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The

Lomplete
Wizard’s
Handbook

TSR, Inc. 1

I
No concept is more fundamental to We’ll ‘discuss ways to personalize help you make it as entertaining as it
the ADVANCED DUNGEONS & your wizard characters and describe en- can be.
DRAGONS 2nd Edition@ game than tire campaigns centered on wizardly
magic. And no character class better concerns. If you’ve been bemoaning the Throughout this book, we’ve used
personifies the art of magic than its pri- lack of spells for certain specialists, male pronouns as a matter of conven-
mary practitioner, the wizard. No class such as diviners and necromancers, ience. This is not intended to exclude
is more challenging, few are as elegant, worry no more-we‘ve added plenty of females-in all cases, read ”his“ as ”his
and in the hands of a creative player, new spells just for them. or her,” and ”he” as ”he or she.“
none is as fascinating. For those of you using The Complete
The A D & D 2nd Edition Player’s For the Dungeon Master, we‘ll offer Wizard in conjunction with the original
Handbook and Dungeon Master’s some tips to help fine-tune his skills as a AD&D game instead of the AD&D 2nd
Guide explained all of the basic infor- referee, covering such topics as the ad- Edition game, this supplement men-
mation necessary for playing wizard judication of illusions and how to es- tions many page numbers from the
characters. In this book, we’ll expand tablish guidelines for magical research. Player’s Handbook and the Dungeon
on that information, adding more de- We’ll explain how spells are cast under- Master’s Guide. The page numbers
tails and options and offering a few new water and in other planes of existence. cited refer to the AD&D 2nd Edition
variations. And for players and DMs alike, we’ll books. Those players using the old
For instance, we‘ll be taking a close take a close look at combat and how it books will have to ignore these page
look at all the schools of magic, exam- relates to wizards. references, but in most cases, you can
ining their advantages and disadvan- find the relevant material by consulting
tages, their requirements and benefits, Think of this book as a smorgasbord the indexes or contents pages of the
and the types d characters that are best of ideas. Everything here is optional. original books.
suited for particular specializations. Pick and choose whatever’s most ap-
Since the schools of magic aren’t limited pealing, make changes to suit your
to those presented in the Player’s Hand- campaign, and experiment with varia-
book, we’ll show you how to create tions of your own design. It’s your
your own schools from scratch. game and your world-we‘re here to
lntrc --Jction. .. .3 niiowea Kaces. ...... . .La leacner ..... . .bU
Ability Requirements . . . . . . . . ..28 Administratoi ......60
Chapter 1: Schc IS of k Fic .6 Clothing .................... .29 Advisor .... ......60
To Specialize or Not to Spyiauze?.. .6 Experience Levels and Trader. .. ..61
Ability Scores .................6 Progression .................. .29 Physician .................... .61
]
1st-Level Bonus Spell .. ........ .6 Hit Points. ..................... .29 Treasure Hunter .............. .61
Personality and Backgrowd of Languages ..................... .29 Entertainer ................... .61
the IT. .................. .6 Oppositional Schools . . . . . . . . . .30 Lecturer . . . . . . . . . . . . . . . . . . .61
Access to Mentors. .... ... .6 Ethos. ......................... .31 Author ...................... .61
Party Composition. ... ... .6 Fortune Teller. ................ .61
Player Preference ..... ....6 Chapter 3: Wizard Kits ..... .33 Alchemist .................... .61
Chance to Learn Spells. . . . . . . .7 Kits and Character Creation .......33
Wizard Adventures. ............. .62
Short Adventure vs. Lor$ Kits and Schools of Magic. ....... .33
The Novice Wizard. ........... .62
Campaign. . . . . . . . . . . . . . . . .7 DM Choices. ................... .33
The Outcast Wizard ........... .62
About the Schools . . . . . . . . . . . . .7 The Wizard Kits .................33
Magic's Good Name ........... .62
Abjurakion ........... ... .8 A Note About Reaction Assisting the Citizenry ......... .62
Alteration. . . . . . . . . . . . . . . . . . .9 Adjustments. ............... .34
The Scholarly Quest. .......... .64
Conjuration/Summonin$ ...... .11 The Kits ............ ..... .35 Out of Retirement. ............ .64
Enchantment/Charm .. ...... .12 Academician ...... ......35 Magic in the Campaign World .....
Greater Divination . . . . . . . . . .14 Amazon Sorceress. . . . . . . . . . .36
Worlds With Excessive Amounts
Illusion .............. .. .15 Anagakok ........ ......38 of Magic. ...................
Invocation/Evocation . .. .17 Militant Wizard.. .. ..... .39 Worlds With Typical Amounts
Necromancy ......... .. .18 Mystic. ........... ..... .40 of Magic. .................. .6a
Abandoning a School. ... .. .20 Patrician....... ..... .42 Worlds With Low Amounts
Mages ..................... 20 Peasant Wizard. ... ..... .43 of Magic. .................. .65
Specialists. ........... ...... .20
.I. Savage Wizard .... ......43 Worlds With No Magic ........ -65
A Word About Minor Schdols . . 20 Witch ............ ......45 Campaign Variations ............ .66
Lesser Divination ............ 10 Wu Jen ...................... .49 The All-Wizard Campaign ..... .66
New Minor Schools ... .I....... .21 Recording Kits on the Character The Single Wizard Kit Cap-tpaign.66
Sheet. ..................... 70 The Restricted School Campaign .66
Chapter 2: Crest11 W Modifying the Kits .... io
Schools. ............. .I....... 122 The Restricted Level Campaign . .66
Creating New Kits ...... io
The Basics of Creating Schqols ... .j22 Wizard Kit Creation Sheet. . . . . .51 Chapter 5: Con It and the
Type of Magic. ................. 22 Suggestions for New Kits. ........ .51 Wizard ..................... .68
Priests YS. Wizards ........... .I22 The Spell Arsena. . . . . . . . . . . . . .a
Categories of Effects.. ....... 12 Chapter 4: Role-Playing .... .52 The Wizards Advantage ..... .68
Definiqg the Effects of a Wizard Personalities............. .52 Spell Categories. . . . . . . . . . . . . . .
New School . . . . . . . . . . . . . .23 The Altruist.. .. ..... .52 Defensive Spells ...............
How It All Works . . . . . . . . . . .23 The Brooder. ... ..... .53 Offensive Spells. . . . . . . . . . . . .
Name of the School ... .. .23 The Commander. .. .. .53 Reconnaissance Spel .........
Name @f the Specialist . . . . . . .23 The Counselor. .... .. .54 Special Spells. . . . . . . . . . . . . . .
Spells ............... .... 24 The Intimidator. ... .. .54 A Mix of Spells . . . . . . . . . . . . .71
I
Basic Spells .................. 24 The Mercenary .... .. .55 Weapon Restric"-- ........ .71
Adaptix Existing Spells ...... .I24 The Mystery Man. . .. .55
Ideas for New Spells. ........ 24 The Neophyte ..... .. .56 Chapter 6: Cas1 5 spells in
Checking for Duplicatiod ...... .24 The Obsessive ................ .56 Unusual CondiC.,ds .........
The Showman .................57 Casting Spells Underwater. ....... .:
Checking for Play Balan e. ..... .24
Determining Effects and evels . . 26
Casting Times ................
Companents
i128
28
Changing Personality Types ...... .58
Ideas for New Personality Types .. .59
Character Background ............59
Spells That Are Ineffective
Underwater .................. .73
Spells That Are Modified When
. Cast I Indenwater ...............73
Casting Spells in Other Planes . . . . .75 Chapter 8: New Spells . . . . . . .95 Table 9: Selected Oriental Weapons for
The Ethereal Planes . . . . . . . . . . . .75 Spell Descriptions . . . . . . . . . . . . . . . .95 the Wu Jen . . . . . . . . . . . . . . . . . . . .48
The Inner Planes . . . . . . . . . . . . . . .75 Spell Components. . . . . . . . . . . . . . . .95 Table 10: Chance of Random Ef4ects of
The Astral Plane . . . . . . . , . . . . . . .76 Material Components. . . . . . . . . . .95 Alteration Spells in Outer
The Outer Planes . . . . . . . . . . . . . .78 Verbal and Somatic Components .95 Planes . . . . . . . . . . . . . . . . . . . . . . . .78
Casting Spells When the Caster is First-Level Spells . . . . . . . . . . . . . . . . .95 Table 11:Random Effects of Altered
Impaired. . . . . . . . . . . . . . . . . . . . . .79 Second-Level Spells . . . , . . . . . . . . . .97 Shapes in the Outer Planes . . . . . .78
Impaired Vision. . . . . . . . . . . . . . . .79 Third-Level Spells . . . . . . . . . . . . . . . .99 Table 12: Wizard Experience Levels
Impaired Hearing . . . . . . . . . . . . . .80 Fourth-Level Spells . . . . . . . . . . . . . . I O 1 Beyond 20th. . . . . . . . . . . . . . . . . . .82
Impaired Speech . . . . . . . . . . . . . . .81 Fifth-Level Spells. . . . . . . . . . . . . . . .lo2 Table 13: Wizard Spell Progression
Impaired Movement . . . . . . . . . . . .81 . .
Sixth-Level Spells . . . . . . . . . . . . .lo4 Beyond 20th Level . . . . . . . . . . . . .82
Impaired Concentration. . . . . . . . .81 Seventh-Level Spell. . . . . . . . . . . . . .lo6 Table 14: Summary of Possible Modi-
Eighth-Level Spells . . . . . . . . . . . . . .lo6 fiers for Saving Throws vs. Illusions90
Chapter 7: Advanced Table 15: Library Values Necessary for
Procedures . . . . . . . . .. . . . . . . . . .82 Chapter 9: Wizardly Lists.. .io8
Spell Research . . . . . . . . . . . . . . . . .91
Levels Above 20th . . . . . . . . . . . . . ..82 Twenty-five Helpful Familiars. . . . .lo8
Table 16: Chromatic Orb Effects . . .96
Spells Above 9th-Level. . . . . . . . . .82 Five Unusual Sources for Spells . . .lo8
Table 17: Summoned Familiars. . . .lo8
Nine Magical Items That Have Not Yet
Spell Commentary . . . . . . . . . . . . . ..82 Table 18: Conjuritis Results. . . . . . .110
1st Level . . . . . . . . . . . . . . . . . . . . . .83 Been Invented . . . . . . . . . . . . . . . .lo9 Table 19: Random Generation of
2nd Level . . . . . . . . . . . . . . . . . . . . .83 Five Debilitating Afflictions . . . . . .lo9 Fantastic Materials . . . . . . . . . . . .117
Nine Principles of Conduct for
3rd Level . . . . . . . . . . . . . . . . . . . ..84 Table 20: Results from the Garden of
4th Level. . . . . . . . . . . . . . . . . . . . ..84
Academy Graduates. . . . . . . . .112 .. .
Jertulth . . . . . . . . . . . . . . . . . . . . .122
Six Common Alchemical Processes 113
5th Level. . . . . . . . . . . . . . . . . . . . . .85 Maps and Play Aids
Eleven Useful Additions to a Wizards
7th Level. . . . . . . . . . . . . . . . . . . . . .85
.
8th Level. . . . . . . . . . . . . . . . . . . . .85
Laboratory. . . . . . . . . . . . . . . . . . .113 .
School Creation Sheet . . . . . . . . . .126
Four Prerequisites for Admission to an Wizard Kit Crleation Sheet. . . . . . . .127
9th Level. . . . . . . . . . . . . . . . . . . . . .85
Academy of Magic . . . . . . . . . . . .114 Figure 1:Oppositional Schools. . . . .30
More About Adjudicating Illusions .88
Nineteen Courses in a Typical Map 1: The Island of Ghothar . . . .121
Complexity-Non-Living Objects 88
Complexity-Living Objects. . . . .89
.
Academy Curriculum. . . . . . . . .114 Map 2: The Sphere of B'naa . . ...
.123
Nine Organizations for Wizards. . .116 Credits:
Magical Effects and Special
400 Fantastic Materials. . . . . . . . . . .118 Design: Rick Swan
Attacks. . . . . . . . . . . . . . . . . . . . .89 Editing: Anne %own
Five Incredible Locations . . . . . . . . .119
Flaws. ...
. . . . . .. . . . . . . . . .. . .. .89 Twelve New Magical Items . . . . . . .124 Black and White Art: Terry Dykstra, Valerie
Revealed Illusions . . . . . . . . . . . . . .90 Valusek
Intelligence. . . . . . . . . . . . . . . . . . . .90 Tables Color Art: Clyde Caldwell, David Dorman,
The Illusion-Casting Subject . . . . .90 Larry Elmore
Table 1:Minimum Spells for a New Typography: Gaye OKeefe
Summary of Modifiers. . . . . . . . .90 . School. . . . . . . . . . . . . . . . . . . . . . . .24 GraphicDesign: Paul Hanchette
Spell Research . . . . . . . . . . . . . . . . . . .90
Table 2: Suggested Maximum Damage
Defining A New Spell. . . . . . . . . . .90 ADVANCED DUNGEONS & DRAGONS,
Spell Components. . . . . . . . . . . . . .91
..
of Spells By Level . . . . . . . . . . .26 . AD&D, PRODUCTS OF YOUR
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Cost of Research . . . . . . . . . . . . . . .91
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Table 4: Magic Schools and Types of 01990 TSR, Inc. AI1 rights reserved.
Initial Preparation. . . . . . . . . . . . . .92
Research Time and Chance of
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Table 5: Ability Check Bonuses for n
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Success . . . . . . . . . . . . . . . . . . . . . .92
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Academicians . . . . . . . . . . . . . . .35
Example of Research. . . . . . . . . . . .93
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Researching Existing Spells . . . . . . .93 . Militant Wizards. . . .... ..
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I Chapter 1: Scho( .s of Magic L

In this chapter, we’ll t An Intelligence of 9 means that the


1 at the various schools o character will have a 50 percent chance
ing their strengths and to learn spells of his speciality based on
amining their spells, and s the normal 35 percent chance to learn a
specialists. We’ll also look at the new spell for an Intelligence of 9 (Table he life of a mage too
schools and explore th 4 on page 16 of the Player‘s Handbook) acter who comes from
abandoning a school. plus a 15percent bonus for being a spe-
The schools of magi cialist. An Intelligence of 17 means that
esting possibilities to the character will have a 90 percent
not every wizard is de chance to learn spells of his speciqlty
cialist, and not eve (the normal 75 percent chance for an In-
play a specialist character. qo let’s telligence of 17 plus a 15 percent bonus
with a basic question. 1 for being a specialist). Notice that the
15 percent bonus helps the character Access to Mentors
To Specialize or Not to ~
with the lower Intelligence more than it
Specialize? does the character with the higher Intel-
ligence; the bonus boosts the Intelli-
character have easy
of his preferred
gence 9 character’s chance from 35 to in ill health, is his
The most crucial
50, an increase of more than 40 percent, future otherwise
ning wizard must
while the Intelligence 17 character’s
specialize in a
chance is increased from 75 to 90,
which is a boost of only 20 percent.
Clearly, the lower the Intelligence of
a wizard, the more specialization helps
to increase his chance of learning spells.
This is somewhat offset by the special-
ist’s limitations to which spells he can
learn (he can‘t learn spells from opposi- Party Composition
tional schools), but over the course of a
campaign, a low Intelligence wizard party already in-
stands a good chance of learning more mages, the wizard
spells by specializing. ialization to give

1 st-level Bonus Spell

A 1st-level specialist begins with two


spells, but a 1st-level mage begins uiith
only one. This difference is inconse-
quential over the course of a long cqm-
Ability Scores paign, but it can be significant if
playing a short adventure with low-
A wizard must meet
level characters.
requirements to
Personality and Background
of the Player Character
Player Preference
Some aspect of the player character’s
personality might suggest whether he’s t want to run a wizard
best suited for the life of a ma e or that just because

t
P
he’s never tried it before, qnd that’s as about 12 of the 16 spells, while the illu- for a specialist pf this school.
good a reason as any to choose a s e- sionist will learn approximatelyeight of Allowed Rpces: Only humans,
cialist over a mage. them. gnomes, elves, and half-elves can be
Of course, the specialist receives a specialists, andl not all races are able to
Chance to Learn Spells

4
1
I
bonus spell when he advances a level, specialize in eyery school. This e
and the differences are less severe for indicates whic races are eligible to
Consider the opp certain specialties (diviners, for in- cialize in a p icular school.
mages and specialists h stance, are denied access to only one Ability Req irements: Though
spells, perhaps the mos school). But over the course of a typical schools require^ a minimum Intellige
f erence between them. campaign, a mage will likely learn far of 9, each has an additional minimum
compare a mage with more spells than a specialist.
9 and an illusionist with an
of 9. The mage has a Short Adventure vs. Long
Campaign

sionist has a 5 Since there is no meaningful difference


learning illusionist spells, a 20 between a mage and a specialist in their
chance of learning alteration, abiliges to cast the spells they know,
tion, enchantment/charm, wouldn’t the wise player always choose
conjuration/summoning spells to play a mage? Not necessarily. In the
percentage reflects the 15 percent long run, the specialist’s experience bo-
nus, saving throw bonuses, and acquired
powers (see the listings in the school de-
of learning spells from the sch scriptions below) make him a far more
formidable opponent than the mage. Ad-
necromancy, since these schools ditionally, the limits on the number of
opposition to the school of illusi spells a wizard can use and know mean
Assume that in a typical adven that the specialistwill eventually catch up
the mage and the illusionist each to the mage in these areas.
One guideline for deciding between a
mage and a specialist might be to con-
sider a mage if playing a short adven-
that of these 16 spells, two are ture. But for a lengthy campaign, a the effects
each of the eight schools. The m specialist is probably the best bet; not
a 35 percent chance of l e m i only will he prove to be a more effective school.
party member, but a character with do- Spell Analysf This section discusses
cused goals and aptitudes will be more the spells avai able to the school, in-
is denied the chance to learn interesting to play. cluding their 6eneral types and their
(from the oppositional scho overall usefulqess to the wizard. For
pells are divided into
About the Schools Low (lst3rd level),
Medium (4th-6/hlevel), and High (7th-
Following are details about special-
9th level). The most versatile and pow-
ists for each school of magic. Each in-
erful spells are designated as the ”Most
cludes the following information:
ple, the mage learns six spells, w Desirable” for each of these categories.
Description: This section explains the
Ethos: This section details the wiz-
general effects created by spells from
ards relationship to society, his goals
the school, along with how the magical
and values, his overall philosophy, how
energy is channelled.
he spends his time, and his likely role in
Speaalist Name: The common name
an adventurin
Schoolid of Magic I

types of people tend to vet$ toward the When an abjurer reaches 17th level,
same fields of study, some persondity he acquires immunity to all forms of
descriptipns common to qpecialists of hold spells and adds a +1bonus when
the schopl are also included. saving against poison, paralyzation,
Note that these are genertal guidelines and death magic.
only, anq any number of ekceptions~are When an abjurer reaches 20th level, ess the wizard an-
possible, but they can be b e d to delp his mastery of magical protective forces
the player shape his charadter’s persbn- has become so powerful that his Armor
ality or k l p him decide which sc Class is raised from 10 to 9. He is still
seems m p t appropriate for the forbidden to wear armor.
ter he hap in mind. Oppositional Schools: An abjurer se abjurations are the
I
cannot learn spells from the schools of dispel magic for in-
Abjuration alteration and illusion.
Spell Analysis: The abjurer has a lim-
ited number of spells from which to
choose, particularly in the lower levels.
This lack of options makes low-level There are very &ab-
abjurers among the weakest of bggin-
ning wizards. To compensate, he
should acquire a few low-level spells
from other available schools as early in
his career as possible. Offensive
spells-that is, spells that inflict
damage-from the school of alteration position to create
are especially good choices, such as
S p e c y t Name: Abjure)-. burning hands, shocking grasp, has a poor Armor
Allowed Races: Only hubans cad be strength, and Melf’s minute meteors. As m extremely d n e r a -
abjurers.i It‘s speculated thdt the nat he reaches higher levels of ability and is
magical resistance of elve?, half-el able to take advantage of the more AC should accom-
and gnohes prevents the& from as-
tering aQuration spells.
Ability Requirements: A b z a r d
m powerful abjuration spells available to
him, an abjurer should become less de-
pendent on spells from other schools.
ar the front of the

have strong intuition and1 There are three general types of abju- te well in con-
willpow+ to master ration spells: protective, dispelling, and
dismissal. Protective spells include
those that offer protection from crea-
tures (such as protection from evil),
those that protect against weapons
(such as protection from normal mis- all children and el-
siles), and those that protect against
certain types of magic (such as minor
globe of invulnerability). Dispelling
spells cause the elimination of specific
magical effects, such as dispel magic
and remove curse. Dismissal spells
cause the removal of certain creatures, el magic is not only
such as dismissal and banishment.
Since the most effective abjurations
abjurer can memorize two spells. are those offering the greatest protec-
tion, it seems that the dismissal spells
I

8
derly, gentle-natured, and soft-spoken, saving against alteration spells cast by
tive€y disarm many opponents going out of their way not to attract at- others.
can d s i ~
negate .harmful or pat tention. Bonus Spells and Acquired Powers:
Of all the wizards, abjurers seem to A transmuter can memorize an extra
have the strongest family ties. Abjurew spell at each spell level, providing that
take comfort in the security of marriage at least one of the memorized spells is
and often choose their mates at an early from the school of alteration.
spelk coasidering ho age; many abjurers have ten or more When a transmuter reaches 17th
offspring. Owing to their mastery of level, he receives one extra non-
protective forces, abjurers tend to live weapon wizard proficiency of his
to a ripe old age; it‘s not unusual to find choice; this is in addition to the number
abjurers well into their eighties in ad- of non-weapon proficiencies he is nor-
helpful &an protection from venturing parties. mally allowed. When-he reaches 20th
missiles, since he will probabl Abjurers make their homes any- level, he receives another extra non-
where, but prefer small villages to large weapon wizard proficiency. If the wiz-
cities. Because of their kind hearts and ard already has all of the non-weapon
from ~ O ~ W missiles
I Q ~ c generous spirits, abjurers are held in wizard profickncies available to him
high esteem by society in general. Ab- when he r e a c h level 17 (or level 20),
jurers commonly earn a living as he may take a general non-weapon pro-
guides, bodyguards, merchants, and ficiency insteiad.
swords and maces. teachers. Oppositioml Schools: A transmuter
can‘t learn spells from the schoolsof ab-
Alteration juration and necromancy.
Spell Analysis: No school has a wider
Description: Spells of this school en- variety of spells than the school of alter-
advarttqes of being reversibl able the caster to channel magical ener- ation, makinlg, the transmuter the most
manent. Anti-magic shell is gies to cause direct and specific change versatile of all the specialists. The avail-
preferable to globe of invul in an existing object, creature, or condi- able spells can be assigned to six general
not onlyldoes it last longer, it’s s tion. Alterations can affect a subject‘s groups:
form (polymorph other), weight 1.Defensive Spells. This group of pro-
(feather fan), abilities (strength), loca- tective spells offers defensive capabili-
tion (teleport without error), or even ties rivaling those of the. abjuration
his physical well-being (death fog). school. This gwup includes spells that
Specialist Name: Transmuter. limit an opponent’s ability to attack,
Allowed Races: Only a caster with such as fog cloud, solid fog, slow, and
human blood can channel the magical darkness, 19’ radius, and also spells
energies necessary for alteration spells. that pravide direct protection to the
Hence, only humans and half-elves can caster and his party, such as stoneskin
become transmuters. and Leomundk tiny hut.
Ability Requirements: Because alter- 2. Offensive Spells. This group in-
Ethosi Concerned with prot ation spells have somewhat more com- cludes spells such as strength and haste
plex somatic components than spells which increase the party‘s chance to in-
from other schools, a wizard needs a flict damage, and spells such as Melf’s
Dexterity score of at least 15 to become minute meteors and death fogwhich in-
a transmuter. tly.
Saving Throw Modifiers: All oppo- . This group includes
nents modify their saving throws by fly, blink, plasswall, and teleport and
- 1when attemptingto save against an other spells that improve the caster’s
wizard gf another school. alteration spell cast by a transmuter. A ability to m w e from place to place.
transmuter adds a +1 bonus when

9
i
4. Security Spells. This group enables offensive spells makes an especially im- damage at high r levels. Chromatic orb
the caster to protect objects and placles, pressive combatant (imagine a flying is a better choi e yet.
and includes spells such as wizard lock, transmuter soaring to the top of a tree, With its re ersible option, enlarge
guards and wards, and Leomund's se- then casting Melfs minute meteors at gives the tran muter a wealth of op-
cret chest. an unsuspecting enemy). With a supply tions and is pa ticularly useful in com-
5 . Talent Spells. This group gives the of defensive spells, a transmuter can as- bat since it af ects damage rolls. Fog
caster (or a person of the caster's choke) sume many of the functions of an ab- cloud and pyr technics both have two
a temporary talent, usually one that ulu- jurer. A transmuter with spider climb, different form , essentially giving the
plicates a special ability of another deeppockets, and knock is a good sub- transmuter tw spells for the price of
creature or race. Such spells incl de
infravision, water breathing, and
tongues.
1 stitution for a thief; add polymorph self
and passwall, and you'd be hard-
pressed to find a better spy.
one. Fly expan#s the transmuter's stra-
tegic options add is perhaps the best all-
around low-leviel alteration spell. Both
6 . Special Spells. This group encob- The transmuter always runs the risk slow and has e can influence melee
passes a wide range of spells that dcjn't of being overwhelmed by the sheer vol- combat dramat cally, since a number of

1
fit into into any of the previous cate o- ume of available spells and making subjects are aff cted at the same time.
ries, such as magic mouth, mendi g, haphazard or ill-informed decisions Medium-Lev 1: Polymorph self and
~

message, and fool's gold. about which spells he learns and memo- polymorph ot%r can disguise friendly
Because of the variety of ispells av il- rizes. Therefore, he must take care to characters, intibidate enemies, and in
able, a transmuter can assyme a nu - balance his spell choices with the needs the case of polyborph other, greatly en-
ber of different roles in an ldventuqng of his party. hance the partfls chance of combat suc-
party. For instance, a tran$muter * o Most Desirable Spells: cess, since the! subject's Armor Class
knows a number of offensive spells an
battle effectively alongsidk a part 's
warriors. A transmuter who know$ a
R
few mobility spells in addition to sohe
Low-Level: Of the 1st-level spells,
burning hands is a nice choice for an of-
fensive spell since it has a longer range
than shocking grasp and does more
and attack routines can be improved by
the spell. Death'fog and disintegrate are
6
powerful offen ive spells, and teleport
is a first-rate mbbility spell.

10
Of the medium-1 tionships. Married transmuters are fay. Saving Thmw Modifiers: All uppo-
Transmuters are most comfortable in nents modify their saving throws by
tion, assuming the t large cities where they have access to a -1 when attempting to save against a
dagger or staff at ha variety of supplies, consultants, and conjurationor summoning spell cast by
tage of his increased attack other resources for their studies. Most a conjurer. A conjurer adds a +1bonus
ness, and Mordenkninen’s Zuc societies welcome transmuters, gener- when saving against conjuration spells
ally considering them to be emotionally or attacks from creatures or forces cre-
distant but harrnless eccentrics. Trans- ated by summoning spells.
used in the previous 24 hours. muters commonly earn their livings as Bonus Spells and Acquired Powers:
High-Level: Incendiary doud is a ler- teachers, advisors, inventors, and man- A conjurer can memorize an extra spell
rific offensive spell, and shape cha+ge ufacturers of medicines, potions, and at each spell level, providing that at
and time stop are both helpful in a vdyri- other preparations. least one of the memorized spells is

i
ety of situations. The most useful hi h- from the school of conjuration/
level speN is probably polymorph ny ionjiurat iodSummoning summoning.
object, since it can duplicate the eff cts When a conjurer reaches 17th level,
of many other spells, including p Zy- Description: This school includes he no longer requires any material com-
morph other, transmute rock to m+d, two different types of magic, though ponents to cast conjuration and sum-
and stone to flesh. both involve bringing in matter from moning spells.
Ethos: Wizards drawn to the s e- another place. Conjuration spells pro- When a conjurer reaches 20th level,
cialty of alteration are typically Jri- duce various forms of non-living mat- he gains the ability to instant1
ous, sharp-minded, and deeply ter. Summoning spells entice or compel creaturesconjuredby an oppon
analytical. Fascinated by putting thi$gs creatures to come to the caster, as well has used a monster summoni
together and taking them apart agqin, as allowing the caster to channel forces its equivalent. The conjurer can dispel
they are natural tinkerers, more inqer- from other planes. Since the casting up to 10 Hit Dice worth of creatures
ested in objects than in p p l e . techniques and ability requirements are with this ability; only creatures with 5
Transmuters generally aren‘t prgne the same for both types of magic, con- HD or fewer are affect
to profound philosophic insights, as juration and summoning are considered conjurer could dispel
their minds are more attuned to how two parts of the same school. tures or ten 1HD crea
things work than how a society fupc- Specialist Name: Conjurer. A speci HD creature). The conjurer can use this
tions. To a transmuter, a person is les- ist who has learned only summo ability up to three times per day by
sentially a complicated, difficult4o- spells sometimes calls himself a sum- pointing at the creatures to be affected
understand machine. They are ob?es- moner, but this is merely a matter of se-
sive colletctors, excellent scholars, m d mantics and has no bearing on the 0016: A conjurer
clear thinkers. According to a trahs- specialist‘s abilities, restrictions, or ef-
muter, the only constant in the univ&se fectiveness. greater divination
is change; concepts of good and evil pre Allowed Races: A wizard must have evocation.
relative, dependent on existing condi- human blood to be a conjurer. There- SpellArtidpis:Although the conjurer
tions, and seldom permanent. Forces of fore, humans and half-elves can spe- doesn’t have an excessive number of
good and evil are constantlyat work1on cialize in this school, but elves cannnot. specialty s p b from which to choose,
neutrality, but since good causes jess Ability Requirements: A wizard must spells of the conjuration/summoning
disruptiom than evil, good is preferable. have exceptional stamina to spend a school are among the most
Consequently, m y transmutersare of lifetime casting conjuration and sum- all, comparable only to the
good alignments. moning spells, since he is at ti P- necromancy in sheer power.
Eager to explore the world m y n d ping into his own life force in to Though u d u l in a wi
them, t r m u t m are wiuing memkrs create conjured matter or lure sum- situations, conjuration
of advenituririg parties. They are lqyal moned creatures. Therefore, a wizard spells are particularly effec
followersbut reluctant leaders, since *ey must have a Constitution score of at bat, since the majority of them are ca-
have trouble making decisions based on least 15 to specialize in this school. pable of inflicting damage.
instinct &ne. Although loyal to tlheir Generally, conjuration spells such as
friends, they seldom establish close rela- Melf’s acid arrow inflict damage

11
I
rectly, Jhile summoning spells, such as tne tiae in just about any Dattle witn combat in order to demonstrate their
monster summoning, use an intermedi- low or medium level opponents. power.
iry force or monster to attack oppo- High-Level: This group includes Since conjurers have little interest in
ients. Direct attacks have the what most wizards consider to be the associating with common people, they
idvantage of immediacy; MelfS acid most prized spell of any school, wish. prefer to live in isolated areas of the
vlrrow, for instance, is sent directly at Limited wish is nearly as potent. countryside. Most consider children a
its target. Indirect attacks using an in- Because DMs vary widely in how nuisance, so even the few conjurers
termediary have the advantage of ver- they handle wishes, players with con- who marry typically remain childless
iatility; giant rats summoned by jurer characters might want to discuss by choice.
monster summoning I can be directed with their DM his parameters for adju- Aside from magical research, conjur-
to attack the stationary Opponent No. dicating these types of spells. (See the ers shun all attivities that would nor-
1,then can be ordered to run down the Spell Commentary section in Chapter 7 mally constitute a career or occupation.
leeing Opponent No. 2 . for more about wishes.) In addition When funds ate low, conjurers can al-
Many summoning attacks require the to wishes, high-level conjuration/ ways summon creatures to fetch trea-
:ontinual participation of the conjurer; summoning spells offer the conjurer ritrn Cnr thmm
le can't control his summoned crea- some extremely powerful offensive
ures if he can't communicate with spells. The all-around best in combat EnchantmentKharrn
hem. This is especially crucial with are power word, kill; prismatic sphere;
ipells such as conjure elemental, where and the monster summoning spells. Description2 Similar to the school of
he summoned creature will turn on the Ethos: Because of the great power conjuration/summoning, this school
:onjurer if the conjurer breaks his con- they wield, most conjurers are utterly encompasses two general types of
:entration. convinced that their specialty is supe- spells. Both types imbue their subjects
Conjurers who learn a large number rior to all others. Illusion and divina- with magical energy to create specific
>f spells to summon creatures are better tion are trivial, alteration and effects. Charm spells induce changes or
n large parties; the more companions invocation are inconsequential, abjura- influence the behavior of creatures,
i e has, the more protection he has tion and enchantment are too weak, usually altering their subject's mental or
available if a need arises for his com- and necromancy is too repulsive. emotional states. Enchantment spells
eades to run interference, helping to en- Though tending toward smugness and invest non-living objects with magical
jure that his concentration remains arrogance, conjurers are also confident, powers. Neither charm nor enchant-
inbroken. When traveling, such aon- courageous, and bright. ment spells have any effect on their sub-
urers should remain in the center of the Conjurers tend to rely on summoned ject's physical form.
?arty, traditionally the safest spot. As creatures to perform difficult tasks for Specialist Name: Enchanter.
nembers of smaller parties, conjurers them; hence, many conjurers grow Allowed Races: Humans, half-elves,
are more effective knowing a variety of flabby as the years pass. Many consider and elves can 811 become enchanters.
conjuration/summoning spells, partic- conjurers to be downright lazy. Ability Requirements: Since influenc-
ularly those that inflict damage di- Conjurers recognize the importance ing the will of others is in part a mani-
rectly; a conjurer with only one or two of keeping evil in check, and most are of festation of the caster's personal charm,
:ompanions may find it difficult-and good alignment. Evil conjurers flour- a wizard must have a Charisma of at
dangerous-to cast conjure elemental. ish, however, particularly those who least 16 to specialize as an enchanter.
Most Desirable Spells: ' maintain contact with evil entities sum- Saving Throw Modifiers: All o p p r
Low-Level: Melf's acid krrow, snm- moned from other planes of existence. nents modify their saving throws by
mon swarm, and flame arrow are excel- Conjurers speak their minds freely - 1 when attempting to save against an
lent offensive spells, but monster and have little patience for the opinions enchantment/charm spell cast by an
summoning I is the prize-a clever con- of those they consider to be inferior; it enchanter. An enchanter adds a + 1bo-
jurer should find numerous uses for, takes a leader of proven worth and un- nus when saving against enchantment/
say, eight giant rats. yielding strength to earn the respect of a charm spells.
Medium-Level: The monster snm- conjurer. In an adventuring party, con- Bonus Spellb and Acquired Powers:
moning spells are the best. Conjure ele- jurers tend to prefer action to discus- An enchanter can memorize an extra
mental, Mordenkainen's faithful sion, and attacking to negotiating. spell at each spell level, providing that
hound, and summon s h d o w can turn Conjurers relish every opportllnitv for

12
Schoioils 04 Magic

at least one of the memorized spell3 is a 30-foot cube. But note that even spell in the hands of a creative caster;
from the school of enchantme&/ though Tasha’slaughter inflicts a higher with a duration of 1 hour + 1 hour/
charm. damage penalty, it lasts only a single level, it’s also among the longest-lasting
When an enchanter reaches 19th round (although the effects essentially low-level spells.
level, he acquires immunity to all fo*s carry over into the next round). Ray of Medium-Level: Enchanted weapon is
of charm spells. enfeeblement lasts 1round/level; when one of the few offensive spells available
When an enchanter reaches 2qth cast at higher levels, this spell can be ex- in this school, a valuable addition to
level, he gains the ability to cast a spe- tremely debilitating. And though the any enchanter‘s repertoire. Charm
cial free action spell once per day. l h e 60-yard range of Tasha’s laughter monster and hold monster have the ad-
enchanter can cast this spell on himself makes the range of ray of enfeeblement vantage of being able to affect a variety
or any creature he touches. N o matefial look dismal by comparison (10 yards + of opponents. Magic mirror effectively
components are required for this spiel1 5 yards/level), note that at higher substitutes for a crystal ball and ather
and the casting time is I; the enchanter levels, the range of ray of enfeeblement scrying devices. Mass suggestion and
merely touches the subject to be af- increases dramatically, while the range eyebite have the most possibilitiesof all
fected and concentrates. When an- of Tasha’s laughter stays the same. the medium-level spells in the hands of
chanted with free action, the subjectl is The shortcoming of the enchant- a creative caster.
able to move and attack normally for ment/charm catalog is the lack of of- High-Level: Unfortunately, few high-
one hour, even under the influence of a fensive spells. Only a handful of them level enchantment/charm spells are
spell that impedes movement such as are capable of inflicting damage. This available to the enchanter. For their va-
web or slow. The spell negates the kf- usually defines the enchanter’s role in riety of uses, antipathy-sympathy,
fects of hold spells. Underwater, ehe an adventuring party as defensive. As binding, and mass charm are the best
subject mwes at normal surface speed with the abjurer, it should be noted that all-purpose spells. In lieu of a conjurer,
and inflicts full damage with weapons, with his low AC, the enchanter is ex- demand essentially €unctions as a con-
provided that the weapon is wielded tremely vulnerable to attacks. A body- juration spell.
and not hurled. guard with a high A C or a lot of hit Ethos: With their high Charisma, en-
Oppositional Schools: A n enchanter points is more of a necessity than a lux- chanters tend to be the most physically
cannot learn spells from the schools of ury for an enchanter. attractive and personable of all the spe-
invocation/evocationand necromancy. Unlike an abjurer, whose defensive cialists. They are sensitive, passionate,
Spell Analysis: The enchanter has a spells operate more or less automati- and caring. They believe in the sanctity
moderate number of spells from which cally, the enchanter’s defensive spells of life and share the druids love of na-
to choose, most of them emphasizing often require him to take an additional ture. Most enchanters see themselves as
defensive rather than offensive effects. action after they are successfully cast. protectors of the helpless and advocates
Not only can this school of spells be di- A hypnotized victim, for instance, of the weak, but there are some who see
vided into charms and enchantments, needs to be told what to do, as does a their mastery of enchantment magic as
the spells an also be divided into those subject affected by suggestion. evidence of their inevitable ascendance
that affeck only a single person or ob- Charmed creatures may simply stand in the world. Notably, ther
ject, and those capable of affecting a and stare unless directed otherwise by numbers of good and evil
group. the caster. Clearly, the most effective but few neutral ones.
Generally, the group-affecting spells enchanters are those who are creative, Enchanters are commonly the voice
are more useful to the enchanter, but he quick-thinking, and vigilant. of reason in adventuring parties. They
must consider their ranges and dura- Most Desirable Spells: are often able to devise options and so-
tions when deciding which spells to Low-Level: Nearly all of the low- lutions that have eluded their compan-
learn and memorize. For instance, both level enchantment/charm spells are de- ions. They are excellent team-players,
ray of enfeeblement and Tasha’s uncon- fensive. The best are those that allow superb negotiators, and shrewd bar-
trollable hideous laughter are 2nd-level the enchanter the most latitude in the gainers. They enjoy fine arts and good
enchantment/charm spells that inflict number of creatures he can affect, such conversation, and are fascinated by
penalties on the attack and damage as hypnotism, sleep, scare, and Tasha’s magic in all its forms. It is not unusual
rolls of opponents. Ray o f enfeeble- uncontrollable hideous laughter. for an enchanter to acquire dozens of
ment affects only one creature, while Though it affects only one creature, close friends. Though deeply romantic,
Tasha’s laDghter affects all those within suggestion can be an extremely useful enchanters often marry late in life, as

13
they are reluctant to settle down with Iment, as well as immunity against cific magic yielding false information is
just one person. magical items that duplicate these ef- at work.
Fond of the simple life, enchanters fects. An opponent using ESP on a 17th Oppositional Schools: The diviner is
usually live in modest homes in small level diviner has no more success than if denied access to the school of
villages. They spend much of their time he were attempting to read the mind of conjuration/ summoning.
tinkering with magical potions and de- a stone. An opponent using clairaudi- Spell Analysis: The variety of spells
vices, commonly earning money as ence on an unseen 17th level diviner available to the diviner is more re-
counselors, teachers, and farmers. neither receives information nor be- stricted than any other school or spe-
comes aware of the diviner's presence. cialist. Offensive spells-that is, those
Greater D nation When a diviner reaches 19thlevel, he that inflict damage on opponents either
receives the ability to cast a special find directly or indirectly-are nonexistent
Description: This school includes a traps spell three times per day. The spell for this school. Defensive spells that ei-
variety of spells that reveal information has an area of effect equal to a 10-foot- ther inhibit an enemy's attack ability or
that would otherwise remain hidden or path up to a range of 30 yards. To cast provide direct protection for the di-
secret. Greater divination spells reveal the spell, the diviner must merely point viner and his companions are likewise
the existence of specific items, crea- in the desired direction and concen- unavailable. This doesn't mean that the
tures, or conditions, as well as informa- trate; no verbal or material compo- diviner is useless on the battlefield; it
tion about the past, present, and future. nents are required. Similar to the means that his strength lies elsewhere.
This school also includes spells that 2nd-level priest spell, find traps reveals As a gatherer of information, the di-
contact creatures from other planes of the existence of all normally concealed viner is without peer. A diviner can an-
existence, but do not induce direct magical and mechanical traps, includ- ticipate unexpected dangers, can
action from those creatures. ing alarms, glyphs, and similar spells separate the truth from lies, and is ex-
Specialist Name: Diviner. and devices. The diviner learns the gen- ceptionally effective as a spy. He can
Allowed Races: Elves, half-elves, and eral nature of the trap (magical or me- bolster his party's defenses by alerting
umans are all eligible to specialize as chanical) but not its exact effect or how them to the presence of normally unde-
iviners. (Note that Table 22 on pagk 31 to disarm it. tectable opponents. Although the rep-
f the PluyerS Handbook is incorrekf- When a diviner reaches 20th level, he ertoire of divination spells is relatively
n o m e cannot be diviners.) receivesthe ability to cast a special divi- small, the diviner has access to more
nation spell once per day. To cast the schools than any other specialist.
spell, the diviner must concentrate for There are two general groups of
one full turn; no verbal or material greater divination spells. One group in-
a high Wisdom score. $pe- components are required. Similar to the cludes spells that reveal information
001 must have a qini- 4th-level priest spell, divination reveals about a specific object or creature, such
a useful piece of advice concerning a as ESP and locate object. A second
Modifiers: All urpyu- specific goal, event, or activity that will group reveals information about any
occur within the next seven days. The type of object or creature within the
revelation may take the form of an range of the spell; this group includes
omen, a short phrase, or a cryptic detect invisibility and clairvoyance.
verse, but it always reveals specific ad- Most Desirable Spells:
against divination spells oi any magical vice. In all cases, the DM controls the Low-Level: All 1st-level through 4th-
type of information revealed and level divination spells are part of the
whether additional divinations will lesser divination school, and are availa-
additional information. The ble to all schools. These are discussed in
nce for a correct divination is more detail in the Lesser Divination sec-
80 percent, adjusted by the DM for un- tion below. However, a well-rounded
from the school of usual circumstances or extreme re- diviner will have detect magic, read
quests (such as a diviner tryin magic, and ESP included in his reper-
the exact location of a pow toire; know alignment and clairvoy-
fact). If the dice roll fails, t ance are also important basic
knows that the spell failed, unless spe- divination spells.
j
lack any significant ability to defend add a + 1 bmus wnen rorinng savmg
themselves. throws against any type of illu
Diviners are loners at heart and do ponents suffm a - 1penalty
not make close friends easily. They ing saving throws against
rarely raise large families. Diviners of illusion/phantasm spells cast by an illu-
good alignment generally harbor no ill sionist. These modifiers are only used
feelings against other people, and will against illusions where saving throws
usually assist them when asked. Still, are applicable.
they prefer to live alone in remote areas Bonus Spells and Acquired Powers:
where they can conduct their research An illusionist can memorize an extra
and investigation undisturbed. Stone spell at each spell level, providing that
towers on cliff sides or atop high hills at least one of the memorized spells is
are ideal residences for diviners. from the school of illusion.
Though they show little interest in ma- When an illusionist reaches 18th
terial possessions, diviners earn money level, he adds a + 1bonus when saving
by charging for their services as seers, against illusions cast by non-
fortune-tellers, and finders of lost ob- illusionists. (Since this is in addition to
jects and persons. his natural + 1 modifier, his saving
throw bonus against these attack 60-
Illusion effectively beaomes +2.)
When an illusionist reaches 20th
Description: Spells from the school level, he acquires the abili
of illusion bend reality to create appar- special dispel illusion spell
ent changes in the environment, in the per day. The spell has a r
caster, or in other persons or creatures. g time of 1. To cast
These spells do not cause real changes
as alteration spells do, but instead alter
the way that creatures and persons per- matic or material components are re-
ceive reality. This school includes both quired. This spell enables the illusionist
illusion and phantasm spells (the differ- to dispel any type of phantasmal
ences are discussed in the Spell Analysis including th@e augmented by a
section below). glamer; however, dispel illusion
Specialist Name: Illusionist.
Allowed Races: Humans and gnomes
are eligible to become illusionists. It’s Dispel illusion has a base chance of
not clear why elves and half-elves are success of 50 percent. For 6ach 1
unable to speciaIize in this experience that the illusionist
though some speculate that the the caster of the phantasmal force, the
born magical resistance that helps make chance of sumess is increased by
them immune to charm spells also lim- cent. For each level the caster
its their ability to focus the magical en- the illusionist,,the chance is reduced by
5 percent. (For instance, if a 20th-level
illusionist attempts to dispel a phantas-
mal farce created by a 15th-level m
the illusionist’s chance of success i

there is no effect, but the attempt


counts against the illusionist’s daily
limit of dispel illusion spells.

