onverting 1st Edition Modules to 2nd Edition
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Converting 1st Ed modules to 2nd Ed From: Ian R Malcomson
Date: 6/16/98 7:11 AM Eastern Daylight Time Message-id: stap.demon.co.uk> A Beginners Guide to 1st-2nd Edition Conversion ----------------------------------------------This post is primarily for those that have concerns over using modules published for the original version of AD&D with the revised 2nd Ed. of the game. This includes old 1st Edition campaigners who are worried about the perceived time it would take to convert, and DMs who have never seen a 1st Edition rulebook in their lives, but would like to run a game set around an old module. Hopefully, Hopefully, no-one will hate m e too much for this. Monster Stats ------------There are only three general groups of monster that really need to be worried about: Dragons, Giants and Outer Planars. For Dragons, consider the following (based on Red Dragons): 1st Edition -----------
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Age Cat/Size
HD
THAC0
AC
HP
Max Damage*
-----------------
--
-----
--
--
----------
Very Young, Sml
9
12
-1
9
46
Very Young, Med
10
10
-1
10
46
Very Young, Lrg
11
10
-1
11
46
Young, Sml
9
12
-1
18
46
Young, Med
10
10
-1
20
46
Young, Lrg
11
10
-1
22
46
Sub Adult, Sml
9
12
-1
27
46
Sub Adult, Med
10
10
-1
30
46
Sub Adult, Lrg
11
10
-1
33
46
Young Adult, Sml
9
12
-1
36
46
Young Adult, Med
10
10
-1
40
46
Young Adult, Lrg
11
10
-1
44
46
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Adult, Sml
9
12
-1
45
46
Adult, Med
10
10
-1
50
46
Adult, Lrg
11
10
-1
55
46
Old, Sml
9
12
-1
54
46
Old, Med
10
10
-1
60
46
Old, Lrg
11
10
-1
66
46
Very Old, Sml
9
12
-1
63
46
Very Old, Med
10
10
-1
70
46
Very Old, Lrg
11
10
-1
77
46
Ancient, Sml
9
12
-1
72
46
Ancient, Med
10
10
-1
80
46
Ancient, Lrg
11
10
-1
88
46
* Frontal attacks, no breath weapon 2nd Edition ----------Age Cat/Size ----------------Hatchling Very Young Young Juvenile Young Adult Adult Mature Adult Old Very Old Venerable Wyrm Great Wyrm * Min/Avg/Max ** Frontal only, no
HD -9 11 13 15 16 17 18 19 20 21 22 23
THAC0 ----7 6 5 4 3 2 1 0 -1 -2 -3 -4
AC -0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11
HP* -------9/41/72 11/50/88 13/59/104 15/68/120 16/72/128 17/77/136 18/81/144 19/86/152 20/90/160 21/95/168 22/99/176 23/104/184
Max Damage** -----------53 56 59 62 65 68 71 74 77 80 83 86
breath
Using these tables as a guide, a DM should be able to tailor a Dragon encounter to suit his group of PCs. I humbly suggest the following: 1st Edition 2nd Edition --------------------Very Young Hatchling; vary hp according to size Young Hatchling; vary hp according to size Sub Adult Very Young; vary hp according to size Young Adult Very Young; vary hp according to size Adult Young; vary hp according to size Old Juvenile; vary hp according to size Very Old Young Adult; vary hp according to size Ancient* Adult; vary hp according to size * Obviously, an Ancient Dragon in a 20th level game could well verge on Wyrm, or even Great Wyrm.
