In Sigrettas case,
23,500 61,000 = about .385.4. Subtract the minimum number of XP needed to
reach the characters level on the new D&Dtable from the minimum needed to reach the
next level. For example, Sigretta would have
needed 21,000 XP to reach 7th level and needs28,000 XP to reach 8th level. 28,000 21,000 =7,000.
5. Multiply the number yougot in step 3 by thenumber you got instep 4 and round
down to the near-est wholenumber. InS ig re t ta s
case, .385
7,000 =2,695.
6. Add the
number you got in step 5 to the minimumnumber of XP needed to reach the characterslevel on the new XP table. This is the charac-ters adjusted experience total. In Sigrettas
case, 2,695 + 21,000 = 23,695.Dual-classed characters: To adjust a dual-
classed characters XP total, fol low the stepsoutlined above, using the characters active
class. For example, Ratchett is a dual-classedlevel 7/ 2 cleric/wizard, who was created underthe 2nd Edition AD&D rules and who wasearning experience in the wizard class. When
adjusting Ratchetts experience total, thecalculations should be based on the old wizardclass table.
Multiclass Characters: To adjust a multiclass
characters experience total, base your calcul a-tions on the characters highest class level. I f thecharacter has two classes with the same level,use the class that has the highest XP require-
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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 Divinati on
*The spell has also been renamed. See the li st of renamed
spells above.
Converting Old SpellsIts usually fairly easy to convert an old spell tothe new rules. Heres how:
School: Usually a spells school remainsunchanged. However, check the PHfor a simi-
lar spell and assign the spell the same school(for example, healing spells and most wall spellsare now part of the Conjuration school). Someschools have new, simplif ied names, as fol lows:
Old School Name New School Name
Abjuration Abjuration
Alteration Alteration
Conjuration/Summoning Conjuration
Enchantment/Charm Enchantment
Divination Divination
Greater D ivinat ion Divinat ion
Lesser Divinat ion Universal
Invocation/Evocation Evocation
Necromancy Necromancy
Subschool and Descriptor: Earlierversions of the game did not use subschooland descriptors. The easiest way to assign these
is to find a simil ar spell in thePHand assign thespell the same subschool and descriptor.
Level: A spells level usually remainsunchanged.
Range: Compare the spells old rangelisting to the table below. If the spell has arange that varies by level, use the value for themini mum level required to cast the spell. I f the
spell has different ranges for indoor andoutdoor casting, use the longer of the tworanges.
Old Range New Range
0 Personal
Touch Touch
030 yards Close*
31100 yards Medium
101+ yards LongUnlimited Unlimited
17
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Monster summoning VII Summon monster VII
Obscurement Obscuring mist
Part water Control water
Permanen t i ll usion Permanen t image
Phant asmal force Sil ent i mage
Programmed i l lusion Programmed image
Protection from evil 10 Magic circle against evil
radius
Repel insects Repel vermin
Resist fire/resist cold Resist elementsRestoration Greater restoration
Sertens spell immunity Greater spell immunity
Shadow m agic Shadow evocat ion
Shadow monster s Shadow con ju rat ion
Si lence 15 r adi us Si lence
Slow poison Delay poison
Snake charm Animal trance
Spi ri tual hammer Spi ri tual weapon
Spectral force Major image
Strength Bulls strength
Succor Refuge
Transpor t via plants Tree str ide
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 SchoolsThe wizard spells listed below have changed
schools; spells that once belonged to multipleschools now belong to a single school.