15
Because of their forceful personalities when saving against invocation/ ing specific types of monsters. For
and sharp minds, illusionists make evocation spells. instance, if fire lizards roam the land, it's
good leaders of an adventuring party, Bonus Spells and Acquired Powers: prudent to memorize fire shield.
but they also make equally good lieu- An invoker can memorize an extra spell A wise invoker realizes that the
tenants and strategists. Because low- at each spell level, providing that at strongest spells are not necessarily the
level and medium-level illusionists least one of the memorized spells is best ones. For instance, assume that a
usually lack defensive spells, a party from the school of invocation/ 10th-level invoker and his party are
must provide bodyguards or other pro- evocation. about to venture into an unknown area
tection to keep them healthy; such illu- When an invoker reaches 17th level, where large numbers of hostile crea-
sionists are best kept in the center of the he gains an additional + 1bonus when tures are rumored to live. Though the
party when traveling. saving against invocation/evocation creatures are numerous, they're also ru-
Illusionists enjoy the hustle and bus- spells or against magical devices dupli- mored to be low-level, perhaps no more
tle of urban life, and usually maintain cating the effects of these spells. With than 3 HD each. The invoker has both
well-furnished homes in the heart of a his natural saving throw modifier, this lightning bolt and Melf's minute mete-
city. They usually have a host of friends effectively raises his bonus to +2. ors in his spell book-which of the two
and acquaintances, and are loyal and When an invoker reaches 20th level, will be the most helpful? The damage
loving spouses. Illusionists earn a living he gains another + 1bonus when saving caused by a single lightning bolt ex-
as entertainers, artists, mercenaries, against invocation/evocationspells, ef- ceeds that of minute meteors, but the
teachers, and shopkeepers. fectively raising his bonus to + 3 . lightning bolt can be used only once,
Oppositional Schools: The invoker is while' minute meteors enables the in-
Invocation/Evocation denied access to spells from the schools voker to make up to ten attacks. A typi-
of enchantment/charm and cal 3 HD monster has about 12 hit
Description: This school includes conjuration/ summoning. points. Undoubtedly, the lightning bolt
two types of spells, both of which use Spell Analysis: This school offers the will wipe out a 3 HD monster, but much
magical energy to create specific effects specialist a range of spells of staggering of the lightning bolt's power is likely to
by bringing forth special forces that the power. In fact, no school has a wider wasted. With luck, the minute meteors
caster shapes into constructs of energy variety of offensive spells available at will disable numerous 3 HD monsters.
or constructs of matter. Evocation all levels. It is wise to memorize powerful
spells use the natural magical forces of The high-level offensive evocation single-shot offensive spells (such as
the planes. Invocation spells call on the spells are nothing short of devastating; lightning bolt and fireball) when the
intervention of powerful extradimen- a single meteor swarm for instance, can party expects to encounter high-level
sional beings. inflict up to 160 hit points of damage. monsters, and to memorize multiple-
Specialist' Name: Invoker. Accordingly, an invoker can be thought shot spells (such as chain lightning and
Allowed Races: Only humans are of as the wizardly equivalent of the Melf's minute meteors) capable of dis-
able to incorporate the complimentary mightiest fighter; when armed with a abling a number of opponents when
energies necessary to master the spells repertoire of invocation/evocation low-level monsters are expected.
of this school. Therefore, only humans spells, the invoker is easily among the Though the invoker wields great
are eligible to become invokers. game's most powerful characters. power, it's important to remember that
Ability Requirements: Because of the The invoker also has access to a num- his Armor Class is no better than that of
powerful energies involved, a lifetime ber of potent defensive spells. Some of any other specialist. An invoker armed
of casting invocation/evocation spells these provide protection against specific with lightning bolt, fireball, and a range
is extremely stressful to a wizards types of attacks, such as shield and fire of other fcmnjdableoffensivespells is still
health. A minimum Constitution of 16 shield, while others offer protection by vulnerable to attacks. A party who re-
hindering the actions of all enemies peatedly sends their invoker on danger-
is necessary to specialize as an invoker.
within the range of the spell, such as wall ous assignmentsalone or an invoker who
Saving Throw Modifiers: All oppo-
nents modify their saving throws by of fog and shout. Generally, the spells consistently volunteers for such assign-
hindering enemy actions will prove to be ments is tempting fate; a single trap or
-1 when attempting to save against an
more useful than spells protecting against ~ ~ ~ ~ e s s acecuted
f u u y ambush can easily
invocation/evocation spell cast by an
a specific type of attack, unless the in- mean the end d his life.
invoker. An invoker adds a +Ibonus
voker suspects that he will be encounter- Most Desirable Spells:

17
F ' I

1 I I I
Low-Level: Magic missile is the most Invokers are natural leaders: fearless,
potent 1st-leveloffensive spell. Fireball, inspiring, and authoritative. Their
lightning bolt, and Melf's minute mete- courage on the battlefield is without

t
ors are killers, perhaps the best low- peer, and they perform as aggressors spells, or
level offensive spells of any school. alongside the most able fighters. Since
Wall of fog and web are the best low- they are introspective, soft-spoken, and creatures.
level offensive spells. emotionally distant, invokers seldom Bonus Spe s and Acquired Powers:
Medium-Level: There are three establish strong personal relationships. A necromanc r can memorize an extra
medium-level spells whose multiple Invokers will live anywhere they can spell at each 11 level, providing that
forms make them particularly attrac- maintain their privacy. Common peo- at least one o the memorized spells is
tive; interestingly, they all are all cold- ple willingly leave them alone, fearing from the schopl of necromancy.
based spells. These include ice storms their power and even regarding them as
(two forms), wall of ice (three forms), dangerous, and invokers do little to dis-
and Otiluke's freezing sphere (three pel this reputation. They shun material
forms). Dream is a similarly attractive possessions, needing only enough funds made by undead
spell, since the invoker also gains access to finance their research. They primar-
to its reverse, nightmare. Shout, wall of ily earn money as teachers, though they
iron, and Tenser's transformation are will occasionallysign on as members of bonus to +2.
all effective as both offensive and de- adventuring parties in order to find When a n omancer reaches 20th

I.,
fensive spells. Cloudkill and chain treasure. level, he gains he ability to cast a special
lightning are excellent additions to any form of speak ith dead once per day. To
invoker's arsenal. Necromancy cast the spell the necromancer must
High-Level: Limited wish is limited merely point the subject and concen-
only by the imagination of the caster Description: This powerful school in- trate for one r und; no verbal or material
and the parameters set by the DM (see volves spells dealing with death and the components e necessary. The spell en-
the discussion of wish spells in Chapter dead. These spells drain vitality from ables the necro cer to ask questionsof
7 for more information). Binding, with living creatures and restore life func- a single dead creature and receive an-
its six different forms, is a terrific defen- tions to unliving creatures. Bones,
sive spell. All but the mightiest of oppo- blood, spirits, and apparitions are all
nents will yield to an invoker armed associated with the magical energies
with one or more of the following: shaped and controlled by the specialists
BigbyS clenched fist, incendiary cloud, of this school.
BigbyS crushing hand, energy drain, Specialist Name: Necromancer. necromance
and meteor swarm. Allowed Races: As in the school of turn and can ask up
Ethos: The school of evocation/ invocation/evocation, only the spirits
invocation attracts the most serious- of humans incorporatethe energies nec-
minded, intense, and determined essary to master the spells of necro-
wizards. Most are single-rnindedly de- mancy. Therefore, only humans are
voted to the mastery of their craft. In- eligible to become necromancers.
vokers of good alignment devote Ability Requirements: Since only the
themselves to using their skills to pro- most enlightened, strong-willed, and answers.
mote goodness and eliminate evil, will- intuitive wizards can become specialists
ing to sacrifice their lives if necessary. of this school, necromancers must have
For evil-aligned invokers, the magic of a minimum Wisdom of 16. convey information
invocation is the key to their ascend- Saving Throw Modifiers: AI1 oppo- ave happened to it af-
ancy; to them, good is weakness and nents modify their saving throws by
evil is strength. Because specialists of - 1when attempting to save against a
this school are men and women of ex- necromancy spell cast by a necroman-
treme philosophies, invokers of neutral cer, or against an attack from an un-
alignment are rare. I
Spell Analysis Though the do01 of acquire a numDer or spells from each or clone should carefully consider the time
necromancyhas a relatively small num- these groups over the course of his ca- it takes to use; though the casting time
ber of spells, they are among the most reer. Though all of the necromancy is only a single turn, it can take up to
potent available to any of the special- spells are extremely powerful, in most eight months for the clone to grow.
ists. In terms of sheer power, the necro- cases, the offensive spells are his best Ethos: The necromancer exhibits a
mantic spells compare to those from the choices, since their power has no paral- fascination with life and death that bor-
school of invocation/evocation. lel in spells from other schools (for in- ders on the obsessive. He is typically
Necromanticspells can be sorted into stance, it would probably take a brooding, humorless, and withdrawn.
three gleneral groups. One group in- 9th-level wish to duplicate the effects of Casual acquaintances consider him to
cludes spells that imbue the caster or a a 6th-level death spell). be cold and hostile, but those who be-
person of the caster’s choice with spe- The necromancer doesn‘t exhibit friend the necromancer may come to
cial abilities similar to the effects of cer- much magical strength until he reaches know him as a caring, complex individ-
tain enchantment and alteration spells. the higher levels. A low-level necro- ual whose emotions run deep. The nec-
Chill touch, enervation, death spell, mancer of 6th level or lower might con- romancer can be a valued and
and finger of death are examples of this tribute little to a party‘s defensive or trustworthy companion, but he is also
type of spell. The majority of this group offensive capabilities. A low-level nec- prone to bouts of depression so extreme
are extremely powerful offensive spells; romancer requires extra protection that it becomes difficult for him to in-
death spell and finger of death in partic- from his companions; he must also teract with others to any meaningful
ular are effective against a wide range adopt a realistic attitude about his ef- degree.
of opponents. A necromancer armed fectiveness in combat and avoid taking Continual exposure to forces associ-
with a repertoire of these spells bolsters unnecessary risks. However, once the ated with undead creatures can have a
his party‘s offensive capabilitiesconsid- necromancer gains access to the corrupting effect on wizards with even
erably. Reincarnation can be consid- middle-level and higher-level spells (at the slightest inclinations toward evil.
ered part of this group, since it imbues 6th-level and above), his capabilities in- Consequently, the number of evil-
the subject with a special ability; crease at a rapid rate. He needs only to aligned necromancers is rumored to far
namely, a second chance at life. live long enough to get there. outweigh the number of those of good
A second group of necromancyspells Most Desirable Spells: alignment. Neutral necromancers are
includes those that create creatures or Low-Level: The low-level spells are virtually non-existent; in general, a
physical forces to fight on the caster’s somewhat weak, although chill touch, necromancer either has a will strong
behalf. Spectral hand and animate dead spectral hand, and vampiric touch are enough to resist the lure of darkness, or
are examples. Summon shadow is also all good offensive spells. Hold undead he submits to the corruption and de-
included in this group, although in this and detect undead will be invaluable if votes himself to a life of evil.
case, an actual creature is summoned the wizard or his party will be ventur- Befriending a necromancer will try
rather than created. Since these spells ing into catacombs, burial grounds, or the patience of even the most under-
enhance the caster’s ability to inflict other places where such creatures are standing character. Since necromancers
damage on opponents, they can be con- likely to be encountered. prefer solitude to companionship, and
sidered offensive spells. Medium-Level: All of the spells in silence to conversation, it is little won-
A third group of necromancy spells this group are exceptionally strong. der that few of them have spouses; the
enables the caster to affect the actions Magic jar and reincarnation are unique best mate for a necromancer is another
of other creatures, usually undead. in their utilities, their powers compara- necromancer.
Hold unclead, contagion, and control ble only to that of a wish. Death spell, In spite of their reticence, most good-
undead are examples. Since these spells enervation, summon shadow, animate aligned necromancers are unshakable
inhibit the attack capabilities of the af- dead, and contagion all have a variety in their determination to confront and
fected creatures, they can be considered of uses on the battlefield. extinguish evil and will join like-
defensive spells, although in the case of High-Level: There are only a few minded individuals to undertake these
control undead, the affected creatures high-level necromancy spells, but all of types of missions. Understandably, nec-
can also be used to attack enemies. them are extremely potent. Control un- romancers make poor leaders, but they
The majority of the necromancer’s dead, finger of death, and energy drain are valuable additions to adventuring
spells probably won’t come from just can make the mightiest opponents parties. Not only do necromancers
one of these groups. More likely, he will tremble. Wizards planning to employ wield unmatched power, their familiar-

19
Frhnnlc nf Mauir

ity with the worlds dark forces makes after he abandons his school to become
them virtually fearless. On the other
A Word About Minor
a mage. He loses all saving throw bo-
hand, much to a leader's chagrin, a nec- nuses at the time of his conversion (for Schools
romancer does not always follow or- instance, he no longer receives a + 1bo-
ders automatically; a necromancer who nus when making saving throws lesser Divination
disagrees with his party's strategy may against spells of his former specialty
simply strike out on his own. that are cast by other wizards). ells of 4th-level and
Necromancers live as far from civi- Once he abandons his school, a ely known as the
lized regions as they can, establishing former specialist's chances of learning
residences in ancient castles, deep ca- new spells are affected as follows:
verns, or even abandoned crypts. They When attempting to learn a spell of
spend most of their time engaged in ar- his former specialty, he no longer re- in lesser divination.
cane research, reading, studying, and ceives a bonus (e.g., an illusionist who r" is used informally
writing. abandons his school no longer receives
Necromancers seldom have careers, a + 15 percent bonus when attempting
though they occasionally earn money to learn illusion spells).
as teachers and mercenaries. High-level When attempting to learn spells from
necromancers simply order undead other schools, he still suffers a penalty
creatures to fetch them treasure when (e.g., an illusionist who abandons his
funds are low. school still has a -15 percent penalty
when attempting to learn spells from
the schools of alteration, greater divi-
nation, enchantment/charm, and
With the DMspermission, it is possi- conjuration/ summoning).
ble for a wizard to abandon a specialty, When attempting to learn spells from
but the restrictions and penalties for do- schools in opposition to his former spe-
ing so are severe. cialty, his chance is computed accord-
ing to the following formula:
Mages
Percent chance = 1/2 (base chance to
learn a spell - 15 percent) an examination of the
M a w cannot abandon their careers
to become specialists. Once a wizard as greater divination
decides to become a mage, he must re- For instance, a former necromancer
school; every other
main so for the duration af his career. with an Intelligence of 13wants to learn
an illusion spell. Since necromancy is
one of the schools that was in opposi-
Specialists
tion to his former school, his chance to
learn the spell is 1/2 (55 -15), which
A n y specialist can abandon his
equals 20 percent.
school, but only to become a mage. A
specialjst cannot become a specialist
from a different school. spells, they cannot
A specialist's decision to abandon his
school to become a mage is
permanent-under no circumstances
can he again become a specialist of his er divination spells at
original school. percent on the Intelli-
A specialist keeps all of the spell bo-
nuses that he had prior to his conver- a conjurer or an illu-
sion, but receives no more bonus spells

20
50 percer chance of learning any given To add color ) the campaign rule, A specialist has a 30 percent bonus, a
lesser divination spell. the DM might want to create a histori- non-specialist has a 30 percent penalty.
All lesser divination spells are also cal explanation for the existence of any Both the specialist and the non-
considered to be part of the school of new minor schools. It‘s possible, for in- specialist have 15 percent (or 30 per-
greater divination. Therefore, a diviner stance, that the minor school of lesser cent) bonuses.
has a 15 percent bonus on the Intelli- illusions was created by the administra- Careful judgement should always be
gence Table to learn lesser divination tion of an academy of magic to accom- exercised when adding new minor
spells; for instance, a diviner with an modate students who lacked the
schools. Remember that the more ac-
intelligence of 15 has an 80 percent aptitude to become full-fledged illu- cess characters have to magic, the more
chance of learning any lesser divination sionists. The minor school of powerful they become. And the more
spell. abjuration/necromancy might have powerful the characters are, the harder
been developed by an ancient clan of it is for the DM to maintain play bal-
New Minor Schools good-aligned wizards to help protect ance. In general, the following twn
I them from attacks by a rival band of guidelines should apply:
Do oiher minor school$ of magic ex- abjurers allied with a force of undead. A minor school should include only a
ist? That’s a decision for the DM. De- All wizards, regardless of their spe- handful of low-level spells, none of
pending on the DMs style and the cialty, should have access to the spells them higher than 4th-level. Four or five
parameters of his campaign, he could of any minor school. If he wishes, the 1st-level spells, two or three 2nd-level
select a small group of spells and assign DM may assign bonuses and penalties spells, one or two 3rd-level spells, and
them to a minor school. For instance, a to the various specialists’ chances of one or two 4th-level spells are suff
minor school of lesser illusions could learning the spells of a related minor cient .
include all illusions of 1st-level school. Some possibilities follow. A campaign should include no more
through 3rd-level. A minor school of A specialist has a 15 percent (or 30 than two minor schools. (Note than in
lesser abjuration/necromancy could percent) bonus, a non-specialist has a almost every campaign, one of the two
include all abjuration and necromancy 15 percent (or 30 percent) penalty. minor schools will be lesser divination ’
spells of 1st level.

21
Schools

The Player's Handbook lists eight the game boring for all. The school of the magic of each sphere tends to be
different greater schools of magic, but necromancy is about as powerful as quite specific; spells from the sun
more are possible. Additional schools any school should be. sphere, for instance, deal primarily
can expand a player's options, add A new school shouldn't be too weak. with light and darkness, while spells
color to the campaign, and allow the On the other hand, players won't be in- from the healing sphere deal primarily
DM to put his own mark on the game. terested in a school that doesn't offer with curing.
Designing new magic schools is one of them a measure of power comparable Unlike the priest, a wizard isn't
the DMS toughest jobs, but it can also to what's available in the existing bound to a particular deity, and'there-
be one of the most rewarding. schools. The school of greater divina- fore does not depend on a deity for his
This chapter presents a step-by-step tion is about as weak as any school magical abilities. A wizard learns and
procedure for creating schools of magic should be. masters his spells in much the same way
from scratch. We'll demonstrate the A new school must be described pre- that a professor learns and masters a
process by creating a brand new school cisely. Magical effects are difficult particular science. This is why the wiz-
right before your eyes-the school of enough to adjudicate when their defini- ard class is a function of Intelligence.
metamorphics. tions are detailed and specific. When Wizardly schools focus on general cate-
A t the end of this book is a blank they're indefinite and ambiguous, it's gories of magical energy and effects and
planning sheet. This may be copied to nearly impossible to make consistent encompass a wide variety of spells.
help you design your own new schools. rulings and avoid frustrating players. To preserve the integrity of these dif-
ferences between wizard magic and
The Basics of Creating Type of Magic priest magic, any new wizard school
should avoid focusing on magical ef-
Schools fects stemming from one particular
The first step in designing a new
school is to decide what type of magical condition or thing. Instead, the school
Before creating a school, following
energy will be wielded by the specialist should be concerned with the manipu-
are a few general guidelines to keep in
and how that energy will manifest it- lation of general energies and forces.
mind.
New schools should be unique. A self. The type of magic must be general
new magic school should not overlap enough to encompass a variety of spells Categories of Effects
any of the existing schools. Since the and effects, but it also must be specific
eight major schools cover a lot of enough to differentiate it from existing Confused? Consider the following.
ground and there are already hundreds schools. Just as electrical energy or mechani-
of spells in the A D & W game, this is not Before examining the specifics, cal energy can be harnessed to accom-
consider the differences between the plish specific tasks, it is also possible to
as easy as it sounds, Not only should
the DM avoid new magic schools magic of wizards and the magic of channel magical energy to accomplish
whose spells duplicate the effects of ex- priests. Though some duplication specific results. But while electrical and
isting spells, he should also avoid tres- exists-both have access to necroman- mechanical energies are limited by
tic and summoning spells, for physics and other natural sciences,
passing on the priest's territory. For
instance-the way they acquire spells is magical energy knows no such mun-
instance, a school of magic focusing on
strikingly different. dane boundaries. Magical energies can
healing spells isn't a good idea, since it
be channelled to produce any of the fol-
conflicts with one of the priest's special
Priests vs. Wizards lowing list of effects.
areas.
Transformation: When this type of
A new school shouldn't be too pow-
Priests are granted the use of spells by effect is produced, an object or condi-
erful. The existence of a school whose
deities of specific mythoi. Each deity tion is changed to give it different phys-
spells can destroy dragons, level cities,
has authority over particular groups of ical properties or new special abilities.
and render the caster invulnerable
concepts, forces, and things, and these Creation: When this type of effect is
makes it extremely difficult for the DM
groups are called spheres. A priest's al- produced, an object or condition is cre-
to maintain play balance. It's next to
legiance to his deity gives him access to ated that did not previously exist.
impossible for the DM to invent suit-
certain spheres of magic that reflect the Requisitioning: When this type of ef-
able challenges for wizards wielding
deity's special interests. Consequently, fect is produced, an existing object or
that much power, ultimately making

22
condition is summoned from a different 1. Choose one type of channelled bue a creature with special abilities,
location. magical energy from the four categories such as water breathing and fly, we can
Paranaturalism: This type of effect described above: Transformation, Cre- decide that the spells from our school
involves the manipulation of forces and ation, Requisitioning, or Paranatural- will deal with physical transformations
phenomena that exist beyond the con- ism. If you know what type of school only. Further, all of our physical trans-
fines of the material world and the laws you plan to design, the choice of cate- formations will be permanent (subject
governing it. (This can also be consid- gory probably will be obvious. If you to the usual limitations, such as cancel-
ered a catch-all category that includes do not yet have any ideas about-your lation by dispel magic).
effects not covered in other categories.) school, pick any of the categories-it’s Throughout the remainder of this
All of the existing schools of magic a good place to start. (If your choice of chapter, we’ll continue to develop this
can be assigned to these categories. categories seems less appropriate as school as a demonstration.
The schools of alteration, enchant- your school develops, you can always
mentlcharm, and abjuration all in- pick another.) Name of the School
volve Transformation. 2. Define what specific type of effects
The schools of illusion and these channelled energies will produce. Once you have an idea for a school, it
invocation/evocation involve Crea- If it is a Transformation school, what needs a name. If an obvious name
tion. types of things or conditions will be doesn‘t suggest itself, as it did for the
Conjuration/summoning involves transformed? If it is a Paranaturalism school of illusion, check a thesaurusfor
Requisitioning. school, what type of paranatural ener- synonymous words or evocative
Divination and necromancy involve gies or forces will be involved? phrases. Fantasy literature is another
Paranaturalism. 3. Ensure that the definition of the good source for names.
new school does not resemble the defi- Since our new school deals with
Although some overlapping occurs nitions of existing schools too closely. change, we checked the thesaurus for
(for instance, magical energies that Compare them with the school descrip- synonyms and found metamorphosis, a
Requisition existing objects may Trans- tions in Chapter I. word that is descriptive, has a nice
form them as well), all magic schools scholarly ring to it, and even sounds a
channel magical energies to produce the How It All Works little mystical. We’ll christen it the
effects defined in these four categories. school of metamorphics.
What differentiates one school from To illustrate this procedure, a new
another is the type of effects produced. school is created here. First, one of the Name of the Specialist
For example, both illusion and categories of channelled energy is cho-
invocation/evocation channel magical sen. The school will involve changing Specialists usually derive their names
energy for Creation. However, illusions one type of item into another, so the from the names of their schools by
create unreal objects and conditions; choice is the Transformation category. changing the suffix. Thus, from abjura-
invocations create objects and condi- Next, we define the type of Transfor- tion comes the abjurer, and from illu-
tions that cause direct physical effects. mation effects the school will produce. sion comes the illusionist. Most of the
This definition needs to be as clear as time, this technique is satisfactory.
Defining the Effects of a New possible; writing down the definition in However, some schools simply do
School a sentence or two will put it on the right not lend themselves to wizardly-
track. Our school will feature spells sounding names. For instance, the
To begin the design of a new school, that cause an object or condition to word alterer is clumsy, so the school of
the DM must first define the type of ef- change into a different but related ob- alteration has opted for the less awk-
fects it produces. Any definition is ject or condition. That description is ward transmuter for the name of their
likely to be vague. But at this stage, it vague, but good enough to get started. specialist. We have a similar problem
should be. Unlike the intentionally spe- Is this school sufficiently different with our school of metamorphics-
cific priestly sphere, a wizardly school from existing schools? Our school both metamorphist and metamorpher
must be general enough to accommo- sounds very similar to the school of al- are clumsy. Returning to the thesaurus,
date a large variety of spells. teration, so it needs some adjustments. we find the word transfigure. We can
Use the steps that follow. Since many of the alteration spells im- call our specialist a transfigurist.

23
Spells Adapting Existing Spells
The most important part of creating Before attempting to design new
a new school is designing new spells spells, first look at the existing spells for
that are different enough to set it apart other schools. Notice that a number of
from existing schools. There must be spells listed in the Player’s Handbook
enough new spells to provide the user a belong to more than one school; rain-
asonable variety of options. A t the bow pattern, for instance, belongs to
same time, duplication of existing spells the schools of alteration and illusion,
should b avoided. Minor variations of while limited wish belongs to conjur-
existing spells should also be avoided. ation/summoning and invocation/
The spell selection should be attractive evocation.
enough 90 that novice wizards will con- Do any of the PH spells (or any of the
sider specializing in it, but not so pow- new spells listed in Chapter 8 of this
erful that the school overwhelms all book) seem appropriate for your new
others. school? The alteration spells transmute
rock to mud and transmute water to
c Spells dust are perfect for our school of
metamorphics-they both cause one Checking for Duplication
A new school does not need an exten- substance to change to another, they
ber of spells immediately. Be- both cause physical changes, and in
g with a core of basic spells is both cases the effects are permanent.
best, adding new spells as required by There are other likely candidates
the campaign and the players. from the PH spells for our school, but
An acceptable core of basic spells in- using an excessive number of duplicate
cludes the number of spells for each spells (more than two or three) compro-
level given in Table 1.Note that this is mises the individuality of a new school.
approximately the number of spells for
hook of greater divination and
rrtancy given in the Player’sHand-
book. if the bM is unable to invent this Ideas for New Spells
number of spells, he should concentrate
on designing spells to fill the lower The DM and players will need to
levels (levels 1-3) so his lower-level S D ~ - brainstorm for ideas that will eventu- h spell, since they
cialists can begin their career ally be developedto fill in the basic spell victim‘s life.3ut the
list. Although the DM makes the final
Table 1 :Minimum Spells decisions when designing spells for a
or A New School new school, the contributions and ideas
of the players are important. Fantasy
Level No. of Spells literature is another good source of
1st 3 ideas, as are the abilities oh magical
2nd 3 monsters and functions of magical de-
3rd 2 vices. The DM and his players might
4th 2 also discuss encounters or battles from
5th 2 previous adventures and decide what Checking for Play Balance
6th 2 types of spells would have been useful
7th 1 for the wizards.
8th 1 The DM (with the assistance of the
9th 1 players) should then assign a spell name

24
i /Ill
ance. hhdgine that the wizard empl I ll;ll
1- Table 2: SUL-
ggested Maximum
a particular spell every day-will con- bility), or they can be general types Damage of Spells by Level
stant use have any significant long-term with no specific characteristics (such as
effects on the balance of the game? the subjects of charm monster). Usu- Level Maximum Damage
Consider our potential metamorphic ally, higher-level spells are able to affect cbf Spell (in hp)
spells. Evaporate won’t have any pro- high-level (or high HD) subjects that 1st 2-5 (ld4 +1)
found effects on the game, assuming it have no specific characteristics-finger 2nd 2-8 (2d4)
has reasonable limitations (for in- of death is a good example. 3rd 3-18 (3d6)
stance, evaporating an entire ocean 4th d-20 (4d4 +4)
should be prohibited). A t best, blood to Are victims allowed a saving throw
to avoid the effects of the spell? Disal- 5th ‘10-25 (5d4 +5)
dust means one less opponent per day. 6th 6-36 (6d6)
But improved armor presents a prob- lowing a saving throw for
would normally have o 7th 10-60 (10d6)
lem. Since our metamorphic spells are 8th-9th 10-80 (1Od8)
permanent, wouldn’t a transfigurist im- boosts it to a higher level. F
mediately improve all of his party’s ar- the 5th-level cone of cold allows a sav-
ing throw to reduce a victim’s damage * Spells of 7th-level through
mor as much as he could? Is this fair? level are differentiated by the nu
by half. If such a throw were not al-
We can’t make the effects temporary, or of subjects destroyed and speci
we’re violating the definition of our lowed, the spell would be significantly
more dangerous and would belong in a strictions on death. For instance, a 7th-
school. Let’s throw out improved ar- level spell might destroy only a single
higher level.
mor and invent another spell later. subject, while a 9th-level spell could de-
If the spell causes damage, what is the stroy several. A 7th-level spell might al-
Determining Effects and maximum? It would be grossly inap- low a saving throw, while a 9th-level
Levels propriate for any 1st-level spell to in- spell might not. A 7th-level spell might
flict 100 hit points of damage. allow resurrection attempts, a 9th-level
Once the inappropriate spells have Similarly, a 9th-level spell should be ca- spell mieht not.
been discarded, we need to define and pable of inflicting a significant amount
describe the specific effects of the re- of damage. I f the spell causes damage, do victims
maining spells, then assign them to Table 2 suggests the maximum get a saving thrQw?Of the spells in the
levels. The descriptionof a spell should amount of damage a spell of a particu- Player2 Handbook, many of them a1
cover its typical uses, but it is unneces- lar level should be allowed to inflict on low the victim co make a saving throw
sary-and realistically, impossible-to a single enemy. These figures are gen- in order to reduce or eliminate the po-
deal with every possible application. eral guidelines only, and can be altered tential damage. Though it is unneces-
More importantly, the description by any number of variables. For in- sary to allow saving throws in every
should cover the spell’s limitations in stance, if a hypothetical3rd-level flying case, this is a good way to add balance
detail; not only do precise limitations sword spell has only a 10 percent to what otherwise might be an espe-
make spells easier to adjudicate, they chance of hitting its target, its maxi- cially dangerous spell. There are three
are easier to assign to levels. mum amount of damage could be justi- options to consider.
Here are some points to consider fiably higher than 3-18 hit points. 1.No saving +row. This option max-
when assigning limitations to spells: Remember that the inflicted damage imizes a spell’s lethality.
How many subjects can be affected of certain spells may vary according to 2. Half damqge. This option mean
by the spell? Generally, the more sub- the caster’s level; for instance, fireball that the charamr suffers half-damage .
jects affected, the higher the level of the causes ld6 hit points of damage per his saving throw is successful. This i
spell (compare invisibility to muss in- level of the caster. (Table 2 gives the less lethal than a spell with no savin
visibility, and charm person to mass damage for a spell cast at its base level; throw, but more lethal than the follow-
cham). if our hypotheticalflying sword spell is ing option.
3rd-level, but can be cast at higher 3. Negate. N s option means that the
What t h e of subjects can be affected levels to inflict more damage, Table 2 character sufferb no damage if his sav-
by the spell? Subjects can be low-level indicates the maximum amount of ing throw is successful. This is the least
or high-level (or low HD and high HD). damage it can cause when cast at its lethal option of all.
They can also have specific characteris- lowest level.)

26
ways

t
Note hat saving throws need not al-
l saving throws vs. spells; con-
sider * rent types of saving throws
for spel s of higher levels (in every case,
howeve ,only one type of saving throw
should e allowed). A saving throw vs.
spells i always an option, no matter
what tHe level of spell, but here are
some alternatives:
For spells of 3rd-level and 4th-
level, uge save vs. rods.
For spells of 5th-level and 6th-
level, uge save vs. paralyzation.
increasing the area of effect. (For a
lower level, decrease the area of effect.)
Increase the power of the spell so it
eliminates the attacker altogether.
Does the spell increase or decrease a
subject's saving throw modifier? Penal-
ties and bonuses to the subject's saving
throw alter the effectiveness of a spell.
Consider again our hypothetical 3rd-
level flying sword spell. Assume that it
inflicts 1-10 hit points of damage on
subjects when used at night, and that a
ber that these are general guidelines
only, and are not appropriate for every
type of spell. Many spells have an effec-
tive range sf 0, meaning they affect
only the caster. Others affect only a
touched subject. Those spells whose ef-
fects are permanent until negated have
no set duration. For some spells, such as
extension, area of effect is irrelevant.

When the DM has finished defining


the effects of a new spell and has as-
signed it to a level, the spell should be
saving throw negates the damage. If the
For spells of 7th-level, 8th-level, compared to the existing spells of that
subject is allowed a + 2 bonus, it might
and 9th+level, use Save vs. death. level. If the new spell is clearly weaker
be more appropriate to assign flying
or excessively more powerful than
I f the ispel1 is defensive, does it inhibit sword to 2nd-level. Conversely, if no
spells from the same level, the DM
!he enle*yS ability to aMuck, or does it saving throw is allowed at all, the spell
should either assign it to a different
3ffer direct protection from damage? might belong at 4th-level.
level or make adjustments as suggested
Generally, spells that defend against a
Is the effect of the spell permanent? above to make it comparable. In gen-
specific )ype of damage (such as protec-
Spells whose effects are temporary are eral, the illusion and divination spells
tion from normul missiles) are less pow-
less powerful than those whose effects are the least powerful, and the necro-
erful than spells that protect against a
are permanent. (Remember that few mancy and invocation spells are the
general category of damage (such as mi-
spells are literally permanent, since dis- most powerful; a new spell should be
nor globe of invulnerability), and spells
pel magic negates their effects in most checked against these first.
that prdtect the caster or subjects of the
cases. A limited wish or wish can negate
caster's choice (such as protection from
almost any spell.) Let's return to our two new spells for
evil) arq less powerful than spells that
the school 04 metamorphics. Evapora-
inhibit the enemy's ability to attack What are the spell's duration, range,
tion causes a quantity of water or other
(such ad wall of fog). The highest-level and area of effect? Longer durations,
inorganic liquid to instantly turn to va-
defensive spells tend to be those that get ranges, and areas of effect translate into
por, just as if the sun had evaporated it.
rid of the attacker (such as dismissal more powerful spells. Adjusting these
It will not inflict any direct damage
md imprisonment.) elements is a good way to modify a spell
(evaporating the blood or other organic
If a Dbl has designed a defensive spell to assign it to a higher or lower level.
liquids of a creature is forbidden).
that he wants to modify so he can assign For instance, if flying sword persists for
Evaporation is difficult to perceive as
it to a higher level, he can do one or only one roundllevel and has a range of
providing meaningful defense for a
more of the following: 30 yards, it belongs in a lower level than
party. Euaporation is destined to be a
In rea% the types of damage if it persisted for one turdlevel and had
1a
against hich it protects. (To assign the
spell to lower level, decrease the types
a range of 100 yards.
There are no minimum or maximum
low-level spell, probably 1st-level.
Range? Most 1st-level spells h a w a
range of 30-60 yards; since evaporation
of dam+je.) requirements for durations, ranges, or
is relatively weak, we will give it a
In+ase the number of subjects the areas of effect, as long as the DM stays
higher range of 60 yards.