Even using the above, it would appear that Dragon encounters are very much more dangerous than they were. This is, IMO, as it should be. However, considering the possibilities of specialisation and so forth, the extended abilities of PCs do go some way to address this apparant mismatch. Given that, we come to Giants and Outer Planar creatures. Giants only need straight stat updates to bring them over - no weird considerations like there are for Dragons. As mentioned, the extended PC abilities somewhat repair the balance tipped by increased Giant Hit Dice. As
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for Outer Planars, again only a straight stat update is required. In fact, in 90% of cases, the 2nd Ed. stats do not differ from the 1st Ed. ones, so they present even less of a headache than Giants. Missing Monsters ---------------Probably 90% of the monsters commonly used i n old AD&D modules appear in one form or another in the Monstrous Manual. Many more can be found in various 2nd Ed. supplements. Often, when dealing with old modules, you are dealing with the original introduction of rare & strange creatures into the AD&D game - therefore, the stats often appear in the rear of the module in question. If you really cannot find a monster, the easiest way out is to either create the monster yourself based on what stats *are* presented in the module, or else substitute the monster with one you have got stats for. NPC Encounters -------------The two considerations here are (i) whether the NPC in question has been fully detailed, and (ii) whether the Class of the NPC in question has altered from the 1st Ed. As far as point (i) goes, most AD&D modules of the early breed (up to about 1981) presented a minimalistic outline of NPCs (Class, Race, Level, hit points, and maybe Ability Scores). For these, only point (ii) needs to be considered (there are no changes to base statistics). Point (ii) can get a little messy, at times. In general: Dwarves, Elves, Halflings, Half-Elves, Gnomes and Humans: No change. Half-Orcs: Use either PHB stats, or PHBR10. Or, indeed, PO:S&P. Fighters & Paladins: No change (although the addition of Specialisation could be considered for some Fighters) Rangers: Abilities need to be updated to new rules. Spells for high level Rangers need to be addressed. Magic-Users: Consider as Magi of equal level & abilities. Wizard Spell Checklist ---------------------All Cantrips - now covered by the 1st level spell Cantrip Audible Glamer - now 1st level (was 2nd) Cacodemon - Gone; either keep original (from PHB), or replace with other 7th level spell Cloudburst - Gone; either keep original (from UA), or replace with other 3rd level spell Detect Illusion - Gone; either keep original (from PHB), or replace with other 3rd level spell Dispel Illusion - Gone; either keep original (from PHB), or replace with other 4th level spell Dolor - Gone; either keep original (from UA), or replace with other 5th level spell Firewater - Gone; either keep original (from UA), or replace with other 1st level spell Material - Gone; either keep original (from UA), or replace with other 3rd level spell Melt - Gone; either keep original (from UA), or replace with other 1st level spell Phantasmal Force - now 1st level (was 3rd) Precipitation - Gone; either keep original (from UA), or replace with other 1st level spell Preserve - Gone; either keep original (from UA), or replace with other 2nd level spell Push - Gone; either keep original (from PHB), or replace with other 1st level spell Run - Gone; either keep original (from UA), or replace with other 1st level spell Spiritwrack - Gone; either keep original (from PHB), or replace with other 6th level spell Torment - Gone; either keep original (from UA), or replace with other 7th level spell Truename - Gone; either keep original (from UA), or replace with other 7th level spell
