Even if you are not familiar with fantasy role playing games in general, and dungeons and dragons in particular, you will find this work (with its companion volumes, monster manual and dungeon masters guide) is a complete game system in itself. It will stand alone, and it has been written and edited in order to make the whole as easily understood as possible without taking anything away from its complexity and completeness. If, on the other hand, you are a veteran adventurer of many swords and sorcery campaign games, advanced dungeons and dragons will prove to be superior to any past offerings in the fantasy role playing game field. You will find it easy to integrate your existing character or characters into the new system, and at the same time the game will be both familiar and different. half-elves do not form a race unto themselves, but rather they can be found amongst both elvenkind and men. For details of the typical half-elf see advanced dungeons and dragons, monster manual under the heading elf. A character of half-elven race can play as a cleric (maximum of 5th level), druid, fighter (maximum of 8th level), ranger (maximum of 8th level), magic-user (maximum of 8th level), thief, or assassin (maximum of 11th level). A character of half-elven race can also opt to become a multi-classed individual, ie cleric/fighter, cleric/ranger, cleric/magic-user, fighter/magic-user, fighter/thief, magic-user/thief, cleric/fighter/magic-user, or a fighter/magic-user/thief. Half-elven characters who choose the cleric as one of their multi-classes aren't limited by that class' proscriptions upon weapons usable, but they are quite restricted in level. All thieves are neutral or evil, although they can be neutral good (rarely), and of lawful or chaotic nature. Most thieves tend towards evil. Thieves are principally meant to take by cunning and stealth. Thieves have six-sided hit dice. They are, however, able to wear light (leather) armor and use a fair number of weapons. Although they fight only slightly more effectively than do magic-users, they are able to use stealth in combat most effectively by back stabbing. This ability is explained hereafter. Initial number of weapons shows the number which the character may select to be proficient with, ie a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Non-proficiency penalty indicates the subtraction from the character's "to hit" dice which applies to attacks by the character using such a weapon in missile or melee combat (see combat). Added proficiency in weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc. Explanation / description : The cleric cures most diseases -- including those of a parasitic, bacterial or viral nature -- by placing his or her hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. The reverse of the cure disease spell is cause disease. To be effective, the cleric must touch the intended victim, and the victim must fail the saving throw. The disease caused will begin to affect the victim in 1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1 point of strength per hour, until the creature is at 10% of original hit points and strength, at which time the afflicted is weak and virtually helpless. Explanation / description : This spell causes a misty vapor to arise around the druid. It persists in this locale for 4 rounds per level of experience of the druid casting the spell, and it reduces visibility of any sort (including infravision) to 2' to 8' (2d4). The area of effect is a cubic progression based on the druid's level of experience, a 1" cube at 1st level, a 2" cube at 2nd level, a 3" cube at 3rd level, and so on. Underground, the height of the vapor is restricted to 1", although the length and breadth of the cloud is not so limited. A strong wind will cut the duration of an obscurement spell by 75%. When this spell is cast, the individual is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc -- about 2'/10' of distance travelled. The jump spell does not insure any safety in landing or grasping at the end of the leap. For every 3 additional levels of experience of the magic-user beyond the 1st, he or she is able to empower 1 additional leap, so a 4th level magic-user can cast a jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leaps must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off. The material component of this spell is a grasshopper's hind leg, one for each leap, to be broken when the leap is made. By casting this spell the magic-user appears to immolate himself or herself, but the flames are thin and wispy, shedding light equal only to half that or a normal torch (15" radius of dim light), and colored blue or green if variation A is cast, violet or blue if variation B is employed. Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted! The other spell powers depend on the variation of the spell used. The charm plants spell allows the spell caster to bring under command vegetable life forms, communicate with them, and these plants will obey instructions to the best of their ability. The spell will charm plants in a 3" x 1" area. While the spell does not endow the vegetation with new abilities, it does allow the magic-user to command the plants to use whatever they have in order to fulfill his or her instructions, and if the plants in the area of effect do have special or unusual abilities, these will be used as commanded by the magic-user. The saving throw applies only to intelligent plants, and it is made at -4 on the die roll. The material components of the spell are a pinch of humus, a drop of water and a twig or a leaf. The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice does not exceed twice the total level of of experience of the illusionist. If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the illusionist may dispel it at any time he or she desires. It is not generally possible to envenom a weapon. This is because the poison will not readily adhere to the blade or head of the weapon (and for purposes of the game, widespread use of poison is highly undesireable in any event). However, let us suppose that your dungeon master will allow poisons as follows. Poison potions discovered in an adventure can be used as missiles to be hurled into the maws of monsters or can be offered as "gift" potions to intelligent captors. Psionic creatures can operate together to increase the range of psionic disciplines where range is a factor and such increase is otherwise possible. Where applicable, the multiple individuals link their minds and this then adds a cumulative 50% to the range of the discipline, so that 2 individuals operating together have 200% of the range normally possible. However, range base is always that of the weakest individual in the group. It is possible for 2 or more creatures to operate to increase psionic combat powers.