I'"t
spell pr tects, usually by increasing the
area of effect. (For a lower level, de-
crease

caster.)
area of effect, or have the
spell p vide protection for only the

ase the number of opponents


whose attack abilities are reduced.
Again, his is usually accomplished by
within the bounds of reason. For in-
stance, a range of 1mile/level sounds
ridiculouslyhigh for any 1st-level spell.
A good place to start for establishing
durations, ranges, and areas of effect is
1 round/level (duration), 10 yards/
level (range), and a 10-foot cube or one
creature/level (area of effect). Remem-
Area of effect? Most 1st-level spells
affect an area of 10-30 yards (or 10-30
foot-radius, or 10-30 foot cube). In this
case, we will give evuporation an area
of effect of a 20-foot cube + 10-foot
cube/level. (Thismakes the spell more
powerful as the wizard increases in
level. )

27
Checking our 1st-level evaporation casting times f quiring all three components makes a
spell against the existing 1st-level spells erful spells. spell harder to cast. Reducing a spell’s
in the PH shows no major discrepan- We’ll give our 1st-level evaporation components to make it easier to cast
cies. The definition of evaporation still spell a casting time of 1 and our 7th- might be a reason to create a higher
needs more tightening. We need to de- level blood to dust a casting time of 1 level version of a low level spell.
termine whether it affects liquids con- round. 4. Still can’t decide? When in doubt,
cealed in containers, rain, quicksand, require all three components; most e--
and lava, and other limitations it has. Components isting spells use all of them.
Looking at blood to dust, it belongs
in a higher level because it causes death. Every spell has one or more compo- As for the precise nature of these
We will decide that blood to dust causes nents. There are two ways to determine components, be guided by common
all of the blood of a single victim to turn the components for a new spell: sense and imagination. Material com-
to dust, instantly killing it. It is cer- 1. Locate existing spells from the ponents should relate to the effect of the
tainly not as powerful as a 9th-level Player’s Handbook that are similar to spell. Check existing spells for compo-
spell (the 9th-level power word, kill can the new spell and assign similar compo- nent ideas and comparisons.
destroy several creatures at once); let’s nents. For instance, finger of death is We’ll decide our evaporation spell’s
similar to our new blood to dust spell, material component will be a drop of
place it at 7th level and give it a range of
so we’ll decide that blood to dust has water.
60 yards (comparable to other 7th-level
spells). verbal and somatic components.
Checking the existing 7th-level spells, 2. Assign the components randomly. Allowed Races
we discover finger of death, a spell not If this sounds too arbitrary, consider that
unlike blood to dust. Finger of death is the components of a particular spell Not all races can become specialists
more powerful, since it can destroy any were likely determined by the wizard of all schools. Usually, these limitations
creature, even those without blood, but who originally researched it. A common are due to a particular race’s body
it also allows a saving throw. To bal- assumption is that two wizards working chemistry, mental or emotional predis-
ance blood to dust against other 7th- independently could discover the same position, magical resistance, or cultural
level spells, let’s say that victims of spell; it is unlikely that they used exactly restrictions. The history of the DMs
blood to dust are not allowed saving the same components. For our evapora- campaign world might also suggest lim-
throws. Further, undead, monsters tion spell, we’ll use verbal, somatic, and itations.
from other planes, and monsters with material components, the most common If the DM imposes racial restrictions
more than 4 HD will be immune to combination. on a new school, he should present jus-
blood to dust. With further adjust- Instead of choosing a specific set of tification for them. For instance,
ments (Can the affected subject be res- components for a new spell, you can gnomes are restricted from specializing
determine them randomly by rolling in our school of metamorphics. The
urrected or raised? Can the corpse be
animated to become a zombie?), we‘ll ld20 on Table 3. If you get a result that reason? A thousand years ago in our
contradicts the conditions under which campaign world, a brotherhood of
have a powerful but balanced 7th-level
the spell is cast, roll again. transfigurist gnomes accidently devel-
spell for the school of metamorphics.
oped a metamorphics spell that perma-
Casting Times Table 3: nently transformed a city of gnomes
Random Determination into a field weeds. The gods were so up-
All spells must state their casting of Spell Components set by this carelessness that the transfi-
times. A guidelineis to make the casting gurist specialty has been forbidden to
d2O Roll Components
time equal to the level of the spell (a 1-14 V, S, M
7th-level spell has a casting time of 7), 15-17 v, s
but casting times of one or more rounds 18-19 V, M
are also common. Complex spells 20 V
might have casting times of one or more
turns. Avoid short casting times for 3. Consider the level of the gence score of1 at least 9 to become a
high-level spells and excessively long assign components accordin

28
r Creating New Schools
m

nigner inreillgence score ror specianza- TabIle 4: Magic Schools amd rpes of Effects
tion, but only in the rarest circum-
stances should it be higher than 13. School Type of Effects
AU specializations require a mini- Alteration Transformation
mum score in a secondary ability. This Enchantment/Charm Transformation
minimum score should be at least 12, Abjuration Transformation
but no higher than 16. Wisdom, Consti- Illusion Creation
tution, and Dexterity are the most com- Invocation/Evocation Creation
mon secondary ability requirements, Conjuration/Summoning Requisitioning
but Charisma and Strength are also Divination Paranaturalism
possible. Remember that setting the Necromancy Paranaturalism
ability requirements high will keep the
number of specialists low, and vice
versa. beginners. When a transfigurist reaches
Because some of the somatic compo- 10th level, he is allowed-but not
nents for metamorphic spells require required-to wear a red cloak to sym- All specialists use Table
precise execution, we will set a mini- bolize his competence. of the Player’s Handbook
mum k t e r i t y score of 15 for special- the number of languages they can learn
ists in the school of metamorphics. Experience Levels and (in addition to their native tongue).
Spell Progression Certain types of specialists may be able
Clothing to exceed these limits. Eligible special-
All existing schools use the experi- ists might include those with exception-
Though none of the schools de- ence level progression and spell pro- ally strong academic backgrounds or
scribed in Chapter 1have any specific gression given on Tables 20 and 21 on those who devote a large amount of
dress requirements, a new school might page 30 of the Player’s Handbook. New their spare time studying new tongues.
require (or strongly suggest) that its schools should use these, too. It is pos- The types of effects created by a par-
specialistswear distinctive garb to indi- sible to devise new tables from scratch, ticular wizard might also suggest an ex-
cate their status. but this creates considerable work for traordinary aptitude for languages; for
Not all specialists of a school would the DM,adding unnecessary complica- example, wizards specializing in Trans-
necessarily adhere to this dress code. tions and an increased chance of an un- formation magic might not seem to
Perhaps only graduates of a particular balanced campaign. In any case, have any particular affinity for lan-
academy would wear distinctive garb. specialists should not be allowed to guages, but those specializing in Crea-
Perhaps only 1st-levelspecialists would progress more quickly than the Player’s tion might (since they’re involved in
wear it. Perhaps it is worn only by high Handbook tables allow. producing conditions that didn‘t previ-
level specialists as a symbol of achieve- ously exist, which could include com-
ment. All such distinctions are the deci- munication skills)
sion of the DM. Caution is advised-
Hit Points If a new Specialist is to n
obvious identifying garb can be a red tional language skills, keep t
AU existing schools use 4-sided dice ing guidelines in mind.
flag to enemies who wish to wipe out
to determine their specialists’ hit points. A new specialist should
the members of a particular school.
The power wielded by a specialist, es- to acquire more than one language over
Dress requirements are not restricted
pecially in the higher levels, more than the limits given in the Player’s Hand-
to items of clothing. Rings, pendants,
compensates for his relatively low book. For instance, a specialist with an
anklets, and bracelets are all possibili-
number of hit points. If the specialist is Intelligence of 9 should not be able to
ties. Likewise, certain colors might
too weak, consider creating more learn more than three languages.
symbolize graduates of a school, while
spells, adjusting the current spells to The DM should consider limi
other colors might be forbidden.
make them stronger, or giving him ac- extra languages to high-level specia
For our metamorphics school, we
cess to spells from more schools. ists; level 15 or higher is suggested, but
will require that 1st-level transfigurists
wear a red arm band to identify them as the DM has the final decision. (In other

29
I I I
words, our specialist with an Intelli- (Diagram 1). The school that lies di- school to have three oppositional
gence of 9 cannot learn his.third lan- rectly opposite this school is the opposi- schools, choose these three.
guage until he reaches level 15.) tional school. The school of Most likely, your new school will be
Learning the extra language should metamorphics most closely resembles neither extremely weak nor extremely
never be automatic. The DM should the school of alteration. The school di- powerful. In this case, consider giving it
oblige the specialist to locate a suitable rectly across from alteration on Dia- two oppositional schools. One should
tutor, devote several hours a day to gram l is abjuration. Therefore, be the initial oppositional school, and
studying difficult texts, or invent some abjuration is the school that is in oppo- the other can be either of the adjacent
other requirement that emphasizes role- sition to metamorphics. schools. To decide between the adjacent
playing. One to three oppositional schools schools, choose randomly or choose
For the transfigurist, nothing about may be assigned to a new school. If the the one that seems less compatible with
his specialty suggests an exceptionalap- new school is relatively weak (the weak your new school.
titude for languages, so he’ll be re- school of greater divination has only a We must choose the oppositional
stricted to the language limits given in single oppositional school), only one schools for our new school of metamor-
the Player’s Handbook. opposition school may be needed. If phics. Since it is neither exceptionally
your new school is relatively powerful, weak or powerful, we will assign it two
Oppositional Schools it is appropriate to assign it as many as oppositional schools.
three oppositional schools. We decided previously that the
Each school lies in opposition to one Look again at Diagram 1. The school of metamorphics most closely
to three of the existing schools of magic. schools on either side of the opposi- resembles the school of alteration. Ac-
The specialist of the new school will be tional school are also options for oppo- cording to Diagram 1, the oppositional
unable to learn spells from the schools sitional schools. For instance, school of alteration is abjuration; there-
that lie in opposition to his school. additional oppositionalschools for illu- fore, the oppositional school of meta-
The first step in determining opposi- sion are invocation/evocation and ab- morphics is also abjuration.
tional schools is to decide which existing juration. If it’s appropriate for your According to Diagram 1, the adja-
school most closely resembles the new
school. In some cases, this is obvious;
for instance, our new school of meta- Diagram 1 - Oppositional Schools
morphics is most like the school of alter-
ation. For less obvious cases, you can
eliminate most of the possibilities by re-
calling which type of magic your new Illusion
school is derived from (see the Types of
Magic section above). A new school will Alteration
rncnantmentl
most closely resemble an existing school
derived from the same type of magic (see
Table 4); for instance, if your new school
produces Creation effects, it most
closely resembles either the school of il-
lusion or invocation/evocation. Once
the choices have been narrowed to two
or three schools, it should be easy to
pick the school most like your new
school. If necessary, try comparing your Evocation
new spells to the existing spells in the Oppositional School
Player’s Handbook. to School of Alteration
Necromancy
When you’ve decided which existing Oppositional School
school most closely resembles your new to School of Alteration
school, consult the opposition diagram

30

‘Ii
cent bippositional sJlools for ab- ing headaches in a transfigurist, making
it impossible for him to learn spells
from those schools.

Ethos
or necromamcy would be The final step in designing a new
but since tihe school of al- school is creating a unique ethos. This
step is optional, but it adds color to the
school and makes it more interesting
oose the o t h r combination. for the players. An ethos also serves as
the opposition schools for a springboard for determining the per-
sonality af specialist characters.
An ethos can be anything from a sim-
he ch&e af the second ple outline to a detailed profile. Follow-
ing are some questions to consider
when designing an ethos for a mew
for balwke, k
t also for school.
Do the specialists of the school adhere
to any particular philosophy? Do they ing, safety, comfort,
invent a rationale for the share any pat-ticular goals? Such philoso- then it probably excl
phies and goals are often derived from
schoo s F o r instance, the energies em- the nature of the magic studied by the
ploye/h conj-tion/summaning and specialist. For instance, specialists from
abjav n &c might induce agoniz-
I
Creating New Schools
-

includes specialists of all alignments. fensive nor defensive spells will pre-
If a school advocates logical thinking dominate. Therefore, it seems likely
and adherence to strict behavioral that a transfigurist will leave the bulk of
norms, and discourages excessive self- the fighting to others in his party.
expression, it probably leans toward Do specialists of this school tend to
lawful alignments. If it encourages cre- have a lot of frienAs? Are they likely to
ative thinking, freedom of expression, have spouses and families?This depends
and spontaneous actions, it leans to- on the specialist's philosophy, goals, and
ward chaotic alignments (this is partic- personality. Unless the specialist is ex-
ularly true if it also encourages defiance treme in one of these areas-for instance,
of written laws to achieve individual if he is obsessive about the study of
goals). If the school takes no particular magic, or if his field is considered repul-
position on the specialist's relationship sive or frightening (such as the school of
with his culture and society, it probably necromancy)-he is likely to have an av-
includes lawful, neutral, and chaotic erage number of friends and an average
specialists. (The school of metamor- chance at a successful marriage. (Since
phics takes no particular positions on transfigurists have no extreme traits, we
these issues, therefore it is open to spe- will assume that they have a fair number
cialists of all alignments. Note that this of friends and are as likely as anyone to
attitude about alignments is also con- marry and raise a family.)
sistent with the school's general philos- Where do these specialists prefer to
ophy of skepticism about absolutes live? As mentioned previously, certain
described above.) schools tend to attract certain types of
Are any particular personality types people. If a school's specialists tend to
drawn to the study of this school? Do be outgoing and affable, they probably
they tend to share any common eccen- prefer to live in an urban area. If they're
tricities? Common likes or dislikes? brooding and anti-social, or if they're
Would anything about your new school conducting potentially dangerous re-
tend to discourage certain types o f peo- search, they probably live in an isolated
ple or attract others? The school of area. Usually, a specific location won't
metamorphics attracts students with a suggest itself-specialists tend to live
natural interest in the world around just about anywhere. We will make this
them. Since its spells change one thing the case with transfigurists.
into another, most students will be in- How do the specialists spend most of
terested in how things work and how their time? Reclusive types will stay
things are put together-in short, meta- close to home, usually lost in research,
morphics students are analytical, curi- reading, or writing. Curious types are
ous, and creative. more inclined to explore the world, ea-
What's the relationship of the special- ger to meet people and experience new
ist to other members of his party? Usu- situations. In most cases, there will not
ally, the type of spells available to a be obvious pastimes applicable to all
specialist will suggest his role in the specialists of a school. This will be the
campaign. If the specialist has a lot of case with transfigurists. They spend
offensive spells, he will likely be on the some of their time doing research at
front lines when the party goes to bat- home and a fair amount of time out in
tle. A specialist with a lot of defensive the world exploring and socializing.
or reconnaissance spells might be a How do the specialists typically earn
good spy or investigator. Although we a living? Common occupations for wiz-
haven't yet devised many spells for our ards include teaching, counseling, re-
transfigurists, it looks like neither of- searching, and advising. However, the

32
Chapter 3: Wizard Kits

I
In Chapter 1, we discu$sedat leogth until the character acquires new profi- Is this kit ppropriate to t
the schools of magic despibed iq the ciency slots; at that time, the new profi- paign? Not all kits make sense for
Player's Handbook. In ahapter 2, we ciency slots are filled by the former campaign. If i is established that
explained haw to design lnew sch bonus proficiencies. zons do not e 'st in the D M s ca
Speciabtion in a school When designing a new character, first world, he sh uld not allow players to
way to individualize a wlzaa-d chqrac- determine the character's ability scores, choose the mazon kit. The DM
ter, but it is not the only kay. i race, specialization, and dignment. should tell the players which kits he will
Once these elements have been de- allow and w ich are forbidden before
to further cided, choose a kit for the new character.
After choosing the kit and recording the need more infoma-
information on the character sheet, con- he DM might want to
tinue with the character's proficiencies,
money and equipment, and other perti-
nent information.
campaign.
Kits and Schools of jungle peninsula of
Kits and Character Magic had little-if any-
Creation anges in the kit? The
Kits are culturally-based. Generally,
wizard kits are any kit can be assigned to a specialist
wizard character from any school. An Amazon-one of
without one. But several kits described below-might be
his campaign world.
a necromancer or an illusionist, while a
Mystic-another type of kit-could be
a diviner or an abjurer.
chosen for a character. However, there are occasional excep-
tions. Diviners, for instance, require a
rules into existing c high Wisdom score, but the Savage The Wizard Kits
ing the players and the Wizard-a kit associated with the more
which kits are approp primitive parts of the world-usually
be compatible with lacks the necessary intuition and insight
actions, his backgrou to specialize in the school of greater div-
ination. Likewise, there are also some
schools that favor certain kits.
All excluded schools and preferred
ferring negotiation t
player has made it

ceptable if the DM rules that such a


the Savage Wizard kit. character is allowable in his campaign.
Once a particular kit 'has beed as- Unless the DM determines otherwise,
signed to a character, it cannot be all kits are available to mages.
changed. However, the +wader/ can
later abandon it if he wi&es, givink up DM Choices

Instead, such proficiericias ard no


P
all benefits and hindrances. Bonus To-
ficiencie (see below) are hot forfe ted. Before allowing players to choose
kits for their characters, the DM should
longer considered to be bonuses. The look at each kit and consider several
former banusproficiencieis are set +side factors.
specialist. When designing a character, Weapon Pro8iciencies: If you are us-
the player should compare the person- ing the Weapon Proficiency rules from
ality traits and attitudes 04 the charac- the AD&D 2nd Edition game, this entry
ter’s school with those of his kit. If a indicates which Weapon Proficiency is
conflict arises, the playep can choose required for characters taking this kit.
whichever traits and attitudes he pre- In some cases, a specific Weapon Profi-
fers, or whichever seem to make the ciency is required; in other cases, a
most sense for his character. For in- Weapon Proficiency can be chosen
stance, according to the abjurer’s ethos from among a list of recommendedpro-
in Chapter 1,an abjurer tends to be gen- ficiencies.
tle and soft-spoken. However, a player Nonweapon Proficiencies: If you are
who chooses the Amazon Sorceress kit using the Nonweapon Proficiency
may decide that his Amazon Sorceress rules, this entry indicates whether spe-
abjurer is out-going and boisterous, as cific Nonweapon Proficiencies are re-
is appropriate to the Amazonian cul- quired for characters taking this kit.
ture of his campaign world. With the However, unlike Weapon Proficiencies,
DM’s petmission, an out-going, bois- the Nonweapon Proficiencies are bo-
terous Amazon Sorceress abjurer is per- nuses. If a kit requires that the character
fectly acceptable. must have Astrology, then the charac-
In general, a character’s cultural ter gets that proficiency free, above and
background will have more influence beyond the slots he is normally
on his personality than his school. granted. Even if such proficiencies be-
Therefore, if a player cannot decide be- long to groups other than the Wizard or
tween the personality traits associated General groups, the character still gets
with his school’s ethos and the traits as- them as bonuses at no charge.
sociated with his character’s kit, he If the kit grants a Nonweapon Profi-
should give more emphasis to the kit ciency that the wizard already has be-
traits. cause of his specialization, the
Barred Schools: This entry explains character receives instead one extra free
which schools are inappropriatefor the Nonweapon Proficiency slot. He may
kit. Though the DM is free to make ex- spend this free slot on any specializa-
ceptions, it is usually not a good idea to tion of his choice.
assign a kit to a specialist from a barred Some Nonweapon Proficiencies are
school. recommended, not required. In such
Role This section describes the role cases, the character is not required to
of a particular wizard in his society and take the proficiency if he does not want
in his campaign. For instance, an Ama- it. If he takes a recommended profi-
zon Sorceress has a different cultural ciency, he spends the normal number of
role than a Witch, even if both are his available proficiency slots.
enchanters. Table 38 on page 55 of the Player’s
Secondary Skills: If you’re using the Handbook lists Nonweapon Profi-
Secondary Skills rules from the ciency crossovers for various groups.
AD&D@2nd Edition game rules, then a The crossover groups that apply to
kit may require a character to take a mages and illusionists also apply to spe-
specific &ill instead of choosing or roll- cialists from all other schools; that is,
ing randomly for it. (When choosing any specialist selecting a Nonweapon
kits for characters, we suggest you use Proficiency from the Wizard or General
the Weapon and Nonweapon Profi- groups shown on Table 37 (page 54-55
ciency rules instead of the Secondary of the PH) spends the listed number of
Skills rules.) proficiency slots. When any specialist

34
"IIV I

10 for encounter re- Table 5: Ability Check Bonuses for Academicians


tions (see page 103 in the Dungeon
aster's Guide), do not add the bonus Race Age Intelligence
r subtract the penalty from the die Check Bonus
. If the character has a Charisma of
thus receiving a +5 reaction adjust- Elf 100-175 +1
t, subtract that number from the 176-233 +2
ie roll-do not add it. Otherwise, the 234-350 +3
re Charisma a character has, the 351 + +4 +3
se the reaction of the NPCs. Gnome 60-100 +1 +O
101-133 +2 +1
The Kits 134-200 +2
201 + +3
Academician Half-elf 15-62 +1
63-83 +2
Description: The Academician is a 84-125 +2
learned scholar whose love of knowl- 126 + +3
edge is matched only by his preoccupa- Human 15-45 +1 0
tion with research. He is fascinated by 46-60 +1 +1
magic in all its forms and enjoys noth- 61-90 +2 +1
ing more than poring over arcane texts 91 + +2 +2
and experimenting with exotic magical
devices.
The Academician spends so much
time involved in intellectual pursuits is intrigued by all the schools of magic, player may choose from the followin1
that he tends to neglect his physical but is especially drawn to schools with Dagger, Dart, Knife, or Sling.
e is not a particularly good a wide range of spells, including altera- Nonweapon Proficiencies: Bonus
skills*an
fighter 5 3qvoids combat when he can, tion, illusion, and invocation/ Proficiency: IZeading/Writing. Recom-
preferring negotiation and parley to vi- evocation. mended: (General) Artistic Ability, Eti-
olence. Still, he recognizesthe necessity Barred Schools: There are no barred quette, Heraldry, Languages (Modern);
of combat in certain instances, and will schools for the Academician. (Wizard) Ancient History, Astrology,
fight valiantly when required. Role: In his homeland, the Academi- Herbalism, Languages (Ancient), Spell-
Academicians can be found in virtu- cian is a respected member of society, craft; (Priest) Local History.
ally any culture, but they are most valued for his skills as a teacher and ad- Special Bemefits: The Academician
likely to come from large urban areas visor as well as for his seemingly receives both of the following benefits:
that provide ready access to libraries, endless store of knowledge on a variety 1. Academicians maintain an exten-
museums, laboratories, and other of subjects. Most likely, he will fill simi- sive correspbndence with scholars
resources. lar roles in a campaign. throughout the world. Additionally, an
A character must have a minimum In spite of his somewhat sedentary Academician's reputation as a man of
Intelligence of 13 and a minimum Wis- background, the Academician wel- wisdom often precedes him. When en-
dom of 11to become an Academician. comes the chance to join an adventur- countering an NPC who is familiar with
There are no special rules for aban- ing party. For him, it is an unparalleled his reputation, who turns out to be one
doning this kit. A n Academician who opportunity to experience new cul- of his correspondents, who fancies him-
becomes disillusioned with the aca- tures, acquire new devices, and acquire self an intellectual, or who is an author,
demic life or loses interest in intellectual first-hand information about people, researcher, teacher, journalist, or fel-
pursuits can choose to neglect his stud- places, and creatures he may have only low scholar, the Academician receives a
ies or research, but he is free to resume read about. + 3 reaction bonus.
them at any time. Secondary Skills: Required: Scribe. 2. The Academician receives a bonus
Preferred Schools: The Academician Weapon Proficiencies: Required (the

35
Wizard #its

Checks. The DM has two options for zon societies-they are the rulers, arti- pecially useful on the battlefield. Di-
assigning this bonus. He may simply sans, soldiers, and scholars. viners are also common, as they make
give the Academician a flat +1 to his Most Amazon societies have existed excellent administrative advisors and
Intelligence and Wisdom Checks, or he unchanged for thousands of years, liv- counselors.
can consult Table 5,which takes the Ac- ing in relative isolation from the rest of Barred Schools: Amazons shun the
ademician’s age and race into account; the word, but others have more recent dark forces associated with the school
as the Academician ages, his bonuses origins. Some were established by dis- of necromancy. Because of its perceived
increase. Once a method for assigning gruntled women who tired of their sub- uselessness in Combat, they also avoid
these bonuses is chosen, it cannot be servient roles in male-dominated the school of illusion.
changed later. cultures and decided to rule themselves, Role: Most Amazons are warriors,
while others were created by deities but the few wizards among them are
Special Hindrances: Academicians sympathetic to the plight of women. held in high regard, as is any person
lack the training and instinct to make Men are second-class citizens in Am- who has mastered a difficult art. Ama-
good hand-to-hand fighters. When at- azon cultures, occupying positions of zon Sorceressestypically serve as seers,
tacking with any type of melee weapon, menial servitude to their female superi- advisors, counselors, and administra-
the Academician always has a - 1pen- ors. In some societies, men are kept as tors. Because of their formidable
alty to hit on his first blow. Subsequent slaves, treated only marginally better power, Amazon Sorceresses-
blows-when the Academician has had than domestic animals. Still others especially invokers and conjurers-are
an opportunity to size up his opponent have eliminated men entirely. always welcome on the battlefield.
and adjust his attacks accordingly-are Amazons from totally male-free soci- In male-dominated cultures, the Am-
made without this penalty. However, if eties make occasional forays into neigh- azon is regarded as a curiosity at best.
the Academician attacks a different op- boring communities to fraternize with She is stared at, whispered about, and
ponent, his first blow against his new men. Others perpetuate their civiliza- sometimes openly ridiculed. Well-
victim is also made at - 1. tion by being extremely friendly with meaning women who have accepted
Academicians tend to be know-it- male adventurers passing through their subservience as a cultural norm may try
alls, and unhesitatingly offer their opin- territory; when the Amazons tire of to convince the Amazon to change her
ions even on matters they know little their company, the adventurers are sent unnatural ways, while chauvinistic
about. Whenever the party needs to on their way or killed. men, seeing her as a threat to their mas-
make a decision, the Academician An Amazon society may be as small culinity, may feel compelled to domi-
should offer his opinion; for effective as a single village or large enough to fill nate her in any number of ways. Even
role-playing, the player should have his an entire continent. Because they are open-minded citizens will likely be sus-
player speak his mind with unshakable continually under siege from male- picious of a female with such unusual
confidence. If other player characters dominated civilizations, Amazons have attitudes.
disagree, the Academician might lec- mastered the art of war. Traditionally, Among her peers in an adventuring
ture them on the error of their ways, Amazons are superior horse breeders party, the Amazon Sorceress will prove
welcome the opportunity for a spirited and riders, excelling with spears, bows, to be a courageous fighter and a capable
argument, or roll his eyes at his com- and other weapons that can be wielded spell caster. Although the other player-
panion’s blatant display of ignorance. from horseback. characters may harbor some prejudices
Wealth Options: The Academician A character must be female to be an of their own about the role of females,
receives the normal (ld4 + 1)x 10 gp as Amazon. There are no other require- the DM should discourage any overt
starting money. ments. discrimination; once she has proven
Races: No restrictions. To abandon this kit, the character herself in tough situations, the Amazon
must renounce her Amazon citizenship, should be accepted as an equal in all re-
Amazon Sorceress most likely because she has grown to gards.
identify more closely with a different Secondary Skills: Required: Groom.
Description: Amazons belong to ma- culture. Weapon Proficiency: Required:
triarchal societies that thrive in a world Preferred Schools: Amazons with None. Recommended: Spear or long
otherwise dominatedby males. Women high Constitution tend to be drawn to bow. This is contrary to the weapons
occupy all important positions in Ama- the schools of conjuration/summoning usually allowed wizards, but is typical
and invocation/evocation; both are es- for Amazon cultures.

36
I b Wizard Kits )I

..,,
, 1

+
.T-$-
Nonweapon Proficiemcies: B nus This bonus is not applicable in every
Proficiencies: Riding (Land-based), ,An- situation. The DM should consider the
imal Training. Recommended: (&en- following guidelines when ruling on the
eral) Animal Handling; (Wardior) Amazon Sorceress's bonus. ances: The Amazon
Animal Lore, Armorer, Bow er/
Y
Fletcher, Hunting, Running, Surv Val,
Tracking.
The bonus does not apply to oppo-
nents of 5th level or higher. Such oppo-
nents are too seasoned to be surprised
Equipment: When an Amazon char- in this manner. aracters come to
acter is lfirst created, she must bud her The bonus does not apply to oppo- er. Likewise, player
weapons from among the follo&ing nents from cultures where females are respond with hos-
choices only: bow (any type), accepted as equals and female warriors mazon companion
dirk, javelin, knife, spear. are common.
adventured elsewhere in The bonus does not apply to oppo-
may purchase other types of weapgns. nents who have fighting females as com- s: The Amazon Sor-

F
Special Benefits: Male oppon nts rades, who have faced fighting women
who have never encountered the fo i- before, or who have seen the Amazon
dable Amazon women teqd to und res- use her bonus on someone else.
timate them. Therefore, the first ime The bonus does not always apply

n
such a male encounters an Amazqn in to player characters. The DM might ask
combat, the Amazon receives a + 3 bo- a quick, guarded question of the player
nus to hit and + 3 to damdge on her first to learn whether his character would
blow only. These bonusks reflect the underestimate a female opponent.
fact that the opponent is take off
Regardless of whether the Amazon's
guard by such an able fefiale.
t first blow hits or ,misses her intended

37
-

Wizard Kits
. .. ... , .

II
. . .. ' ,!

substituteTracking and Survival for the schools of the Anaga tial money. Any money not spent
bonus Nonweapon Profidncies. tion, alteration, enchantment/charm, lost.
Elves: Substitute Endurance and invocation/evocation, and greater Special BeneBts: An Anagakok
Set Snares for the bonus Nonweapon divination. find food in even the most barren of
Barred Schools: Anagakok are vironments. h a 24-hour period,
barred from the schools of illusion and Anagakok can find en
Anagakok necro because of their spells' rel- himself and a number of people eq
his levd (for instance, a 4th-level
environments.
Role: The Anagak
minded, even-temp Once per week, an An
spoken. Though unfamiliar cast a specialgood fortune

food, d e n for dangerous shifts in the nated by technology in all its forms.
weather, and protect then from hostile In a campaign, an Anagakok tends to
creatures and rival tribes who are in assume responsibility for the safety of
competition for the same limited re- his companions; their security is always
sources. A n Anagakok also brings foremost in his mind. Though the Ana-
good fortune to his tribe; many believe gakok are not natural leaders (such
he is p a s s e d by a guardian spirit roles are usually reserved for the under the effect of good fortune.
(though fiere is no actual evidence of strongest warriors in their tribes) they
this). are superb and fearless combatants,
The h a g a k o k is known by a variety quick to volunteer for the most danger-
Olf names which depend on his society ous missions.
of origin; other names for an Anagakok Secondary Skills: Required (choose must merely concentrate for 1 round
include Magian, Phylacterist, Veroni- one of the following, based on the Ana- and point to the subjects to be affected;
can, Sciabor, and Obeahist. gakoks background): Fisher, Forester, no verbal or material
Although an Anagakok can originate Hunter, Navigator, Trapper/Furrier.
from any number of hostile environ- Weapon Proficiency: Required
ments, two are considered in this dis- (choose one of the following, based on
cussion. first is the Anagakok from the Anagakok's background): Bow tremes based on his background. A
a climatei where the temperature never (any), dagger, harpoon, javelin, knife, Frigid Climate Anagakok suffers no
e 0 degrees E, whom we call sling, trident. penalties, damage, or other restrictio
Climate Anagakok. The sec- Nonweapon Proficiencies: Bonus: in environments of extreme cold.
Anagakok from a climate Endurance, Survival, Weather Sense. Torrid Climate Anagakok suffers
where thp temperature never falls be- Recommended: (General) Direction
low 100 begrees E, whom we call the Sense, Fire-building, Riding (Land-
Torrid d m a t e Anagakok. based), Rope Use,Swimming; (Wizard) immunities apply to natural con
Anagakok, a wizard must Astrology; (Warrior, all cost single
of at least 13. Fe- slots) Animal Lore, Hunting, Moun- Anagakok suffers normal damage from
male Adagakok are as common as taineering, Running, Set Snares. cone of cold and other cold-based
males. Equipment: A beginning Anagakok spells, while a Torrid Climate Anaga-
Tho* Anagakok can renounce can buy weapons only from those listed kok suffers normal damage from fire-
his hedt and sever ties with his soci- in the Weapon Proficiency entry above.
ety, he not renounce this kit; the He can buy only equipment that would
traits of Anagakok are inborn and normally be available in his home soci- harsh climates gives the Anagakok
permaneqt . ety; the DM has the right to veto any
Preferted Schools: The preferred initial purchase.
A n Anagakok must spend all his ini-

38
of short, coarse hair for the Frigid Cli- Militant Wizard considers a trained
mate Anagakok. Because qf his appbar- body as important as a trained mind,
ance and strange manner, an h a g a k o k and prides himself on keeping his com-
suffers a -2 reaction penalty from all bat skills as sharp as his magical talents.
NPCs unfamiliar with the Anagakbks A character must have a Strength of
culture. at least 13 to be a Militant Wizard.
Just as their backgrowds proqide Though male Militant Wizards will be
them with natural immunitiesto cerjain more common, female Militant Wiz-
environmental extremes, all h a g a k o k ards are allowable as well, unless the
suffer penalties when exp~sedto eovi- DMsworld specifically forbids them.
ronments radically different from those Abandoning this kit is difficult. A
in which they were born. A Frigid Eli- Militant Wizard must abstain from us-
-
mate Anagakok suffers a 1penaltk to ing both of the weapons he has chosen
all attack rolls, damage rolls, Abjlity for his Weapon Proficiencies for three
Checks, and saving throws in envirion- full experience levels. Once he reaches
ments with temperatures above 1001de- the third experience level, he loses the
grees F. A Torrid Climatie hag+k use of his two Weapon Proficiencies. If
suffers a - 1penalty to all attack rolls, he then renounces his citizenship from
damage rolls, Ability Checks, and $av- his home culture, he can successfully
ing throws in environments with tkm- abandon this kit.
peratures below 0 degrees E For example, consider a 5th-level
Wealth Options: A beginning h a - Militant Wizard with Weapon Profi-
gakok receives only (ld4 + 1)x 8 gp as ciencies in short sword and long bow. If
starting money. he abstains from using both of these
Races: No restrictions. weapons (and the corresponding
Notes Players and DMs are encour- Weapon Proficiencies), he loses his He makes an excel-
aged to invent their own types of Ana- Weapon Proficiencies in short sword is also capable of fol-
gakok from other extreme envi- and long bow when he reaches 8th
ronments. An Anagakok who live$ in level. If he then renounces his citizen-
the bottom of an active volcano, in the ship from his home culture, he can
depths of the ocean, or on an isliand abandon this kit. If he uses these weap-
continually battered by hurriciane ons before reaching 8th level, he must
winds ate all possibilities, Use the1 ex- begin again, abstaining for an addi-
amples above to develop1 appropriiate tional three levels of experience (for in-
bonuses and penalties for each typp of stance, if he uses his long bow Weapon
Anagakok based on his background. Proficiency when at 7th level, he'll have
to abstain until he reaches 10th level in ondary Skill /is recommended or re-
Militant Wizard order to abandon this kit.) his Secondary Skill
Preferred Schoofs: Militant Wizards
Description: The Militant Wizadd is prefer schools with an excess of offen-

arts, making him an extremely f o i-


dable opponent. They can come *om
L
skilled in both magical land-mili ary sive and defensive spells, such as abju-
ration, alteration, conjuration/sum-
moning, invocation/evocation, and ne-
campaign.
Required

aggressive, warmongering cultbres cromancy.


bent on the conquest of weaker natipns, Barred Schools: Militant Wizards are
or from cultures continually u der barred from specializing in the schools
siege from their more mlike n igh- ,"
bors, making military preparednab vi-
of enchantment/charmand illusion, as
their cultures tend to consider them rel-
tal to their defense. In any case,1 the atively useless in combat. Though
greater divination has uses on the bat-

39
Table 6:
OB) Endurance. Recommended: Oppositional Schools for
eneral) Animal Handing, Direction Militant Wizards
ense, Riding (Land-based), Swim-
;(Wizard) Languages (Ancient); Specialist Oppositional
;these take 2 slots only) Blind- Schools
ghting, Tracking, (Warrior; these take
slot only) Mountaineering, Running, Abjurer Illusion
Alteration
Equipment: The Militant Wizard Greater Divin.
ay buy any equipment he chooses,
eeping whatever money he might not Conjurer Alteration
Greater Divin.
Special Benefita The Militant Wiz- Invoc. /Evoc.
d receives a bonus Weapon Profi-
charge; this is in addition Enchanter Invoc. /Evoc.
Weapon Proficiency. This Necromancy
Proficiency does not use Greater Divin.
of the wizards proficiency slots,
he must choose it from the weapons Diviner Conj./ Summ.
sted in the Weapon Proficiency entry Abjuration

Additionally, a Militant Wizard can Invoker Illusion


f the Warrior's Non- Enchant./Charm
ciencies given on Table 37 Conj./Summ.
the Player's Handbook at
umber ok slots; for instance, Necromancer Enchant. /Charm
a Militant Wizard wants the Animal Illusion
Lore proficiency, it costs him only 1 slot Alteration
instead d the normal 2 for a wizard.
S p e a Hindrances: Because a Mili- Transmuter Necromancy
tant Wuard devotes so much of his time Abjuration
and energy to the mastery of military Conj ./ Summ.
skills, he is limited in his access to spells
from valrious schools. Table 6 lists the
oppositional schools for Militant wiz- Militant Wizard mages are likewise
ards of each speciality; the Militant limited. The DM may decide which of
Wizard is forbidden to learn spells from the following limitations affects Mili-
these schools. tant Wizard rnages in his campaign
(choose only one limitation).
1. The Militant Wizard mage is for-
bidden to learn 8th-level and 9th-level
spells from any school.
2. The Militant Wizard mage learns
spells as if his Intelligence were two
points lower than he actually has, as in-
dicated on Table 4, page 16 of the Play-
er's Handbook. This limitation also
affects the number of languages he can

40
I WBlzwrd Kits

,
I

41
-
Wizard Kits

bility trom his homeland and may even liiding (Land-based), Singing; (Wizard)
e to cast an$ the num be disowned and disinherited by his Ancient History, Languages (Ancient),
family. Reading/ Writing, Religion; (Rogue,
Preferred Schools: The Patrician can double slots) Ancient History, Apprais-
specialize in any school, but prefers ing, Gaming, Local History, Musical In-
those that he perceives as most power- strument; (Priest, double slots)
ful, such as conjuration/summoning, Languages (Ancient).
alteration, and invocation/evocation. Equipment: A beginning Patrician
Barred schools: The Patrician will must buy all of the following items:
not specialize in necromancy, a school horse (must be at least a riding horse),
No EimiWons. he considers disgusting and repulsive. riding saddle, bit and bridle, horse-
Role: The Patrician prefers the com- shoes and shoeing, halter, and saddle
pany of nobles and other members of blanket. He can spend the rest of his
the upper class. Most Patricians are money as he wishes.
wealthy and have no need to earn Specid Benefits: The Patrician E=-
h, a member od his cul- money, but many still serve their soci- gins with more starting money than
y. Born into a life of eties as administrators, counselors, and other wizards (see the Wealth Options
ambassadors. Since they have access to entry below). Additionally, he receives
the the finest teachers and universities, a + 3 reaction modifier from any noble
Patricians are extremely well-educated from his own culture, and a +2 reac-
and expert in a variety of areas. tion modifier from nobles from other
Fellow player characters will right- cultures. When traveling, a Patrician
fully perceive the Patrician to be an ar- can demand shelter from any fellow no-
rogant, condescending snob. On the blemen from his own culture. Such
positive side, the Patrician is also well- shelter is offered free of charge and is
mannered and courteous, even to those made available for the Patrician and up
he considers to be his social inferiors. to two persons per experience level of
over common bo Male Patricians can be extremely chiv- the Patrician (for instance, a 3rd-level
alrous to members of the opposite sex, Patrician can demand shelter for him-
regardless of whether they like it or not. self and six others).
to promote the ce The Patrician is generally cooperative Special Hindrances: When making
with the party, though he will balk at purchases, the Patrician accepts noth-
any suggestion that compromises his ing but the best, whether it be a meal, a
sense of dignity (for instance, he will room for the night, a weapon, or even a
never enter a filthy cavern or search the chest to carry his possessions. Any time
bodies of slain enemies without he buys any item, the Patrician must
squawking). His first-rate education pay 10 to 100 percent more than the
ly, his parents might and extensive travels make him an ex- listed price in the Player’s Handbook.
cellent source of information. The DM will decide the price paid by
Secondary Skills: Required (the the Patrician, which may vary from
player must choose one of the follow- item to item, depending on the quality
ing): Bowyer, Gambler, Groom, Jew- of merchandise in a particular locale.
eler, Limner/Painter, Scribe. For instance, the best meal in Village A
Weapon Proficiency: Required (the might sell for 7 sp, while the best meal
player must choose one of the follow- in Village B might sell for 10 sp. In all
ing): dagger, knife. cases, the Patrician will settle for no less
Nonweapon Proficiencies: Bonus: than the most expensive item available;
(General) Etiquette, Heraldry, Riding he always pays at least 10 percent more
(Land-based). Recommended: (Gen- than the listed price.
eral) Dancing, Languages (Modern),

42
7 -

’ high-quality items, he c m
cheaper goods, but he nQ
ceives his reaction bonus in t
ular encounter or c o r n
quirements for the Peasant Wizard.
No special rules exist for abandoning
this kit.
Preferred Schools: There are no pre-
simply do not believe that be is a n ferred schools for the Peasant Wizard,
For instance, if a Patrician settles though illusionists, abjurers, and in-
standard 5 sp meal at an irn vokers are among the most frequently
NPCs in the inn react to him n encountered.
ignoring his insistence &a Barred Schools: There are no barred
man. Word will quic schools for the Peasant Wizard; how-
throughout the community that an ever, there are fewer necromancers and
diviners than any other specialist.
R o l e The Peasant Wizard fights on
community wilI react to him normdlly. behalf of the common people. He con-
If a Patrician settles for shabby accpu- siders himself protector of the helpless,
trements, such as a normal sword or jav- actively opposing any action from the
erage saddle, all NPCs will react to $im party that threatens or exploits the
normally until he replaces them with peasants. For instance, he won’t allow
more expensive items. his party to recruit peasants for combat
Justas the Patrician can demand shel- support unless they fully understand Wizard does not re-
ter from other noblemen, so can t ley the risks involved. When a companion in lands other than
demand shelter from him. Note that of the Peasant Wizard bargains with a lways receives a +2
this can get to be an expensive proposi- common man for goods or services, the rom peasants in any
tion if the N P C noblemen stay for iRny Peasant Wizard makes sure his com-
length of time. panion pays the common man a fair
Wealth Options: The Patrician re- price. When the party recovers a trea-
ceives an extra 150gp in addition to the sure, the Peasant Wizard demands that
standard(ld4 + 1)x 10 gp. the local citizens receive their fair share
Races: No restrictions. However, if a if they helped the party in any way or if
particular race doesn’t recognize or al- the treasure was recovered on their
low socio-economic strabifications in land.
the DMs campaign world, that race The Peasant Wizard sees the wealthy
will not have Patricians. classes as a primary reason for the com-
moners’ miseries, so he has little respect
Peasant Wizard or patience for noblemen and the cause.
wealthy. Aside from the occasional in-
Description: The Peasant Wizard is a sult, the Peasant Wizard is likely to
spell caster of modest means whose ex- avoid associating with any Patricians in
ceptional skills and matchless courage his party.
have made him a champion of the Secondary Skills: The player may
masses. Though his talents,haw set him choose his Peasant Wizards secondary Savage Wizard
apart and made him a legend in his skill. The DM might consider limiting
homeland, he will never forget his this choice to skills that are useful to
roots. h advocate of the commoner, peasants such as swimming; it is un-
thepeasant Wiaard devoties himself to likely (but not impossible) that a peas-
the promotion of equality and justice. ant wizard could learn heraldry or
The Peasant Wizard is the most fre- etiquette.
quently encountered of all the wizards. Weapon Proficiency:Required (play-
There are no additional ability re- er’s choice): Bow (any), dagger, knife,
spear, dart, sling.