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Ultravision - Gone; either keep original (from UA), or replace with other 4th level spell Vocalize - Gone; either keep original (from UA), or replace with other 2nd level spell Volley - Gone; either keep original (from UA), or replace with other 7th level spell Whip - Gone; either keep original (from UA), or replace with other 2nd level spell Write - Gone; either keep original (from PHB), or replace with other 1st level spell Zephyr - Gone; either keep original (from UA), or replace with other 2nd level spell [Note: If the module you are converting is S4: Lost Caverns of Tsojcanth, then some of the spells listed as "Gone" above are described in Booklet II] Illusionists: Consider as Specialist Wizards of the Illusion/Phantasm School. Since some spells available to Illusionists have altered in level, their spells need to be reviewed. In my experience, however, most of the once-Illusionist only spells have been altered in the Wizard Spell Lists to equal the level they were on the Illusionist spell lists in the PHB and the UA. Illusionists of 16th+ level now gain 8th and 9th level spells. Illusionist Spell Checklist --------------------------All Cantrips - now covered by the 1st level spell Cantrip Alter Reality - Gone; use original (from PHB) or replace with other 7th level spell (suggested: Limited Wish) Astral Spell - Now 9th level (was 7th) Chromatic Orb - Either use PHBR4 version, or replace with other 1st level spell Continual Darkness - Now 2nd Level (reverse of Continual Light; was 3rd) Continual Light - Now 2nd Level (was 3rd) Darkness - Gone, although a reversed form of Light can be used (albeit not official) Detect Illusion - Gone; replace (possibly) with Detect Magic Detect Invisibility - Now 2nd Level (was 1st) Detect Magic - Now 1st Level (was 2nd) Dispel Exhaustion - Gone; use original (from PHB), or replace with other 4th level spell Dispel Illusion - Replace with Dispel Magic (?) Dispel Magic - Now 3rd (was 4th) Fascinate - Gone; use original (from UA) or replace with other 2nd level spell Fear - Now 4th Level (was 3rd) First Level Magic-User Spells - See Wizard list above Hallucinatory Terrain - Now 4th Level (was 3rd) Magic Mirror - Now 4th (was 5th) Maze - Now 8th level (was 5th) Paralysation - Gone; replace with Hold Person (both were/are 3rd level) Phantasmagoria - Gone; use original (from UA), or replace with other 6th level spell Phantom Armour - Gone; replace with Armour Phantom Wind - Gone; use original (from UA), or replace with other 3rd Level spell Prismatic Wall - Now 8th level (was 7th) Projected Image - Now 6th level (was 5th) Read Illusionist Magic - Replace with Read Magic Rope Trick - Now 2nd (was 3rd) Tempus Fugit - Gone; use original (from UA), or replace with other 5th level spell True Sight - replace with True Seeing (name change) Ultravision - Gone; use original (from UA) or replace with other 2nd level spell Ventriloquism - Now 1st Level (was 2nd) Weird - Now 9th level (was 7th) Clerics: No change necessary, although my personal preference would be to change them to Speciality Priests of a relevant deity. Cleric Spell Checklist
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---------------------Animate Dead Monsters - Now a function of Animate Dead (3rd level; ADM was 5th) Ceremony - Gone (basic function of Class); replace with 1st level spell Cloak of Fear - replace with Cloak of Bravery (name/function change) Cloudburst - Gone; either use original (from UA), or replace with other 3rd level spell Cure Blindness - replace with Cure Blindness or Deafness (name/function change) Death's Door - Gone; either use original (from UA), or replace with other 3rd level spell Detect Life - Gone; either use original (from UA), or replace with other 2nd level spell Exorcise - Gone; either use original (from PHB), or replace with other 4th level spell Golem - Gone; use original (from UA), or replace with other 5th level spell Holy Symbol - Gone; either use original (from UA), or replace with other 2nd level spell Magic Stone - replace with Magical Stone (name change) Penetrate Disguise - Gone; either use original (from UA), or replace with other 1st level spell Portent - Gone; either use original (from UA), or replace with other 1st level spell Precipitation - Gone; either use original (from UA), or replace with other 1st level spell Resist Cold - Now 2nd level (was 1st) Spike Growth - Now 3rd level (was 5th) Spike Stones - Now 5th level (was 4th) Druids: No change to abilities. Druid Spell Checklist --------------------[forgive me for mistakes here, but there are *three* books (UA, 1989 PHB, and 1996 PHB) to consider here, and something may have slipped as I was trying to balance them all] Druids now have additional access to: Air Walk (5), Atonement (5), Augury (2), Bless (1), Combine (1), Detect Charm (2), Detect Evil (1), Dust Devil (2), Earthquake (7), Find Traps (2), Flame Walk (3), Giant Insect (4), Heal (6), Locate Object (3), Lower Water (4), Meld Into Stone (3), Messenger (2), Part Water (6), Purify Food & Drink (1), Rainbow (5), Speak with Dead (3), Snake Charm (2), Stone Tell (6), Water Walk (3), Wind Walk (7) Ceremony - Gone; now a Class function Cloudburst - Gone; use original (from UA) or replace with other 3rd level spell Commune with Nature - If using the 1989 PHB2, add this spell to the Elemental Sphere Create Water - Now 1st level (was 2nd) Cure Critical Wounds - Now 5th (was 6th) Cure Disease - Now unavailable to Druids (Necromantic Sphere); replace with other 3rd level spell Cure Light Wounds - Now 1st level (was 2nd) Detect Balance - Gone; use original (from UA) or replace with other 1st level spell (suggested: Detect Evil or Detect Good) Feeblemind - Gone (from the Priest spells); either use original (PHB), or replace with other 6th level spell Feign Death - Now unavailable to Druids (Necromantic Sphere); replace with other 2nd lvl spell Finger of Death - Gone (from Priest spells); either use original (PHB), or other 7th level spell Insect Plague - Now unavailable to Druids (Combat Sphere); however, I would advocate the addition of this spell to the Animal Sphere (5th lvl) Know Alignment - Now 2nd (was 3rd) Locate Animals - Replace with Locate Animals & Plants Locate Plants - Now 1st level (Locate Animals & Plants) Neutralise Poison - Now 4th (was 3rd) Precipitation - Gone; use original (from UA) or replace with other 1st level spell Predict Weather - Gone; use original (from PHB), or replace with other 1st level spell (suggestion: replace, since the function of this spell is partially reproduced in the Weather Sense NWP)
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Purify Water - replace with Purify Food & Drink Reflecting Pool - Gone; either use original (from UA) or replace with other 2nd level spell Reincarnate - No longer available to Druids (Necromantic Sphere). However, given the nature of the Reincarnation table (96PHBp298, 89PHBp235), I would advocate the addition of this spell to the Animal Sphere. Speak with Animals - Now 2nd (was 1st) Starshine - Now unavailable to Druids (Sun Sphere); re place with other 3rd level spell Sticks to Snakes - Now 4th (was 5th) Thieves: The only thing that needs to be done with Thieves is an update to their ability %s. The simple method is to use the Standard Thief Abilities table from the DMG2, applying Race and Dex bonuses. The longer (but ultimately more satisfying for major antagonists) method is to use the PHB2 rules & recreate the Thief in a relevant, customised role. Assassins: Numerous methods here, considering the demise of the Assassin Class from 1st to 2nd Ed. The obvious method is to make the NPC a Thief or Fighter, and apply the Assassin kit (from PHBR2 or Dragon magazine respectively). Personally, I prefer to ignore the Assassin kit, and make the NPC a dual-Classed Fighter/Thief, ca lculating level as: Fighter: Assassin-2, Thief: Assassin-1. Thus, a 7th level Assassin becomes a dual-Classed F5/T6. Of course, when dealing with multi-Classed PCs, just replace "dual" with "multi" in the above (which may get a little odd when considering Half-Orc Cleric/Assassins). Bards: Either keep the Bard "as is" (using the PHB appendix rules, or the reprinting of the Class in the appendices to PHBR7: Complete Bard's Handbook), or use the following conversion tables: Fighter Lvl ----------5 5 5 5 6 6 6 6 7 7 7 7 Bard Lvl -------1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
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Thief Lvl --------5 6 7 8 5 6 7 8 5 6 7 8
Net XP ----------41500 57750 82750 90000 67500 83750 108750 142500 112500 128750 153750 187500
Additional XP ------------+1000 +3000 +6000 +12000 +20500 +32500 +50000 +72500 +97500 +130000 +175000 +300000 +500000 +700000 +900000 +1100000 +1300000 +1500000 +1700000 +1900000 +2100000 +2300000 +2500000
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Compare the net result with the Rogue XP table in the PHB2 to determine the new level of the Bard in question (eg, a 6th level Fighter/7th level Thief/9th level Bard has a net XP of 226250, making him 11th level as a 2nd Ed. PHB Bard).