Spell Name Old New
AbiDalzim 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
Dar kness, 15 radi us* Alt. Evocation
Continual light* Alt. Evocation
Demand I/E, E/C Enchantment
Dream I /E, I /P I ll usi on
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 ConjurationLeomund s secret chest Alt., C/S Conjuration
Leomunds secure shelterAlt., E/C Conjuration
Leomunds ti ny hut Alt. Evocation
Light Alt. Evocation
Limit ed wish C/S, I/E Universal
Magic mouth Alt. Illusion
Major creation I/P Conjuration
Minor creation I/P Conjuration
Mi rage arcana I /P, Al t. I llusion
Mordenkainens
disjunction Alt., E/C Abjuration
Mordenkainens
magnificent mansion Alt., C/S Conjuration
NightmareI /E, I /P I ll usi on
Ot ilukes freezing sphereAlt., I /E Evocation
Ot ilukes resili ent sphere Alt., I /E Evocation
Oti lukes telekinetic
sphere Alt., I /E Evocation
Permanency Alt. Universal
Phantom steed C/S, I/P Conjuration
Prismat ic sphere Abj., C/S Abjuration
Prismat ic spray C/ S Evocation
Prismatic wall C/ S Evocation
Project image Al t., I/P I llusion
Rainbow pattern Al t., I/P I llusion
Rarys 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 I llusion
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 transformat ion Alt., I/E Transmutation
Tongues Alt. Divination
Wall of iron I/E Conjuration
Wall of stone I/E Conjuration
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1 Saves for hal f effect ar e Reflex saves unless the spell h as
some effect other than infl icting damage. If so, it will be a
Will save.
2Saves to negate a spells effect are Will or Forti tude saves. Wil l
saves apply to mental effects. Fortitude saves apply to effects
that cause the targets death or alteration (see the Saving
Throws section in Chapter 10 of the PH). If the spell is part of
the Il lusion 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 t he spell has a range of Personal or Touch, leave a
Non e save unchanged. I f a spell has a range greater t han
touch, allow a save to negate.
Spell Resistance: This entry should be Yesunless the spell does not produce a direct effect
on the recipient. If you have any doubts,compare the spell to a similar spell from thePH.The sections on Spell Resistance in Chapter 10of the PHand Chapter 3 of the DMGalso will
be helpful.Spell Description: This will remain largely
unchanged. Spells that inflict damage accord-ing to the casters 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 limi t for a spell 1 level lower. The
damage limit for a 1st-level cleric spell is 1 di e.
2A single-target spell affects only one target or has its tot al
damage divided among more t han 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.
3A mult iple-target spell is capable of inflicting full damage
on two or more t argets simul taneously. For example, a
fireball damages everything within its area of effect.
Spells You Shouldnt ConvertA few spells have been eliminated from thegame altogether. These include know align-mentand any arcane healing or curative spell.
Renamed Magic ItemsThe following items have new names in thenew 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 protect ion Cloak of resistance
Elven chain mai l Elven chain
Girdle of dwarvenkind Belt of dwarvenkind
Girdle of giant strength Belt of giant strength
Meda ll ion of ESP Medal li on of though ts
Oil of acid resistance Potion of protection
from elements (acid)
Phil ter of gl ibness Potion of gl ibness
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 diminut ion Potion of reduce
Potion of extra healing Potion of cure serious
wounds
Potion of giant strength Potion of bulls strength
Pot ion of gr owt h Pot ion of enl ar ge
Pot ion of heal ing Pot ion of cu re l igh t
wounds
Pot ion of speed Pot ion of hast e
Ring of fire resistance Ring of fire resistance
(minor)
Ring of f ree act ion Ring of fr eedom o f
movement
Ring of protect ion Ring of def lect ion
Rod of passage St aff of passage
Rod of resu rr ect ion Staf f of li fe
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
St aff of wi ther ing Rod of wi ther ing
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*Some spells have effects that radi ate outward from the
casters body. If so, this will be mentioned in th e spells
description . In such cases, convert th e range to feet and
leave it otherwise unchanged.
Components: These remain unchanged.Note that any material component that is notconsumed during casting is now called a focus.
Duration: Compare the spells old duration
li sting to the examples below. If the spell has aduration that varies by level, use the value forthe mini mum 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 areactually instantaneous.Compare the spell to a simi-
lar spell in the PH to besure.
I nstantaneous: Nochange.