43
,
traditiobs, dress, and customs are so schemes to usurp the wizards leader- Bowyer/Fletcher,Hunting, Mountain-
simple that most outsiders consider ship role. If the tribe becomes con- eering, Running, Set Snares, Tracking;
them unsophisticated brutes. vinced that the wizard is consorting (Priest, double slots) Healing, Local
Therq are a variety of Savage tribes with demons or otherwise stirring up History; (Rogue, double slots) Jump-
around the world, ranging from paci- dark forces better left alone, they may ing, Tightrope Walking, Tumbling;
fistic sobeties of farmers and herders expel the wizard from the tribe with (Wizard) Herbalism, Religion. A Sav-
to bloohthirsty headhunters and bar- the threat of execution if he returns. age Wizard cannot take Etiquette or
All, however, are sharply at- This is one way that a Savage Wizard Heraldry when first created.
the natural world, sharing a might link up with an adventuring Equipment: The only weapon the
for animal and plant life party. Savage Wizard can purchase initially
1
and an innate understanding of the In a campaign, the Savage Wizard is his tribal weapon (see Weapon Profi-
mysteriCs of nature. takes the role of an outsider, baffled ciency). He must spend all of his re-
To bela Savage Wizard, a character and intimidatedby the mysteries of the maining gold when he is created; he

a
must halve a minimum Strength score "civilized world. Products of technol- may not keep any unspent gold. He
of 11 nd a minimum Constitution ogy, such as oil lanterns and cross- can purchase only equipment that
score of,13. bows, both fascinate and frighten him. would normally be available to his
To aqandon this kit, a character While he is at home in the darkest jun- tribe; for instance, his tribe probably
must rebounce his membership with gles or most treacherous mountains, has herbs, nuts, fishing nets, and rafts
become a citizen of a dif- he is extremely uncomfortable in cities available, but they are unlikely to have
tribal roots run and towns. If the Savage Wizard is chains, lanterns, hourglasses, or mag-
change such as this from a relatively pacifistic tribe, he nifying glasses. The DM has the final
coming; a Savage might serve as the conscience of his word as to what equipment is available

e
Wizard must have advanced at least
five lev 1s since leaving his tribe and
experie cing adventures in the outside
world blfore cutting ties with his tribe.
party, questioning their eagerness to
kill, their obsession with wealth, their
selfishness, and their inequi
tem of justice.
to any particular Savage Wizard.
Special Benefits: The Savage Wizard
receives one of the following special
abilities from the list below. The spe-
Schools: Because their Secondary Skills: The Savage cial ability is chosen when the charac-
tend to be exceptionally ard's Secondary Skill should be based ter is first created and can never be
high, Sbvage Wizards excel in the on the primary occupation of his tribe; changed.
schools of conjuration/summoning that is, if his tribe is mostly fishermen, 1.The Savage Wizard can manufac-
and inv4cation/evocation. his Secondary Skill should be Fishing. ture a protective talisman once per
Schools: Savage Wizards Other likely skills include Forester, week. The talisman is a small pouch of
atural aptitude for mastering Groom, Hunter, and Trapper/Furrier. herbs hung on a leather cord which is
of abjuration and enchant- Weapon Proficiency: Required (one worn around the subject's neck. The
of the following, representing his talisman gives protection from evil to
tribesmen are dazzled tribe's weapon of choice): spear, blow- the wearer, identical to the effects of
by magic, so the Savage gun, dagger, knife, or sling. Regardless the 1st-level wizard spell. The talisman
holds a position of of whether the Savage Wizard eventu- offers continual protection for a full
ally becomes familiar with new weap- day, after which time the herbs disinte-
ons, he is likely to prefer his tribal grate. Dispel magic or a similar spell
weapon throughout his adventuring permanently cancels the magic of that
career. particular talisman. The Savage Wiz-
Nonweapon Proficiencies: (Gen- ard requires no less than one hour to
eral) Direction Sense or Weather Sense manufacture a talisman.
(player choice); (Warrior) Endurance 2. Once per week, the Savage Wiz-
or Survival. Recommended: (General) ard can construct a small replicant of
Animal Handling, Animal Training, any single victim of his choice. The re-
Fire-Building, Fishing, Riding (Land- plicant is about 6 inches tall, made of
based), Rope Use, Swimming; (War- clay, and crudely resembles the form of
rior, double slots) Animal Lore, the victim. It must also contain a lock

44
'I Wizard Kits

of hair, a fingernail, or other sqall other significant task. If the DM has Special miqarances: 1 ne
piece of brganic material from the f+- knowledge about the proposed action, pearance and man-
tim. A bavage Wizard requires One the omen should reveal the appropri-
hour to +amfacture a replicant. 1 ate information; for instance, if the
Whenever the Savage Wizard cuts a party is consideringexploring an aban- NPCs not from his
piece from the replicant, sticks a p i i in doned building, but the DM knows it react as they wish,
it, or otherwise "attacks" it, the repli- contains a spectre, the result should be ickly become accus-
cant suf6ers 1-4 hit points of damzige. an ill omen. In situations where the ge and accept him as
The victim who is represented by ':he DM has no information on which to
replicant suffers an identical arno.int base his judgement, roll Id10 and con- The Savage Wiz-
of damage, regardless of the distaxe sult Table 7.
between the replicant and the victim gresses, the Sav-
(however, the victim must be on the Table 7: portunity to ac-
same plane of existence QS the re:?li- Savage Wizard Omen Results e, and it is up to the
cant). Every type of damage on the re- reciates its value
plicant inflicts 1-4 hit points of dIO Roll Result
damage; therefore, the Savage Wizard 1-2 I11 Omen: The party should not
must take care not to destrioy the re:?li- undertake the task this day. If
cant, for burning, crushing, or thrcaw- they ignore the omen, all party
ing the replicant into a pool of members will suffer a - 1penalty
quicksand still inflicts only 1-4 hit on "to hit" and saving throw rolls
for the rest of the day, their
points of damage. The replicant disin-
chance for encounters will be
Witch
tegrates when any of the following
conditions are met: doubled, and a - 3 reaction mod-
e Witch is a wizard
The replicant has su#fered 10 hit ifier will be applied to all encoun-
agical abilities are
points (or more) of damage. ters.
n. Though wizards
Dispel magic or a similar spell is basics of spellcast-
cast on the replicant. 3-4 Great Danger Exists: If the party
ies or from learned
A week passes since the rep1ica:it's proceeds, their chance for
learn magical skills
creation. encounters is doubled for the rest
of the day and a -3 reaction
3. Once per week, the Savage stence, or from
modifier applies to all encoun-
ard is able to forecast the ters. Opponents have a +1 ap-
tunes of some major plied to their chance to hit.

5-7 Neutral Omen: The information


be receptive to an is vague. N o special modifiers
must do nothing apply-
to such instruction
8-9 Favorable Omen: The party
members' movement rate is in-
creased by 50% for the rest of the
day, and opponents have a -1
omen-a rippling pond, a gatherin$ of applied to their chance to hit.
clouds, a swarm of insects, or the vdins
in a leaf are all possible sources1 of 10 Auspicious Omen: All effects of
omens. a Favorable Omen apply; addi-
A wizard usually consults an orhen tionally, all party members gain
they exude a powerful
before starting a journey, engaging in a a +1on all saving throws made
major battle, or embarking on same nce over their students.
for the rest of the day.

45
Wiznsd Kirs 1

I
Howev$r, a few W i t h with particu- and her companions, as if they cannot from among the following choices:
larly stt ng wills are able to maintain quite bring themselves to trust her

f
Dagger or dirk, knife, sling, staff sling.
their o drives while using their mag- completely. Any player characters Additionally, the Witch can choose up
ical & s to further their own goals. with suspicious natures, particularly to 1,500gp worth of magical items from
Such WIT tches face a life-long struggle those with primitive or unsophisti- Table 89 (Patiopts and Oils), Table 91
with thq forces who relentlessly strive cated backgrounds, may never fully (Rings), Table 92 (Rods), Table 93
warm up to a Witch and will avoid be- (Staves), Table 94 (Wands), and Tables
en& for becming a ing alone with her, sometimes even ac- 95- 103 ( M h l l m e o u s Magic) on pages
cusing her of betraying the party or 135-l39d the Dungeon Master's Guide.
bringing them bad luck. (The DM is These items are free-she doesn't have
n that received by most free to encourage this type of role- t she cannot keep any
playing, but not to the point of dis- of the lefrover 1,500 gp).
and Wisdom of 13. rupting the campaign. If this distrust cia#BenafIks: When a Witch is ini-
ption inherent from becomes problematic, the DM might created, &e automatically gains
remind the P C leader of the party that the spells detect magic and read magic;
the Witch is indeed a good-aligned these spell3 are in addition to any spells
character and it is his job to promote she normally receives.
good will among his companions.) As a Witch increases in level, she au-
called Warlocks. Although a Witch learns her magical the following abili-
annot be abandoned. techniques from extraplanar entities, 1 naturally acquired
once on her own, she learns her spells abilities, and do not count agairrst the
in much the same way as any other number of spells she can know of use.
u l l y requiring the power wizard. Still, her techniques for cast- All of the following abilitiescan be used
ing spells may differ significantly from once per week.
els. If she stili the standard methods. The casting 3rd Lewl: The Witch acquires the
times, ranges, and effects of her spells ability to secwe familiar. This is identi-
e experience levels that are no different from the same spells cal to the lst3eve1 wizard spell find fa-
used by other wizards, but she may use miliar, except that a Wit
& The most appro- different verbal, somatic, or material need to burn 1,OOO gp wo
for Witches is components, as well as meditation. and herbs in a brass b
/charm. Conjuration/ These differences should make her the Witch must merely c
nd necromancy are also seem even more threatening to wtsid- one tun. If a suitable familiar is within
ers, as well as making her seem more 1mile per level of the Witch, it will ar-
em are no barred remote to the other player characters. rive within I d l o hours. A Witch can
Secondary Skills: Required: None. have only om familiar at a t h e .
a L e d The Witch acquires the
Weapon Proficiency: The Witch is ability to b m calmatioe. Assuming
me that a Witch is in col- not allowed an initial Weapon Profi- she has access to the proper ingredients
ciency, nor can she acquire a Weapon (usually available in any forest), the
her accordingly. There Proficiency as she advances in level. Witch can brew one dose of an dixir
where a Witch is wel- Nonweapon Proficiency: Bonus that has the &ect of a sleep spell when a
Proficiencies: Herbalism, Spellcasting. victim comes in contact with it. One
conceal her identity when Recommended: (General) Artistic dose is sdficient to coat a sword or any
Ability, Brewing, Cooking, Languages other ingle weapon. The elixir has no
(Modern), Weather Sense; (Wizard) effect on victims with more than 8 HD;
Ancient History, Astrology, Lan- victims can resist the effects of the elixir
especially after she guages (Ancient), Reading/Writing, with a successful saving throw.
proves -If in life-and-death situa- Religion; (Priest, double slot) Healing. The Witch Fewires one h o w to brew

t
tions. H wever, there might always be
a veil o suspicion between the Witch
Equipme* When a Witch is first
created, she must buy her weapons
the elixir. The elixir loses its potency af-
ter 24 hours.
7th Lev& The Witch acquires the the Witch can brew one dose of an oint-
ability to brew poison. With the proper ment which, when rubbed on the skin,
ingredients, available in most forests, gives the recipient the ability to fly, as
she can brew one dose of Class L con- per the 3rd-level wizard spell fly. The d8 Roll Result
tact poison (see page 73 of the DMG,) dose is sufficient to affect one human- 1-3 One ability of the victim is low-
sufficient tto coat a single weapon. The sized subject; the effects persist until the 3 points. Determine
Witch reqbires one hour to brew the ointment loses its potency 24 hours af- ility is lowered by rolling
ison. It loses its potency in 24 hours. ter it is brewed. The Witch requires one
h Lewd: The Witch acquires the hour to brew the ointment.
ty to beguile any single person or 13th Level: The Witch acquires the
monster (assuming the person is no ability to inflict a witch's curse on any 3 = Constitution
higher than 8th-level or the monster has single person or creature. This is ex-
no more than 8 HD). Beguile is identical actly identical to the 4th-level wizard
to the 4th-level wizard spell charm spell bestow curse, except that its effect
monster and the 1st-level wizard spell is automatic; the victim is not allowed a
c h a m person, except that the victim is saving throw. The effect of the curse 4-5 The victim's "t
not allowed a saving throw. To cast be- persists for 24 hours unless the curse is rolls are redl-d by 4 points.
guile, the Witch must merely paint at dispelled by a remove curse, wish, or
the victim and concentrate for 1round; similar spell. To cast the spell, the Witch 6 The victim becomes blind, as per
there are no verbal or material compo- must merely point at the victim and the 2nd-level wizard spell blind-
concentrate for 1round; no verbal or ness. The effect persists for 24
11th Levek The Witch acquires the material components are required. To hours or uhail the witch's curse is
ability to brew flying ointment. Assum- determine the effects of witch's curse, dispelled.
ing she has access to the proper ingredi- roll Id8 and consult Table 8.
ents (usudly available in any forest),

47
Wizard Kilts

The Witch must periodically struggle


with the extraplanar force
Weight Speed Damage direct her. The forces are
Cost inlbs. Size Type* Factor S-M L that they cannot be dispelled; all the
Bo stick 2 cp 4 L B 3 1-6 1-4 Witch can do is endure them. When un-
Baku-toh 6cp 3 M B 4 1-4 1-2 dergoing these internal struggles, the
2 S B 2 1-4 1-2 Witch suffers penalties to her combat
1-6 1-4 abilities and saving throws.
The DM has three options for deter-
mining the frequency and intensity of
Tea large shuriken weigh a total of 1pound. these penalties, depending on the needs
of his campaign and how much book-
cripkion of Weapons: keeping he is willing to undertake:
Bo stick: A staff of hard wood that is very difficult to break and is normally 6-7 1.The Witch suffers a -2 penalty to
her attack rolls and a -2 penalty to her
Boku-toh: A wooden replica of a short sword, usually used for practice since it saving throws on any night with a full
cannot cut or slash. Used aggressively, it can cause bludgeoning damage. moon and the three nights before and
Jitte:A tapered iron bar with a short hook near the handle. Although the hook is after the full moon (the penalties apply
not sharp enough to cut or pierce, the jitte can be used to strike blows. to a 12 hour period from about 6 p.m.
Shuriken: A small throwing weapon in the shape of a star with needle-like projec- to 6 a.m.). On most worlds, a full moon
tions. They are thrown by hand and easily concealed in folds of clothing. A large- will occur about once per month; if the
star shuriken has a fire rate of 3, a short range of 5 yards, a medium range of 10 moon of the DMsworld has a shorter
yards, and a long range of 20 yards. or longer cycle, increase or decrease the
number of nights the Witch is affected;
she should be affected about seven
Witches. Unless an NPC is exception- nights out of 4 weeks. If there are sev-
hour for the next 24 hours. These ally open-minded or has extremely high eral moons, the Witch is affected by
last hit points cannot be recov- Intelligence or Wisdom (13 or more in only one of them.
elred by normal or magical means either ability), the Witch receives a -3 2. There is a 25 percent chance per
until the witch's curse ends in 24 reaction roll. If the NPC is uneducated, day that the Witch will be subjected to
hours or unless the curse is dis- comes from an extremely superstitious an internal struggle with extraplanar
pelled. If the victim is reduced to or unsophisticated culture, or has low forces. The DM determines this at the
0 hit points or less within 24 hours Intelligence and Wisdom (under 10 for beginning of the day; the Witch is
04 receiving the curse, or before both), the Witch receives a -5 reaction aware of the result. Throughout that
the curse is dispelled, he dies. roll. Additionally, if a Witch lingers in a night (a 12-hour period lasting from
superstitious or culturally unsophisti- about 6 p.m. to 6 a.m.), the Witch suf-
e victim immediately lapses cated community for more than a day, fers a -2 penalty to her attack rolls and
state of temporal stasis, as she runs the risk of facing a mob of hos- a -2 penalty to her saving throws.
e 9th-level wizard spell. The tile citizens bent on running her out of 3. The Witch struggles with the extra-
ists unless the curse is town, imprisoning her, torturing her, or planar forces every night. For a 12-
Otherwise, at the end executing her. (The DM decides the size hour period lasting from about 6 p.m.
rs, the victim is reduced of the mob, their intentions, and the to 6 a.m., she suffers a -1 penalty to
likelihood of their accosting the Witch. her attack throws; there is no penalty to
As a rule of thumb, assume a 20 percent her saving throws.
pe&l Hindrances: Because of their chance of a 4d6-member mob forming Wealth Options: The Witch receives
non-coqkentional training, Witches do in a hostile community if the Witch the standard (ld4 + 1)x 10gp as starting
not ea* bonuses to their experience for stays for a day. This chance increases money.
high ability scores. Witches cannot be by 20 percent for every additional day Races: No racial restrictions.
multi-classed or dual-classed. the Witch remains; the size of the mob Note: The Witch is among th
increases by 2d6 members.) complex of all the kits and many of the
I

48
@
details are left up to the player's discre- eastern setting, the DM, in conjunction ing; (Wizard) Astrology, Herbalism,
tion. For instance, he may wish to de- with the player, should invent a plausi- Spellcraft; (Priest, double slot) Musical
sign specific daily rituals for his Witch, ble explanation for the Wu Jen's appear- Instrument; (Rogue, double slot) Blind-
or he may wish to expand on the ance so far from home. Perhaps the Wu fighting, Gaming, Juggling, Tumbling.
Witch's relationship with the entities Jen is on a religious pilgrimage. Perhaps Equipment: The Wu Jen must buy all
who originally trained her. What ex- a magical device or spell transported weapons from the choices listed in the
actly are they? Where are they? Can the Wu Jen to the western world, either Weapon Proficiency entry above. He
the Witch contact them for favors? intentionally or unintentionally. Or may have no more than 10 gp remain-
What exactly happens if the forces suc- perhaps the Wu Jen is on a decade-long ing when he has finished purchasing his
ceed in controlling the Witch? Does her quest for knowledge or self-awareness, equipment.
alignment change? Her abilities? Her and his travels have brought him to the Special Benefits: When a Wu Jen
relationship to the party? There are other player characters. reaches 4th level, he gains the power to
many possible variations on the Witch Whatever the reason, the Wu Jen summon massive magical energies that
kit, and the DM is encouraged to exper- should add a touch of oriental intrigue allow him to cast any one spell that is
iment, as long as he avoids the tempta- and exotic culture to a Western-based three or more levels lower than his level
tion to make her excessively powerful, party. His fellow player characters at maximum effect. The spell automati-
and keeps in mind the potential disrup- should find the Wu Jen's habits strange cally has maximum range, (if desired),
tions in his campaign. and fascinating. For instance, a Wu Jen duration, and effect. Thus, a 4th-level
prefers to record his spells on scrolls in- Wu Jen can cast a 1st-level spell at maxi-
Wu Jen stead of in spell books. Perhaps he mum effect. A Wu Jen can use this abil-
prays to the sun for an hour each day at ity once per day.
Description: The Wu Jen is a wizard dawn, or maybe he eats only roots and Special Hindrances: The Wu Jen op-
from cultures based on medieval orien- berries. A Wu Jen keeps his emotions erates under special taboos that do not
tal civilizations. He is a sorcerer of mys- hidden, and his motives are equally dif- affect other characters. Though the ta-
terious power and uncertain fealty. ficult to discern. It is unlikely that the boos may seem trivial or even ridicu-
Unlike the oriental samurai, the Wu Jen Wu Jen shares the party's goals and lous to other characters, the Wu Jen
seldom answers to a lord or master. His moral code; if he agrees to join the takes them quite seriously-violating a
primary allegiance is to himself and to party, it is probably due to his intellec- taboo causes the Wu Jen to lose levels of
his craft. tual curiosity. ability, lose spells, become ill, or even
The Wu Jen seldom lives among the The DM is within his rights to forbid die (the DM decides the exact penalty).
masses, preferring instead to dwell in the Wu Jen from the campaign. Before a A 1st-level Wu Jen has one taboo and
wilderness where he can contemplate the player selects this kit, he must check gains an additional taboo every five
secrets of nature without interruption. with the DM to make sure that Wu Jen levels thereafter (at 6th level, 11th level,
Living the life of a hermit, the Wu Jen are allowed. and so on). The DM selects the taboos.
concentrates on purifying his body and Secondary Skills: Required: Scribe. Some suggestions follow; the Wu Jen:
mind, thus makiig him more receptive Weapon Proficiency: Required Can't eat meat or animal products
to the supernatural forces of the world. (choose one of the following): Blow- (including milk, eggs, and cheese).
To be a Wu Jen, a wizard must have gun, short bow, dagger, dart, sling. Al- Can't sleep within 20 yards of a
an Intelligence of at least 13. He cannot ternately, the Wu Jen can choose from member of the opposite sex.
be of lawful alignment, but may still be the selection of oriental weapons listed Can't wear a certain color.
good, evil, or neutral. in Table 9. Can't carry gold (or other precious
The Wu Jen kit cannot be aban- The Wu Jen has an automatic and metal) on his person.
doned. permanent +1 bonus to hit whenever Can't bathe or must bathe fre-
Preferred Schools: Wu Jen prefer the using the weapon he has chosen for his quently.
schools of conjuration/summoning, al- Weapon Proficiency. Can't cut his hair or fingernails.
teration, and invocation/evocation. Nonweapon Proficiencies: Bonus Can't intentionally take the life of
Barred Schools. There are no barred Proficiencies: Etiquette, Artistic Ability an insect.
T (Painting, Calligraphy, or Origami). Can't drink alcoholic beverages.
schools for the Wu Jen.
Role: Unless bhe campaign has an Recommended: (General) Riding Can't sit facing the north (or other
(Land-based),Cooking, Dancing, Sing- direction).

49
Can't speak after sunset (except to Similarly, if a natural disaster wiped the same skill-or one of a small number
cast spells). out all traces of Amazon society in his of skills-then you might require it of all
Wealth Options: The Wu Jen starts world, he can disallow the Amazon kit. characters who take this kit.
with the normal (ld4 +I)x 10 gp. Weapon Proficiencies: Often, certain
Racesr Normally, a Wu Jen must be Creating New Kits types of wizards tend to favor certain
human. The DM may make exceptions types of weapons. Others select their
in his campaign, elves and half-elves Using the kits above as guidelines, weapons from a wide range of choices.
being the most likely choices. many new kits can be created. If the If the wizard described in your kit
Note: For more detailed information DM has a certain type of wizard that he seems to prefer one or two weapons
about the Wu Jen, along with addi- would like in his world, he should de- more than others, note this in the kit.
tional spells, weapons, and proficien- sign a Wizard Kit for that personality. Keep in mind, however, that all wizards
cies, see Oriental Adventures. The DM To design a Wizard Kit, the DM share certain weapon restrictions-see
may need to make some adjustments to should consider the following questions Chapter 5.
adapt the descriptions and statistics to about the wizard and his role in the Nonweapon Proficiencies: As with
A D & W 2nd Edition rules. campaign. weapon proficiencies, many wizards
Description:Whats this wizard like? tend to have certain skills in common.
Is he drawn from 4 specific literary, For instance, it would be hard to imag-
Recording Kits on the ine a Patricianwho wasn't skilled in Eti-
Character Sheet quette. Therefore, one or two
nonweapon proficiency slots can be
To record a wizard kit on characte given free of charge to characterstaking
record sheets, follow these steps: this kit. If appropriate, the proficiencies
1.In the space where the character's How is he re- can come from the Priest, Rogue, and
school is recorded, add the name of his Warrior listings. Normally, the cost in
wizard kit. slots for non-wizard proficienceswould
2. When recording the character's be higher, but this can be ignored when
Nonweapon Proficiencies, add the bo- kits are being given free.
nus proficiencies the character receives What kinds of activities does this Equipment: If a wizard is known for
from hi$ wizard kit. Mark the bonus wizard tend to perform in a using certain types of equipment, re-
proficiencies with an asterisk to indi- campaign-is he a bold man of action? quire that such a character have this
cate that they are free. A withdrawn scholar? An impulsive equipment before the campaign begins.
3. Make notes about the character's show-off? What is his relationship with If some but not all wizards of this type
special benefits and hindrances and the other characters-is he friendly, dis- use the same equipment, then it needn't
other pertinent information in any tanced, wary, impassive? be required; instead, simply list it as
available space on the sheet. Preferred and Barred Schools: Are recommended equipment.
there certain types of specialties that Special Benefits: Although not neces-
Modifying the Kits seem especially appropriate to the wiz- sary, most Wizard Kits should have
ards described in your kit? If so, note some special benefit. Any kind of bene-
The DM is encouraged to modify the them as preferred schools. Are there fit is acceptable, but it should relate to
kits to more accurately represent the other specialists that seem particularly the way this wizard operates in fiction,
history, cultures, and events of his cam- inappropriateto your kit? Note them as mythology, or similar source material.
paign world. However, he should not barred schools. Possible benefits could include:
violate the nature of the kit; males Secondary Skills: If using the Second- Bonuses to reaction rolls, particu-
should not be allowed to be members of ary Skills system, you need to decide if larly from certain categories of people.
the Amazon kit, nor should Patricians this Wizard Kit requires such a skill. If Bonuses on wizard proficiency
be allowed to be necromancers. Com- there isn't a particular secondary skill or uses, especially in specifically defined
mon sense must prevail. skills common to all wizards of this type, situations.
However, if there are no oriental or then do not require a secondary skill. Bonuses to hit and/or damage, es-
eastem-styled cultures in his world, the But if all members of a Wizard Kit share pecially against certain categoriesof en-
DM is free to disallow the Wu Jen kit. emies, or in special circumstances.

50
I

Special resistances, such as an im- may be made to help you design new
munity or bonus to saving throws Wealth Options: Does the wfzkird kits. The DM or players can design rtew
against specific magical attacks or e y e s have less or more starting gold than kits appropriate to the character types
of magic. other characters? Are there any restric- they would like to play. However, if a
Special rights in the culture in tions as to how his starting gold must be player designs his own kit, he should
which the character normally travels spent? check all details of the kit with his DM.
(such as immunity from prosecution or Races: Note any variations for wiz- The DM may make changes, or he may
free lodging on demand). ards of specific races. Are any races disallow the kit altogether.
Special Hindrances: One or more barred from the kit? Does any race re-
special hindrances should be imposed ceive special benefits, proficiencies, or SUE! Kits
which limit the character as much as his hindrances when taking this kit?
special benefits help him. Notes: If there are any additional de- Here are a few ideas that might be dw
Possible hindrances include: tails about the kit, explain them fully. veloped into new kits:
Penalties to reaction rolls, espe- You can also adapt kits to other Dragon Master (a wizard with a spe-
cially from certain categoriesof people. classesby adjusting the skills, weapons, cial affinity for dragons and the magic
Penalties to hit and/or damage, proficiencies, benefits, and hindrances. they use)
particularly against certain categories A campaign might include Academi- Outlaw Wizard (a wizard who is
or enemies, or in special circumstances. cian Priests or Patrician Warriors. rightly or wrongly wanted by the law)
Restrictions from learning certain Spiritualist (a wizard with a special
nonweapon proficiencies. Wizard Kit Creation Sheet interest in ghosts, spirits, and extra-
Special restrictions in the culture planar phenomena)
in which the characters normally travel At the end of this book is a blank Kit Nomad (a rootless wizard with no
(for instance, the wizard is prohibited Creation Sheet. Copies of this sheet permanent homeland)
from owning property or is punished

51
tudes, motivations, and outlook, and The Altruist

T
cialty, interesting variety of low- how he is most likely to function in a
level sp lls, a nice set of proficiencies, typical campaign. In some cases, sug- Character Description: The Altruist
and a ki from the previous chapter. gestions are given as to what types of is a selfless humanitarian, his actions

i
Read to adventure? N o t quite. players might find this particular per- fueled by a passion for justice. The Al-
There's ore to role-playing a wizard sonality type the most enjoyable to truist regards his magical skills as a spe-
than cas ing spells, checking proficien- Play. cial gift to be used to promote the
cies, an swinging a staff at the bad common good, and he devotes his life
Best Suited For: Some personality
guys. In this chapter, we present sug- to the welfare of others. He is admired
types are more appropriate for certain
gestions' for role-playing techniques by the oppressed, scorned by oppres-
alignments than others, and some are
that will help your character come to sors, and respected by all.
more appropriate for certain kits than
life, I Because his goals are simple and his
others. This information is provided
here. values are unambiguous, this personal-
Wizai -1 Personalities These are only recommendations, ity type is a particularly easy one to
not hard and fast rules, and using align- play. It is a good choice for characters
ments and kits other than the ones sug- of beginning players. Experienced play-
gested might require some imaginative ers, however, may find him a bit bor-
rationale on the part of the DM and the ing, and the DM should be aware that
player. For instance, an Entertainer/ an entire party of Altruists can lead to a
Savage Wizard could exist, but he will lifeless campaign.
probably be rare in a typical campaign Best Suited For: Any kit is appropri-
vides descriptions of world. Novice players are advised to ate for the Altruist. Obviously, this
rsonalities drawn remain within the alignment and kit type of character should be of good
recommendations in this section. alignment, lawful good being the most
t them all and see frequently encountered.
In Combat Situations: Each person-
ality type approaches combat situa- In Combat Situations: The Altruist is
hould think about what tions in a slightly different fashion. a courageous, aggressive combatant.
Some might charge straight ahead with He is as selfless on the battlefieldas he is
would he be bold or cau- their weapons swinging, while others in all other walks of life; if an Altruist
might hold back to size up the enemy has a single protection from evil spell,
before committing to a course of he will cast it on the most vulnerable
action. Some might cast their strongest member of his party, using it on himself
personality types listed spells first, others might hold them in only if he's absolutely certain that all of
reserve. This section details each per- his companions are safe. He attacks
sonality type's combat style. honorably and with mercy, accepting
the surrender of his opponents when-
In Role-Playing Situations: This sec-
ever possible. He assumes leadership
tion explains how the character is likely
roles if necessary, though he seldom
to react when encountering NPCs.
seeks them.
These suggestions should be used as
guidelines when role-playing conversa- In Role-F'Iaying Situations:The Altru-
tions, including interrogations, inter- ist is polite, even-tempered, and thought-
views, and small talk. This section will ful. He has little patience for liars and
also give an idea how the character cheaters, and NPCs who exploit the help-
might interact with the other player less are especially repugnant to him.
characters. Most NPCs, except those of evil align-
ment, admire and respect the Altruist's
Charakter Description: This section strong moral code, but some NPCs may
describe1 the character's general atti- see him as self-righteous and pompous.
~

52
The Brooder neutral. The Brooder can use any kit, may even share nls aeepest thoughts
but the Academician, the Mystic, and with a companion who has been kind
Character Description: The Brooder the Wu Jenare especially good choices. and caring.
is tormented with self-doubt; he wor-
ries about his relationship with the rest In Combat Situations: The Brooder is
The Commander
of the universe, where he fits in with the an excellent fighter. Cowardice is un-
rest of mankind, and the meaning of his known to him; since he doesn’t believe
Character Description: The Com-
own existence. He may dwell for days his own life is particularly precious, he
mander is a natural leader who exudes
on the ramifications of some seemingly fights as if he has nothing to lose. He is
authority. This may be due to his up-
insignificant action. If he makes a calm and clear-thinking in times of cri-
bringing, his training, his innate ten-
wrong decision or a decision he per- sis, using his spells to their maximum
dencies, his birth order (these types
ceives as being wrong, he may become effectiveness. If necessary, he will un-
tend to be first-born), or any combina-
consumed with self-loathing, spiraling hesitatingly risk his life for a friend.
tion of these factors, but whatever the
into a deep depression that can persist If the Brooder is preoccupied with a
reasons, taking charge comes automati-
for weeks. Holding himself to impossi- past mistake or a depressing philosoph-
cally to the Commander. He is decisive,
bly high standards, the Brooder is con- ical revelation, he may be slow to join a
imposing, and inspiring.
tinually disappointed with his battle. Likewise, if the Brooder is in a
The safety of his companions is of
performance as a wizard, a citizen, and state of mind where the differences be-
paramount importance to the Com-
as a human being. tween good and evil seem especially
mander, and he feels personally respon-
Obsessed with perfection, the ambiguous, he may decline to partici-
sible for their actions. The Commander
Brooder tends to be an extremely pate in a fight. Usually the Brooder can
is not always the leader of his party-he
skilled spell caster and combatant. His be roused to battle by a firm request
understands that a leader cannot func-
mind is sharp and his actions are precise from the party leader or the gentle urg-
tion without able followers-but he al-
and correct. Although he usually suc- ings from a trusted companion. Even in
ways tends to act like one, issuing
ceeds at whatever he attempts, his ac- the depths of despair, the Brooder will
orders, taking charge, and showing ini-
complishments seem to bring him little not stand idle and allow harm to come
tiative whenever others are slow to act.
fulfillment or joy. to his companions.
Players selecting this type of charac-
Not surprisingly, the Brooder’s out- In Role-Playing Situations: In most ter should be prepared to make most of
look on life is dismal. He believes the encounters with NPCs, the Brooder the decisionsfor the group. If a player is
struggle between good and evil can will remain quiet and distracted, leav- uncomfortablewith this role, he would
never be won; it will continue to claim ing most of the talking to his compan- do better to choose a different personal-
victims on both sides for all eternity. ions. He is loathe to offer his opinion, ity type.
Friendship is valued but transient; a and seldom cares to hear the opinions Best Suited For: Lawful and neutral
friend today can be an enemy tomor- of others. Most of the time, he is simply are the most appropriate alignments for
row. Acts of courage and selflessness apathetic. Most NPCs perceive the Commanders. Characters of evil align-
are admirable but ultimately futile. Ex- Brooder to be emotionless and preoccu- ment might demonstrate good leader-
istence is a tragic joke-men are only pied, and keep their distance. Sensitive ship, but are too self-centered to fit the
puppets in the hands of incomprehensi- NPCs might feel sorry for him. nature of this personality. Chaotic char-
bly cruel gods. The Brooder’s attitude can be ex- acters usually lack the necessary disci-
Because the Brooder seldom voices tremely frustrating to his fellow player pline needed for leadership.
his opinions, this personality is a good characters. Since he keeps to himself A Commander can take the Amazon,
choice for players who tend to be quiet. most of the time, usually his compan- Anagakok, Militant Wizard, Patrician,
Conversely, the Brooder is a nice ions will only be able to guess what he’s Peasant Wizard, Savage Wizard, or W u
change of pace for players who nor- thinking or feeling. Jenkit. Academicianstend to be too an-
mally take charge. Some PCs may attempt to befriend alytical and Mystics are too self-
Best Suited For: Because the Brooder him. Kindness and patience will even- absorbed. Most Witches will have
tends to reject moral absolutes, he grav- tually break through a Brooder‘s shell. difficulty gaining the complete trust of
itates toward neutral alignments, par- Although he may not show it, the their parties, though Witch Com-
ticularly neutral good and chaotic Brooder feels friendship deeply, and manders are certainly feasible.

53
In Combat Situations: A Com- he experiencefor thi trouble, and is forever making- the -prob-
mander is a master tactician and superb type, mid-level and high-level char lems of others his own. At the same time,
strategist. In combat, his mind is con- ters (especially those with high Wis- the Counselor is a shrewd judge of char-
stantly at work, looking for weaknesses dom scores) are the best choices to be acter and is usually the first to spot a
in an enemy’s defense, weighing attack Counselors. charlatan or a duplicitous IWC.
options, considering the best positions In a campaign, the Counselor is eve-
Best Suited For: Because a Coun-
for friendly forces, and deciding when rybody‘s best friend. He always has
selor’s relationship with others is based
to withdraw and when to press ahead. time to hear his companions’ problems,
on trust, characters of good alignments
Even if someone else is actually in no matter how trivial, and serves as
are best suited for this personalitytype,
charge, the Commander inevitably will source of both comfort and sage advic
especially lawful good characters. Cha-
be issuirlg orders and attempting to
otic good characters can function as
boost his party’s morale. The lntimidatoi
Counselors as well, although this type
In RolpPlaying Situations: Unless he of Counselor will be guided more by his
Character Description: Many believe
is outraaked or asked to refrain, the own personal philosophies than by any
accepted standards of law and moral that the wizard is the most powerful of
Commander will presume to speak for
all mortals-the Intimidator is cor-
the group in N P C encounters. He will values. Neutral characters tend to be
vinced of it. Radiatingpower and c o d
negotiate a group rate for the party at too selfish; it is unlikely that other char-
dence, the Intimidator faces all
an inn, a,ttd speak to the local authori- acters would turn to them for advice.
challenges head on. There‘s no oppo-
ties about recruiting extra men for an Evil Counselors are not likely to be ac-
nent too tough and no obstacle too dif-
anticipated battle. Depending on his cepted in a party whose members are
ficult for him. His access to magic
manner, NPCs may see the Com- mostly good and/or lawful.
makes him superior to all others-at
mander as either arrogant or accommo- Any kit can be adapted to this per-
least he believes this to be fact. His reac-
dating, but they will always be sonality type. The Academician is a
tion to common people-that is, people
impresseql with his self-confidence. logical choice, but the Mystic and Wu
who cannot cast spells-ranges from
Jenalso make good Counselors (the Wu
sympathy to impatience, but as long as
The Counselor Jen has much eastern wisdom to offer,
they acknowledge his superiority, he
while the Mystic is eager to share his in-
can tolerate them.
Charadter Description: The Coun- sights into the human condition).
Usually, this amount of confidence
selor is a learned man of calm self- In Combat Situations: The Coun- evolves over many years, so most In-
assurance who typically serves as an selor is a veteran of many battles, but timidators are mid-level or high-level
advisor tD rulers, administrators, mili- because he is likely to be of advanced wizards. But an especially powerful or
tary men, and adventurers. years, he is not the best physical com- an especially arrogant lower-level wiz-
A Coynselor is typically older than batant. He most likely will remain in a ard might easily be an Intimidator.
other adventurers and is usually more protected position, probably near the A n inflated ego alone is not
experienaed, but could also be a youn- back of the party or in a good vantage enough-this personality type is pri-
ger chardcter with a special talent for point from which to cast spells. marily intended for wizards who are in
understahding human nature or a natu- The Counselor is also an excellent ne- fact more powerful than their contem-
ral empathy. gotiator, Whenever possible, he will try poraries. To qualify as an Intimidator, a
A man1of integrity and great dignity, to seek common ground with an aggres- wizard should have higher than normal
he is respected not only for his knowl- sor in an attempt to avoid combat. The scores in at least two abilitiesother than
edge, but also his insight into human Counselor seldom takes the role of a mil- Intelligence (for instance, a wizard with
behavior, He believes in moderation itary leader, but usually functions as the Strength and Charisma scores of 12 or
and justiqe, and has a helping hand and leader’s chief advisor and consultant. more would be a good candidate for an
kind word for all. Intimidator). However, even if a char-
The Cqunselor is a good choice for In Role-PlayingSituations: All but the
acter lacks exceptional abilities, he
players who like to play thoughtful, most mean-spirited and evil-hearted
might still be an Intimidator if he has a
even-tenipered characters who are NPCs will respect the Counselor for his
reputation as a no-nonsense aggressor
more apt to be advisors than leaders. wisdom and compassion. The Counselor
and has the personality to match.
Since novice and low-level characters will never turn his back on a person in

54
I

Best Suited For: The Inkmi


~

meaning children, incompetent bum-


i In
I suited to any alignment, though char-
acters of neutral and chaotic alignments
blers, or outright irritants. cmary tends to let the other player
characters do most of the negotiating
might make better egomaniacs; neutral The Mercenary and interacting with NPCs. He may
good, neutral evil, chaotic good, and take a more active role if he suspects an
chaotic neutral are all appropriate Character Description: The Merce- NPC has information about a treasure
choices. nary sees the adventuring life as a or about any of his other personal inter-
Any kits that suggest aggressive, means to further his personal wealth. ests. Otherwise, there are no restric-
grim characters are good for the Intimi- He may accept a job with a party at a tions for the Mercenary-he can bc
dator, with the Savage Wizard and the set salary or might agree to take a fixed humorous and personable, introvertec
Militant Wizard being obvious choices. share of any treasure the party finds. and serious, or arrogant and obnox
More passive types, such as the Mystic Any interest he has in the party's goals ious, as determined by the player.
and Academician, are less appropriate are secondary to his pocketbook.
for the Intimidator. Not all Mercenaries are interested in The Mystery Man
In Combat Situations: The Intimida- money. Some may be interested in ac-
quiring souvenirs for their personal col- Character Description: The Mystery
tor loves nothing more than a good
lections, while others may wish to Man is a genuine enigma. Surrounded
fight. He is a shrewd, dangerous oppo-
hoard magical devices or fatten their in a veil of secrecy, his motivations, his
nent bent on extinguishing every one of
spells books. In all cases, however, the goals, and the details of his background
his enemies.
Mercenary's first interest is in himself. are kept hidden from even his closest
Although he does not attack reck-
lessly, the Intimidatorprefers to face off
A Mercenary is not necessarily a companions. He favors dark clothing
criminal or a thief-he prides himself and speaks only when necessary; his
with the most formidable opponent on
in his professionalism and has no words are often cryptic or vague, sug-
the battlefield. Where some wizards
shame about his interest in wealth and gesting that the Mystery Man knows
might use fireball to frighten a group of
material possessions. Since his motiva- far more than he chooses to reveal.
opponents by sailing it over their
tions are straightforward, the Merce- N o one is certain why the Mystery
heads, the Intimidator would scare
nary is a good personality type for Man behaves as he does. Perhaps it is
them by firing it directly at their leader,
novice players. due to an oath to an ancestor, or per
incinerating him.
haps it is a neurotic compulsion. What
Best Suited For: The Mercenary is
In Role-Playing Situations: The In- ever the reason, the Mystery Man i
best suited for neutral alignments, par-
timidator is accustomed to getting his clearly determined to operate on hi
ticularly neutral good and lawful neu-
way. If reason fails, he will threaten, own terms. Consequently, the Mysteq
tral. Lawful good characters are less
frighten, or otherwise intimidate NPCs Man is a good personality type fo
inclined to exploit others for personal
to get their cooperation, unless a player players who feel comfortable with off
gain, while evil characters are more
character companion intervenes. beat characters.
likely to turn to criminal activitiesto in-
The Intimidator is a man of few
crease their wealth. Best Suited For: The Mystery Man is
words. He knows that a snarl or a stare
This personality type is suitable for perfectly suited for neutral alignments,
can be a much more effective way to co-
any kit. especially neutral good and lawful
erce uncooperative NPCs than long
tral, but any alignments are poss
speeches or kind words. Needless to In Combat Situations: The Merce- The Mystery Man's reason for ma
say, the Intimidator is not especially nary is a good, professional combatant.
taining his veil of secrecy
adept at delicate negotiations. He takes orders well, offers strategic an appropriatealignment
In a campaign, all player characters suggestions when asked, and fights val- if he has taken an oath to avenge t
will respect the Intimidator, but he's iantly alongside his companions, How-
death of his spouse, he might be lawful
likely to associate only with player ever, he will not volunteer for good. If his magical aptitude makes him
characters he sees as peers, such as dangerous missions, nor will he unnec- feel like an outcast from society, but he
high-level warriors and other wizards. essarily risk his neck unless he gets extra still identifies with order and orga
The Intimidator will tend to be patron- pay or there's a chance of recovering an tion, he might be lawful neutral.
izing and condescending to the rest of especially desirable treasure. concealshis identity because he is an
the party, treating them as well-