Monks: Another tricky one.
If you have a copy of either the PHB1 or the Oriental Adventures
book, I would suggest using those rules to cope with Monks.
Otherwise, there is always the
PHBR3 Monk Kit, or the F&A Monk Class (neither of which, IMO, do the Class justice).
Non-Weapon Proficiencies -----------------------You don't *need* to add these in at all (they're only optional in the PHB2).
Only if the NPC in
question warrents the addition of NWPs (and, of course, you use the NWP rules) does it really need considering.
I nearly always note some arbitrary NWP target for various craftsmen, etc., just to give a basis to work from.
My preference.
Psionics -------For creatures & NPCs with Psionics, you've got a task, since the 2nd Ed. Psionic rules are very different from the 1st Ed.
Better, IMO, whichever of the 2nd Ed. rules you use - either those
from PHBR5: Complete Psionics Handbook, or from PO: Skills & Powers (the latter is, IMO, preferable).
Magical Items ------------Yet another check list..... [Note: if you have slade's Enclyclopedia Magica, then you're laughing]
Potions & Oils -------------Elixir of Life - Gone Oil of Sharpness - Gone Philter of Beauty - Gone
Scrolls ------Protection from Demons - Gone Protection from Devils - Gone Protection from Breath Weapons (Non-Dragon) - Gone
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Protection from Illusions - Gone Protection from Paralysation - Gone Protection from Traps - Gone Protection from Weapons (Magical blunt) - Gone Protection from Weapons (Magical edged) - Gone Protection from Weapons (Magical missile) - Gone Protection from Weapons (Nonmagical blunt) - Gone Protection from Weapons (Nonmagical edged) - Gone Protection from Weapons (Nonmagical missile) - Gone
Rings ----Anything - Gone Boccob - Gone Faerie - Gone
Rods, Staves & Wands -------------------Staff-Mace - Gone Anything Wand - Gone Buckler Wand - Gone Wand of Defoliation - Gone Wand of Fireballs - Gone Wand of Force - Gone Wand of Ice Storms - Gone Wand of Lightning Bolts - Gone Wand of Metal Command - Gone Wand of Steam & Vapour - Gone
Miscellaneous Magic ------------------Bucknard's Everfull Purse - If you have the 1989 DMG, you're probably missing a table here (p163).
It goes:
Roll -----01-50 51-90 91-00
cp --26 26
sp --26 -
ep --26 26 26
gp --26 -
pp --26 -
gems* ----26
* Gems base 10gp each, possible value increase to maximum of 100gp
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Instruments of the Bards - Gone Anything Item - Gone Cyclocone - Gone Dart of the Hornet's Nest - Gone Dicerion of Light & Darkness - Gone Egg of Desire - Gone Egg of Reason - Gone Egg of Shattering - Gone Gloves of Thievery - Gone Hat of Difference - Gone Lens of Ultravision - Gone Mantle of Celestian - Gone Prison of Zagyg - Gone Shadow Lanthorn - Gone Shoes of Fharlanghn - Gone Slippers of Kicking - Gone Spoon of Stirring - Gone Ultimate Solution - renamed Ultimate Solvent Zagyg's Flowing Flagon - Gone Zagyg's Spell Component Case - Gone
Armour & Shields ---------------Straight "+'s" are irrelevant if they appear in the tables/rules of 1st Ed. or 2nd Ed., for obvious reasons. Anything Armour - Gone
Swords -----As above for straight "+'s". Sun Blade - Gone Anything Sword - Gone Broadsword, Final Word - Gone +6 Defender - Gone (but easy to figure...) +6 Holy Avenger - Gone (again, easy enough to figure...)
Miscellaneous Weapons ---------------------
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As per usual for straight "+'s"
Artifacts & Relics -----------------These are only in modules if they are the focus of such, and are thus generally described in said module.
