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Converting 1st Ed modules to 2nd Ed

From: Ian R Malcomson <ian@assistap.demon.co.uk> Date: 6/16/98 7:11 AM Eastern Daylight Time Message-id: <rctuy7B0Llh1EwRB@assistap.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, no-one will hate me 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

-----------

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

Converting 1st Edition Modules to 2nd Edition

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

HD

THAC0

AC

HP*

Max Damage**

--

-----

--

--------

------------

----------------- Hatchling

9

7

0

9/41/72

53

Very Young

11

6

-1

11/50/88

56

Young

13

5

-2

13/59/104

59

Juvenile

15

4

-3

15/68/120

62

Young Adult

16

3

-4

16/72/128

65

Adult

17

2

-5

17/77/136

68

Mature Adult

18

1

-6

18/81/144

71

Old

19

0

-7

19/86/152

74

Very Old

20

-1

-8

20/90/160

77

Venerable

21

-2

-9

21/95/168

80

Wyrm

22

-3

-10

22/99/176

83

Great Wyrm

23

-4

-11

23/104/184 86

* Min/Avg/Max

** Frontal only, no breath

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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 in 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); replace 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, calculating 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

Thief Lvl

Net XP

-----------

---------

-----------

5

5

41500

5

6

57750

5

7

82750

5

8

90000

6

5

67500

6

6

83750

6

7

108750

6

8

142500

7

5

112500

7

6

128750

7

7

153750

7

8

187500

Bard Lvl

Additional XP

--------

-------------

1

+1000

2

+3000

3

+6000

4

+12000

5

+20500

6

+32500

7

+50000

8

+72500

9

+97500

10

+130000

11

+175000

12

+300000

13

+500000

14

+700000

15

+900000

16

+1100000

17

+1300000

18

+1500000

19

+1700000

20

+1900000

21

+2100000

22

+2300000

23

+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

Converting 1st Edition Modules to 2nd Edition

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

-------------------

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Bucknard's Everfull Purse - If you have the 1989 DMG, you're probably missing a table here

(p163). It goes:

Roll

cp

sp

ep

gp

pp

gems*

------

---

---

---

---

---

-----

01-50

-

26

26

26

-

-

51-90

26

-

26

-

26

-

91-00

26

-

26

-

-

26

* Gems base 10gp each, possible value increase to maximum of 100gp

Converting 1st Edition Modules to 2nd Edition

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

----------------

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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

---------------------

)

Converting 1st Edition Modules to 2nd Edition

As per usual for straight "+'s"

Artifacts & Relics

------------------

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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!

If you know your game properly, you can do most of the conversions "on the fly",

so to speak. 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: huggins@ugsparc0.eecg.toronto.edu (Allister Huggins)

Date: 6/16/98 1:04 PM Eastern Daylight Time

Converting 1st Edition Modules to 2nd Edition

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Message-id: <Pine.GSO.3.96.980616120324.4486E-100000@ugsparc10.eecg.toronto.edu>

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 old

>

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

)

<snip of Monster changes>

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

in the Complete Wizard's Handbook

<snip change to Illusionist class>

> Illusionist Spell Checklist

> ---------------------------

I

think it is the same thing as COPY

> 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.

<snip>

> 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)

<snip>

> 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

supplement was needed.

first appeared in the UA. Thus, an optional

>

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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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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