55
I I
caped criminal, he might be lawful or more than matched by his naivete. He often results in inappropriate and inef-
neutral evil. has seen little of the world outside of his fective tactics; the Neophyte is likely to
Any of the kits can be adapted to the homeland; when encountering new cul- charge his opponents head-on, regard-
Mystery Man. tures or experiencing new situations, he less of their size or strength, or fire mis-
may be confused and intimidated or cu- sile weapons at anything that moves.
In Combat Situations: Typically, the
rious and impulsive. Since he tends to He might seem to cast spells at random,
Mystery Man listens impassively to the
orders of his leaders, then fights as he overestimatehis abilities and underesti- sometimes squandering his most pow-
mate dangers, he constantly gets him- erful magic on relatively defenseless
chooses. The Mystery Man can be
counted on to do the unexpected; as a self into trouble. Still, his cheerful foes. As an inexperienced spell caster,
outlook and youthful enthusiasm en- he is not familiar with sophisticated
battle gets underway, he may suddenly
dear the Neophyte to his companions, casting techniques; for instance, when
vanish, then abruptly appear in the
and he is a welcome member of any faced with a charging wolf pack, he’s
midst of an opposing force. He might
party, even if his friends usually have more likely to use magic missile on a
use control undead to command un-
their hands full looking after him. single wolf instead of casting it on a
dead creatures to lift him to their shoul-
Hopefully, the Neophyte will not be nearby cliff-face to cause an avalanche,
ders and carry him into battle. He
naive forever. With experience comes thus destroying the entire pack.
might summon shadow for a whispered
wisdom, and with wisdom comes so- Assuming his companions can keep
conversation, dismiss the shadow, then
phistication. As a campaign progresses, him from accidently killing himself, the
use light to make himself glow while he
the Neophyte should temper his impul- Neophyte gradually learns from experi-
attacks an opponent.
siveness with caution and his brashness ence, becoming a more skillful combat-
While his fighting style is eccentric, it
with maturity. Therefore, this personal- ant as he matures. Eager to learn, a
is startlingly effective. Opponents are
ity type is only a temporary one-at Neophyte will make a good student to a
usually baffled by the Mystery Man’s
some point, the character will abandon more experienced comrade. An older
tactics or are intimidatedby his manner
the role of the Neophyte and grow into and wiser PC wizard might wish to take
and appearance. For these reasons, the
a different personality. The road from a Neophyte under his wing to show him
Mystery Man is a first-rate combatant.
innocence to maturity is a fascinating the ways of the world.
In Role-Playing Situations: The very one, making the Neophyte an excellent
In Role-Playing Situations: Gener-
presence of the Mystery Man is enough choice for novice wizards and begin-
ally, the Neophyte does not know how
to make many NPCs uncomfortable. ning role-players.
to act around NPCs, particularly those
While he usually lets his companionsdo
Best Suited For: The entire range of older than him. He might be shy and
most of the talking, NPCs often are so
neutral and good alignments are open say nothing, or he might blurt out
intimidated by the Mystery Man that
to the Neophyte. Characters with evil something inappropriate.Figures of au-
they are quick to cooperate just to get
alignments should be avoided-they thority intimidate him, smooth-talkers
rid of him. Many NPCs of the opposite
aren‘t trusting or naive enough to make take advantage of him, and attractive
sex find that the Mystery Man’s veil of
enjoyable Neophyte characters. members of the opposite sex reduce him
secrecy makes him intriguing and ex-
Since all wizards begin their careers to a blathering, stammering idiot.
tremely attractive.
as novices, any kit suits the Neophyte, The Neophyte tends to accept people
While polite and considerate to his
although the serious-minded Wu Jen on face value; he never guesses that a
companions, the Mystery Man has no
and Academician are less likely to ex- friendly stranger might be picking his
interest in socializing with them.
hibit the Neophyte’s enthusiasm and pocket. Friendly, personable NPCs will
impulsiveness. find the Neophyte charming and amus-
The Neophyte ing; impatient, businesslike NPCs will
In Combat Situations: The Neophyte
find him exasperating and annoying.
Character Description: The Neo- has probably experienced little combat
phyte is a young, low-level wizard: an in his life, especially the life-threatening
variety. Although understandably ner- The Obsessive
inexperienced novice anxious to begin
his life as an adventurer and excited vous, he is also determined to do his
Character Description: The Obses-
about the prospects ahead. best and prove to his comrades that he
sive is motivated by a single, all-
However, the Neophyte’seagernessis is not just a child who needs to be pro-
consuming goal. This goal might be
tected. Unfortunately, this attitude
learninsa particular spell, locating a between him and his goal; he wants The Showman casts spells with a flair.
long-lost mentor, acquiring a particular them out of the way as quickly as possi- He considersboth opponentsand allies as
m w item or artifact, or avenging ble. Negotiation makes him impatient; potential audiences. If a spell requires a
thedeath of a loved one. The goal he would rather blast his adversaries to short phrase for its verbal component,
might also be completely unrealistic, bits with a fireball than waste time talk- he’ll incorporate the phrase in a song or
such as the world of all evil, or ing. That does not mean that the Obses- poem. If a spell requireshim to point at a
filling his spellbookswith the formulas sive takes unnecessary risks-after all, subject, he will use a series of elaborate
oi-eltay known spell. he cannot reach his goal if he’s dead- and dramatic gestures to arrive at point-
The Obsessive focuses on the resolu- but he is prone to recklessness and can ing his finger. His alteration spells are
tion of his goal to the exclusion of all easily endanger his companions if he is strikingly imaginative; his illusions are
el- He views his association with an not kept in check by a firm leader. breathtaking works of art. Nothing frus-
adventuFing party as a means to an end; trates a Showman more than having to
In Role-Praying Situations: In all
for instance, he might join an adventur- use a spell in the same way twice, espe-
cases, the Obsessive is more concerned
ing party if he learns that they are jour- cially if his audience of friends or foes has
with his personal goal than the goal of
neying & a faraway kingdom where he seen it previously.
the party. He’ll question NPCs intently
believes an artifact might be located. The Showman’s flamboyance is eas-
for information about his goal, and if
The Obsessive cooperates with an ad- ily matchled by his ego. He wallows in
they have nothing to offer, he will seek
venturing party only to the extent that the approval of others; applause is like
out other NPCs to interview. If the
their goals don’t conflict with his. music to him, a compliment is like food
party leader convinces him that he is
If his goal ig redistic, it is unlikely to a starving man. However, even the
operating to the detriment of the party’s
that a character will remain an Obses- most casual criticism can send him sulk-
goals as well as his own, the Obsessive
sive forever. A player selecting this per- ing and an insult can devastate him.
will restrain himself, but this will prob-
sonality type might want to choose a Most often, the Showman is cheerful
ably be only temporary.
second personality type for his charac- and upbeat. Most people find him great
In a campaign, the Obsessive is self-
ter once he reaches his goal. ‘€his sec- fun to be around, and no one can argue
absorbed and humorless. He will talk
ond personality type might also suggest that his approach to magic is genuinely
incessantly to his companions about his
3 goal fm the Obsessive. For instance, if entertaining. This is a good character
own goal, but his eyes wi€l glaze over
a character is a Commander at heart, he type for players who want to introduce
when they share their problems or
might become an Obsessive if he is con- more humor and playfulness into a
opinions with him. The Obsessive’s at-
sumed with finding an evil N P C re- campaign.
titude does nothing to endear him to his
sponsible for killing all of his men.
companions, but depending on the na- Best Suited For:The spontaneitytyp-
When he brings the NPC to justice, the
ture of his goal, they may feel sympa- ical of the chaotic alignments makes
Obsessive reverts to Commander.
thy or compassion for him. them good choices for the Showman,
Best Suited For: Characters of any but good and evil alignments are appro-
alignment can be Obsessives, though The Showman priate (the good-aligned Showrnqn
certairmhessionsare more appropriate loves to share his skills with others and
for certain alignments. For instance, an Character Description: N o one en- bring smiles to their faces; the evil-
Obsessive bent on avenging his daugh- joys being a wizard more than the aligned Showman enjoys frightening
ter’s murder probably has a strong Showman. He delights in dazzling and intimidating them). The Showman
sense of justice; he’s probably of lawful friends and foes alike with surprising, is not likely to be drawn to the cautious
alignment. A greedy Obsessive who dramatic magical effects. Nothing stirs and self-centered neutral alignments.
seeks a legendary fortune in gold could the heart of a Showman more than The Showman is best suited for the
be of a neutral alignment, possibly neu- learning a new magical effect or putting Amazon, Peasant Wizard, Witch, and
tral evil. a new twist on an old spell. He sees Wu Jenkits. The Academician tends to
Any kit can be used for the Obses- magic as a fine art, comparable to be too cerebral, the Anagakok and the
sive. sculpting, composing, and painting. He Militant Wizard too serious, the Savage
has more appreciation for a well- Wizard too unsophisticated, the Mystic
In Combat Situations: The Obsessive too introspective, and the Patrician too
executed cantrip than for a mundanely-
tends to be a brutal, savage fighter, since stuffy.
he sees opponents as another obstacle cast 9th-level spell.

57
In Combat Situations: lhe Showman sible, as are Obsessive Mystery Men). Brooder could become a Counselor.
relishes combat, since it gives him a per- The DM is also free to modify the per- The Commander could become fea
fect opportunity to show off his spells. sonality types and make suggestions to up with the constant responsibility for
Needles to say, the Showman will al- his players. As always, the DM has the the others in his party, or the burden of
ways go for the most spectacular, dra- right to forbid the players from choos- command could begin to overwhelm
matic, and dazzling e€fects-if he wants ing extreme personalities for their char- him. Depending on his disposition, he
to scare away an opponent with phantas- acters; for instance, the DM might could become a Brooder, a Counselor,
mal force, why create a simple ogre or decide that Mercenaries are too disrup- an Altruist, or even an Intimidator. Re-
troll w h e ~
he~can create a multi-headed tive to his campaign and suggest an al- gardless of his change (unless he is con
werewolf with purple tentacles and 10- ternative to his players. sumed with bitterness or completely
inch golden fangs? Unfortunately, his Sometimes, a player might wish to amoral) he'll still have leadership ten-
flair for fihe dramatic sometimes finds change his character's personality. dencies and likely will find the urge to
him squandering his higher-levels spells Maybe the character has matured and give orders impossible to resist.
unnecessarily, such as in using lightning outgrown his old personality type. Or The Counselor isn't likely to changr
bolt when the lessspectacular magic mk- maybe the character has reached a turn- since his personality type is associatea
sile would be just as effective. ing point in his life that has forced him with maturity and experience. He could
to change his outlook or rethink his temporarily become a Commander if
In Role-Plajing Situations: Since the
philosophy. no one else was available, but most
Showmari views all new acquaintances
Since the per t other personalities are so contrary to
as potentid audiences, he enjoys meet-
governed by a strict set of rules, players his nature that he would find it difficult
ing people from all walks of life. The
can change them whenever appropri- to change himself.
Showmari is especially fond of mem-
ate. However, such changes should be The Intimidator is not likely to
bers of the opposite sex, and will often
rare, and typically should mark a major change much, either. Possibly, falling in
go to great lengths to impress and daz-
turning point in his life; a player should love or experiencing some other dra- I
zle them, sometimes at the expense of
not change his character's personality matically positive experience could
the business at hand. Most NPCs see
just for the sake of trying something soften him enough to make him con-
the Showman as endearing and chann-
new. A personality change should de- sider changing his outlook. In time, a
ing, but same find his attention-getting
velop naturally out of the events of the reformed Intimidator could become a
antics obnoxious.
campaign, perhaps as a result of a cata- Counselor, or he could eventually as-
Among his companions, the Show-
strophic event; for instance, an Altruist sume the duties of a Commander.
man is appreciatedfor his pleasant atti-
might become a Brooder because a The Mercenary could easily become
tude and positive outlook. He is always
friend or family member was brutally an Obsessive if he becomes consumed
able to b w s t morale with a clever trick
murdered by a hoard of pillaging orcs. with acquiring an impossibly large
or entertaining demonstration. A t
Following are some ways such amount of treasure or locating an arti-
times, PC leaders might have a problem
changes might occur. fact that does not exist. Exposure to the
impressing the Showman with the seri-
The Altruist may become disillu- worlds impoverished and neglected
ousness of a situation or getting him to
sioned when a formerly trusted com- might encourage him to change his
focus on an important task, but flattery
panion sells him out or when he realizes ways and become an Altruist.
or indulgence usually get the Show- The Mystery Man could become jus
that his good intentions are unappreci-
man's cooperation. about any other personality type (ex-
ated by the commoners he has vowed to
defend. This Altruist might then be- cept a Neophyte) once he decides to
Changing Personality come a Brooder. If his altruism turns to abandon his veil of secrecy.
Tvnes cynicism, he might decide to become a The Neophyte will eventually be-
Mercenary. come more mature and lose his youth-
The Brooder may experience an en- ful naivete. His experiences in th
lightening event that gives him a more campaign will probably suggest a nex.
they see fit. Characteristics of one per- positive attitude; for instance, he could personality for him. (Note that it is ex-
sonality can be combined with charac- earn the admiration of a child or he tremely unlikely that a character will
teristics of another to create brand new could fall in love. Since he is sensitive change from his current personality
types (Brmding Commanders are pos- and introspective by nature, a former into a Neophyte; that would probably

58
pr b NktW
require the character to lose his mem- The Sidekick (a trusted companion vidualize him further by making
ory and become young again.) and assistant to a player character). decisions about his appearance, his in-
The Obsessive will not change unless terests, his family, and other details
The Compromiser (a superb nego-
he gives up his obsession, in which case about his background. This informa-
tiator, dedicated to preserving har-
he will likely become a Brooder. If he tion does not need to be recorded on
mony and good relations among his
reaches his goal, he could become the character sheet, but the player is
companions).
nearly any personality type. certainly allowed to do so. The more a
The Showman might be forced to as- The Coward (a reluctant fighter, player knows about his character, the
sume more responsibility and become a frightenedof everything and always ex- more he will seem like a real person
Commander, or he could become disil- pecting the worst). and be more fun to play. Here are just a
lusioned with constantly trying to win The Carefree Wanderer (a happy- few of the many details to consider.
the approval of others and become a go-lucky wayfarer).
Brooder. If he begins charging money Name: Some wizards prefer exotic
for his performances, he might be The Sneak (a wizard who loves to names that add to their reputations as
trick people and take advantage of their men of mystery. Such a name is some-
tempted to become a Mercenary. A
naivete). times a modificationof the wizards real
Showman bent on developing the ulti-
mate magical effect might risk becom- name, such as "Brindon" for a wizard
The Chronicler (a historian de-
whose real name is "Benbrindon
ing an Obsessive. voted to making a permanent, detailed
Swule." Alternately, a wizard might
record of his party's activities). make up a new name for himself; for in-
Ideas for New Personality stance, Benbrindon Swule might decide
Types Character Background to call himself "Antra," an arcane term
meaning "Champion of the Dawn."
The personality types are not con- When a player has selected a person- Many wizards also add an adjective to
fined to the ones suggested above. Here ality type for his character, he can indi- their names to declare their importance
are a few other possibilities:
ljf*
&

59
to the world, such as "Brindon the Birthright: Does the wizard have a it-but note tnat tnese are general guide-
D a r k or "Antra the Magnificent." special birthright, such as a family heir- lines only, and there are likely to be ex-
loom or a share of the family holdings? ceptions in many campaigns.
Age: Think about the wizards age Does he stand to inherit this birthright
and how it might influence his outlook when he reaches a certain age or Teacher
and attitudes. Older wizards tend to be achieves a certain goal?
wiser and slower, while younger wiz- A wizard opting for a career as a
ards are more energetic and impulsive. Education: Where did the wizard re- teacher could be either an instructor at
Wizards frequently have long careers; ceive his magical training? Did he at- a magical academy (full-time or part-
human wizards can be active well into tend a prestigious academy? Was he time), a professor at a regular college,
their 80s and beyond. However, it is un- taught by a mentor? Several mentors? or a private tutor. The wizards back-
usual for a novice wizard to be younger Is he on good terms with them, or are ground might suggest his academic
than 20 or so, since magical training can they estranged? If so, what happened? field; history, mathematics, and any of
take many years. the sciences are likely possiblities.
Career:Unless the wizard is indepen- Suggested Kits: Academician, Patri-
Physical Appearance What does the dently wealthy, depends on the kind- cian, Wu Jen
wizard look like? How tall is he? How ness of strangers, or lives like a hermit, Suggested Specialties: Invoker, Ab-
much does he weigh? What color are his he probably has some way to earn a liv- jurer, Transmuter, Enchanter
hair and eyes? Does he have any inter- ing. In many cases, a wizards school of
esting birthmarks? Scars? How did he specialization will suggest a career; for Administrator
get them? instance, a diviner could probably earn
a good living as a fortune teller. Other- Frequently, the local wizard is one of
Mannerisms: Often a wizard has a wise, the character can pick any career the most learned men in his geographic
unique physical quirk, eccentric behav- or vocation that seems reasonable and area. If he has earned the trust of the cit-
ior, or habitual expression that sets him doesn't contradict his upbringing. (See izenry, he may be asked to serve as a
apart from the crowd. Does the wizard the following section for suggestions.) governmentadministrator. Wizards are
rub his chin when he's thinking? Does more likely to be administrators of
he always sleep on his back? Does he Clothing: You can tell a lot about a small villages than large cities, since the
pick his teeth with his fingernail? person by the way he dresses. A wizard needs of a small village are not likely to
favoring dark robes suggests a conserv- be as demanding, leaving the wizard
Beliefs: Is the wizard religious? Is his ative personality, while a wizard wear- plenty of free time to pursue his re-
outlook on life generally positive, or is ing glittering shirts and multi-colored search.
he a pessimist by nature? Is he supersti- trousers is probably as flamboyant as Suggested Kits: Academician, Ama-
tious? Does he have any phobias? his clothing. zon Sorceress, Militant Wizard,
Patrician
Birthplace and Nationality: The wiz- Likes and Dislikes: Does the wizard Suggested Specialties: Diviner, Ab-
ards birthplace reflects his cultural her- have a favorite food? A favorite drink? jurer, Transmuter
itage, which in turn influences the way Does he like music, books, or art?What
he looks at the world. Is he upper class types? What does he do for fun? Is he a Advisor
(or the equivalent)? Middle class? Born sportsman? A gambler? A collector?
in poverty? Noted for their wisdom and insight,
Wizardly Careers wizards are sometimes retained by
Family What were the wizards par- monarchs as personal advisors. Di-
ents like? Did they encourage him to be Owing to their wide range of abilities, viners are especially sought for these
a wizard, or are they ashamed of his av- the professions available to wizards are positions.
ocation? Was the wizard an orphan almost without limit. Below are a few of Suggested Kits: Academician, Ama-
(and if so, has he learned why he was the most common careers. Each career zon Sorceress, Mystic
abandoned)? Does he have brothers includes the names of specialists and kits Suggested Specialties: Conjurer, En-
and sisters? Is he still close to them? If which are commonly associated with chanter, Transmuter, Diviner
not, what happened?

60
L Role-Playing

Trader Anagakok, Militant Wizard, Savage produced, but each copy may fetch
Wizard thousands of gold pieces for the author.
A wizards quest for hard-to-find Suggested Specialists: Conjurer, Illu- Some wizards also have made names
components for his spells and his re- sionist, Necromancer, Invoker for themselves as authors of hist
search can take him to cities and vil- mathematics, and philosophy texts
lages around the world. A career as a Entertainer Suggested Kits: Academician, Pa
tradesman can be a natural outgrowth cian, Mystic
of these travels. Wizard traders are A wizard with a flair for the dramatic
most likely to deal in precious gems, can earn a decent-if irregular-living
potions, and various collector's items. as a professional entertainer. Opportu-
A wizard may also earn a living as a nities include private shows for noble-
broker in spell components, dealing ex- men, annual celebrations, and street
clusively with other wizards. performances after which the wizard Diviners can take advantage of their
Suggested Kits: Anagakok, Militant passes the hat for donations. Enterpris- skills by charging for their fortune tell-
Wizard, Peasant Wizard, Savage ing wizards sometimes rent halls and ing services. While it is common for
Wizard stage shows, charging admission from kings and other noblemen to retain the
Suggested Specialties: Transmuter, entertainment-starved citizens. services of an astrologer, palm reader,
Enchanter, Abjurer Suggested Kits: Peasant Wizard, or other type of fortune teller, some
Witch wizards set up shop on their own,
Physician Suggested Specialists: Illusionist, charging a fee to anyone in need of their
Conjur talents. Unscrupulous wizards have
Although the healing arts are more been known to sell their services as for-
typically associated with priests, wiz- Lecturer tune tellers to superstitious peasants,
ards also have been known to work in even though these wizards may lack
the field of medicine, thanks to their tal- To earn a living as a lecturer, a wizard any actual ability in this area.
ents for manufacturing potions of heal- must have the engaging personality of Suggested Kits: Amazon Sorceress,
ing and other healthful elixirs. Wealthy an entertainter as well as the knowledge Mystic, Witch, Wu Jen
noblemen have been known to hire wiz- of a scholar. Such a wizard may travel Suggested Specialists: Enchanter, Di-
ards as their personal physicians. from city to city, giving lectures in his
Suggested Kits: Academician, Ana- field of expertise at the invitation of
gakok, Witch academies, royal courts, and private Alchemist
Suggested Specialists: Enchanter, organizations. Lecturers with reputa-
Abjurer, Necromancer tions as compelling speakers sometimes Many wizards with a flair for re-
rent halls and charge admission. search and laboratory technique be-
Treasure Hunter Suggested Kits: Academician, Patri- come successful alchemists. Most of
cian, Mystic their work is non-magical in nature,
A wizard who spends his days as a Suggested Specialties: Conjurer, En- creating fertilizers, perfumes, cough
member of an adventuring party has chanter, Transmuter, Diviner medicines, tooth powders, and food
ample opportunity to discover trea- coloring for modest fees. Magical po-
sures and earn rewards. Exceptionally Author tions, while requiring more skill and ef-
talented wizards may receive a weekly fort, are also sold, although few
or monthly retainer from an adventur- Experienced wizards sometimes re- commoners can afford such expensive
ing party in addition to a share of any cord their research procedures, tips for creations.
treasure discovered or rewards earned. successful spellcasting, or techniques Suggested Kits: Academician, Witch, !
,5 r&<'* rnr
Such wizards have no need for formal for magical item creation in detailed Wu Jen $4

careers, assuming their services are in manuscripts. Depending on the reputa-


demand or the missions they undertake tion of the wizard, such tomes can com-
are successful. mand hefty sums. Rarely are more than
Suggested Kits: Amazon Sorceress, a few copies of any such manuscript
Wizard Adventures imprisoned or even executed. acade
A player character wizard may have wishes to find a young novice with
Occasionally, the DM might wish to been operating secretly in such a soci- whom he can share his knowledge. Are
slant some of his campaign's adventures ety, fearing the worst if his true skills such students difficult to find? If so,
toward his wizard player characters. To were revealed. The wizard would wel- why? Will the PC wizard face resistance
do so, he needs to devise a way to bring come the chance to join a party prepar- from the family of a potential student?
the wizard characters into the adven- ing to embark on any type of From the local authorities? What must
ture without excluding the other player adventure, if it were to take him far the PC wizard do to prove that his in-
characters. Following are several sug- away from his homeland. Alternately, a tentions are honorable?
gestions that can be used as spring- party might encounter a wizard who
boards for this sort of adventure. was forced to leave home when his The PC wizard wants to verify ru-
skills were discovered by his country- mors that a violent feud has erupted be-
The Novice Wizard men or his family. tween two organizationsof wizards in a
distant land, thus sullying the reputa-
A low-level wizard who has just Magic's Good Name tions of wizards everywhere. The rival
graduated from an academy of magic wizard groups might be of different
(or has just ended his apprenticeship In a world where magic has a bad alignments, members of oppositional
with a mentor) is often sent into the reputation, a PC wizard might want to schools, or from different races. Their
world to complete a mission or quest. join an adventuring party to prove that feud might be over a contested piece of
The mission serves as his final exam; its magic can be used as a force of good. If land or a landmark-such as a tower or
completion proves to the novice's supe- the party's mission is successful and the cemetery-or one group might have re-
riors that he has successfully mastered wizard is at least partly responsible, ligious objections to the type of spells
his magical skills and is ready to take magic might once again be accepted as a used by the other group. Settling their
his place as a full-fledged wizard. Fail- respectable and honorable profession. disagreements can be used as a spring-
ure means that the novice requires addi- There are any number of situations board for new adventures.
tional training. incorporating this idea:
There are all types of suitable mis- Assisting the Citizenry
sions. For instance, the novice's superi- The PC wizard wants to confront
ors might ask him to journey into an an influential ruler in a distant land Many wizards serve as administra-
uncharted jungle to retrieve the blos- who is responsiblefor spreading propa- tors, advisors, or teachers, or hold
som of a rare flower. They might ask ganda about the inherent evil of magic. other positionsof responsibilityin their
him to explore the ruins of an ancient The ruler might be an evil wizard, bent communities. The local citizens are
castle to search for a long-lost spell on stirring up support from the popu- likely to barrage such wizards with a
book, or travel to a small village and lace to stamp out rival wizards. He constant stream of requests for favors
drive off a hoard of invading monsters. could also be of good alignment, but a and assistance. Most of these requests
Since most mentors encourage their ap- bad experience with magic as a youth will be trivial and easily addressed, but
prentice wizards to seek help (it teaches left him prejudiced against all wizards. others might require the PC wizard to
them the importance of cooperation), recruit the heh of his Dlaver character
the wizard might recruit his player The PC wizard wants to learn how
character companions to aid him. many wizards still exist in the world.
Perhaps many wizards have gone into request ("Something's been into my
hiding, and the PC wizard is deter- crops-I think it's a bunch of kids.
The Outcast Wizard
mined to find out what has happened to Could you stop them?") might lead the
In many societies, the practice of them. PC wizard to believe that more is hap-
magic is considered blasphemous. Or- pening than meets the eye. He might
The PC wizard wants to discover summon his companions to help him
dinary citizens shun and despisk all wiz-
how many young people are interested investigate, and their discoveries could
ards, considering them to be disciples of
in learning magical skills. Perhaps the be the beginning of a long campaign.
supernatural forces. In extreme cases,
PC wizard wishes to establish a magical (The party discovers clawed footprints
those suspected of being wizards are

62
L Role-Plavinn

damaged crops. The faot- Since a party can always use an extra all. Converse14 a world where magic is

J
to a nearby forest, then wizard, a group of player characters relatively corn on should have a vari-
What's going on?) might coax an old PC wizard out of re- ety of specialis s of all lev& among its
tirement to help them on a mission. The populatian.
The Scholarly Quest PC wizard might be enticed by a mone-
tary reward, the lure of adventure, or How are a d s accepted among
the possibility of settling an old debt the general pulation? Are wizards
(perhaps the party believes they will be ed? Revered or de-
facing an old nemesis of the PC wiz- inance of magic does
ard). The PC wizard also might agree to the general popula-
help them out of a sense of loyalty to his able with wizards;
former companions.

Magic in the Campaign resentment.


World
Whether designing a campaign OB es-
tablishing the parameters of a single ad-
venture, the DM will find it helpful to
gain? Are they com-
understand the prevalence of magic in
his world. Is magic relatively
common-are wizards encountered as
rulers (wizards are
frequently as any other character
type-or is magic extremely rare, with
the mission with theh.
practitioners relegated to rumors and
mission might coindide
legend? Deciding how much magic ex-
ng the wizard PC wahts. ists involves not just the number of wiz-
ce, the party might be Bm- are wizards in the
ards and magical items, but also the
wizards live openly,
prevalence of spells, magical monsters,
their abilities secret?
and magical effects in general.
to walk down the
Here are a few of the questions the
or do they invari-
DM should consider when deciding
Id agree to help the part$ in w d of curious on-
how magic fits into his world:
the magical device. townsmen who
How common are wizards? The fre-
Out of Retirement quency with which wizards are encoun-
tered gives a good indication of how
often a party is likely to encounter mag-
ical items and spell books. Obviously, if
magic is uncommon, magical items are
a wizard would especially valuable.
ailable in a cam-
How available are academies and as the DM strives
mentors?A world with little magic pro-
alues (a P C wizard of vides would-be wizards with few op- guidelines for several
portunities to learn their crafts.
Advancement through the various
ess he is pretending to be evil levels of skill is likely to be slow. Cer- I
tain specialties may not be available at

64
Role-Plaving
E

Worlds With Excessive ers up to the challenge, it can be a fasci- seen a real wizard. In some of these so-
Amounts of Magic nating alternative. cieties, wizards are confined to myths
and legend. A player character wizard
In worlds where magic is relatively Worlds With Typical will likely be restricted to low levels,
common, the non-wizard is sometimes Amounts of Magic and advancement will be difficult. In
the outsider. Wizards are the most fre- fact, it may be impossible for a wizard
quently encountered character class "Typical" in this sense means the to reach higher levels of ability-such
and typically hold all positions of amount of magic present within the spells may simply not exist. Magical
power. Wizards of good alignments limits of an average AD&D@campaign items are extremely rare, if they exist at
consider themselves caretakers of the world. In such worlds, magic is known all. Magical monsters are equally rare,
non-wizard population; wizards of evil to exist, but real wizards are regarded but those encountered are especially
alignments see the non-wizards as an with awe and perhaps a little suspicion. formidable, wielding powers unheard
exploitable resource. Average people may be baffled by of by a typical adventuring party.
Kingdoms controlled by evil wizards magic and others may be afraid of it,
often clash with one another. They also but all are impressed by its power. Worlds With No Magic
frequently wage war on kingdoms con- Wizards are uncommon, especially
trolled by good wizards. The awesome those of higher levels. Novices wishing By means of a portal, a magical de-
power wielded in these conflicts can to master a particular school of magic vice or artifact, or divine intervention,
easily devastate the entire world. may have to work hard to find a suit- an adventuring party might find them-
(Think of such conflicts as the wizardly able mentor or academy. In some areas selves on a world where magic does not
equivalent of nuclear war.) of the world, certain specialistsmay not exist. Alternately, a player character
Mentors and academies of magic are even exist. Spell books, magical items, may find himself transported from a
common, as are wizards of all schools and magical monsters are relatively world where magic is common to a
and levels. Novices tend to rise quickly rare; finding one will probably be a ma- world with no magic. Aside from the
in ability, and high-level wizards are in jor event in the life of any character. PC wizards in the party, such a world
abundance. MagicaI items and magical To avoid violating the unique nature has no wizards at all. There are also no
monsters abound. There may be a large of magic in this type of world, the DM magical items, spell books, magical
number of priests as well, since they are must be careful to set limits on the monsters, or magical effects of any
also magic-users, but an abundance of availability of magical items, spell kind. Such a world will have a number
rds does not guarantee that a books, and magical effects in general. of interesting ramifications for wizard
world has an abundance of priests. He also may wish to limit the number of characters, as well as for the party as a
(Priests get their magical abilities from magic-users by deciding whether PCs whole.
the gods, who may be as generous or as can be multi-class or dual class charac- There is no way to recharge rods
stingy with their gifts as the DM ters with wizard or priest spells. In a and other magical items.
wants.) campaign where such restrictions are in
Worlds where magic i

probably have his hands full trying to tions, there are likely to be more magic- (aside from those the characters
maintain play balance, devising chal- users in a party, meaning that evil brought with them).
lenging adventures for his player char- wizards will need to be of higher levels
acters, and prevent non-wizard player to be effective opponents. How would such a world react to a
characters from feeling overwhelmed wizard? As an analogy, imagine how
or insignificant. For these reasons, it is Worlds With Low people of our world would react to the
suggested that only experienced DMs Amounts of Magic news that an actual wizard walked the
attempt to stage adventures in a magic- planet. Some would beseech him for fa-
heavy campaign world. Creating a Not surprisingly, wizards are rare vors, while others would seek to exploit
world where magic is taken for granbed commodities in worlds where little him. Some would see him as a hero,
can be difficult, but for DMs and play- magic exists. Most people have never while others would see him as a physi-
n:
cal manifestation of fheir rerious b where the schpol of illusiondoes not ex-
liefs. Governmentsmight attempt to re- challengfffor a pa& of wizards. ist, minbom pattern is available since it
cruit him as a weapon against enemies. also belongs to the school of alteration.
Scholars might seek to study him. Un- The Single Wizard Kit Whether magical items that duplicate
sophisticated people, fearful of his Campaign the effects of non-existent schools are
power, might try to capture or kill him. available is the D M s decision, but for
Obviously, a world without magic is The DM might decide that all magic consistency, it makes sense to forbid
radically different from the typical in his world stemsfrom a particular cul- them. Another good idea is to give wiz-
A D % P campaign world, but it can be ture; therefore, all wizards must have ards access to the spells from the school
a refreshing change for the DM and a the same kit. This includes player char- of lesser divination-it is very difficult
stimulating challenge for players with acter wizards and well as NPC wizards to function as a wizard without them.
wizard PCs. There are many interest- of all alignments. Among the kits espe- As another variation, the DM might
ing themes to explore in this type of cially appropriate for this type of cam- consider having more than one non-
campaign world, but the action is also paign are the Amazon, the Anagakok, existent school in his campaign world.
likely to be more subdued without and the W u Jen. If the DM wishes, (Schools in direct opposition to one an-
magical monsters and evil wizards for player characters of all classes might be other, as s h o h in Figure 1in Chapter
opponents. required to take the same kit, but this 2, are good choices to eliminate. For in-
is not necessary for an interesting stance, if the d o 0 1of illusion is nonex-
Campaign Variations Campaign. istent, then the school of necromancy
How this type of campaign affects might not exist either). In an especially
Following are a few off-beat sugges- the existence of magical items and mag- restrictive world, perhaps only one
tions for using wizards and magic in a ical monsters is the decision of the DM, school of magic exists; if only the
campaign. The DM is free to modify, but there are likely to be fewer of both school of illusion exists in the D M s
combine, and vary these suggestions as (see Worlds With Low Amounts of world, then all wizards must be illu-
he sees fit. Magic in the Magic in the Campaign sionists and b v e access only to illusion
World section above). In a campaig spells-spells from any other school '
The All-Wizard CamDaian - - where all magic comes from an Ama-
zon culture, all magical items will have
not exist.

this type of campaign, most of the their origin in that culture. Dragons, l'he Restricted Level
_player
_ characters are wizards. Other for instance, may exist throughout the
world, but all of them trace a com-
Campaign
d a m s are allowed, but they are usually
restricted to one character from each mon ancestry to a land dominated by Similar to the Restricted School
class. (That is, a party can have no Amazons. Campaign, in this variation, high-level
more than one warrior, one priest, and magic does not exist. For instance, the
one rogue-the rest are wizards.) The Restricted School D M might decide that no spells of 6th
To begin this type of campaign, the Campdgn level or higher exist. Therefore, a wiz-
DM can encourage players to take PC ard has acces to spells of 1st level
wizards by fostering an atmosphere In this type of campaign, certain through 5th level only, and he is unable
where NPCs have a special admiration schools of magic do not exist. For in- to research w e r - l e v e l spells. As with
for wizards or where magic is an espe- stance, in a world where the school of the Restricted School Campaign, the
cially revered field of study. Alter- illusion does not exist, wizards do not D M decides whether magical devices
nately, the DM can simply require the have access to phuntnsrnal force, minor duplicating &e effects of higher-level
players to use wizard characters. creafion, or any other illusion spells, Epells exist.
All wizard kits are allowed in this nor are they allowed to specialize as il-
type of campaign, as are multi-class lusionists. Researching these types of
and dud-class characters as long as one spells is also forbidden. If a spell be-
of the class choicesis wizard. The DM is longs to two schools, then the speU is
forewarned that he will have to be ape- still available if it belongs to a school
dally creative to invent adversaries of that still exists. For instance, in a world

66
I his chapter tells the wizard how to
make the most of his magical abilitiesin
Spell Categories exceptions indude spells that create or
summon entities to fight on the caster’s
combat. It also includes some tips for A helpful way for a wizard to analyze behalf, such as monster summoning.
effective strategy and planning, along his arsenal isby assigning his spells to
with advice on weapon selection. various categories. The following sys- Reconnaissance. This category re-
tem ws six categoriesbased on a spell’s veals information about opponents or
The Spell Arsenal use in combat situations. The catego- provides warnings about their actions.
ries indude:
The Wizard’s Advantages Special. This catch-all category in-
Defensive 1. This category of spells cludes spells that have no specific offen-
In combat, there are two important provides protection from harm. It in- sive, defensive, or reconnaissance use
advantages a wizard has over the non- cludes spells that make the subject more in combat.
magicusing members of his party: difficult to hit, increase his resistance to
damage, and shield him from various How do you decide which spells be-
1.Tke wizard is an extremely versa- types of opponents. Usually, a wizard long to which categories?lt is not an ex-
tile opponent; high-level wizards are casts this type of spell on himself or on act science, but rather a generalization
likely to be the most versatile charac- his allies. based on a spell’s most commdn use in
ters in an adventuring party. combat situations. For instance, fireball
Defensive 2. This category of spells can be used to destroy inanimate ob-
2. While the abilities of most other hinders an opponent’s ability to attack jects, but in combat situations, it is usu-
characters tend to confine them to spe- without directly causing damage to the ally used to inflict damage on an
cific roles, the wizard can adapt his opponent. It includes various cham, opponent; therefore, it is an Offensive
skills to new situations by selecting the hold, and blinding spells, along with spell-Offensive 2, to be exact. Light is
appropriate spells from his spell books spells that add penalties to an oppo- helpful for finding the way in a dark ca-
(assuming that the wizard has access to nent’s attack rolls. Usually, a wizard vern, but in combat, it can be used to
a variety of spells). For instance, a high- casts this type ofspell directly on one or blind opponents to reduce their attack
level warrior has the same skills today more of his opponents. rolls, m a k i i it a Defensive spell-
that he did yesterday. But a high-level more precisely, a Defensive 2 spell. (For
wizard begins each day anew, memo- Offensive 1. This category of spells quick reference, it may be helpful to
rizing a selection of spells from his spell in- the chance to inflict damage note each spell’s category next to its
books that may be radically different on an opponent. It includes spells that name on the character sheet.)
from those he memorized the day be- give bonuses to attack and damage If a spell seems to fit into more than
fore. With the right spells. a wizard can rolls, as well as those that increase one category, that is to be expected. Re-
be a master of reconnaissance one day strength. It does not indude spells that member, the point is not to draw rigid
and an engineer of destruction the next. directly inflict damage. Usually, a wiz- boundaries, but to learn to think in
But if a wizard has a large selection ard casts this type of spell on himself or terms of a spell’s function as opposed to
of spells in his spell books, how does his allies. its level or flashy name. As an illustra-
he know which ones will be most help- tion, here are categorizations of some
ful on any particular day? Some wiz- Offensive 2. This category of spells 1st- and 2nd-level spells from the Flaw
ards, of course, will simply load up directly inflicts damage on opponents. er’s Handbook.
with their most powerful spells and It indudes spells that cause an oppo-
hope for the best. But a shrewd wizard nent to lose hit points, such as chill Defensive 1:Protection from evil, ar-
will look closely at his spells and ana- touch and lightning bolt, speUs that mor. shield, mirror image, invisibiltu
lyze their primary functions to decide zause creatures to lose levels of ability, blur
which are the most appropriate to a such as energy drain, and spells that
particular situation. :awe damage to specific creatures, Defensive 2: Color spray? enlarge,
such as transmute water to dust. Usu- light, grense, shocking grasp, tau*+
dy, a wizard casts this type of spell on wall of fog, deafness
me or more of his opponents, although
Offensive 1:Spectral hand, strength
Combat and the Wizard

Offensive t: Burning hands, shock- Spells in the Defensive I category are lost a lot or nit pomts is not in a position
ing grasp, chill touch, flaming sphere, typically cast on the wizard or on his to take chances, especially if they antic-
stinking cloud companions to provide direct protec- ipate trouble. A wizard armed with De-
tion from attacks; globe of invulnera- fensive spells can help the party
Reconnaissance: Alarm, compre- bility, invisibility, and protection from through any tough times ahead.
hend languages, message, detect un- evil are examples of Defensive 1spells.
dead, ESP Spells in the Defensive 2 category are The party includes other player char-
typically cast on one or more oppo- acter wizards who lack Defensive
Special: Dancing lights, erase, hold nents to hinder their ability to attack or spells. If the party does not know what
portal, jump, mending, spider climb, prevent them from attacking alto- type of dangers it may face, a good idea
wizard mark gether; fumble, ray of enfeeblement, is to have as many different types of
and binding are examples of Defensive spells available as possible. It is helpful
2 spells. if the wizard arms himself with a
in detail in the following sections. Play- In general, Defensive 2 spells offer healthy supply of Defensive spells if his
ers should use the information to help more protection than Defensive 1 fellow magic-using companions do not
them assign their spells to categories, spells, since they effectively protect the have them or choose not to use them.
which in turn will enable them to entire party. For instance, a wizard pro-
choose the best spells for their wizards tecting himself with the Defensive 1 The wizard anticipates being alone.
to memorize in a particular situation. globe of invulnerability spell may be If the wizard expects to be alone on
safe from an attacking opponent, but guard duty or investigating a danger-
Defensive Spells the opponent is free to attack the wiz- ous locale by himself, operating as a
ards companions. However, an oppo- spy, or otherwise functioning without
Defensive spells provide protection nent affected by the Defensive 2 sleep the company of others, he is safest with
from specific or general types of attacks spell cannot attack anybody in the a supply of Defensive spells to compen-
in the following ways: party. sate for his lack of armor.
By acting as a shield or barrier
(protection from normal missiles) Following are some general situa- The party anticipates encountering a
By decreasing an opponent’s at- tions in which a wizard will find Defen- specific type of enemy. Many Defensive
tack capability (slow) sive spells particularly useful: spells offer protection against a specific
By giving temporary immunity type of attack. If the party believes it
(stoneskin) The party has only a few members or will be encountering a particular type
By removing the subject from a has only low-level members. The wiz- of opponent, the wizard should arm
dangerous situation (teleport) ards inability to use armor is his most himself accordingly. (For instance, if
By sending away the opponent vulnerable characteristic. A wizard the party anticipates encountering an
(dismissal) must either count on his companions evil wizard, Defensive spells such as
By reducing the amount of damage for protection or provide it for himself. dispel magic and Serten’s spell immu-
suffered (armor) In small parties, there probably are not nity would be wise choices.)
enough members to provide body-
The school of abjuration offers the guards for the wizard. A small party Offensive Spells
greatest variety of Defensive spells, but will also have their hands full in combat
Defensive spells are also available in situations, and probably will not have Offensive spells increase the ability
every other school. Some particularly the time or the resources to look after a of the caster (or persons of the caster’s
effective Defensive spells are offered in wizard. Likewise, a party of low-level choice) to inflict damage, or directly in-
the schools of alteration (gaze reflection characters lacking high-quality armor flict damage on opponents in the fol-
and wraithform), enchantment/charm or other protective devices may have to lowing ways:
(sleep and hold person), and illusion depend on their wizard to provide pro- By attacking specific targets
(hypnotic pattern and mislead). tection for them. (magic missile)
By attacking all opponents within
The party has taken an excessive a designated area (cloudkill)
amount of damage. A narty that has

69
By summoning surrogates cadable The party has few warriors. While
of attacking (monster summoning] unusual, it is not impossible for a party the situations'described above suggests
Schools offering a variety of offen-
sive spells include conjuration/
summoning (flame anow and Evprds
to be completely composed of wizards,
priests, and rogues In such a case, a
wizard with an arsenal of Offensive
spells can make an acceptable substi-
t
a different st tegy).