Special: These spells lastuntil something specialoccurs, such as the casterceasing to concentrate,
some external effect triggersthe spell, or the subjectmakes a saving throw. Theactual duration is explained
in the spell description. Setthe duration by comparingthe spell to a similar spell inthe PH. If you cannot find a
similar spell, use the old dura-tion as explained in the spells description.
Casting Time: If the old casting time isless than 1 round, the spells new casting
time is 1 action. If the old casting ti me is 1round or more, the casting time is unchangedunless the casting ti me is listed in turns. In thatcase, 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 reallywork, particularly spells that affect only ali mited number of targets within an area insteadof everything within an area. Compare the spell
description to the discussion of areas and effectsin Chapter 10 of thePH. Comparing the spell tosomething similar in the PHwill 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
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sections below on Ability Scores and Skills andFeats.
Speed:Multiply the creatures old movement
rate by 2.5 feet and round up to the nearestmult iple of 10. If the creature also has a cli mb-ing or swimming movement rate, the creaturegets the Climb or Swim skil l f ree. If the creature
has a flying movement rate, you must alsoassign i t a maneuverabilit y class. See Movementin the Introduction of the MM for details onswimming, climbing, and flying.
Armor Class: Subtract the creatures oldArmor Class from 20; this is the creatures ACfor normal combat. In the current rules, theArmor Class entry also indicates how much of the
creatures AC comes from size, natural armor, andDexterity. Calculate the creatures natural armor bysubtracting the Dexterity modifier, the size modi-
fier (from theSizesection in theIntroduction of theMM), and 10 morepoints from thenormal AC value.
Attacks and Attack Bonus: List each of thecreatures weapons and natural weapons along
with the attack bonus the creature has for each.The creatures base attack bonus depends on itshit dice and type; see the Advancement Limitsection in the Introduction of the MM. The
creatures size, abilit y scores, and feats affect theattack bonus for each attack as described in theAttacks section in the Introduction of the MM.
Damage: Use the creatures old damage list-
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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
ext inguishing ext inguishing
Wand of frost Staff of frost
Wand of magic detection Wand of detect magic
Wand of metal and Rod of metal and
mineral detect ion mineral detect ion
Wand of negat ion Rod of negat ionWand of size alteration Staff of size alteration
Wand of wonder Rod of wonder
Converting Old Magic ItemsIt s usually easy to convert an old magic it em tothe new rules. Heres how:
Caster Level: Assign a caster level by deter-mining the most powerful spell-like ability theitem can produce and finding the lowest-levelwizard (if the effect is arcane) or cleric (if the
effect is divine) required to cast the spell. I f theitem has no spell-like abilities, find a similaritem in the DMGand give your item that casterlevel.
Prerequisites: Check Chapter 5 of the PHtodecide what feat is necessary to make the item.The DM will have to examine the items powersand decide what spell s they resemble most;
these spells become prerequisites for the item.Market Price: Find two or three similar items
in the DMGand assign your item a similarprice.
Magic Item Notes: Here are some guidelinesfor specif ic magic items.
Cloak of Protection: In the current rules, theproper name for this item is cloak of deflection
and resistance (providing both a deflectionbonus to Armor Class and a resistance bonus tosaving throws). Some DMs may decide to makeplayers choose between a cloak of deflection
(AC) or a cloak of resistance (saves).Girdles of Giant Strength: These items have
becomebelts of giant strength. A girdle of hil l,stone, or frost giant strength becomes a minor
belt of giant strength (+4 to the wearersStrength score).A girdle of fire, cloud, orstormgiant strength becomes a major belt of giantstrength(+6 to the wearers Strength score).
Rods, Staffs, and Wands: All rods are itemsthat have unique powers, not simply powersthat duplicate spell effects. All staffs are multi-function items that store spells. All wands are
single-functi on it ems that store spells. If a staffor wand has a unique power, it is now a rod. If arod or wand from an older version of the gameproduces multi ple spell effects, it is now a staff.