Finally..... -----------From the above, it may appear like conversion between 1st and 2nd Ed. modules is a daunting task.
Not so!
so to speak.
If you know your game properly, you can do most of the conversions "on the fly",
The guidelines above are mostly taken up with the rarities that cause headaches
even when running an old module with the original books.
The list of "Gone" magical items & spells may also seem to indicate a major difference between 1st and 2nd Ed.
Again, not so!
Most of the missing subjects were introduced to AD&D through
the Unearthed Arcana and, although interesting and useful in their own right, are not particularly widespread in their use within modules.
Again, the same note applies as it did for
missing monsters, in that these spells and items were often introduced through modules - and if you're using a module that contains such an item, it's odds on that the item was first described within the very pages you are going through!
Of course, there are several spells and items (and monsters, for that matter) that exist in the 2nd Ed. books (even just considering the DMG & PHB) that don't appear in the 1st Ed. rules at all, so you've got plenty of stuff to draw on if you need to find replacements.
Have fun - there is a wealth of really good modules out there that were good first time around. Conversion into the detail the revised rules offer can make these excellent adventures even better!
-Ian R Malcomson
"When advancing, appear to be in retreat" - Sun Tzu, "The Art of War"
Subject: Re: Converting 1st Ed modules to 2nd Ed [long] From: [email protected] (Allister Huggins) Date: 6/16/98 1:04 PM Eastern Daylight Time
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Message-id:
On Tue, 16 Jun 1998, Ian R Malcomson wrote:
> A Beginners Guide to 1st-2nd Edition Conversion > ----------------------------------------------> This post is primarily for those that have concerns over using modules published for the > original version of AD&D with the revised 2nd Ed. of the game.
This includes old 1st Edition
> campaigners who are worried about the perceived time it would take to convert, and DMs who have > never seen a 1st Edition rulebook in their lives, but would like to run a game set around an ol > module. > > Hopefully, no-one will hate me too much for this. > Your work is greatly appreciated. A lot of people would like this. I know have saved this and will eventually put it on my website (whenever I get around to completing my website, sigh...)
Just a couple of comments here for those who might be interested to know whether or not, the spells have reappeared in 2nd Ed products..
> Wizard Spell Checklist > ---------------------> Cacodemon - Gone; either keep original (from PHB), or replace with other 7th level spell Replaced by CacoFiend - Now appears in the planescape product "The Planewalker's Handbook"
> Detect Illusion - Gone; either keep original (from PHB), or replace with other 3rd level spell I believe this now falls under the dominion of Detect Magic.
> Dispel Illusion - Gone; either keep original (from PHB), or replace with other 4th level spell Again, this aspect has been incoporated into Dispel Magic
> Spiritwrack - Gone; either keep original (from PHB), or replace with other 6th level spell Appears in "The Planewalker's Handbook"
> Truename - Gone; either keep original (from UA), or replace with other 7th level spell Again, in "The Planewalker's Handbook"
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> Ultravision - Gone; either keep original (from UA), or replace with other 4th level spell Appears in Spells and Magic.
> Vocalize - Gone; either keep original (from UA), or replace with other 2nd level spell In the Complete Wizard's Handbook
> Write - Gone; either keep original (from PHB), or replace with other 1st level spell Er..this one, i'm not sure..I think it is the same thing as COPY in the Complete Wizard's Handbook
> Illusionist Spell Checklist > --------------------------> Alter Reality - Gone; use original (from PHB) or replace with other 7th level spell (suggested: > Limited Wish) Appears under the Chronomancy supplemental
> Chromatic Orb - Either use PHBR4 version, or replace with other 1st level spell Appears in the Complete Wizard's Handbook
> Dispel Exhaustion - Gone; use original (from PHB), or replace with other 4th level spell Dispel Fatigue? - Could be used as a substitute, but appears as a priest spell (Lvl 1) in Spells and Magic.