Reconnaissance Spells

t4
black tentacles,) invocation/evoc tion
tute for a warrior. But note that even
(fireball and death fog), and n 0-
the best-armed wizard must still con-
mancy (spectral hand and death s ell).
tend with a low Armor Class, meaning
Spells in the Offensive 1 catego are
he will still need to rely on one or more al information in the
typicdy cast on either the wizard r on
his companionsto increase their a ility of his companions for protection.
the presence of ene-
spectral hand, and enchanted we on
are examples of Offensive 1 spells.
IJ
to attack or inflict damage; stre gth,
The party is making its last stand.
When a party is facing its final M- enemy motivations
lenge at the climax of an adventure
Spells in the Offensive 2 catego are
(presuming the party realizes they have
typically cast on one or more o p0-
reached the climax of an adventure) or
nents to inflict damage directly, I f m -
is making a life-and-death stand against
tively functioning as weapons f o the
wizard; flaming sphere, shoc ing
J
grasp, and finger of death are exa ples
of Offensive 2 spells.
an opponent of awesome power, they
may need all of the offensive capabili-
ties they can muster. If the wizard genu-
inely feels he has nothing to lose (or if
past events (legend

In general, Offensive 2 spells are


the wizard is willing to sacrifice his life
more effective than Offensive 1 s+lls,
to achieve the party's goals), he may
since they inflict damage directly. For
wish to arm himself with as many Of-
instance, a wizard successhluy caqting
fensive spells as possible to maximize the school of greater
an Offensive 1strength spell on -If
must still strike an opponent to
damage: a successfully cast fire&
$:; his party's chance of success.

The party anticipates facing an


acts damage immediately.
onslaught of enemies. A party may also
Following are some general sttua-
need heavy offensive capabilities if they
tions in which a wizard will find Offen-
anticipate facing a large number of ene-
sive spells particularly useful:
mies (such as a battlefield filled with
The party is large or has a numbw of hundreds of o m and goblins) or a few
high-level members. Again, the @min enemies with a lot of power (such as a
considerationis the vulnerability of the cadre of giants). Again, unless the wiz- entering an unknown
armor-less wizard. In larger pa+-, ard is willing to lay down his life for the a party knows about
there are likely to be enough m cause, the party should take the wiz- ngers of a previously
to supply the wizard with a bo ard's vulnerability into account when
or two (note that this does not m e w a p l a n n i i their strategy.
bodyguard in the literal sense, but
rather a designated member to elp
protect the wizard from attacks).
k
wise, if the party has several high- evel
The party includes other player char-
acter wizards who lack Offensive
spells. This principle applies to the use
members with a lot of hit points,and of Offensive spells as well as Defensive
high-qualityarmor, they will not l k as spells. If the first wizard in a party has
the territory by a wiz-

dependent on the wizard for p r o t w v e nothing but Defensive spells, and the
spells. A wizard who does not need lot second wizard has a variety of both Of-
of Defensive spells is free to arm +If fensive and Defensive spells, it makes
with a high number of Offensive dells. sense for the second wizard to ann him-

70
Combat and the Wizard

(maybe they are hostile b e c a w they By creating various illusionary ef- spells
assume the PCs are the bad guys), @d fects (illusionary wall and minor crea-
not all enemies are bent on destroyi+g tion)
the party (maybe they are trying to det
back to their leader as quickly as pos$i- Though nearly all schools have their
ble and the PCs are in their way). ,A share of Special spells, the school of il-
wizard using ESR 'know alignment, pr lusion has a surplus of them, which is
similar spells can clarify the motives bf one reason why the illusionist is consid-
NPCs, pssibly allowing the party It0 ered by many to be the least useful spe-
avoid combat entirely. cialist in combat.
This does riot mean that Special
The party needs u lookout or a vi$ spells are completely useless on the bat-
unteer for guard duty. A wizard armed tlefield. As with all types of magic,
with spells such as clairuudience, clair- clever wizards will invariably find a va-
voyance, foresight, and wizard e e cia1 spells. For in- times such a sitdation is unavoidable.
makes an excellent lookout. He can a&
serve as a party's communications offi-
cer in combat, keeping track of his co#-
panion's actions, tracking the actions
the enemy, and becoming alerted ing him momentarily unable to attack.
companions in need of assistance. , In general, however, Special spells are
the worst choices for a wizard antici- y member. In thG
The party nee& a spy. The pating combat. enal of spells is not
who knows a variety of
sance spells makes a perfect
acting by himself (in A Mix of Spells
extra warrio~
should ensure that his
In the examples above, we suggested
mor) or in a number of situations where it is to the
wizards best advantage to arm himself
with an arsenal of spells from a particu- concentrate exclu-
lar category. In some situations, how- ive, Offensive, 01
ever, a wizard might be better arming
himself with a few spells from each cat-
egory. Here are a few examples:
career, he prob-
distances.
The party is beginning a new adven-
Special Spells ture. When embarking on a new adven-

id:
ture or a new episode of an ongoing
Special spells are those that have li - campaign, it is unlikely that the party
ited use in combat. They do not of er will know exactly what obstacles or
protection, inflict damage, or reveal n- dangers they will face. In these cases, a
formation. Such spells assist r h pa y wizard armed with a mix of Defensive, Weapon Restriction
in these ways: Offensive, Reconnaissance, and Special
Wizards are iseverely limited in the
By making repairs (mending) spells will be able to handle a variety of
use. Little if any of
By labelling personal possessi ns situations. As the adventure progresses
is devoted to corn
(wizard mark) and the party accumulates more infor-
are unable to de
By changing appearances (alter mation, the wizard can adjust his spell
self and fool2 gold) mix accordingly, perhaps concentrating
.
Combat and the Wizard

weapon choices are confined to those low a wuam to use a weapon otner campagn workl, themeven an Anaga-
that are easy to learn and simple to use. than those listed above. However, the kok cannot use them.
As a general rule, the DM should con- DM is cautioned to make exceptions to
fine wizards to the following weapons: the wizards weapon restrictions with Instruction in the use of a particular
I care, to avoid unbalancing the game weapon was part of tWwizard's train-
Blowgun and violating the special nature of the ing. Just as certain kits allow certain
Barbed dart wizard. weapons, certain cultures might require
Needle Here are a few situations where the all of its citizens to master certain w e a p
Dagger or dirk DM might consider making exceptions ons. A warlike culture, for instance,
Dart to the wizard's weapon restrictions: might insist that all o f its male citizens
Knife are to be trained in the use of swords
Quarterstaff The wizard's kit allows for different and spears, and wizards are not ex-
Slii weapons. The Anagakok kit, for in- cluded.
Sling bullet stance, allows for tridents and har- The player must establish these type
Sling stone poons, while the Amazon kit allows for of background details at the beginning
Staff sling spears and long bows. If the DM gives of his character's c m r -they cannot
permission for players to pick one of suddenly be brought into play in the
These restrictions apply to magical these kits, or another kit with weapons middle of a campaign ("Did I forget to
weapons of similar types as well. For in- other than those listed above, he should mention that my character's father
stance, just as a wizard is denied the use also allow him to use the kit's weapons. trained him to use a dub?"). As always,
of a two-handed sword, he is denied the However, the DM is within his rights to the DM can veto any background sug-
use of a two-handed sword +1. forbid the use of any weapon-if he de- gestions that he considers unacceptable
In certain situations, the DM may al- cides harpoons are unavailable in his in his campaign.

r
Chapter 6: Casting Spells In lynlisual Conditions

A wizard’s adventures can take him 1st Level Spells That Are Modified
to all kinds of exotic locations. But if he affect normal fires * When Cast Underwater
finds himself battling foes beneath the burning hands *
ocean’s surface or exploring a mysteri- jump *
ous locale in an alternate plane of exist- mount
ence, he will discover that his spells are wall of fog* Handbook,
operating a little differently than us ial.
This chapter explains the differences. 2nd Level
Spell casting abilities can also be af- flaming sphere* book.
fected by sensory changes, such i s a fog cloud*

t
temporary loss of vision, an impa:red pyrotechnics * 1st Level
ability to speak, and impaired move- summon swarm
ment. These problems, as well as how a whispering wind* Chromatic 0 b (NS): The heat, fire,
wizards spells are affected when cast wind breath (NS) and stinking loud effects are unavail-
under less than optimum conditions able undenvat r.
3rd Level
and how he might compensate for these
fireball 2nd Level
differences, will be discuss& in this flame arrow *
chapter. gust of wind of filtering vapors,
illusionary script * poisons in the water.
Casting Spells Melfs minute meteors
Underwater I wind wall of water resist-

Assuming that the wizard can 4th Level


way to breathe underwater fire aura (NS)
tended periods (such as a water fire charm damage.
ing spell or potion), most of fire shield * (only the flame shield
will function normally version of this spell is forbidden; the The acid from this
chill shield version functions normally) round before it
fire trap
however, a shout *
solid fog *
wall of fire
ables the subject to
5th Level t any depth and in
cloudkill * if the subject is en-
distance distortion
Spells That Are Ineffective
Underwater 6th Level
control weather
death fog *
The following spells cannot be ca t or guards and wards *
will not function underwater. All s ells lower water
are from the Player‘s Handbook e cept
those labeled NS (for New Spell) w ich 7th Level
areSpells
foundmarked
in Chapter
with8an
of this
asterisiie:
boo delayed blast fireball
8th Level
will function normally when cast (10d6) hit points. A
incendiary cloud
within the bounds of an airy throw reduces this
spell. 9th Level
meteor swarm

73
’ ,f Casting Spells In Unusual Conditions
-?F
f

ie floor, can
that can breathe and function undeda- attack creatures or assault construc-
ter can be summoned. (If available, *e tions that are resting on or are imbed-
DM should use the appropriateAquabc ded in the floor. Water elementals can
Monster Summoning table in the Mdn- be conjured normally. ,he will immediately
strous Compendium.)
Monster Summoning Ill: Only crea-
Phantom Steed: A phantom steed c
ated underwater is a hippocampi w th t- tures that can breathe and function un-
derwater can be summoned. (If
a black forebody and silver-gr y
scales. These steeds do not gain t e
special traveling or flying abilities f
the regular phantom steeds, but th y
kr available, the DM should use the a p
propriate Aquatic Monster Summon-
ing table in the Monstrous
Compendium. )
do gain the movement rate of 4 der to Dust: Casting th
level of the spell caster (to a maximqm Transmute Rock to Mud:This spell o p uses a ”hole”
erates underwater as it does elsewhere,
movement rate of 48). Otherwise, thhy
except that the mud immediatelybegins
are similar to the steed created by +e
spell. to dissipate. If cast on the ocean floor
(or the floor of any other body of wa-
ter), only extremely heavy creatures
4th Level
who are unable to swim are in any dan-
Ice Storm: The hail stones created qy ger of sinking into the mud.
this spell will be as large as normal, bbt
their downward force is greatly qe- 6th Level
duced, inflicting only 1-10 hit pints pf
Chain Lightning: Underwater, this acts
damage before floating toward the
as a lightning bolt of twice the normal
face. The sleet variation of this
sue (either a forked bolt up to 20 feet
useless underwater, since all of the SI+
wide and 80 feet long, or a single bolt 10
melts as soon as it is created.
feet wide and 160 feet long. However, it ed. (If available, the
Monster Summoning 11: Only creaturks strikes only a single object and inflicts appropriateAquatic
that can breathe and function underwb- only Id6 hp of damage for every level table in the Mon-
ter can be summoned. (If available, the of the caster (save vs. spells for half
DM should use the appropriateAquaZc damage). It will not arc to other targets.
Monster Summoning table in the Mop-
Conjure Animals: Only creatures that the mansion can
strous Compendium.)
can breathe and function underwater
Wall oflce: A wall of ice can be form@ can be conjured.
underwater, but it immediately floatsto
the surface and bobs in the water like +I Monster Summoning IV: Only crea-
tures that can breathe and function un-
ice floe. This renders the ice plane q d
derwater can be summoned. (If
hemisphere variations useless. The ite
available, the DM should use the a p
sheet variation of this spell inflicts no
propriate Aquatic Monster Summon-
damage underwater.
ing table in the Monstrous
Compendium.)
5th Level
Otluke’s Freezing Sphere: The frigid
Conjure Elemental: Air elementals the Monstrous
fire elementals cannot be conjured
derwater. Earth elementalsmust ren&
2d globe variation of this spell can be ex-
tremely dangerous to the caster when
cast underwater. The globe of absolute
on the floor of the sea, lake, or nv r
zero matter will instantly freezethe wa-
from which they are conjured. d e
ter around the caster into a block of ice

74
magic of the containment w i
ll raqate straining edfecks, such as web and wall duration, or when the wizard stops
through the water to the surface. of stone, are easily circumvented by the r when the illusion is
victim-he must only move the ethe- , the images and items
9th Level real matter out of the way. Restraining away. Invisibility,
Monster Summoning VII: Only c spells that inflict damage, such as wall
tures that can breathe and functianiun-
o f fire, are equally easy to ven
dewater can be summoned. ' (If but still cause harm to the vict 11spells of .thisschool
available, the DM should use thelap- The schools of magic are affected as subject to the special
propriate Aquatic Monster Sumqon- follows:
ing table in the Monstmus
Compendium.)

Casting Spelts in Other


Planes Conjuration/Summoning: E
under the same re-
As described on page 132 of the
outer planes cannot
Dungeon k t e r ' s Guide, the AD&D@
Leomunds secret chest
game world consists of many plae/sof The Inner Planes
jured chest in a location in
existence aside from the familiar Pdime
plane different fro
Material plane. Just as physical lraws
Divination: These spells function From the cards perspective, the
operate differently in these planesi so key features a! the Inner planes include
only if the wizard is in the area between
do the effects of magic and the ways in
the Prime Material plane
which spells are cast. General wide-
real planes (called the Bo
lines for using wizardly magic in the
and is casting the spells into one of the
various planes are given below. (If each tnsdification
adjacent planes.
planning a campaign in one or molie of
magic will not
the other planes of existence, or if a DM
plane, but it function
is interested in additional information
from *e Border Ethereal into the Ethe-
about the planes, consult the Manual of that a wall of pater may appear or cre-
real planes. Contact other plane, how-
the Planes.) To determine if a
ever, functions ev
Ethereal psanes.
The Ethereal Planes EnchantmenVCha
this school function If the rofl fa&, the
From the wizard's perspective, the e another attempt
to the special law
key features of the Ethereal plane4 in-
planes.
clude the following:
InvocatiodEvoca
The effects of time occur IO times this school function
slower than on the Prime Mat$rial to the special laws
plane. For instance, for every 10 t+rns
planes, except that
that pass on the Ethereal planes, odly a evocation spells a
single turn has passed. Therefore, the matter and have the properties of that
subjectivetimefor the wizard to rneimo- matter. Bigby's forceful hand, for in- For instance, a wizard
rize and cast spells is 10 times as lodg as stance, will not stop an o
the actual b e required. IflusiodI'hantasrn: All
The thick soup of ethend mCtter school functionnormally, s
restricts clear vision to about 100yqrds. special laws of the Ethereal planes.
Because af the semi-solid nature of heat. For instvce, the ice created by ice
However, illusionary images and items
the ethereal matter, spells that creatk re- storm immediately melts.
do not disappear at the end of the spell's

75
'
f Casting Spells In Unusual Conditions

In the plane of Water, spells are af- spells summoning a particular type of icial necromantic spells will not
fected as described in the Casting Spells elemental creature summon that being b c t i o n in the Negative plane, while
Underwater section above. only in its native plane. These spells do larrnful spells automaticB5 succeec
In the Energy planes, matter c r e not guarantee control over the sum- md inflict maximum damage. Benefi
ated by spells is destroyed one round af- moned elemental, but the elemental is :ial spells restore the minimum number
ter its creation. Spells that inflict not immediately hostile to the caster. >f hp in the negative quasi-planes, and
variable amounts of damage always in- Spells summoning animals, mon- those spells that require a saving throw
flict maximum damage in the plane of sters, or other Prime Material creatures x are based upon Constitution auto-
Positive Energy and minimum damage instead summon the elemental versions matically fail; harmful spells automati-
in the plane of Negative Energy. Spells of these creatures. Elemental creatures :ally succeed and inflict maximum
that inflict damage over a period of sev- have the same appearance and abilities hmage. Beneficial spells automatically
eral rounds function for only one as their Prime Material counterparts, iucceed and operate to their maximum
rounc but are elementalsof that type found in ability in the positive quasi-planes;
that inner plane (except that the Posi- harmful spells inflict minimum damage
The schools of magx are attected as and saving throws of 2 or greater auto
tive and Negative planes have no ele-
follows: mental types). matically succeed against these spells
Abjuratiox AU spells of this school Beneficial spellsin the Positive Material
Spells that contact b e i i in the As-
function normally, subject to the special plane automatically succeed and oper-
tral and outer planes do not function in
laws of the inner planes, except where ate to their maximum ability; harmful
the inner planes.
noted in the spell description. Spells af- Divination: These spells function jpells automatically fail.
fecting extradimensional matures do normally. Those that call on an entity Magical Items:Weapon pluses are re
not affect matures native to the inner function only if that entity is native to duced by two to attack and damagc
planes. When the anti-magic shell is used the inner planes or Ethereal planes. rolls (a m o r d + 3 effectively becomes a
in the inner planes, all magical protec- EnchantmenUCharrn: These spells w o r d +Z). Exceptions include those
tions are removed from within that with pluses against particular elemental
function normally. Hold person and
sphere, removing any protection the charm spells work only against human- creatures and those that draw their
user may have to survive in that plane. power from elemental planes, such as
oid elementals.
Alteration: These spells are the most ILlusionlPhantasm:These spells func- energy draining swords. Armor and
likely to be modified as described tion normally. protective devices are likewise reduced
above. A lower water spell, for in- InvocationlEvocation:Usually, invc- by two pluses. Magical items that du-
stance, can be modified to lower fire in cation spells function only if the entity's plicate spedfic types of spells operate
the plane of Fire, and airy water could domain is in the same plane as the wu- under the same restrictions as describe('
be modified to airy fire. ard. Evocation spells dealing with ele- above.
Here are a few special cases: mental forces can be modified to call
Transmute rock to mud can func- The Astral Plane
upon any elemental force. These in-
tion as transform element to para- clude spells that create items of fire,
element; earth becomes ooze or lightning, ice (but not cold), winds, From the wizards perspective, the
magma, fire becomesmagma or smoke, clouds, fog, and flams. For instance, a key features of the Astral plane includ
air becomes smoke or ice, and water be- fireball can be modified into a lightning the following:
comes ice or ooze. Each type of trans- ball or earth ball, and lightning bolt can ltems or matter created b y spells
mutation must be researched be modified into fire bolt or air bolt; in are affected by the plane's weightless
separately. all cases, the range and damage remain environment. For instance, water forms
Transmute water to dust can be into circular balls; when touched, these
the same. Note that spells such as cone
modified to transform element to nega- ofcoldandwallofironcannotbemodi- liquid balls flow over the victim in a
tiue quasi-element; elemental water be- fied,since they have no actual elemen- light film. Liquids that inflict damage,
comes ash, air becomes vacuum, fire tal basis. such as acid, inflict twice their normal
becomes ash, and earth becomes dust. Necromancy: Beneficid necromantic damage, and victims covered in liquid
Astral spell will not work in the in- spellsmtore hit points, abilities, levels, film cannot speak without letting the
ner planes. or life. Harmful necromantic spells de- liquid into their lungs and drowning in
Conjuration/Summoning: Usually, prive victims of these quantities. Bene-

76
Casting Spells In Unusual Conditions

movement function only in situations


cannot use spells with verbal where that movement is permitted in
the Astral plane. For instance, fly only
works in balls of air, jump only works if
the subject can push against solid ob-
ter). The liquid can be jects, and slow and haste affect only
tensive toweling, muscular movement (likewise affecting
combat) but have no affect on mental
concentration move
Tnt .
Alteration spells that control or mod-
Fires burn in circular flames without ify conditions operate only if the condi-
consuming their fuel sources. qa1l of tions already exist; wizards cannot call
stone and other wall spells, don$ with these conditions into existence.
other spells that create surfaces, C o n j u r a t i o n / S u m m on i n g :
ate hollow spheres with radii of Conjuration/Summoning spells of 5th
plus 2 I/z feet per level of the castkr, re- level or higher do not function unless
gardless of the listed area of effect+ Tem- linked with abjuration magic (for in-
perature is poorly conducted ib the stance, a spell belongs to both the conju-
Astral plane, so spells gen ration and abjuration schools).
and cold do not affect Summoning cantrips will not operate,
spell area. but conjuration cantrips will. Spells that
A wizard cannot call for the direct intervention of an en-
while casting spells; if tity will not work unless the entity is a
he must continue moving wit native of the Astral plane.
speed and in the same d EnchantmentKham Spells cannot
previous round in ord call into being creatures from other
spell. planes. Spells that manipulate or call
Spellsthat require a into being extradimensional space in
real or inner planes will the Astral plane do not function, such
as deeppockets.
The schools of magi
Divination: Because of the inherent
follows:
magic of the Astral plane, detect magic
Abjaratiom These spells wor
causes the entire plane to radiate magic;
mally, except that they cannot
there is only a 5% chance for detecting
fabric of the Astral plane
a specific magic radiation against this
plane cannot be dispelled or
background.
Dispel magic affects
Spells such as true seeing and devices
travelers by casting
such as the gem o f seeing reveal the
fully infinite nature of the Astral plane,
against the
an experience that can overwhelm the
cords. I
viewer. The chance of being over-
Alteration: Alteration spells 1 that
whelmed is 100% minus 5 % per level of
contact the Ethereal and inner
the viewer. Those overwhelmed are im-
make use of
mobilized for the duration of the spell
or for 1-6 true turns if viewing through
trick.
a device.
IllusiodPhantasm: Illusionary spells
and phantasm spells with an illusionary
component function normally, but
phantasm spells without an illusionary

77
f I Casting Spells In Unusual Conditions

mor and protective devices are likewise pants of the Nine H


reduced by one plus. Magical items that pel magic disrupts spells cast b) (asdetermined by DM), but re-
duplicatespecific types of spells operate creatures native to the outer planes. tains all the properties of the
under the same restrictions as described Alteration: The Chaos planer Original.
above. (Happy Hunting Grounds to Tarterus,
31-50 Target does not change in ap-
Normal potions in normal vials have inclusive) have a random effea on al.
pearance, but gains the proper-
the viscosity of syrup and tend to cling teration spells that create matter (sucb
ties of the new form.
to the sides of the vials; such potions re- as fog cloud) or change matter intc
quire 1-4rounds to consume with a 5% other shapes (the various polymorph 51-70 Target changes to resemble
chance that the drinker chokes (no spells). The chance of a random effec~ same nearby random object or
damage, but the drinker loses the ef- depends on the plane (seeTable 10). creature, but retains the abili-
fects of the potion). Drinking potions ties of its original form.
from wineskins or soft flasks avoids Table 10: Chance of Random 71-90 Target changes to resemble
this difficulty and allows normal con- Effects of Alteration Spell= some nearby random object or
sumption. In Outer Planes creature, and gains the abilities
Magical items that tap into extradi-
of that object or creature.
mensional space or the Ethereal or inner Plane Chance of
planes do not function in the Astral Random Effect 91-00 Target changes in form and
plane, nor do items that call upon function into something not in
powers from those planes. Happy Hunting the immediate area. (D
Grounds 20% encouraged to be fiendis
The Outer Planes Tarterus 20%
OlYmPW 40% ConjuratiodSummoning:
Abyss 40 % native b e i i cannot be summoned un-
From the wizard's perspective, l e less they are in adjacent planes or
key features of the outer planes include Gladsheim 60%
Pandemonium 60% planar layers. Creatures native to the
the following: plane can be called upon, but they are
Spells that require access to Limbo 80%
not controlledby the wizard; any tasks
powers and creatures in the inner Created matter subject to a random given such creatures must be negoti-
planes and Prime Material planes do effect has its appearance altered; for in. ated. Protective spells that are effective
not function (unless otherwise noted stance, a fog cloud might be blue ir in the Prime Material plane do not func-
below). color or sparkle like diamonds. Thr tion against native creatures.
Cantrips will not function. change does not affect the properties01 Find familiar will bring an imp,
Creatures and phenomena native the matter. The DM determines the M quasit, brownie, or pseudo-dragon.
to the outer planes are unaffected by ture of the change. The DM is free to add other suitable
Prime Material planar spells that sum- The random effect for a spell that al candidates or to modify the appearance
mon, communicate, control, or prevent ters the shape of matter is that the spel (but not the abilities) of these familiars.
entry. Comparable spells exist for each may not function at all, or that it ma] EnchantmenVCharm:Spells directed
plane, but they must be learned by the function in an unintended matter. Rol toward specific creatures (such as
wizard in that plane; animal growth for Id100 on Table 11if such a random ef charm person) will not function against
animals of Elysium is an example. fect is indicated. their outer planar equivalents. Planes
These are not considered modifications other than the one occupiedby the wiz-
of existing spells, but different spells al- ard cannot be accessed, though exaadi-
together. Table 1 1:Random Effects of
mensional space can be (so spells such
Altered Shapes in the as deeppockets function normally, but
The schools of magic are affected as Outer Planes
follows: spells such as shadow walk will not).
Abjuration: These spells are useless dl00 Roll E& Magic jar or any similar spell that
against b e i i s native to the plane the leaves the caster's original body unoc-
1-10 Target does not change in ai cupied creates the risk of that body be-
wizard is in (for instance, protection pearance or properties.
from evil has no effect on the evil o c a - ing occupied by a native of the other

78
1
not voluntarily release the body (a Izm-
ited wish or spells of similar power will
dispel them).
tify mainly respond Magical Items: Weapons are reduced
the plane, overwhelming th by one plus for each plane they are
of any beings in the plane. F taken through; this applies only when
if a good warrior is in the moving from plane to plane, not when
know alignment is o moving through planar layers. If a
plane’s evil nature and will n weapon becomes non-magical, all spe-
that the warrior is cial abilities are lost. These penalties do
not apply to weapons designed to affect
goodness. particular creatures of the outer planes.
Armor and other protective devices are
similarly affected. are of it. If the roll suc-
All othw magical items suffer the
same limitations as the spells they
mimic. Magical items that reach into

points that inflict half


damage when attacking;

Invocation/Evocation:
tion normally, although impaired Vision

a particular plane. Generally,


changes are similar to tho
enced in the inner planes. F
a wall of ice will begin to m
ately in the heat of the Nine

Spells that involve a body u at anything in part


also holds true for il-
ever, spells such as read magic, detect
invisibility, and comp
(when used to trans
on the eighth layer of the Nine that require the wizar
a particular object o e makes to the il-
be cast with impaire
Impaired vision has
has a 100percent chance of being spells the wizard casts on
pied on the first day). The as change self or armor. Likewise, im-

79
I Casting Spells In Unusual Conditions

Additionally, the vision-impail'ed vision is impaired because of darkness,


wizard is creating visual illusions frqm and not because of disease or damage). hears the sound
memory, and the results might not bl- The non-weapon proficiency Blind a silence spell pre-
ways be as precise as they would b if
the wizard could see. In general, he
more complex the illusion cast byl a
4 Fighting is equally ineffective for the
vision-impaired wizar2

vision-impairedwizard, the more easjly Impaired Hearing


the illusionwill be disbelievedby an c)p
ponent; the DM is free to add as m+h A wizards hearing can be perma- ech), are ineffective
as a + 4 bonus to the saving throwsiof nently or temporarily impaired as a re-
opponents attempting to dmbeli+e sult of deafness (magical or natural),
such illusions (see pages 81-82 of e disease, poison, or physical damage
Player's Handbook for details on ad u- (such as repeated exposure to loud
dicating illusions, and the section on! il-
l noises). Unlikethe vision-impaired wiz-
lusions in Chapter 7 of this book). ard, the hearing-impaired wizard has
Vision-impaired wizards can +e only modest limitations on his spell blems as vision-
their familiars for information abqut casting abilities.
their surroundings, thus enabling thbn Although most spells have a verbal
to cast spells with more accuracy +d component, it is not necessary for the
precision. Wizard eye and similar s s wizard to clearly hear the words or
can help a vision-impaired wizard to pell sounds he utters to cast a spell. These
"see." Infrauision is not always usefull in soundsserve to release magical energies

hance the wizards natural vision ( - L


these situations, since it w o r k to n-

though infrauision helps if the wizalia


which in turn trigger specific reactions;
as low as the wizard utters the correct
. rd, the more eas-
Casting Spells In Unusual Conditions
I
DM is free to add as much as a +4 bo- the components rules are not in use; oth- paign, assume that the caster must have
nus to the saving throws of opponents erwise, all of the rules for speech- both arms free in order to cast any spell
attempting to disbelieve such illusions. impaired wizards apply. (see the Casting Spells section on page 85
A hearing-impaired wizard cannot use of the PH).Any combination of hand
his familiar to serve as surrogate "ears" Impaired Movement movements and gestures will suffice.
to enable him to cast such spells with
more precision or accuracy. Many spells require somatic compo- Impaired Concentration
nents (gestures or movements). If the
Impaired Speech wizard is unable to move his hands (be- The successful casting of a spell re-
cause of damage, a magical effect, or quires intense, uninterrupted concen-
A wizard's ability to speak can be im- physical restraint) he may be unable to tration from the caster. If the caster's
paired as a result of disease, magic cast a spell that requires hand move- concentration is interrupted by an at-
(such as a silence spell), or physical ments. If a spell specifically requires tack, a sudden noise, or any other dis-
damage. A gagged wizard will also be hand movements, the wizard isn't al- traction, the spell is lost.
unable to speak. No spell with a verbal lowed to substitute another method. He In certain situations, the caster may
componentcan be cast by a wizard with cannot just wiggle his ears or rock his have trouble focusing or sustaining his
impaired speech; he must be able to head in place of the required hand concentration. He may be suffering
enunciate each phrase or sound of a movements, nor can he use a familiar or from an extreme headache or other ill-
spell's wrbal component clearly and other character (or animated object) to ness. He may be dizzy, fatigued, or oth-
distinctly for the spell to be successful. act as his surrogate to execute them. If a erwise disoriented. Or he may have had
Ventriloquism cannot substitute for single finger is the requirement for a so- a little too much wine and is feeling the
an impaired-speech wizards voice matic component (for instance, if the after-effects. In such cases, the DM can
when he attempts to speak a spell's ver- wizard needs to point at the target of his rule that the wizard is unable to cast
bal component; ventriloquism is useless en he needs only one free hand spells as effectively as he normally
to a speech-impaired wizard, since it is to cast the spell; otherwise, either hand would. In extreme cases-for instance,
an extension of sounds the wizard is (or any finger) will suffice. if the wizards headache is so severe that
normally able to make. Note that a movement-impaired wiz- he is unable to stand or open his eyes-
Similarly, an impaired-speech wizard ard also might have difficulty with spells the DM might rule that the wizard is
cannot use his familiar to speak verbal requiring material components. If the completely unable to cast spells until
components, including those familiars wizard has his hands tied, he may not be his condition improves.
capable of speech, since spells only op- able to reach the necessary material com- In less extreme cases, the DM can re-
erate if the wizard himself utters their ponents inside his back pack or mingled quire the wizard to make a successful
verbal components. with other items in a deep pocket in his Intelligence Check before attempting to
However, an impaired-speech wizard robe. Even if he manages to fish them cast any spell to see if he can muster the
:an use the spell vocalize to allow him out, certainspellsmay requirehim to ma- necessary degree of concentration. Af-
to cast spells that normally require a nipulate the material components in a ter the wizard announces which spell he
verbal component. Casting these spells certain way (he might be required to rub will attempt to cast, the player rolls
must take place within the duration of the components together or hold them is less than or equal to
the vocalize spell. (For more about vo- flat in his hand; protection from evil re- igence, the spell is cast
calize, see Chapter 9 . ) quires the caster to trace a three-foot- normally. If the result is greater than the
According to the Player's Handbook diameter circle on the ground with wizards Intelligence, the spell is lost.
{pages 85-86),the use of components is powdered silver). If he cannot manipu- The DM might wish to add a penalty
an optional rule. If components aren't late the material components as required, or bonus to these Intelligence Checks.
used for spell casting in your campaign, the spell will not work. When a wizard For instance, if the wizard is disoriented
it is assumed that the caster must be able acquiresa new spell, the DM should clar- as a result of falling out of a tree and
to speak in order to cast any spell (see i f y its casting procedures. landing on his head, the DM might re-
Remember that the use of components quire a -2 modifier to his Intelligence
is an optional rule. If components are Checks Drior to casting;his spells.
not used for spell casting in your cam-

81

I I
L
~74 Chapter 7: Advanced Procedures -
This chapter offers a variety of sug- reasons for restricting advancement extension of Table 20 on page 30 of the
gestions for experienced wizards to help into unusually high levels. Not only is it Playerk Han&ook). A wizard must
them make more of their magical s!@. difficult for the DM to design meaning- earn 365,000dxperience points per level
Included are suggestions for spell1 re- ful challenges for these characters, to achieve ea$ level beyond 32.After
search, advice on adjudicating illu- players quickly become bored with 10th level, &ds earn 1hit point per
sions, and some creative casting characters whose powers and abilities level, and thdy no longer gain addi-
techniques for putting new twists1 on rival those of the gods. A good policy is tional hit p o q t bonuses for high Con-
old spells. to enforce mandatory retirement of ~titutionsf04.
characters once they reach 20th level;
Levels Above 20th pages 20-21 of the Dungeon Master's

t
Guide explain how this is done.
~

The Player's Handbook lists ex ri- Ambitious DMs and curious players
ence levels and spell progressions nly are free to explore the campaign possi-
for wizards up to 20th level, but the is bilities of the upper levels if they so de-
no d e that specifidly restricts +iz- sire. Table 12 gives the experience point
ards from advancing to 21st level p d requirements and Hit Dice for wizards
beyond. There are, however, pract/ical of Ievels 21 through 32 (this table is an
!

Spells Above 9th-Level


Table 12: Wizard Experience Levels Beyond 20th
There are n' spells higher than 9th-
Level Hit Dice (d4) level, and th re never should be. In-
21
22
4,125,000
4,500,000
10+ 11
lo+=
{
duding highq-level spells would not
only greatly hbalance the game, it
23 4,875,000 10+13 would also give characters access to
24 5,250,000 10+14 magic reserveh exclusively for gods.
25 5,625,000 10+15 DMs contenfiplating the idea of de-
26 6,000,000 10+16 signing loth4 vel or higher spells in
27 6,375,000 10+17 spite of this aqkce should first consider
28 6,750,000 10+ 18 the implicatio ' s of wish, generally con-
29 7,125,000
7,500,000
10+19
10+20
'E
sidered to be he most powerful of all
the spells. To $e worthy of its superior
30
31 7,875,000 10+21 loth-level spell would
32 8,250,000 10+22 ificantly stronger than a

Table 13: Wizard Spell Progression Beyond 20th Level


Wizard Level Spell Level
might decide that his characters do not
1 2 3 4 5 6 7 8 9 an adequate number of
5 5 5 5 5 4 4 4 2 Rather than fuss with
22 5 5 5 5 5 5 4 4 3 the DM is encouraged
23 5 5 5 5 5 5 5 5 3 of 9th-level spells (see
24 5 5 5 5 5 5 5 5 4 the section 04Spells in Chapter 2 for
25 5 5 5 5 5 5 5 5 5
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6
7 7 7 7 6 6 6 6 6 Part of the funof playing a wizard is
29 developing neI applications for spells
30 7
8
7
8
7
8
7
8
7
7
7
7
7
7
6
6
6
6
P .
through experpentation and improvi-
31
32 8 8 8 8 7 7 7 7 7
face. The opponent is distracted, giving
the wizards companion a momentary
obvious. If a wizard always uses his advantage.
spells in the same old ways, he is not A menacing warrior stands before
taking full advantage of them. the party. The wizard casts cantrip to
The following list features some unu- create a banana peel in front of the war-
a1 applications for a variety of spells rior. The warrior takes one step and
rom all levels. Players can also use falls on his face.
suggestions for inspiration when
Enlarge
ting new uses for other spells in
Much is made in the spell description
arsenals. Additionally, clarifica-
in the Player’s Handbook of changing
of several of the game‘s more eso-
the size of creatures, but wizards often
spells are provided, which can be
overlook the usefulness of enlarge to
by the DM to help adjudicate their
change the size of objects. For instance,
if the party is being pursued through a
narrow passage or hallway, casting en-
large on a stone or other object behind
the party can effectively block the pas-
Thesimple effects created by cantrips sage and prevent the enemy’s advance-
ave unlimited potential in the hands of ment. Similarly, if the party is faced
clever caster. Some examples: with a locked or stuck door, the reverse
A wizard is resting in an inn when spell, reduce, might be able to shrink
he is awakened by the sound of a bur- the door just
glar entering through the window. The to get throug
wizard casts cantrip to create wracking Mending
moans and cries emanating from inside In addition to the uses for mending
a closet. Believing the room to be listed in the spell description, this spell
haunted, the terrified burglar may flee. can also be used to repair a leaky boat,
A wizard is searching a dark castle a torn document, a broken wagon axle,
when he discovers a dusty book lying or a cut rope (but it won’t link the ends
on a desk. He remembers that similar of two different ropes to make a single
books were trapped to explode in a ball rope).
of fire when touched; such books were
marked with a skull on the front cover. 2nd Level
The wizard casts cantrip, creating a Invisibility
small breeze to blow the dust away Wizards
from the book, revealing the skull on visibility is an illusion, a condition of
the cover.
I
A wizard traveling through a jun-
artificial reality-it’s not an enchant-
ment that causes the caster (or creature
gle is accosted by a band of cannibals. of the caster’s choice) to literally disap-
The wizard casts cantrip to create a puff pear. As such, invisibility is subject to
of colored smoke. The intimidated can- all of the advantages and limitations of
nibals, suspecting that the wizard illusionary magic. Following are the
wields powerful magic, decide to leave most pertinent points:
him alone. The invisible character can always
The companion of a wizard is see himself; in effect, he automatically
about to engage a dangerous opponent disbelieves the illusion.
in a duel. The wizard casts cantrip to The caster cannot tell with cer-
cause a slight itch on the opponent’s

83
I
i
I Advanced Procedures I

that impart knowledge. Exampl


non-weapon proficiencies d e c t j
misdirection include
I
:enlarged
l before it is removed, the result
could be extremelv . painful.)
_
Mews Minute Meteors
4th Level

Animal Lore, Appraising, Astr


One of the most frrquently overlooked
Direction Sense, and Herbalism.
functions of Me& minute field or other open
subject of misdirection fails his
meteots (or any flamqroducing speU, vance of a spreading
tion from the use of his proficien such as fireball) is its ability to ignite com-
bustible materials. In the right situations, f broken soil de-
this ability is capable of producinga star- material. A fire
tling amount of damage,rivaling and of-
ture is harmless, while misdirec
ten exceeding the damage c a d by
praising will convince him
spells of much higher levels.
valuable gem is worthless.
Tongues
Web
This spell can be used
Thii spell can be quite useful to the
wizard for discreetly communicating ebreak and remain
net to prevent damage to
with other characters, but only if he un-
derstands exactly how it works.
tions or surfaces availab large enough to pro-
Tongues acts as a selective translator,
web. A web of at least is companions from
not as a universal translator-that is,
not everyone in the spell's area of effect
understands the translated language.
which he falls.
For instance, imagine that a wizard
can speak only common. All other
3rd Level members of his party also speak only
Hold Person common. The party encountersa group

d.
The name of this spell should no be of two dwarves and one gnome; the
taken literally. Hold person mak its dwarves speak only dwarvish, the
victims rigid-if they're f a l l i i , f o in- gnome speaks only gnomish. The wiz- a rope bridge, the
stance, it cannot "freeze" them in id- ard casts tongues and speaks to the se his grip and fall. If
fall and suspend them in the air. gnome; the gnome automatically un- Is his saving throw,
(However, see the hold derstandswhat the wizard says, but the
below.) dwarves and the other party members
do not-as far as they can tell, the wiz-
Item ard is speaking gnomish. Assuming the
wizard is of sufficiently high level (he
n intact bubble filled
can speak one additional tongue for
re, a creature or object
every three levels of experience) and the
can be concealed up spell's duration has not yet expired, he
can also address the dwarves. Both
or in his trousers. The wizard c dwarves will understand the wizard,
use the enlarg& weapon to s but the gnome and the rest of the party
captors or, if the will not.
bound, he may be able t If a dwarf and a gnome begin chatter-
weapon to cut himself free. ing at the wizard at the same time, and
the spell can be used to EO the wizard is of sufficiently high level
p l i i hook or a thief's pick. ng character wants
and the spell's duration hasn't expired,
should be careful underwater cavern,
the wizard can understand them both.
shrunken weapon; if a cast around a bum-
The other party members, however,
sword is tucked inside his pants ed fire could then
will hear nothing but babble.

