D&D 1E Favorite Obscure Rules from TSR-era D&D

It's not the most intuitive choice, given their maximum Dexterity of 17, but Dwarves make for decent Thieves as a result. Infravision, detection of underground phenomena, +1 Con and of course the "shorty" bonus to saves vs. magic and poison.

Of course, Halflings can also have many of these things, depending on lineage, so if you don't need the +1 Con, they remain top tier.*

*Sure, maybe they can't backstab a someone if reaching a vital area is an issue, but with all it's caveats, I generally pretend I don't have the ability in the first place and just take my 2 shortbow shots a round.
 

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It's not the most intuitive choice, given their maximum Dexterity of 17, but Dwarves make for decent Thieves as a result. Infravision, detection of underground phenomena, +1 Con and of course the "shorty" bonus to saves vs. magic and poison.

Of course, Halflings can also have many of these things, depending on lineage, so if you don't need the +1 Con, they remain top tier.*

*Sure, maybe they can't backstab a someone if reaching a vital area is an issue, but with all it's caveats, I generally pretend I don't have the ability in the first place and just take my 2 shortbow shots a round.
Just stab upwards into the groin. Lots of vital areas in the region.
 



I am taking a break from my breakneck pace of posting law-like substance because I wanted to talk about my all-time favorite subject- obscure rules from ye old TSR-era D&D days.

This subject was recently resurfaced because of the Illusionist thread, and specifically because @James Gasik brought up one my all-time faves (which I will mention below). To start the thread, I will be bringing up some of my own personal favorites that came from the High Gygaxian verbiage of AD&D (1e), but feel free to bring up any TSR-era edition. And while these are often considered obscure, they are usually right there in the plain text of the rules. Go fig, right!

So, without further ado, weird and obscure rules from AD&D!

1. Assassins did not know about one of their primary high-level class abilities.
Assassins could use poison, but tucked in the DMG was a small section explaining that assassins, when they reach 9th level, could study how to make all sorts of different poisons with different effects! Except ... the DM was to never tell the player about this, or even suggest it is a possibility.

2. Elves could not be resurrected or raised.
Elves (and half-orcs) had spirits, not souls, and raise dead and resurrection does not work on them. Sorry! You had to use reincarnation. Except ... a rod of resurrection would work. Why? Why not!

3. Illusionists couldn't use a wand of magic missiles.
Illusionists had real restrictions on the rods, staffs, and wands. Which meant that, yes, even some of those wands that should have been used by any class (like a wand of magic missiles) couldn't be used by an illusionist. So a fighter could use it, but not an actual spellcaster.

4. Watch out for the horse.
If the character loses paladinhood for any reason, there will be an immutable enmity between character and mount{.}
No further comment.

5. Spell Aging!
Some people knew that casting a wish would age them (3 years). But did you know that casting resurrection aged you three years? Or receiving haste (1 year). Or ... GATE????? FIVE YEARS!!!!

ETA- here's an interesting rules question. If you cast wish to gate ... is it three years or five?


I am just tossing these out there, because there are so many, and I am sure that you have some favorites. Let's hear them.
Elves can be resurrected, but not raised from the dead. I don't think the PHB actually explained why, so your explanation is new to me. But, I know that they could be resurrected.
Magic users are so uber powerful in 2nd edition that in order to make it more balanced, they made spells, including powerful spells come with a high cost.

Also, a thing to add to the list is casting time and weapon speed. It adds to your iniative. The lower the iniative, the quicker you react in the round. So, a lot of powerful spells have high casting times, so if you rolled a 10, and you cast fireball. You start casting at 10, but it is released at 13. So, someone with a dagger could come and backstab you by rolling an 11, and a dagger's weapon speed is 1, so you can backstab the mage and ruin the mage's spell in the process.
 

Elves can be resurrected, but not raised from the dead. I don't think the PHB actually explained why, so your explanation is new to me. But, I know that they could be resurrected.
The 1e resurrection spell makes it clear that the same restrictions on affectable creatures from raise dead apply. So, no elves or half-orcs can be brought back by the resurrection spell.
It's only via the rod of resurrection that there's an exception - but at a higher cost.
 
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Elves can be resurrected, but not raised from the dead. I don't think the PHB actually explained why, so your explanation is new to me. But, I know that they could be resurrected.

One more time- no, they can't.

Elves cannot be resurrected because elves have spirits, not souls.*

Raise dead specifies that they cannot be raised. Resurrection states that the same limits on the types of beings that be resurrected from raise dead applied to resurrection.

Raise Dead:
When the cleric casts a raise dead spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, or human.

Resurrection:
See raise dead for limitations on what persons can be raised.


The reason that most people don't understand or misremember this rule are twofold:

1. The Rod of Resurrection, which, for some bizarre reason, allowed you to bring back half-orcs and elves if you used a bunch of charges. Because, reasons I guess?

2. Lobbying efforts of BigElf, which clouded the minds of people at the time with the 473 varieties of Elves, from Valley to Keebler, and people could not accept that their beloved character, Legolas IV, was really dead. Brad. Yeah, I still remember that. Now get yourself to a druid and let's have some fun with REINCARNATION! Woot.


*Left unexamined, are elves immune to Trap the Soul. Also, this applied to half-orcs, but no one cares about them.

See also Deities & Demigods p. 10-
AD&D assumes that the anima, that force which gives life and distinct existence to thinking beings, is one of two sorts: soul or spirit. Humans, dwarves, halflings, gnomes, and half-elves (those beings which can have a raise dead or resurrection spell cast upon them) all have souls; all other beings that worship deities have spirits. This latter group includes (but is not limited to) elves, orcs, half-orcs, and the other creatures specifically mentioned in the NONHUMANS' DEITIES section of this work.
 

Elves can be resurrected, but not raised from the dead. I don't think the PHB actually explained why, so your explanation is new to me. But, I know that they could be resurrected.
This actually is a bit of a change in 2e with elves explicitly being able to be resurrected by the spell.

Resurrection
(Necromancy)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 turn
Area of Effect: 1 creature Saving Throw: None
The priest is able to restore life and complete strength to any living creature, including elves, by bestowing the resurrection spell. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus, a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.
The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead.
The material components of the spell are the priest’s religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature’s remains are available.

In 1e the spell had the same limitations as raise dead.

Resurrection (Necromantic) Reversible
Level: 7 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: Person touched
Explanation/Description: The cleric employing this spell is able to restore life and complete strength to the person he/she bestows the resurrection upon. The person can have been dead up to 10 years cumulative per level of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones of a person dead up to 190 years. See raise dead for limitations on what persons can be raised. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. Destruction requires a touch, either in combat or otherwise. The material components of the spell are the cleric’s religious symbol and holy/unholy water. Employment of this spell makes it impossible for the cleric to cast further spells or engage in combat until he or she has had one day of bed rest for each level of experience of the person brought back to life or destroyed.

The 1e DMG rod of resurrection allowed resurrecting elves, but at a premium on charges.

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Strangely enough, halflings were the odd ones out in raising dead in OD&D.

Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, and dwarves only. For each level the Cleric has progressed beyond the 8th, the time limit for resurrection extends another four days. Thus, an 8th-level Cleric can raise a body dead up to four days, a 9th-level Cleric can raise a body dead up to eight days, and so on. Naturally, if the character’s Constitution was weak, the spell will not bring him back to life. In any event raised characters must spend two game weeks’ time recuperating from the ordeal.
 


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