> Cleric Spell Checklist > ----------------------
> Holy Symbol - Gone; either use original (from UA), or replace with other 2nd level spell Create Holy Symbol - 2nd level spell Tome of Magic (Creation sphere)
> Druid Spell Checklist > --------------------> [forgive me for mistakes here, but there are *three* books (UA, 1989 PHB, and 1996 PHB) to > consider here, and something may have slipped as I was trying to balance them all] You're forgiven...you deserve a break:) > > Commune with Nature - If using the 1989 PHB2, add this spell to the Elemental Sphere
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Correction: Spells and Magic, Listed as Lvl 5 Plant Sphere (Druids still get it..) > Cure Disease - Now unavailable to Druids (Necromantic Sphere); replace with other 3rd level > spell Correction: S&M, Listed as Lvl 3 Healing Sphere (Druids retain access)
> Detect Balance - Gone; use original (from UA) or replace with other 1st level spell (suggested: Analyze Balance - Tome of Magic (Lvl 1 , divination sphere..Druids do nNOT get access to this sphere..)
> Insect Plague - Now unavailable to Druids (Combat Sphere); however, I would advocate the > addition of this spell to the Animal Sphere (5th lvl) And TSR agrees with you Ian, has been added to the Sphere in S&M.
> Predict Weather - Gone; use original (from PHB), or replace with other 1st level spell > (suggestion: replace, since the function of this spell is partially reproduced in the Weather > Sense NWP) Interesting comment. The weather sense NWP doesn't do as much as the old spell..yet TSR in S&M has "Weather Prediction" (an improved version of the 1st level spell) as a 3rd level Weather Sphere spell.
> Reflecting Pool - Gone; either use original (from UA) or replace with other 2nd level spell Whoops..1st mistake:)..Reflecting Pool appears in PHB. Has been moved to the Elemental Water Sphere in S&M. It was in the Divination sphere which druids did not have access to.
> Reincarnate - No longer available to Druids (Necromantic Sphere).
However, given the nature of
> the Reincarnation table (96PHBp298, 89PHBp235), I would advocate the addition of this spell to > the Animal Sphere. And TSR agrees with you, once again. Has been moved to the Animal Sphere..same level.
> Starshine - Now unavailable to Druids (Sun Sphere); replace with other 3rd level spell Correction: S&M has given Druids major access to Sun. Thus, they get Starshine now.
> > Magical Items > ------------> Yet another check list.....
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> [Note: if you have slade's Enclyclopedia Magica, then you're laughing] Snicker..basically, if it appears in the Module, its in the EM. (Arguably TSR best non-setting product)
> Potions & Oils > -------------> Elixir of Life - Gone interestingly..this first appeared in the UA. Thus, an optional supplement was needed.
> Oil of Sharpness - Gone Again, appears in UA first.
> Philter of Beauty - Gone UA again. > > Scrolls > ------> Protection from Breath Weapons (Non-Dragon) - Gone note: i can't find this scroll in the EM. > > Miscellaneous Magic > -------------------
> Instruments of the Bards - Gone doesn't seem to appear in EM
> Shadow Lanthorn - Gone Doesn't appear in EM
> Ultimate Solution - renamed Ultimate Solvent Make that Universal Solvent..
> Zagyg's Spell Component Case - Gone Renamed Zagyg's Spell component pouch..
> > Of course, there are several spells and items (and monsters, for that matter) that exist in the > 2nd Ed. books (even just considering the DMG & PHB) that don't appear in the 1st Ed. rules at > all, so you've got plenty of stuff to draw on if you need to find replacements. >
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Converting 1st Edition Modules to 2nd Edition
http://members.tripod.com/Lord_Eadric/first2second.html
Well done Ian..on that note, if one has the EM and the wizard's spell compendium, then a lot of magic item hunting and spell lookup is rendered moot as I would say 98-99% of the spells and magic items from 1st Ed have been converted over , or appear as they were, in the respective tomes..
Allister H.
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