84
be carried underwater A limited wish can temporarily re- 9th Level
tinue to burn until the air supply i store life to any creature or person who
sphere was exhausted. (The was reduced to 0 hit points or less Wish
should take precautions to within the previous 24 hours. The lim- Since it can kheoretically have any ef-
ing burned-in most ited wish restores the subject to exactly fect, no spell is more difficult for the
gloves would probably 1 hit point. Success is not automatic; DM to adjud9ate than wish. The DM
the subject is required to make a resur- can save himsklf a lot of headaches if he
5th Level rection survival check. However, the decides the ljmits of wish before his
I effect lasts for only a limited time (1-4
Hold Monster obligated to discuss
hours is a good range). At the end of
I

Since this spell immobilizes viclims


this time, the creature reverts to the
and prevents them from moving campaign begins. In
number of hit points he had before the
their own power, it is a very he should be willing
limited wish was cast (0 hit points or
less). a general idea of his
A limited wish can inflict damage is impossible to an-
ing overhead will not
on any single character. A good range is
fall to the ground, it
20-40 (5d4 + 15) hit points of damage.
significant amount of damage whdn it
The victim can save vs. spell for half
hits (ld6 hit points of da
damage.
10 feet fallen).
A limited wish can duplicate the
Telekinesis , effects of any spell of 7th-level of less. or creatures can be af-
A limited wish can change the out- conjurer have first-
This spell can be used to scoo
slimes, jellies, and other come of any action the wizard took
creatures in jugs within the past 24 hours, as long as the
change is reasonably minor. For in- treasure? Are such cre-
If the containers
can be used to position the stance, the wizard could wish to search
the body of an opponent he defeated creatures can a single
over an opponent's head,
dump their contents. earlier that day, but he could not wish
could also be filled to single-handedly have fought and de- creatures can a single
other damaging substances. feated an entire army.
All of the general restrictions that ap-
7th-Level ply to wish (see below) also apply to
limited wish. The suggestionsregarding
Limited Wish

have an opportunity to use


the selection of appropriate durations,
casting times, and areas of effect also
apply.
P
tures other th wishing them dead?
Following re some guidelines for
what wishes can accomplish. As al-
free to alter these sug-
way he sees fit.
8th Level Suggestions n+ted-withan asterisk ( * )
bly before the campaign b
are some suggestions for w Sink a penalty for the
wish can accomplish. The This spell is a terrific way to help a of the penalty is up to
alter these suggestions as he sees character who is on the verge of falling include 2d4 days
A limited wish can heal d off the edge of a cliff or losing his grip loss of 1-4
for the caster or any single chara when hanging from the edge of a build-
the caster's choice. A goo ing. While the subject clings to the cliff,
35 hit points (5d4 + 15) o the wizard casts sink. If the spell is suc-
cessfully cast, the subject becomes
this way, it cannot be u stuck to the cliff and won't fall. How-
A wish 'can create a random
life; that is, it cannot affe ever, the spell expires in four turns, at
amount of treasure for the caster. A
who has been reduced t which time the subject risks falling.

85
good range is 1,ooO - 10,ooOgp (ld10 x long as the score is not raised above 16. achieve with his wish, then decide the
1,OOO). The treasure can include gold It takes 10 wishes to permanently raise components, casting time, and so forth,
pieces, jewelry, gems, items, or any any ability score each point beyond 16. basing his decisions on his l i t a t i o n s
combination desired by the caster (For instance, it takes20 wishes to raise for wishes in his campaign. The ele-
within the randomly determined mone- a character's Strength from 16 to 18.) ments should be logical and reasonable.
tary value. Magical items are excluded A wish can temporarily raise an Here are some guidelines:
(they require a separate wish). ability to 18 for 1-6hours. Components Wishes have only ver-
A wish can heal damage for the A wish can duplicate the effects of bal components. Keep them simple. A
caster, his companions, or any characters any other spell. short, spoken phrase is usually suffi-
or creatum of the caster's choice. A good cient.
What can't a wish do? Aside from the
range is 45-70 hit points (sd6 + 40) Duration: h most cases, the effects of
healed. These recovered hit points can be restrictions above, a wish should never
grant experience points or extra levels a wish will be permanent. The DM
spread among as many characters as the should decide in advance if there are
caster desires; for instance,if a wish heals to a character. Nor should wishes be
able to duplicate artifacts or create ex- any exception$.
50 hit points, the caster could heal 20 hit Casting Time: If the wish mimics the
points of his own damage and heal 10 hit tremely potent magical items (a potion
function of another spell, use that
points for three of his companions. If a of inoisibility might be acceptable, but
a sword +4 might not). spell's casting time as a guideline, per-
wish isused to heal damage in this way, it haps making it: a little longer if the wish
The DM retains the right to disallow
cannot be used to restore life; that is, it effect is signiyicantly more powerfd
any wish he believes is too potent. He
cannot afka any creature who has been than the mimiakedspell. For instance, if
reduced to 0 hit points. can also bestow an interpretation of the
wish that follows the literal instructions a wish is used to teleport a party (as de-
* A wish can restore life to any scribed above), note that the teleport
creature who was reduced to 0 hit of the wizard, and not the wizard's in-
tended meaning (greed and gross ma- without error spell has a casting time of
points or less within the previous 24 1. Since the wish has a more powerful
nipulation of the rules should not be
hours. The wish restores the subject to effect, a castiq time of 4 or 5 for a tele-
rewarded).
exactly 1hit point. Success is not auto- porting wish is appropriate. When in
Examples:
matic; the subject is required to make a doubt, use the casting times for other
If the wizard wishes for an entire
resurrection survival c h d . 9th-level spell$ as guidelines, or use a
castle of his own, the DM might have
* A wish can destroy any single casting time o f 1round.
the castle appear in mid-air, then crash
creature of 10 HD or less, or any char- Area of Hfbct: In most cases, com-
to the ground in a heap of rubble.
acter of 10th level or less within the mon sense will determine the area of ef-
If the wizard wishes "to never
caster's visual range. The affected crea- fect. For instance, if a wish is to be used
again suffer damage from bladed weap
ture or character is allowed a saving to heal damqe, the affected persons
ons," the DM might turn him into a
throw vs. death magic; if the check is should be within sight of the caster. The
stone statue.
successful, the creature is unaffeded. DM can be reasonably generous with
If the wizard wishes for a dragon
(Be careful with this-in many cases,it areas of effect. If the caster wishes for
to vanish, the dragon might pop out of
is a better idea to advance the spell- 5,ooOgptobe(lepositedinachest1,ooO
sight, then abruptly reappear in an-
caster to a future time period in which miles away, that is within reason.
other location, perhaps a few yards
the target creature no longer exists, as As an example of how all of these ele-
from the dragon's original position.
described on page 197 of the Player's ments might be determined, imagine
If the wizard wishes for a fortune
Handbook). that the wizaql wishes to teleport him-
in gold, the DM might teleport this for-
A wish can teleport without error self and his party to the wizards home
tune from a king's private treasure
the caster and up to a dozen compan-
vault. The king will then send his best
town. The Dd determines the elements
ions to any location. The caster must of the spell as follows:
men to arrest the thieving wizard.
have been to the location previously.
The location can be in any plane of ex- The DM is responsible for determin-
p
Verbal Com onent Speak the name
. :
of the desired ocation.
istence. ing the components, duration, casting Duration: Illstantaneous.
A wish can permanentlyadd one time, and area of effect each time a wish Casting T i q e 1round.
point to any ability score of the caster is to be cast. The DM should first deter- Area of Effect: All characters within
or any person of the caster's choice, as mine what effect the wizard intends to a 20-yard radius of the caster.
Wvanced Procedu

More About Adjudicating Complexity-Non-Living


Illusions Objects affect its complexity

Whether an NPC is able to dkb&e+e a The most importantelement in deter-


PC w i z a d s illusion or whether a Pc is mining an illusion's believability is its
able to disbelieve an NPC illusion is complexity. The more complex the illu-
mately up to the DM. The DM sion, the more difficult it is for the
low a saving throw against an illusi caster to get all the details right, and the
the subject has any reason at more likely it is for a subject to notice a
the existence of what he is mistake. There are more details to a
To account for the degree firebreathing dragon than there are to a smooth gray
given illusion, as we^ as any informa+on a stationary boulder, so it is no surprise Multiple col-
available to the subject about the b- that a subject would be more likely to
ceived illusion, the DM should m e disbelieve the illusionary dragon than
the subject's saving throws with a p p - he would the illusionary rock. senmry elemqts (a field of variously
priate bonuses and penaIties. I An illusion can be a recreation of a colored flowek that have a variety of
How does a DM make these d b - non-living (inanimate) or a living (ani- fragrances) c o b d be considered excer
sions'l There are a number of faqors mate) object. These need to be treated sive, as could1 the illusion of motion,
that can be considered to help deler- in different ways.
mine bonuses and penalties for saving In general, the complexity of non- not necessarily cu-
throws. It's unrealistic to expect the bM living objects depends on sue [a pebble in the most ex-
to meticulously evaluate every as vs. a boulder), number (a single boul- ceptional would an illusion of
!-P
of an illusion before he decides on the der vs. a dozen boulders scattered over

1
modifiers, but the following can!be an area), and appearance (a smooth
used as general guidelines. gray boulder vs. a sparkling, mul
I___- - ed Procedures

cxampies: throw. However, if the illusionary crea- An illusion of a pile of sticks that
An i€lusion of a single blue dia- ture is a specific, one-of-a-kind monster bursts into green flames; the flames then
mond. Saving throw modifier: 0. Noth- or NPC that the subject is familiar with- change into a miniature replica of a pur-
ing about this illusion is particularly such as a friend of the subject, or the sub- ple castle with frog’s legs; the castle tap
difficult since it is a single, stationary ject’s pet dog-the subject should receive dances, and finally turns into a pumpkin
item. a special modifier. with the subject’s face before disappear-
An illusion of ten thousand spar- As with the modifiers for inanimate ing in a puff of pink smoke, and the sticks
kling blue diamonds tumbling in an av- objects, these factors are not necessar- are unburned. Saving throw modifier:
alanche down a hillside. Saving throw: ily cumulative. Only in exceptional +2. This is downright bizarre, easily jus-
+ 2. There are a large number of items, cases would an illusion result in a sav- tifymg the higher modifier.
they‘re sparkling, and they’re in mo- ing throw modifier of more than + 3.
tion. The comparatively high saving Examples: I aws
throw bonus is also justified by the ex- An illusion of a single orc standing
tremely unusual effect-a character still, polishing his sword. Saving throw Illusions are seldom perfect, and wary
might accept an avalanche of boulders, modifier: 0. Nothing is particularlydif- subjects will always be alerted to an im-
but an avalanche of diamonds is likely ficult about creating an illusion of a sin- age’s illusionary nature by its imperfec-
to arouse suspicion. gle, low HD creature engaged in a tions. For instance, if a wizard uses a spell
relatively simple action. such as phantasmal force to create an illu-
Complexity-Living Objects An illusion of King Sluz, the fa- sionary creature, the creature might lack
mous orc ruler, brandishing his five- one or more obvious sensory elements,
Generally, the higher the Hit Dice or such as sound, aroma, or body tempera-
pronged trident, screeching a war cry,
level of the illusionary creature, the ture, which can be a dead giveaway that
and leading a squad of six snarling orc
more complex it is to convincingly cre- the creatureis only an illusion. In extreme
soldiers. Saving throw modifier: + 3.
ate and the more likely it is for a subject The modifier assumes the subject is fa- cases, the subject‘s saving throw can be
:o disbelieve. An illusion of an ant is miliar with King Sluz. Casting a believ- modified by as much as +4. If the wizard
easier to create than the illusion of a able illusion of a well-known NPC is is using a better spell, such as improved
dragon. This also applies to illusionary always extremely difficult, particularly phantasmal force, any sensory elements
NPCs-a 15th-level warrior is harder when he is executing a complex action lacking in the illusion will not be as obvi-
to create than a peasant with 3 hit ous, and the subject’s saving throw rarely
and is accompanied by other creatures.
points. Similarly, the more creatures in- will be modified by more than +2.
cluded in the illusion, the harder it is to Examples:
Magical Effects and Special
create; an illusion of 20 peasants would An illusion of a bee. Saving throw
be more difficult than a single peasant.
Attacks modifier: +1 (phantasmal force), 0 (im-
Illusions of active creaturw are more Magic is common in most AD&D@ proved phantasmal force). The illusion-
difficult to create than illusions of rela- campaign worlds, so opponents are not ary bee won’t buzz in a lower-level
tively inactive creatures. If the illusionary necessarily suspicious of extraordinary illusion, but it will in the higher-level
x-eatureis executing a simple action, such effects that appear to defy natural laws. Spell.
3s standing still, polishing its sword, or However, in certain instances, illusions An illusion of a hissing fire lizard
grazing in the grass, no special modifier that incorporate magical effects or spe- covered with filth. Saving throw modi-
for the subject’s saving throw may be re- cial attacks will require saving throw fier: + 4 (phantasmal force), +1 (im-
quired. However, if the illusionary crea- modifiers. In general, a wizard cannot proved phantasmal force). The
ture is executing a complex series of create excessively bizarre magical ef- lower-level illusion won’t be able to du-
actions, such as singing a song while fects in his illusion without arousing the plicate the lizards hiss, body heat, or
dancing and juggling, or attacking with suspicion of the subject, adding a sav- the smell of the filth. The higher-level
two weapons while shouting a war cry, a ing throw modifier of as much as +2. spell will do a better job, but the modi-
modifier may be in order. Example: fier assumes that at least one of these el-
If the illusionary creature is a generic An illusion of a pile of sticks that ements is imperfect or missing.
monster or NPC-that is, it is a ”typical” abruptly bursts into flames. Saving
orc or NPC warrior-there is no need for throw modifier: 0. This is not an unusual
a special modifier for the subject’s saving magical effect.
Revealed Illusions castingab&ties, he receives a +1bonus the DM so he can
to his saving throw.
on
e if
Summary of Modifiers
fully disbelieves an illusion
another subject of the illusion, the - For qui& reference, Table 14summa-
ond subject receives a modifier to$s rizes all of the situations described
saving throw. The amount of this above, giving a range of possible modi- or researching exist-
ifier depends on the reliability of fiers to the subject's saving throw.
formant and the magnitude of Again, these are sugggestions only, not
illusion. If the informant in unrelia+le hard and fast rules, and the D M is hpe
can make any ad-
and the illusion is formidable (for in- to tinker with them as he sees fit. These
stance, an illusion of a deadly monst modifiers are not necessarify cumula-
the subject might ignore the tive; in fact, modifying any saving
entirely; in this case, no special sa+ throw for disbelieving illusions by +4
throw modifier applies. If the info is unusual, while modifying a throw by
ant is reliable (the subject's commanF +6 (or more) should occur only in the
or friend), and the illusion is relativ y most exceptional circumstances.
minor (such as the image of a +I plish. The player be-
fire), the subject's saving throw can be Table 14: a rough draft of the
modified by as much as +4. Summary of Possible including its effects,
Modifiers for Saving ation, and area of ef-
Intelligence Throws vs. Illusions then adjust these ele-
It makes sense that a highly
gent wizard would be able to Modifier
Factoa of Range for
sense that subjects Illusion Subject
would be lesslikely to Complexity (use one throw, and, most
of the following): .(For help with de-
gence is exceptionally high (18 lor Non-living Oto +2
more), the subject's saving throw mi&t Living Oto + 3
be modified by -1. If the subject's b-
telligence is exceptionally low (7 or Magical &ts Oto +2
he D M can veto a
less), his saving throw might be m
fiedby -l.A -2modifierispossibl if T-
both the caster's Intelligence is high apd
Flaws (useone of the
following):
phantasmal force
any of the following

the subject's Intelligence is low. or similar spell Oto +2


Remember also that characters 4 t h improved phantasmal
exceptionally high Intelligence are u- force or similar spell 0 to + 4
tomatically immune to low-level i$u-
sions. These immunities #re Intelligence of caster
summarized on Table 4 of the Playb's and subject -2 to 0
11is not of a level
Handbook. Illusion-castingsubject +1 to 0
ble 4 of the Player's
The Illusion-Casting Subject Spell Research
Charactem and creatures who dan W i d s can research new spells by
cast illusions themselves are following the rules on pages 43-44 of
harder to fool. If the subject is the Dungeon Master's Guide. Most of
sionist "C or a creaturewith illusib-t- spell belongs to a

90

AdvancedProcc
~

of its value. The value of


brary, such as those existing in major necessary for each spell leve
The player proposes to research a cities or in academies of magic. (The rized in Table 15.
;pel1 of 10th-level or higher. (No spell DM decides if a library of acceptable
:an exceed 9th- level. ) size is available to the wizard). Table 15:
Library Val
Spell Components The Basic Investment for a labora- for Spell Research
tory is 1,o(ro-6,000 (ld6 x 1000) gp.
If the DM is using the optional rules The DM determines the cost of the lab-
for spell components (page 44 of the GP Value Can Research
oratory, either by rolling randomly or of Library Spells of This
Dungeon Muster’s Guide), the compo- setting a specific price. As with the li-
nents for the proposed spell should be Level
brary, there are two ways a wizard can 2,000 1st
established before the research begins. avoid paying the Basic Investment for
If the spell is of a relatively low level, 4,000 2nd
a laboratory: 8,000 3rd
the components should be fairly sim- 1.The wizard has purchased a labo-
ple, but higher-level spells might re- 14,000 I
ratory previously. Once a wizard pur- 22,000 JLll
quire unusually obscure components, chases a lab, it becomes a permanent 32,000 6th
such as the cloak of a spectre, the part of his possessions. He never has to
freshly-clipped toenail of a troll, or a 44,000
buy another one unless, of course, it 58,000
handful of dust from the Abyss. (The blew up in a lab accident or is otherwise 74,000
quest for a needed component makes destroyed.
for an excellent adventure spring- 2. The wizard has access to a labora- For instance, before a wizard can be-
board.) In any case, the wizard must tory in a major city or at a magical gin researching a 4th-level spell, he
have all necessary components in hand academy. A city or academy that has a must have access to a library w o
before he can begin his research. suitable library will usually have a suit- least 14,000gp. If he has no books at all
able laboratory, but the decision be- in his library (perhaps because he has
Cost of Research longs to the DM. The DM might also never researched a spell before), he
Page 44 of the DMG gives a general require the wizard to pay a modest must spend 14,000 gp on books before
range of costs for researching new spells weekly rental fee-say, 20-120 (2d6 x he can begin. If he has a library of lesser
(100-1,OOO gp per spell level, plus 1,000- I O ) gp-for the use of the lab. value (for instance, if his library is
10,OOO gp for a laboratory). Following worth 4,000 gp), he must spend what-
is an alternate way to establish research The Operational Cost is an ongoing ever money is necessary to increase the
costs. expense necessary to sustain the re- value of his library to the appropriate
There are two categories of expenses search. The Operational Cost must be level. (If he has a 4,000 gp library, he
required for research: the Basic Invest- paid every week and mainly represents must spend an additional 10,000 gp be-
ment, and the Operational Cost. the price of additional books, supplies, fore he can research a 4th-level spell
The Basic Investment is a onetime and scrolls. The weekly Operational For the most part, books that are
expenditure, representing the funds Cost is equal to 200-1,200 (2d6 x 100) suitable for research are hard to find. If
spent to buy the scrolls and books gp. The DM determines the Opera- a wizard is assembling his library prior
needed, as well as the funds necessary tional Cost, either by rolling randomly to research, assume that it t a k e 5-10
to assemble a suitable laboratory. or choosing a fixed price. There is no (ld6 + 4) weeks of searching to locate
The library costs for each spell level way for a wizard to avoid paying the 1,000 gp worth of books.
are summarized in Table 15. weekly Operational Cost. Books can sometimes be purchased
There are two ways a wizard can in the bookshops of any major city or
avoid the Basic Investment for a li- The Wizard’s Mbrary from N P C book collectors. A fortunate
brary. wizard may stumble upon such books
Before a wizard can begin research
1.The wizard already has a suitable during his adventures and keep them as
on any spell, he must have a sizeable li-
library of his own (see the Wizards Li- he would any other discovered trea-
brary of arcane books and scrolls. The
brary section below). sure; these books, of course, don’t cost
size of the librarv is expressed in terms
h m any money. 1he quest for a p w c - 14,000 gp, he will never need to make
ular book can be the basis for an entire another Basic Investment in library
adventure. (The DM determines dhe books when he wants to research 4th-
value of any discovered books.) level spells. Once he has assembled a li-
For the purposes of spell researqh, brary valued at 74,000 gp, he can it produces results
whether a library is of suitable size $e- research spells of any level without ever find more realistic.
pends on its value, not its actual nuin- making another Basic Investment in
ber of books. However, as a point of books. Clearly, a wizards library is one spell is two weeks

research book varies between 1 0- T


interest, assume that the cost of a s’

Loo0 (ld10 x 100) gp. Therefore, a li-


of his most precious possessions. The
prudent wizard will go to great lengths
to keep his library safe and protected.
brary suitable for researching 4th-leel
spells is valued at 14,000 gp and cqn- Initial Preparation
tains 14-140 books.
After the Basic Investment is made the wizard is free
Once a wizard has assembled a li-
(or avoided, if the wizard already owns
brary of sufficient value, he can be@
or has access to a suitable library), the
research, but he still must pay t/he

r
wizard must spend preparationtime be-
weekly Operational Costs. The Opefa-
fore the actual research begins. This ini-
tional Costs correspond to the purch
tial preparation involves basic reading
of additional books and supplies. H If
and reviewing of notes; in addition, the
these Operational Costs can be consid-
wizard must prepare himself mentally
ered to be new tomes. Therefore, oqer
and physically for the grueling task
the course of his research, the wiza&’s
ahead. This initial preparation lasts a amount of research
library will increase in value. For in-
number of weeks equal to the level of s can be checked.
stance, assume that a wizard wity a
the proposed spell, plus one. Therefore,
14,000 gp library has a weekly Opeta-
a wizard attempting to research a 5th- quired Operational
tional Cost of 400 gp to research a 41h-
level spell must spend six weeks in in- . Ifhe runs out of
level spell. After he has researched for
tial preparation.
four weeks, he’ll have spent a total1 of
1,600 gp in Operational Costs and is earn more mo ore he can resume.
Research Time and Chance of on, this interrup
library wlll have increased in value $0
gp. (Buying books with Operatiow Success
Cost funds is assumed to be part of the According to page 44 of the Dungeon the wizards re-
research process and requires no extra Masterk Guide, a wizard can check to for an extended
time.) see if he has successfdy researched a
r more-the DM
As his research progresses, a q r d spell after he has spent the minimum
can opt to spend more than the +- number of weeks required in research.
u m research period
mum amount of money required for his The success check is the same as his
Operational Costs in order to buy adhi- an check to see if he
chance for learning any new spell.
tional books to increase his chances1 of Though this is a simple, straightfor-
successfully researching his spell. +e ward method for checking success, it
effects of these additional expenditubes does not consider the researcher’s expe-
are explained rn the Research Time dnd rience level (a more experienced wizard
Chance of Success section below. would probably be more successful at formula is used to
When a wizard spends money oq 1i- researching spells than a less experi-
brary books, whether spent as part1 of enced wizard) or the level of the spell (a
the Basic Investment or as Operatio#al hi&-level spell would be more difficult
Costs, t h books then become part1 of elligence + research-
to research than a lower-level spell).
his permanent library. Therefore, ofice ] - (level of spell be-
Nor does it consider any extra fundsthe
he has assembled a library valuedl at

92
Limiting the Success Chance ion here. However, a few points are Bowever, a sizeable library of magical
North mentiolIiXg iomes probably contains short-cuts,
Notice that a wizard's chance of suc- hints, and formulas that will help the
Laboratories The laboratory require wizard in his item research. A t the DMs
cessfully researching a spell could ex- nents for Feseardung. magicalitemsare
ceed 100 percent, particularly when a discretion, access to a sizeable library
Merentthanthoseforre.warchings&. (say, with a value of at least 74,000 gp)
high-level wizard is researching an ex- Spell march requires shelving, easels,
isting low-level spell. Although auto- can increase a wizard's chance of suc-
miting tools, files, and similar supplies, cess by as much as 10percent. Access to
matic success is certainly in the spirit of item research rrquires test tu&,
the game (according to Table 4 of the a library doesn't change the amount of
beakers, burners, chemic&, and 0th- time it takes to research and create an
Playerk Handbook, all wizards of 19th equipment.
level and above have a 100 percent item, nor does it change the amount of
Consequently, a wizard who invested money that must be spent.
chance of learning new spells), some in a spell research laboratory will still
DMs might prefer to eliminate any Specialist Bonus: If a specialist is re-
need to buy equipment to research an searching an item that duplicates an ef-
chance of automatic success. If so, we item. For example, assume that a wiz- fect of a spell from his school, his
suggest requiring that all wizards must ard just spent 5,000 g p on a laboratory chance of success can be increased by as
roll for success, even if their calculated for spell research, and now wants to re- much as 10 percent. If the DM uses this
chance exceeds 100percent; a roll of 95 search a new potion. The basic cost foI rule, he should also deny a specialist the
or higher is treated as failure. an alchemical laboratory is 2,000 g p chance to research an item that dupli-
(see page 87 of the DMG). Since the cates a spell effect from any of the spe-
More About Magical Item 5,000gplaboratoryisudssfor potion cialist's oppositional schools. The
Research research, the wizard must spend 2 , N researcher's school has no effect on the
gp for alchemical equipment. amount of research time required, nor
Magical item research is discussed in Libraries: Just as a wizard's spell re does it affect the amount of money that
detail on pages 84-88 of the Dungeon search lab is relatively useless for iten must be spent.
Master's Guide and needs little elabora- research, so is his spell research library

94
Chapter 8: New Spells

This chapter includes a considered; specific verbal and soman- First-Level Spells
new spells that can be used tic components are not required, but
ment the choices provided they add color to the game by giving
er's Handbook. These players a clearer idea of exactly what
Copy (Evocation)
options for the procedures must occur in order for their Range: Special
PC wizards to cast spells. Requiring
specific components can also make for
to player characters. some challenging game situations. For
example, if a wizard is gagged, he may
Spell
- Descriptions
- I be prevented from casting spells with
spoken verbal components. Similarly, a
The game statistics listed for the wizard with his hands bound behind
pells below follow the guidelines1on him may have problems casting a spell
1
page 129 of the Player's Handbook. All whose somatic component requires spe-

i
of these spells are acquired, me 0- cific hand gestures. (See Chapter 6 for
rized, and recorded in spell books as de- more information about impaired cast-
scribed on page 41 of the Dung on ers and spell components.) Verbal
Muster's Guidean components can be single words, brief
er's Handbook. phrases, snatches of poetry, chants, or
nonsense syllables. They can be spo-
ken, whispered, shouted, or sung. Ver-
Spell Components bal components can also be groans,
grunts, coughs, whistles, or any other
Material Components vocally-produced sound.
Often, the verbal component will re-
In accordance with the listings in the late to the effect of the spell. For in-
Player's Handbook, material compo- stance, the verbal component for
nents are given below for the spells that feather fall might be the whispered
require them. The DM must decide the see if he can lqarn the new spells; if so,
word "float," while a low, eerie moan he can cast CORY to instantly copy them
precise amounts of these materials,. as might work for detect undead. Dimen-
well as any other details about them. into his spell dook.
sion door might be the spoken word The materibl components for this
For instance, color spray requires a "open," while the verbal component for
"pinch of colored sand-the DM de- spell are a pie& of blank parchment (or
gust of wind might be a slow exhalation a book with lqlank pages, as described
cides what exactly constitutes a "pin-h." of airl
Likewise, dancing lights requires a above), and a drop of black ink.
Somatic components can be any type
glowworm-must the glowworm be of physical gesture. For some spells,
alive, or can it be a preserved specimen? Chromatic Orb (Alteration,
merely touching or pointing at the tar- Evocation)
Less fussy DMs can allow their wizz.rds get or subject is sufficient. More elabo-
as much latitude as they wish with ma- rate gestures are suitable for I

terial components, as long as they meet Range: 0


higher-level spells. In many cases, the Components: V, S, M
the general requirements of the spell de- somatic component will relate to the
scription. Duration: Special
spell's effect. For instance, the somatic
component for audible glarner might
Verbal and Somatic require the caster to put his hand to his
Components ear as if he were listening. Rapidly rub-
I bing the hands together might suffice
The DM makes the decision for chill touch, while wiggling the fin-
ing precise verbal and somatic gers like a spider might serve as the SO-
nents for any spell, matic component for web.
suggestions from players

95
New Saells

each color indicates a different special ing which time the victim makes his at- + 4) rounds; a successful saving throw
power. The caster can hurl the sphere at tack rolls and saving throws at a -4 vs. paralyzation halves the number of
an opponent up to 30 yards away, pro- penalty, and his A C is penalized by 4. rounds.
viding there are no barriers between the Heat from the or& is intense enough Petrification from the or& turns the
caster and the target. If the target is no to melt 1cubic yard of ice. The victim victim to stone. If the victim success-
more than 10yards away, the caster‘s to suffers a loss of 1point of Strength and fully saves vs. petrification, he avoids
hit roll is made with a +3 bonus. If the 1 point of Dexterity (or for victims turning to stone and instead is slowed
target is 10-20 yards away, the caster’s without these attributes, -1 to hit and (as per the spell) for 2-8 (2d4) rounds.
roll is made with a +2 bonus. If the tar- a penalty of 1to AC) for 1round. Death from the or&causes the victim
get is 20-30 yards away, the caster’s roll Fire from the or&ignites all combusti- to die. If the victim successfully saves.
is made with a +1bonus. ble materials within 3 feet of the victim. vs death magic, he avoids death and in-
If the chromatic or&misses its target, Blindness from the or&causes the vic- stead is paralyzed for 2-5 (ld4 +1)
it dissipates without effect. If the target tim to become blind as per the spell. rounds.
creature makes a successful saving The effea lasts for 1round/level of the
throw, the chromatic or&is also ineffec- caster. Corpse Visage (Illusion,
tive. Otherwise, the color of the orb de- Stinking cloud from the or& sur- Necromancy)
termines the amount of damage rounds the victim in a 5-foot-radius
inflicted and its special power, as sum- noxious cloud. The victim must save Range: Touch
marized on Table 16: details about the vs. poison or will be reeling and unable Components: V, S,M
special powers are listed below. The to attack until he leaves the area of the Duration 1round/level
caster can create a single orb of any vapors. Casting Time: 1round
color listed for his level or lower; for in- Magnetism from the or&has an effect Area of Effect: Creature touched
stance, a 3rd-level wizard can create an only if the victim is wearing armor Saving Throw Neg.
orange, red, or white orb. made from iron. The iron armor be-
The material component for this spell comes magically magnetized for 3-12 This spell transforms the caster’s face
is a gem of the appropriate hue or any (3d4) rounds. Other iron objects within or the face of any creature touched by
diamond. The gem must have a value of 3 feet of the caster will stick tight to the the caster into the h o r r i f y i i visage of a
at least 50 gp. magnetized armor: only dispel magic or rottingcorpse. Theeffect of this illusion
a similar spell can release the stuck is so startling that when it is viewed by
Light from the orb causes the victim items. A t the end of the spell’s duration, opponents, the wizard’s party adds a
to become surrounded by l i t to a ra- the stuck items are released. modifier of +2 to their surprise roll.
dius of 20 feet, as if affected by a light Paralysis from the orbcauses the vic- Creatures with low Intelligence or
spell. The effect lasts for 1round, dur- tim to become paralyzed for 6-20 (2d8 higher (Intelligence of 5 or greater) and
with 1Hit Die or less (or who are 1st
level or lower) must make a successful
saving throw when first viewing corpse
Table 16: Chromatic Orb Effects visage or flee in terror for 1-4rounds.
Corpse &age does not distinguish
Level of Color ofOrt) Hit Points Special between friend and foe, and all who
Caster Generated of Damage Power view it are subject to its effects. If the
1st White 1-4 Light spell is cast upon an unwilling victim,
2nd Red 1-6 Heat the victim is allowed a saving throw to
3rd Orange 1-8 Fire avoid the effect.
4th Yellow 1-10 Blindness The material component is a rag or
5th G W 1-12 stinking cloud piece of cloth taken from a corpse. The
6th Turquois 2-8 Magnetism cloth must be prepared by dotting it
7th Blue 2-16 Paralvsis with paints of assorted colors.
loth Violet slow Petrificatio
Black puralysis Death

I
YO
I I Ne& h e l l s

Detect Disease (Divination) is not blocked by lead or any other sub- Second4evel Spell
stance. However, if an impenetrable
Range: 10 yards obstacle is reached, such as the ground
Components: V, S, M or a wall, the branch presses against it
Duration: 1round/level and stops. If there is no item matching
Casting Time: 1 the description within the spell range,
Area of Effect: 1creature or object the branch does not react, although the
Saving Throw: None caster can move about and continue to
search.

i
Casting Time 2
Detect diseuse reveals to the wizard The material component for this spell Area of Effec : One creature
whether a subject creature or object is the branch from a ginkgo tree or a Saving Thro : 1/z
carries a disease, whether normal or fruit tree, such as peach, apple, or
lemon. The branch must be sha ed like

i
magical. Additionally, there is a 10 per- ke, the caster causes
cent chance per level of the caster that the letter Y, so that the caster c n grasp hands to appear
he is able to identify the exact type of a fork of the branch in each ha d. of a single victim.
d'isease. I a human, demihu-
The material componentfor this spell Protection from Hunger and , and must be within
is a twig or small branch from any tree. Thirst (Abjuration) ster. The hands will
the affected victim
Divining Rod (Divination, Range: Touch of the spell; each
Enchantment) Components: S, M suffers 1-4hit points
Duration: 1day/level choking hands. If
Range: 60 yards a successful saving
Components: V, S, M Area of Effect: One creature half- damage each
Duration: 1round/level Saving Throw: None
Casting Time: 1round be negated by dispel
Area of Effect: Special When protection from hunger and ilar spell; the victim can-
Saving Throw: None thirst is cast, the recipient requires no ethereal hands away
food, water, or nourishment of any victim makes all at-
This spell enables the caster to en- kind for the duration of the spell. The tack rolls at a j-2 penalty while affected
chant the branch of a ginkgo or fruit recipient can be the caster or anyone he
tree to locate a common item that is hid-
den from view. Unlike locate object,
the caster does not need to have a spe-
cific mental image of a particular item;
rather, he only needs to
touches. Each day the caster (or the
subject of the caster's choice) is under
the effect of the spell, he is fully nour- piece
by i
The materi 1componentfor this spell
is a handke chief or similarly-sized
of clot that has been tied in a
choke*
knot.

of the general type of ite Death Recall (Necromancy,


locate, such as buried treasure, edible than he was when the spell was origi- Divination)
plants, or fresh water. However, divin- nally cast.
ing rod will not locate invisible or magi- The material components for this Range: TOUC
cal items, nor will it locate items spell are a small piece of dried meat and
protected by obscure item or a similar a cup of water.
spell.
Once the branch is enchanted, the
caster holds the branch with both
hands. If the desired item is within the
range of the spell, the enchanted branch This spell enables the caster to visual-
points in the direction of the item and ize the final qhinutes of the life of any
gently pulls the caster along. The spell creature or pkrson that died within the

97
previous 24 hours. When the caster no damage and suffers no penalties Ice Knife (E ocation)
touches the subject’s corpse, the caster from poison gas of any kind, including
goes into a trance. The caster then has a those created magically (such as stink- Range:
components/
Specia s, M
vision of the final 10 minutes of the sub- ing cfoud).The exceptions are poison-
ject’s life as seen by the subject himself. ous vapors created by a dragon’s breath Duration: Ins antaneous
The vision ends with the last scene the weapon (such as the chlorine gas of a Casting Time: 1round
subject saw before he died, at which green dragon); in these cases, the crea- Area of Effect Special
time the caster awakens from his trance ture protected by filter suffers half- Saving Thro : Neg.
and the spell is over. damage.
The material component for this spell The material components for this This spell fires a dagger of ice at the
is a fragment from a shattered mirror. spell are a strand of spider web and a target. The caster makes a normal at-
scrap of cotton cloth approximately tack roll as if attacking with a missile
Detect Life (Divination) one inch square. weapon, factoring in the range from the
attacker to the target (the ice knife has a
Range: 10 feet/level Ghoul Touch (Necromanc long range of 30 yards, a medium range
Components: V, S, M of 20 yards, and a short range of 10
Duration: 5 rounds Range: 0 yards). A successful hit causes 2-8 (2d4)
Casting Time: 2 Components: V, S, M hit points of damage. If the ice knife
Area of Effect: One creature Duration: 1round/level misses its target, consult the rules for
Saving Throw: None Casting Time: 2 grenade-like missiles on pages 62-63 of
Area of Effect: One person the Dungeon Master’s Guide to deter-
By use of this spell, the caster can de- Saving Throw: Special mine where it land
termine if a creature is alive, including When an ice kni
creatures in a coma or trance, or under When this spell is in effect, the cast- ject or a creature, the knife shatters, re-
the influence of feign death. Any form er’s touch causes any single human, leasing a wave of numbing cold. All
of mental protection prevents the effec- dwarf, gnome, half-elf, or halfling to creatures within a 5-foot radius must
tiveness of this spell, as does any thick- become rigid for 3-8 (ld6 +2) rounds make a successful saving throw vs. par-
ness of metal. A n inch of stone or wood unless the victim makes a successful alyzation or suffer 1-4 hit points of cold
is treated as 10feet of open space for the saving throw vs. paralyzation. Addi- damage and become numb for 1-3
purpose of determining whether the tionally, the paralyzed victim exudes a rounds. Numbed creatures have their
spell functions. carrion stench in a IO-foot radius that movement rates reduced by half and
The material components for this causes retching and nausea. Those their chance to hit reduced by 2. Prox-
spell are a holy symbol and a hair from within this area who fail to save vs. poi- imity to major sources of heat, such as a
the head of a newborn animal. son will make their attacks with a -2 roaring bonfire, improves a creature’s
penalty until the spell reaches the end of saving throw by + 2.
Filter (Abiaration) its duration. An ice knife that misses or is lost can-
The material iornponentfor this spell not be picked up by the caster (or any-
Range: Touch is a small scrap of cloth taken from the one else) and thrown again. If the ice
Components: V, M clothing of a ghoul or a pinch of earth knife is touched, it instantly shatters,
Duration: 1turn/level from a ghoul’s lair. releasing a wave of cold as described
Casting Time: 2 above. If a lost ice knife is not touched,
Area of Effect: 10-foot radiua sphere it melts away in a pool of water 1round
around creature touched after it was originally created; this melt-
Saving throw: None ing occurs regardless of the environ-
mental temperature.
This spell creates an invisible globe of The material components for this
rotection that filters out all noxious el- spell are a drop of water from melted
snow and a tiny silver dagger.
1
New Spells

Vocalize (Alteration) age. The bone can be from any animal,


providing the bone normally could be
Range: Touch wielded as a club; for instance, a human
Components: S, M femur could be enchanted by this spell,
Duration: 5 rounds but a skull could not. At the end of the
Casting Time: 1round spell's duration, the bone club reverts to
Area of Effect: One spell-casting crea- a normal bone.
ture If the proficiency rules are being
Saving Throw: None used, characters with a weapon profi-
ciency with a club also have a profiency
This spell all0 t with a bone club. Those wielding a
spells that normally require a verbal bone club without the club profiencey
component without the caster needing suffer the penalties described on page
to make a sound. Such spells must be 52 of the Player's Handbook.
cast within the duration of the vocalize The material components for this
spell. This spell is also useful in situa- spell are an appropriately-sized bone
tions where quiet is desired, or when and a pinch of dirt from a grave.
the recipient is under the influence of a
silence spell. Delay Death (Enchantment/
Vocalize does not negate a silence Necromancy)
spell, but merely offsets it for the pur-
pose of spell casting; if a spell caster un- Range: 30 yards
der the effect of vocalize casts a spell Components: V, S, M
that has some audible effect, that sound Duration: 1turn/level
will be masked for as long as silence re- Casting Time: 1round
mains in force. Vocalize does not affect Area of Effect: One creature
normal vocal communication. Saving Throw: None
he material component for this spell ix ,, ,
small golden bell without a clapper.
<
L
f
'
IS
This spell enarxes one person or crea-
ture to postpone death. Ii delay death is
Third-Level Spells cast before the indicated creature or
person reaches 0 hit points, he is able to
Bone Club (Enchantment! fight, cast spells, communicate, and
Necromancy) take all other normal actions until he
reaches - 10 hit points. However, from
Range: 0 the time he reaches O hit points until he
Components: V, M is reduced to -10 hit points, the af-
Duration: 1round/level fected person or creature makes all at-
Casting Time: 1round tack rolls and saving throws at a -2
Area of Effect: One bone penalty, and his movement rate is re-
duced by half.
When the subject reaches -10 hit
points, he is dead and delay death is no
a bone, causing it to become a magical longer in effect. Note that the spell has a
club. This magical weapon acts as a limited duration; if the spell expires af-
club + 4 against undead, inflicting 5-10 ter the affected subject has reached 0 hit
(ld6 +4) hit points of damage, and a points but before he has been reduced
to -10 hit points, the subject dies in-
stantly. A deceased subject previously

99
invisible (Evocation, Iron Mind (Abjuration) Snapping Teeth (Conjuration,
1bj uration) Alteration)
Range: Touch
Range: 0 Components: S, M Range: Touch
Components: V, S, M Duration: 1hour Components: V, S, M
Duration: Special Casting Time: 3 Duration: 1turdlevel
Casting Time: 2 Area of Effect: One creature Casting Time: 3
Area of Effect: The caster Saving Throw: None Area of Effect: 1creature or object
Saving Throw: None Saving Throw: None
v