I f a staff or rod can produce only one type ofspell effect, it is now a wand. Rods, staffs, andwands have a maximum of 50 charges.
Items You Shouldnt Convert
A few items have been eliminated from thegame altogether. These include any item thatbestows a flat ability score or armor class.
Ability boosting items should instead providean ability bonus of +2 to +6. Protective itemsshould provide an armor, natural armor, ordeflection bonus of +1 to +6.
You need your DMs approval to use any i temnot in the new DMG.
MONSTERSTheMonster Manualcontains the most popularcreatures from earlier editions of the game andincludes all the creatures featured in theDMGs
random encounter tables.
Converting Old MonstersI f one of your favorites isnt in the Monster
Manual, you can convert an old monster to thenew rules. Heres how:
Size and Type: Size categories from olderversions 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 creatures actual height, length, orweight) and assign the creature a size using the
information on creature sizes in theInt roduction of theMM.
Assign the creature a type according to theinformation on creature types in the
Int roduction of theMM.Hit Dice and Hit Points: The number of hit
dice remains unchanged. Assign the creature ahit die type appropriate for its type. Youll find
information on hit die type in theAdvancement Limit section in the Introductionof the MM.
The creatures Constitution modifier applies
to each Hit Die it has.Initiative: Assign the creature an initiative
bonus based on its Dexterity modifier (andpossibly the Improved Ini tiative feat). See the
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ing, modified by its Strength score as explainedin the Damage section in the Introduction ofthe MM.
Special Attacks: Use the special attacks listed
in the creatures old descript ion. If a specialattack is described in theMMIntroduction, usethose rul es. If the special attack is not describedin the MMIntroduction, find a creature with a
simil ar abil ity i n theMMand use those rules.
Special Defenses: Use the special defensesli sted in the creatures old description. If aspecial defense is described in the Int roduction
of the MM, use those rules. If the specialdefense is not described in the Introduction ofthe MM, find a creature with a similar ability inthe MMand use those rules.
Creatures Hit Only by Silver or MagicalWeapons: This defense has become the damagereduction defense. The type of weapon thatnegates the damage reducti on is the same as the
weapon required to harm the creature in theolder version of the game. Set the damagereduction at 10 points, or find two or three simi -lar creatures in the MMand give the creature a
similar damage reduction.Magic Resistance: This is now called spell
resistance. Divide the old magic resistancenumber by 5 and add the result to 11 to get the
creatures spell resistance score.Saving Throws: The creatures base save
bonuses depend on i ts hi t di ce and type. See theAdvancement Limit section in the Introduction
of the MM. The creatures abili ty scores andfeats affect the bonus for each save category.
Ability Scores: Look at two or three similarcreatures from the MMand assign the creature
similar abili ty 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 creatures old Intelligence
rating as a guideline for setting its Intelligence,Wisdom, and Chari sma scores.
Skills and Feats:The number of skill pointsand feats the creature has avail able depends onits Hit Dice and type; see the AdvancementLimit section in the Introduction of the MM.
Assume that any skill you choose for the creatureis a class skill (costing 1 skill point per rank).
Description:Use the old descript ion.Creatures that Affect Surprise: There are no
surprise rolls in the new rules. If the creature isdifficult to surprise, it should have a bonus to
Spot and Listen checks (and a fairly goodWisdom score). I f t he creature is good atachieving surprise, it should have a bonus toHide and Move Silently checks (and a fairly
good Dexterity score).
Climate/ Terrain: This usually remainsunchanged, but always use the terms listed in theClimate/Terrain section in the Introduction of
the MM.Organi zation, Challenge Level,
and Treasure: Find two or threesimilar creaturesin the MM
and assign the creature asimilar organization,challenge level, andtreasure.
Alignment: Usethe old listing.
Advancement
Range: Most creatures
can double their baseHit Dice.
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Your character is ready for the newDUNGEONS & DRAGONS game.Are you? You know where to start. Find the new
D&D Players Handbookwherever you buy games.
Weve made the Change. Now its your turn.