Player's Handbook


 * Glossary
 * Step-by-Step Player Character Generation

Ch 1: Player Character Ability Scores

 * Rolling Ability Scores
 * Strength · Dexterity · Constitution · Intelligence · Wisdom · Charisma
 * What the Numbers Mean

Ch 2: Player Character Races

 * Minimum and Maximum Ability Scores · Racial Ability Adjustments · Class Restrictions and Level Limits · Languages
 * Dwarves · Elves · Gnomes · Half-Elves · Halflings · Humans
 * Other Characteristics
 * Character Race Tables

Ch 3: Player Character Classes

 * Warrior: Fighter · Paladin · Ranger
 * Warrior Tables
 * Wizard: Mage · Illusionist · Specialist Wizards
 * The Schools of Magic · Wizard Tables


 * Priest: Cleric · Druid
 * Priests of Specific Mythoi · Priest Tables
 * Rogue: Thief · Bard
 * Skill Explanations · Rogue Tables
 * Multi-Class and Dual-Class Characters

Ch 4: Alignment

 * Law, Neutrality, and Chaos
 * Good, Neutrality, and Evil
 * Alignment Combinations


 * Non-Aligned Creatures
 * Playing the Character's Alignment
 * Changing Alignment

Ch 5: Proficiencies

 * Weapon Proficiencies
 * Effects of Weapon Proficiencies
 * Related Weapon Bonus
 * Weapon Specialization
 * Cost of Specialization
 * Effects of Specialization


 * Nonweapon Proficiencies
 * Using What You Know
 * Secondary Skills
 * Nonweapon Proficiencies
 * Using Nonweapon Proficiencies
 * Nonweapon Proficiency Descriptions
 * Proficiencies Tables

Ch 6: Money and Equipment

 * Starting Money
 * Equipment Lists
 * Clothing
 * Daily Food and Lodging
 * Household Provisioning
 * Transport
 * Animals
 * Services
 * Tack and Harness
 * Miscellaneous Equipment
 * Weapons


 * Armor
 * Armor Sizes
 * Getting Into and Out of Armor
 * Creatures with Natural Armor Class
 * Encumbrance (Optional Rule)
 * Basic Encumbrance (Tournament Rule)
 * Specific Encumbrance (Optional Rule)
 * Encumbrance and Mounts (Tournament Rule)
 * Magical Armor and Encumbrance
 * Effects of Encumbrance
 * Encumbrance Tables

Ch 7: Magic

 * Wizard Spells
 * Schools of Magic
 * Learning Spells
 * Illusions
 * Priest Spells


 * Casting Spells
 * Spell Components
 * Magical Research
 * Spell Descriptions

Ch 8: Experience

 * Group Experience Awards
 * Individual Experience Awards
 * Training Experience
 * Where's the Specific Info?

Ch 9: Combat

 * Definitions
 * The Attack Roll
 * Figuring the To-Hit Number · Modifiers to the Attack Roll · Impossible To Hit Numbers · Weapon Types vs. Armor Modifiers (Optional Rule)
 * Calculating THAC0
 * Combat and Encounters
 * The Combat Round
 * What You Can Do in One Round
 * The Combat Sequence
 * Initiative
 * Standard Initiative Procedure
 * Initiative Modifiers
 * Group Initiative (Optional Rule)
 * Individual Initiative (Optional Rule)
 * Multiple Attacks and Initiative
 * Spellcasting and Initiative
 * Weapon Speed and Initiative (Optional Rule)
 * Magical Weapon Speeds
 * Attacking with Two Weapons
 * Movement in Combat
 * Movement in Melee · Movement and Missile Combat · Charging an Opponent · Retreat
 * Attacking Without Killing
 * Punching and Wrestling
 * Overbearing
 * Weapons in Nonlethal Combat
 * Nonlethal Combat and Creatures
 * Touch Spells and Combat
 * Weapons in Combat
 * Range
 * Rate of Fire
 * Ability Modifiers in Missile Combat
 * Firing into a Melee
 * Taking Cover Against Missile Fire
 * Grenade-Like Missiles
 * Types of Grenade-Like Missiles
 * Special Defenses
 * Parrying (Optional Rule)
 * The Saving Throw
 * Rolling Saving Throws
 * Saving Throw Priority
 * Voluntarily Failing Saving Throws
 * Ability Checks as Saving Throws
 * Modifying Saving Throws
 * Magic Resistance
 * Effects of Magic Resistance
 * When Magic Resistance Applies
 * Successful Magic Resistance Rolls
 * Turning Undead
 * Evil Priests and Undead
 * Injury and Death
 * Wounds
 * Special Damage
 * Falling · Paralysis · Energy Drain · Poison · Treating Poison Victims
 * Healing
 * Natural Healing · Magical Healing · Herbalism & Healing Proficiencies
 * Character Death
 * Death From Poison · Death From Massive Damage · Inescapable Death · Raising the Dead

Ch 10: Treasure

 * Treasure Types
 * Magical Items
 * Dividing and Storing Treasure

Ch 11: Encounters

 * The Surprise Roll
 * Effects of Surprise
 * Encounter Distance
 * Encounter Options

Ch 12: NPCs

 * Hirelings
 * Followers


 * Henchmen
 * Player Character Obligations

Ch 13: Vision and Light

 * Limits of Vision
 * Light


 * Infravision
 * Using Mirrors

Ch 14: Time and Movement

 * Movement
 * Jogging and Running (Optional Rule)
 * Cross Country Movement
 * Swimming
 * Holding Your Breath


 * Climbing
 * Calculating Success
 * Climbing Rates
 * Types of Surfaces
 * Actions While Climbing
 * Climbing Tools
 * Getting Down

Appendix
Appendix 1: Spell Lists · Appendix 2: Notes on Spells · Appendix 3: Wizard Spells · Appendix 4: Priest Spells · Appendix 5: Wizard Spells by School · Appendix 6: Priest Spells by Sphere · Appendix 7: Spell Index

- OGL