The person or creature affected by


of the armor spell, this iron mind is immune to all charm and y mean
pel1 enables the caster to cover his hold spells for a full hour. Additionally, causes a set of teeth to appear on a per-
body with an invisible suit of plate mail he automatically disbelieves all illu- son or object; the teeth appear in the ex-
to temporarily raise his A C to 3. Its ef- sions cast by 3rd-level wizards (ortheir act location touched by the caster. The
fects are not cumulative with other ar- equivalent) or lower. snapping teeth are contained in a
mor or magical protection (a character The material component for this spell mouth-iike orifice about 6 inches in di-
cannot improve his AC better than 3 is a small chunk of iron ore or any small ameter and are capable of snapping at
through use of this spell), but Dexterity item made of solid iron, such as a nail. victims within 1foot. A person or crea-
bonuses still apply. ture with the snapping teeth can cause
For each level of the caster, the invisi- Pain Tow' 'Divination them to snap at will, effectively giving
ble mail absorbs 1hit point of damage him an extra attack per round. A nor-
that would normally hit AC 3; how- Range: Touch mal attack roll is made, and a successful
ever, the inaisible mail offers no protec- Components: V, M hit inflicts 1-4 hit points of damag
tion against magical weapons or Duration: 1round/level Note that the victim must be withm
attacks. When the invisible mail has ab- Casting Time: 3 range of the teeth and that normal fac-
sorbed as many hit points of damage as Area of Effect: One creature ing considerations must be accounted
the wizard has levels of experience, the Saving Throw: None for (for instance, snapping teeth in the
invisible mail disappears. The invisible back of a person's head can only attack
mail does not hinder movement, nor Pain touch enables the caster to victims that are behind the person).
does it add weight or encumbrance. It touch an opponent in such a way as to Snapping teeth can also be placed on
does not interfere with spell casting. induce extreme pain. The spell works if a non-living object, such as a tree or
Example: A wizard with a normal the caster touches any exposed part of door. In such cases, the snapping teeth
A C of 10 has shielded himself with in- an opponent's body. The caster must be are invisible until they make an attack.
visible mail. The first opponent attacks within arm's length of the opponent for The snapping teeth will attack any vic-
with a normal dagger; the attack is the spell to work. The spell requires a tim that comes within 1foot; they at-
made against the AC 3 of the invisible normal attack roll. tack as a 4 HD monster, and each
mail. The attack is successful, causing 2 The pain causes no damage, but for successful hit causes 1-4 hit points of
hit points of damage, but this damage is the next 1-4 rounds, the victim will be damage. These attacks are automatic
absorbed by the imisible mail and the -2 on his chance to hit and his A C is and are not controlled by the caster.
wizard is unharmed. A second attack is worsened by 2. The caster can cast the Attacks cannot be directed against
made with a sword +I. The invisible spell and touch the victim in the same the snapping teeth, but dispel magic
urmor offers no protection against this round. Pain touch is only effective on causes them to vanish.
magical weapon, so the attack is made human, demihuman, and humanoid The material component for this spell
against the wizards normal AC of 10. opponents. is a tooth from any carnivorousanimal,
The material component is a small The material components for this such as a wolf, shark, or serpent.
fragment of plate mail. spell are a needle and the finger from a
scorched glove. I

100
I i Nlew Snells

Fourthdevel Spells suffer 2-8 (2d4) hit points of damage;


additionally, if the touched victim fails
Duplicate (Conjuration) to make his saving throw, his body is
set afire with green flames.
Range: Touch The flames persist for 2-8 (2d4)
Components: S, M rounds and can be extinguished only by
Duration: 1hour/level dispel magic or a similar spell. Each
Casting Time: 1round round the victim is engulfed in these
Area of Effect: One object flames, he suffers an additional 1-6 hit
Saving Throw: None points of damage; the victim’s attack
rolls are made with a - 2 penalty during
This spell creates an exact copy of this time.
any single item the caster touches. The The material components for this
item to be copied must fit inside a 20- spell are a scrap of singed paper and a
foot cube. The spell has no effect on liv- piece of flint.
ing creatures, including undead, nor
will it copy magical items. The dupli- Halo of Eyes (Abjuration,
cated item is identical to the original in Conjuration)
every way-for instance, a duplicated
sword can be wielded to inflict damage Range: 0
as a normal sword-but detect magic Components: V, M
can reveal its true nature and dispel Duration: 1 turn/level
magic can cause it to disappear. The du- Casting Time: 4
plicated object exists for 1hour/level of Area of Effect: Special
the caster, at which time it vanishes; Saving Throw: None
permanency does not affect duplicated
items. Halo of eyes creates a d o of func-
The material component for this spell tional eyeballs that sits atop the caster’s
is a pinch of coal dust. head, enabling the caster to see in all di-
rections at the same time. Additionally,
these magical eyes all have infravison
to a distance of 60 yards. The caster can
Range: 0 see opponents on all sides of him, pro-
Components: V, S, M viding they are not invisible, and there-
Duration: 2 rounds/level fore can never by struck from behind or
Casting Time: 4 suffer a penalty for a back attack. Un-
Area of Effect: Caster der normal conditions, the caster can-
Saving Throw: Special not be surprised. Attacks cannot be
directed against the magical eyeballs,
By means of this spell, the caster sur- but their vision is obscured by blind-
rounds his body with an aura of magi- ness and other magical and natural ef-
cal green fire. The fire aura extends 1 fects that would hinder the wizards
foot from the caster’s body and pro- normal sight.
vides illumination in a 10-foot radius. The material components for this
The fire aura pfavides complete immu- spell are the feather of an eagle and an
nity to all forms of fire, both natural eyelash from the any crea-
and magical; the flames can be extin- ture.
gu&hed only by dispel magic or a simi-
lar spell. Those touching the fire aura

101
branches snap, light articles are blown
away, and tents and sails tear. Crea-
cent chance that a man is knocked
down and blown 10-40 (10d4) feet to
.bells
tures caught in the cone of the wind suffer 1-6 hit points of damage per 10 mce Shapechange
breath suffer 1 hit points of damage feet blown. There is a 70 percent chance (Necromancy)
from blown sand and grit. that tree trunks snap, and a 100 percent
If the wind breath is 50-70 miles per chance that branches are ripped from Range: 10 yards/level
hour, there is a 70 percent chance that trees. Heavy articles are blown away, Components: V, S, M
small boats capsize, a 20 percent chance medium articles are ripped from fasten- Duration: Instantaneous
that ships capsize, and a 50 percent ings, and tents and sails have a 70 per- Casting Time: 1
chance that a man is knocked down. cent chance of being destroyed. There is Area of Effect: One creature/level
Trees bend and there is a 70 percent a 20 percent chance that common build- Saving Throw: 1/2
chance that branches snap, and a 20 ings are blown down and a 60 percent
percent chance that a trunk snaps. chance that shacks are flattened. Crea- With this spell, the caster
Medium-sized articles are blown away, tures caught in the cone of the wind any shapechanger or magic- wielder us-
and there is a 50 percent chance that breath suffer 1-8 hit points of damage ing any form of a shapechanging spell
tents and sails are torn, and a 40 percent from blown objects. Flying creatures to instantly revert to his true form (or
chance that shacks are blown down. are blown back 50-100 (40 + 10d6) feet. his most common form). To use the
Creatures caught in the cone of the The material component for this spell spell, the caster points at creatures he
wind breath suffer 1-4 hit points of is a handmade silk fan with a value of at knows or believes to be shapechangers.
damage from sand and grit. Flying crea- least 1gp. If the creatures are indeed shape-
tures are blown back 10-40 (10d4) feet.) changers, they must make a successful
If the wind breath is 70 miles per hour saving throw or immediately revert to
or more, there is a 100 percent chance their true form and suffer 3-30 (3d10)
that small boats capsize, a 70 percent hit points of damage from the wracking
chance that ships capsize, and a 70'per-

102
pain caused by the forced change. The The items must be clearly visible. The materjal components for this
change takes a full round, during which They cannot be concealed on people, spell are a thi+ sheet of lead, a piece of
time a victim can take no other actions. hidden in a chest, or buried in the opaque glass, 'a wad of cotton or cloth,
If the saving throw was successful, the ground. The items must also be con- and a pinch of powdered chrysolite.
victim does not change form, but still tained within an area no larger than a
suffers half damage (2d10/2). 10-foot cube, and this area can be no Mummy Rot (Necromancy)
The material components for this farther than 10 yards from the caster.
spell are a hair from the hide of any ly- Further, know value will only reveal Range: Touch
canthrope and a live butterfly, released the value of 75% of the total number of Components: V, S, M
when the verbal component is uttered. objects in a treasure pile, up to a maxi- Duration: 1r+und/level
mum of 10 pieces; the DM determines Casting Time1 5
Invulnerability to Normal which pieces the spell affects, and the
Weapons (Abjuration) caster does not know which particular
pieces have been appraised. The spell
Range: 0 does not detect the presence or value of This spell a lows the caster to attack
Components: V, M magical items, and it ignores the value
of personal property, such as clothing,
P
with a rottingltouch similar to that of a

demihuman&r
Duration: 1round/level mummy. If th# caster touches a human,
Casting Time: 2 weapons, and other equipment. Know r humanoid victim, the
Area of Effect: 5-foot radius value does not reveal the number or na- victim imm 'ately loses 2-12 (2d6) hit
Saving Throw: None ture of any type of hidden objects. points and is ibfected with a rotting dis-
The material components for this
This spell creates an immobile, spell are a copper piece and a phony progresses, the vic-
faintly shimmering magical sphere gem. 2 points of Cha-
around the caster that cannot be pene-
trated by non-magical blunt weapons, Mordenkainen's Private recovers lost $it points at O
I percent of
edged weapons, or missile weapons. Sanctum (Alteration, Abjuration) his normal rate.
The caster can use these weapons from The rottingidisease can be cured only
inside the sphere to attack opponents Range: 0 with a cure dkease spell; cure wounds
normally. Spells can also be cast Components: V, S, M regenerate spell will re-
through the sphere. The sphere can be Duration: 1hour/level will not otherwise af-
negated by dispel magic. Casting Time: 2 turns fect the courd of the disease. If a victim

-
The material components for this Area of Effect: One room makes a succ$ssful saving throw, he is
spell are a piece of a broken non- Saving Throw: None not infected, but he still suffers 2-12 hit
magical weapon and a scale from a
With this spell, privacy is ensured in for this
dragon.
a room of up to 1600square feet (40 feet
x 40 feet, or the equivalent). From the
Know Value (Divination) outside, the windows of the room ap-
pear to be dark and cloudy, preventing
Range: 10 yards those with normal vision, infravision,
Components: V, M or any other type of vision from seeing
' Duration: Instantaneous inside. Those inside the room can see
Casting Time: 3 out the windows as they normally
Area of Effect: 10-foot cube would. No sounds of any kind can es-
Saving Throw: None cape from the room. Scrying attempts,
such as ESC clairaudience, clairvoy-
Know value enables the caster to ance, and crystal balls cannot penetrate
know the total value of all coins, gems, the room, and a wizard eye cannot en-
and jewelry within the area of effect, ter. The caster can leave the room with-
within the limits that follow. out affecting the spell.

103
Ray’s Telepathic Bond Throbbing Bones (Necromancy) tion or it will collapse. Since the wall
(Divination, Alteration) has many small openings and gaps, it
Range: 10 yards provides only 50 percent cover. Missiles
Range: 20 yards Components: V, M can easily be fired from behind the wall,
Components: V, S, M Duration: 1round/level and creatures of small size (less than 4
Duration: 2 turns per level Casting Time: 3 feet tall) can wriggle through openings
Casting Time: 1round Area of Effect: One creature in the wall at the rate of 10 feet per
Area of Effect: Two or more creatures Saving Throw: 112 round. However, the wall has many
Saving Throw: None sharp edges and creatures wriggling
This spell causes the bones of the af- through it suffer 1-8 hit points of dam-
fected creature to throb and pulsate in- age per 10 feet traveled.
With this spell, the caster forms a tel- side his body. The spell can be cast upon
epathic bond between two or more If the spell is cast in an area occupied
any single living creature or person by creatures, the wall of bones appears
creatures with Intelligence of 6 or within the caster’s range, providing the
higher. The bond can be established everywhere except where the creatures
creature has a physical form and has stand. Creatures in the affected area
only between willing creatures who are bones inside its body; for instance,
within 20 yards of each other. The crea- suffer an immediate 2-16 (2d8) hit
throbbing bones will not affect insects, points of damage when the wall ap-
tures need not speak the same language ghosts, or worms.
to communicate via the bond. The pears. The wall can be smashed by crea-
For the duration of the spell, the af- tures wielding blunt weapons with a
bond can be placed upon one creature fected creature’s AC is worsened by 2, Strength of 18 or greater. Every 10 hit
its movement rate is halved, and all its points of damage causes a 5 foot x 5
attacks are made with a -2 penalty. foot x 6 inch section of the wall to col
Additionally, it suffers 1-4 hit points of lapse. The wall of bones is unaffected
damage per round; this damage is by animate dead.
t as long as they remain on the halved if the creature makes a success- The material component for this spell
ful saving throw. However, a successful is the branch of a withered tree taken
saving throw has no affect on the move- from a cemetery.
ment, attack, and AC penalties.
The material components for this
spell are both pieces of a small bone that Sixth4evel Spells
has been snapped in half.
twice, the same subjects Blackmantle (Necromanc!
Wall of Bones (Conjuration, Enchantment)
Necromancy)
Range: 60 yards
second casting can affect Subject Components: V, S, M
Range: 60 yards
Duration: 1turn/level
Components: V, S, M
Casting Time: 1round
Duration: 1turn
Area of Effect: 15-foot radius
Casting Time: 1round
Saving Throw- Neg.
Area of Effect: 10-foot squadlevel;
6-inch thickness/level
Blackmantle creates a shimmering
Saving Throw: None
aura around all creatures within the af-
This spell causes a wall of bones to fected area that negates all healing and
erupt from the earth in whatever shape regeneration, both natural and
the caster desires within the limits of the cal. For instance, a potion of healing
I
area of effect. The wall is a random con- has no effect on a creature under the in-
struction of bones from many types of fluence of blackmantle, a troll cannot
creatures. The wall need not be verti- regenerate lost hit points, and cure light
cal, but it must rest upon a firm founda- wounds is useless.

104
New Spells

Blackmantle is negated for any target alty. Those who succeed in iiheir saving Invulnerability to Magical
creatures who make successful saving throws suffer 2-12 (2d6) hit points. Weapons (Abjuration)
throws. Otherwise, it persists for 1turn Victims with 5 + Hit Dice or more
per level of the caster. If the creatures
are still alive at the end of the spell’s du-
ration, any active curative forces will
(or victims of level 6 or greater) suffer 2-
12 (2d6) hit points of damage unless
they save vs. death magic.
Range:o 1
Components V, M
Duration: 1&und/level
operate normally; for instance, a ring If the caster’s gaze is reflectedback on Casting Tim ’:3
of regeneration will resume its func- him (by a mirror, calm water, etc.), he Area of EffJ: 5-foot radius
tion. However, consuming a potion of must make a saving throw vs. spells or Saving Thro+: None
healing or applying a staff of curing suffer the same effects as a 5 + Hit Dice
while blackmantle is in effect will have victim. At the end of the spell’s dura- This spel! creates an immobile,
no affect when blackmantle wears off, tion, there is a 5 percent chance that the faintly shiqmering magical sphere
since these types of magic work in- caster will become blind for the next 5- around the cgster that cannot be pene-
stantly. In such cases, the dose of potion 10 (ld6 + 4 hours). trated by mqical blunt, edged, or mis-
of healing and the charge from a staff of The material components for this sile weaponq; all such weapons are
curing are not only wasted, but the aura spell are two eyeball-sized glass mar- harmlessly deflected (missile weapons
generated by blackmantle actually ne- bles. The marbles must be the same strike the sphkre, then immediately fall
gates the potion of healing or the staff color as the caster’s eyes. to the ground). However, the sphere
of curing, rendering it useless. If a po- offers no protection against magically-

s
tion of healing or staff of healing is ap- Dragon Scales (Abjuration) created creayres (such as gdems) or
plied after the spell wears off, the from creatur s whose attacks are mag-
healing magic works normally. Range: Touch ically based such as the gaze of a me-
The material componentfor this spell Components: V, S, M dusa). The s here offers no protection
is a small mummified animal, such as a Duration: 1turdlevel against spdlq such as magic missile, or
mouse or a toad. Casting Time: 1round spells that si ulate theeffects of
T
Dead Man’s Eyes (Necromancy)
Area of Effect: One creature
Saving Throw: None
ons.
The caster can
use magical weapons
from inside t e sphere to attack oppo-
Range: Special
Components: S, M
This spell causes the body of the
caster (or any single person or creature
u”
nents norma,y. Spells can also be cast
through the dphere. The sphere can be

,.
Duration: 1round/level touched by the caster) to become com- negated by dispel magic.
Casting Time: 1round pletely covered with dragon scales, ef- The materib1component for this spell
Area of Effect: Special fectively raising the subject’s Armor is a piece of broken magical weapon.
Saving Throw: Special Class by 2 for the duration of the spell; ’t
this modification is in addition to the Tentacles (Conjuration, Alteration)
Dead Man’s Eyes causes the whites of subject’s normal A C (for instance, if the
the caster‘s eyes to turn black and his subject’s A C is 6, dragon scales raises it Range: 0 1
pupils to reshape themselves into small to 4). Components V, M
white skulls. The caster can affect one The color of the dragon scales is the Duration: 1t rn/level
victim per round, providing the victim same as that of the scale used as the Casting Tim : 1round
is within 3 feet of the caster and meets spell’s material component; however, Area of Effecf: The caster
his gaze. Victims are affected as fol- the color has no bearing on the effect of Saving Throy: None
lows: the spell. Dragon scales also temporar-
Victims with 2 Hit Dice or fewer ily reduces the subject’s Charisma by 2 By means of this spell, the caster
(or victims of level 2 or lower) instantly points. 0
causes two 1 -foot-long greenish tenta-
die. No saving throw is allowed. The material component of a spell is cles to grow lrom his body. One tenta-
Victims with 2 + to 5 Hit Dice (or a scale from any dragon. cle grows oq each side ok the caster’s
victims of level 3-5) instantly die unless body, centered between his armpit and
they save vs. death magic at a -2 pen- his thigh. Thk caster can use the tenta-
ri
des as normal appendages to gra caster nowaxists in two bodies simulta- year. Note that since
tools, use weapons, or help with climb- neously. In all other respects, the zombie to crumble to
ing. double is the same as a normal ju-ju
Each tentacle can make an attack, ef- zombie (AC 6; MV 9; HD 3 + 12; #AT 1;
fiectively giving the caster two extra at- Dmg 3-12; SA strike as a 6 HD monster;
tacks per round; a tentacle can strike to SD immune to all mind-affecting spells,
itlflict 1-6 hit points of damage, or it can including illusions; immune to sleep,
wield a sword, dagger, or other weapon charm, hold, death magic, magic mis-

I',
(at the same ability of the caster). The siles, electricity,poisons, and cold-based
flexible tentacles can easily reach vic- spells; edged and cleaving weapons in-
tims on any side of the caster's body. flict normal damage while blunt and
If an unarmed tentacle makes a suc- piercing weapons inflict half- damage; Fear Ward (Abjuration)
cessful strike against a victim who is magical and normal fire inflicts half-
man-sized or smaller (less than 7 feet damage); THACO 16. Range: 0
tall), it also grabs and holds the victim The zombie doubl cast Components: M
to inflict an automatic 2-8 (2d4) hit spells, but it can use any weapons that Duration: 1tu /level
points of damage in every subsequent the caster can use. It is also able to Casting Time: round
round. To free himself, the victim must climb walls as a thief (92 percent). The Area of Effect: 5 foot radius
sever the tentacle; there is no way to zombie double can be turned as a spec- Saving Throw: None
loosen the grip other than severing the tre. If it strays more than 30 yards from
member, killing the caster, or negating the caster, the zombie double becomes s an aura around the
the spell with dispel magic. A tentacle is inactive and collapses to the ground; it him immune to all
severed if it takes 10 hit points of dam- becomes active again the instant the
age; damage directed at the tentacle has caster moves within 30 yards.
effects on the caster. The material components for this
with two intact tentacles spell are a bit of wax from a black can-
a 40 percent bonus modifier to his dle and a lock of hair from the caster.
success rate (see page 122 of
rk Handbook,) and adds a 20 EighthlLevel Spells
percent modifier if he has only one in-
tact tentacle. Defoliate (Necromancy)
The material component for this spell
is a dried tentacle from a small octopus. Range: 30 yards
Components: S, M Shadow Form (Necromancy)
Seventhdevel Spell Duration: Special
Casting Time: 1round Range: 0
Zombie Double (Necromancy] Area of Effect: 50-foot square/level Components: ~, M
Saving Throw: None Duration: 1ro d/leve,
Range: 0 Casting Time: round
Components: V, S, M By means of this spell, the caster Area of Effect: he caster
Duration: 1turdlevel causes all vegetation within the affected Saving Throw: ,None
Casting Time: 1turn area to wither and die, crumbling into
Area of &t: Special black ashes. All vegetation is affected, ell, the caster tem-
from the tallest tree to the tiniest blade himself into a
of grass. Intelligent plant life, such as gains the move-
treants, are also destroyed. The power lass, hit dice, and
of a wish or its equivalent is required to dow. His chilling
the same memories, consciousness, and restore the destroyed vegetation; other- rmal attack roll)
alignment as the caster; essentially, the wise, nothing can grow in the defoli- t points of dam-

106
a s well as draining
one point of Strength. Lost Strength re- equipment stay wi
turns in 2-8 (2d4) turns after being
touched. If a human or demihuman vic- He is also unable to cast spells wh
tim is reduced to 0 hit points or 0 shadow form, but he is imm
Strength by the caster in shadow form, sleep, charm, and hold spells, a
the victim has lost all of his life force affected by cold-based attacks.
and is immediately drawn into the Neg- percent undetectable in all
ative Material Plane where he will for- -
ever after exist as a shadow. mal shadows, a wizard in shadow
rn
:....... ...,........
&... ..._..
'i

%
,. .

Chanter 9: Wizardlv lists

This chapter contains a potpourri of 41-42 Mouse 2. Monuments


ideas, items, and rule variations that 43-44 Otter
can be incorporated into existing cam- 45-46 Owl Ancient obelisks, monoliths, and
paigns or used as springboards for new 47-48 Parrot other structures are occasionally in-
adventures. 49-50 Raccoon scribed with the formulas of spells. Lo-
51-52 Rat cating such a monument can be an
Twenty-five Helpful 53-54 Rooster adventure in itself. For instance, a wiz-
55-57 Raven
Familiars 58-59 Skunk
ard who died thousands of years ago
may be entombed in a pyramid in the
60-61 Snake heart of an unexplored jungle; prior to
As explained in the 1st-level find fa-
62-63 Squirrel his death, the wizard inscribed the for-
miliar spell, summoned familiars are
64-66 Toad mulas of his spells on the walls of his
not restricted to the choices listed in the
67-70 Weasel tomb so he could have access to them in
spell description. To expand the num-
71-74 Wolverine the afterlife.
ber of possibilities, substitute Table 17
75-00 No familiar
below for the list on page 134 of the PH.
If the find familiar spell is successful,
available within 3. Other Planes
spell range
the DM rolls percentile dice and con-
sults this table to determine the results. The alternate planes of existence are
.................................. filled with an unending variety of weird
All details of the spell still apply as
stated; if the roll indicates a creature phenomena, strange landmarks, and
not commonly found in the immediate Five Unusual Sources For bizarre entities. A wizard might find a
area, the DM can roll again or simply Spells magic formula spelled out in giant
choose a more appropriate creature runes stretched across an entire plane of
from the list. The DM can also substi- When a wizard learns a new spell, he the Abyss. Or he might stumble across
tute different small animals suitable to usually acquires it from a teacher, a dis- a horde of ape-like creatures in the
the area; for instance, the DM might covered spell book, another wizard, or plane of Elysium chanting the formula
substitute a duck for a crow, a mink for his own research. But there are many of a spell. The inhabitants of the ele-
a raccoon, or a bluebird for a raven. (In more ways to learn new spells-some mental plane of Fire might know the se-
general, summoned creatures should of the more unusual possibilities are crets of a variety of fire-related spells,
have 1-4 hit points and, if able to make listed below (in all cases, the wizard while the occupants of the elemental
attacks, should be able to inflict no must successfully learn a new spell once plane of Earth might be willing to share
more than 1 or 2 hit points of damage it is revealed to him). the formulas for earth-related spells in
per round. Armor Classes for creatures exchange for a favor.
of this size range from 6-8.) 1. Dragons
4. Summoned Creatures
Table 17: Summoned Familiars Most dragons are masters of magic.
A friendly dragon might teach a wizard A creature summoned as a result of
dlOO Roll Familiar a new spell as a reward for helping him invisible stalker, monster summoning,
1-3 Bat or as a bribe to leave him alone. or a similar spell might negotiate for his
4-10 Cat The DM should note that the magic freedom by offering to teach the caster
11-14 Chipmunk of dragons is significantly different a spell or show him where to find a spell
15-26 Crow from the magic normally wielded by formula. If the summoned creature is
19-22 wizards, so it is unlikely that a wizard exceptionally knowledgeable, it might
Dog
23-24 Fox could learn to cast a spell in the same be able to dictate a formula to the wiz-
25-26 Gull manner as a dragon; however, a dragon ard; it might even be able to cause a
27-30 Hawk of exceptional intelligence might know spell formula to magically appear in his
31-33 Hare the formula for a spell useable by hu- spell book (in which case, the wizard
34-37 Lizard mans (or know where to find it) and re- has his normal chance to learn it; if he
38-40 Monkey veal the information to a wizard. fails, the spell formula disappears).

1OS
-Wizardly
- Lists

5. Gems, Crystals, and Mirrors , 3. Iron Heart 8. Dark Fire


Magic-using creatures from other This is a mechanical heart capable of The antithesis of cold fire, dark fir
planes of existence sometimes use gems, replacing a damaged or aging human generates heat the same as normal fi
crystals, or mirrors as substitutes for heart. No surgery is required; the me- but it produces no light. With flames
spell books to record the formulas of chanical heart is merely placed on the black as shadows, dark fire would b
their spells. Although wizards from the recipient’s chest and it is absorbed into useful in making campfires for soldi
prime material plane are ordinarily un- his body. Presumably, the mechanical or other travelers who did not w
able to use such items to record their heart would increase the owner’sendur-
own spells, a DM might allow that a ance and resistance to disease.
wizard could stumble across such a gem
or mirror; if the wizard studied the 4. Paper of Writing 9. Mirror of Recall
item, a cloud of mist might materialize
inside it, containing the symbols of a Any words that the user speaks or Staring into this device enables th
spell formula. thinks will magically appear in writing user to recall with precise detail a
on this paper. book he has read or any sight or c
.................................. versation he ha< ever exnerienced.
5. Scope of Seein
Nine Magical Items That .................................
This is a portable vie
Have Not Yet Been
Invented
unlimited range. No physical barriers Five Debilitating
block the view of a person using the
Afflictions
scope of seeing. The scope enables the
If your wizard is interested in re- user to observe the details of the sun,
searching new magical items and is Following are several afflictions th
the moon, and distant worlds. It also al- affect only wizards. These afflicti
looking for an unusual project, he lows the user to see completely through
might consider one of the choices listed can occur as a result of a curse, a SI
the earth to observe locations on the effect of magical research, or a pen
below. All of these items have been pro- opposite side.
posed by wizards over the years, but from a wish. Assume that an afflict
none has yet been successfully re- can strike at any time-short of a w
searched. The DM and the player must
6. Liquid Iron there is no way a wizard can inoculat
establish the exact effects for these himself to prevent the onset of these a
When kept inside a container, this flictions.
items as well as the details of the re-
substance remains liquid. When poured Unlike some organic diseases, suf
search. Keep in mind that if the research
from the container, the liquid turns to ing from one of these afflictions d
was easy, some other wizard would iron. Before the iron hardens, it can be
surely have completed it by now. not render a cabter immune to fut
formed into any number of useful bouts with one of these conditions
items. spell caster who survives one of t
1. Seeds of Wealth
diseases is equally as likely to suffer
7. Cold Fire disease again in the future as a ca
These are seeds that grow trees that
who has never contracted the disease.
bear gems instead of fruit.
This type of fire looks the same as The DM can use these afflictions t
normal fire, but it generates no heat. temporarily hafidicap a powerful
2. Portable Bridge Cold fire would be useful for torches in wizard or to liveh up a dreary stret
cramped quarters, and also would be a a campaign. Unless indicated o
This is a bridge that can be folded up safe light source for homes, since there wise, all afflictionscan be cured
and carried in a pocket. When un- would be no danger of accidental fires. disease or a simillar spell.
folded, the bridge can span a river or
decides that a pakticular a
chasm without the use of pillars or
result of a magiqal attack or e
other supports. The portable bridge is
pel magic will ngt help.
as strong as a bridge made of stone. I
I

109
Wizardly Lists

juritis, nor does cure disease or similar


spells. Fortunately, conjuritis eventu-
ally clears up after running its course.
DMs Notes: When a wizard afflicted
with conjuritis attempts to cast any
coniuration/ summoning spell, the DM
rolls ld20 and consults Table 18 for the
result of the spell.

Table 18: Conjuritis Results

Result of
d20 Roll Conj./Summ. Spell
1 The immediate area is filled with the
sounds of thunder, while lightning
flashes overhead. The thunder and
lightning persist for 1-4 rounds, but
have no effects on the characters or
their abilities.

2 A plush toy animal 10-40 feet high


appears in an area in front of the
caster. The toy animal can be a rab-
bit, a dragon, a cow, or any crea-
ture of the DM’s choice. The toy
animal crumbles to dust immedi-
ately if it is touched or disturbed in
any way.

3 Dozens of mushrooms of various


sizes suddenly pop up everywhere
within a 10-40 foot radius of the
caster (this occurs even if the caster
is indoors). Each mushroom has an
image of the caster’s smiling face on
its cap. As soon as any of the mush-
rooms are touched, all of them
crumble into dust.

4 The area within a 10-40 foot radius


of the caster fills with multi-colored
soap bubbles. On the side of each
bubble is an image
smiling face.

5 The temperature with


radius of the caster suddenly rises or
s is difficult to drops (DM’s choice) 20 degrees
Fahrenheit. The change persists for
1-4 rounds, then the area reverts to A wizard probably will not know stance, if the wizard has a Constitution
its previous temperature. that he has conjuritis until he first expe- of 13 and casts a 4th-level necromancy
riences an unexpected result from a spell, he adds 4 to his Id20 roll when he
The immediate area fills with the conjuration/summoning spell; that is, makes his Constitution Check.) If he
sounds of human shrieks and when he first receives one of the results passes the check, there are no ill effects.
screams. There is no apparent numbered 1-10 on Table 18. After he ex- If he fails the check, he suffers 1-4 hit
source of the sounds. The screams periences this first unexpected result, points of damage. Regardless of
persist for 1-4 rounds, then fade there are two ways he can be cured. whether he fails his Constitution
away. 1. As soon as the wizard casts two Check, the spell is cast normally.
consecutive conjuration/summoning There are two additional side-effects
The caster’s flesh turns purple (or spells with normal results (that is, the of blacksickness.
green or blue or any other color or DM rolls 11-20 on Table 18), he is cured 1.If the afflicted wizard suffers 6-10
combination of the DMs choice). of the affliction. hit points of damage in the same day as
The effect persists for 1-4 rounds, 2. As soon the wizard casts four nor- a result of failing Constitution Checks
then the caster’s flesh reverts to its mal conjuration/summoning spells (a required for casting necromancy spells,
normal color. result of 11-20 on Table 18), he is cured he will experience wracking nightmares
of the affliction; these spells need not be when he sleeps that night. Throughout
The area within a 5Cfoot radius of consecutive. the following day, he will experience
the caster is filled with a thin mist, blurred vision and stomach cramps,
light green in color (or light purple 4. Barlow’s Blacksickness and will make all attack rolls at a -2
or light orange, or any other color penalty. Cure disease or similar spells
of the DM’s choice). The mist smells Description: An extremely danger- have no effect on this condition.
ous disease, blacksicknesscauses the af- 2. If the afflicted wizard suffers 11or
of cinnamon (or mint or rotten fish flicted wizard to weaken every time he more hit points of damage in the same
or any other aroma of the DMs attempts to cast a necromancy spell. In day as a result of failing Constitution
choice). The mist dissipates in 1-4 extreme cases, afflicted wizards have Checks required for casting necro-
rounds. died from this disease. The affliction is mancy spells, he will immediately col-
accompanied by stomach cramps, lapse. He will be unable to cast spells,
9 The area within a 5(rfOOt radius of blurred vision, and nightmares. Its on- engage in combat, or undertake any
the caster abruptly turns pitch set is usually preceded by several days other strenuous activities for the next
black, as if it were affected by a of nausea. 24 hours. (He can still walk without as-
darkness spell. If the area was al- Susceptibility: Barlow’s blacksick- sistance, but his movement rate is
ready dark, it abruptly becomes ness primarily affects necromancers. It halved.)
bright, as if affected by a light spell. can also strike any wizard who knows Cure disease, dispel magic, and simi-
This effect persists for 1-4 rounds. and uses necromancy spells. lar spells have no effect on blacksick-
Prognosis: This is a difficult afflic- ness. Aside from a wish, there are two
10 An image of whatever the caster tion to treat. Strangely, the very act of known cures.
was attempting to conjure appears casting the spells associated with the 1.The DM secretly rolls 2d6. This is
I O feet in front of the caster, hovers disease also seems to help cure it. Oth- the number of necromancy spells the af-
in mid-air for a few seconds, then erwise, the affliction can linger any- flicted wizard must cast in order to
disappears. If the caster was at- where from a few days to several purge his system of the blacksickness.
tempting a spell that did not con- weeks. The necromancy spells can be of any
jure or summon an item or DM’s Notes: A wizard afflicted with level; for instance, if the wizard needs
creature, the hovering image is of blacksickness risks suffering damage to cast four spells, they could all be 1st-
the caster. whenever he casts a necromancy spell. level spells, they could all be 9th-level
When an afflicted wizard casts a necro- spells, or they could be any combina-
11-20 The caster’s spell works nor- mancy spell, he must make a Constitu- tion of necromancy spells from any
mally. tion Check, with the level of the spell level. Each time a necromancy spell is
used as a negative modifier. (For in- cast, the afflicted wizard must still
make a Constitution Check and suffer

111
Wizardly Lists I

the effects as described above. (Obvi- skin turns white, as if it had been line Principles of
ously, the wizard’s health is safer if he bleached. He suffers a - 1penalty to his
refrains from casting more than one or Charisma, but there are no other ill ef- -onduct For Academy
two necromancy spells in the same fects. A t this stage, immaterialism can Graduates
day.) be cured with cure diseuse or a similar
The DM does not reveal to the wiz- spell; no saving throw is required. Oth- As a condition of graduation in many
ard the total number of spells he needs erwise, Stage One persists for 2-8 (2d4) magical academies, a new wizard is ob-
to cast to cure himself-instead, the days. ligated to promise to uphold the acad-
DM should tell the wizard that he’s 2. In Stage Two, the afflicted wizards emy‘s principles of conduct. A
gradually getting better after he casts skin remains white, but his body has sampling of these principles are listed
each necromancy spell. The DM can the consistency of firm gelatin. He con- below.
tell the wizard that he is cured after he tinues to suffer the -1 penalty to his Not all academies subscribe to all of
has cast the last required spell, then has Charisma. His natural Armor Class is these principles, while others might in-
cast one subsequent necromancy spell also increased to 7. Because of this im- clude principles other than the ones
that gives him no ill effects. proved AC, some afflicted wizards al- given here. Further, these principles pri-
2. Blacksickness persists for 4-32 low their condition to advance to Stage marily apply to academies who accept
(4d8) days. The DM should determine Two before attempting a cure. At this students of good and lawful align-
the length of the affliction at its outset, stage, immaterialism can be cured with ments; the principles of evil and lawless
but not reveal the information to the cure diseuse, but the afflicted wizard academies will probably be signifi-
wizard. If the wizard has not yet cured must make a saving throw vs. spells; if cantly different from these. The DM
himself, the affliction is over at the end the wizard succeeds in his saving must decide which principles apply to
of this period. throw, he resists cure disease and re- specific academies and what
mains afflicted with immaterialism. penalties-if any-might apply to a
5. Immaterialism Untreated, Stage Two persists for 2-8 graduate who violates them.
(2d4) days. 1. The wizard will operate discreetly.
Description: The wizard afflicted 3. In Stage Three, the wizard and all He will reveal the secrets of his teach-
with immaterialism gradually fades of his gear become insubstantial; he ap- ings to no one.
away until his body is transparent, pears as if he were made of glass, but he 2. The wizard will operate within the
making him appear as if he were made has no substance. The afflicted wizard laws of his country.
of glass. In this condition, he is unable cannot cast spells, engage in combat, or 3. The wizard will meet all of his ex-
to fight, cast spells, or perform any take any other action aside from mov- penses from his own funds. He will not
other ordinary actions. The onset of ing and speaking. He has a -4 penalty accept charity.
immaterialism is preceded by a gradual to his Charisma. However, the wizard 4. The wizard will live in seclusion.
lightening of the victim‘s skin color. is affected only by magical or special at- He will strive to minimize his social
Susceptibility: Immaterialism usually tacks, including weapons of + 1 or bet- contact with non-wizards.
strikes illusionists, but any wizard who ter (such attacks are made against the 5.The wizard will minimize his con-
knows or uses illusionist spells can be a wizards normal AC). The afflicted wiz- tact with kings, princes, and other
victim. ard is able to pass through small holes rulers.
Prognosis: If treated early, immateri- or other narrow openings as long as 6. The wizards home will include at
alism can usually be cured with cure Stage Three persists. At this stage, im- least one room reserved exclusively for
diseuse or a similar spell. However, the materialism cannot be cured with cure research and study.
condition becomes harder to treat as it diseuse or any other spell short of a 7. The wizard will be patient. He will
progresses. Untreated, immaterialism wish. Stage Three persists for 2-8 (2d4) persevere in the face of adversity.
can last for several weeks. days. 8. The wizard will not attempt to cir-
DM’s Notes: Immaterialism pro- cumvent accepted magical procedures.
gresses over three distinct stages, each .................................. 9. The wizard will strive to add to the
with different symptoms. The affliction existing body of magical knowledge
can be cured at any stage. through original research.
1.In Stage One, the afflicted wizards
..................................

I12
P i

Six Common Alchemical cates the nature of the substance; for in- bled, the sections rorm a tight seal that
stance, a green flame indicates the prevents air froim entering. Items and
Processes
presence of copper. substances can be locked inside the
While the creation of potions and other globe to isolate them from outside con-
magical substances often involves a com- 6. Chromatography ditions. Small and large globes ar
plex series of laboratorytechniques, there available. (150-250 gp)
are a number of basic processes common This is a simple method for analyzing
to most experiments. certain types of unknown substances. 4. Athanor
The substanceis first dissolved in water
or other liquid. A sample of the liquid A small furnace consisting of an oven
1. Calcination
then is poured into a glass tube lined and a deep pan of sifted ashes. Sub-
with filter paper, and a solvent is stances to be heated are placed in a
This is the process of reducing sub-
added. Because the components of the sealed container and covered in ashes
stances (usually minerals and metals) to
substance move through the filter at for slow, even heating. (80 gp)
ash by first crushing or grinding them
different speeds, each will appear as a
to powder, then subjecting them to high
heat.
different colored band in the tube. 5. Descensory Furnace

.................................. This is a medium-sized furnace


2. Sublimation
marily used for heating liquids. The
Eleven Useful Additions uid is poured down a funnel on the
This is tihe process of heating a solid
substance until it is vaporized, then t o a Wizard’s Laboratory which runs into a container in the b
of the furnace. (100 gp)
quickly copling the vapor to return it to
a solid f o h . A wizards laboratory typically in-
cludes a variety of books, crucibles, 6. Heat Bath
flasks, jars, tripods, herbs, and even a
3. Distillation skeleton or two. Following are several This is a small furnace holding a d
less common but extremely useful items pan of water containing metal rings
This is the process of boiling a liquid
that might be found in an especially hold variously sized flasks and tub
until it turps to vapor, then cooling the
well-furnished laboratory. The cost of The substance to be dissolved is pla
vapor untjl it condenses back into a liq-
each item is given in parentheses. in a glass tube, which in turn is pla
uid, thus purifying the liquid.
in an appropriately-sized ring in
1. Granite Table Top pan. The furnace gradually heats
4. AbsorptiodAdsorption water and thus the substance. (75gp
This is an ordinary desk with a top
This is o method for purifying gases
made of polished granite or quartzite to 7. Dung Bed
or liquids by exposing them to charcoal
resist staining and damage from acids
particles or other filtering substances;
and other potent substances. (150 gp) This item consists of a box ma
the impurities are attracted to the parti-
glass or other non-flammable ma
cles, thus purifying the gas or liquid. If
the impuqties are actuaIly taken inside
2. Glass Mask with a tight-fitting lid. The box is
with hot dung or clean, dry s
the particlp, then absorption has taken
This is a face mask made of glass de- Treated substances are placed in t
place. If the impurities remain on the
signed to protect the wizard from inhal- dung bed to keep them warm. (25 g
surface of the particles, then adsorption
ing poisonous fumes and to protect his
has occurdd.
face from splashed chemicals.(lO gp) 8. Analytical Balance
5. Flame Test An extremely precise scale for weigh
3. Alchemist’s Globe
ing solid materials, the balance is sensi
This is D method of identifying un- tive enough to distinguish a blank piece
This 3-foot-diameter glass globe sep-
known sulpstances by holding them in a of paper from a paper with writing on
arates into two sections. When assem-
hot flame. The color of the flame indi-
I
I

it. To keep it dust-free, the


covered with a glass case. (400 gp

9. Bwette
This is a thick tube with a valve on
one end used to measure liquids pre-
nary aptitude, but in these cases, a fac-
ulty member must agree to sponsor the The tuition covers the cost of books,
10. Filter Paper applicant; the faculty sponsor is then laboratory fees, faculty salaries, and
personally held responsible for the ap- room and board, but it does not include
plicant’s failure or success. expenses for spell components, research
filters solids from liquids. A funnel is materials, or damage caused by the stu-
lined with the paper, then the liquid to 2. Personal Interview dent in his research. Occasionally,
be filtered is poured in the funnel. Solid scholarshipsare available for unusually
material will not pass through the pa- Because training a wizard requires a promising students.
major investment of time and effort, After a student is admitte
academies screen their applicants care- academy, he must undergo a pro
l l . Hand Centrifuge fully to make certain that a prospective
student is sufficiently dedicated to per- months. During this time, the student’s
severe through years of classroom performance is evaluated on
era1 rings for holding test tub& with a tion. Typically, a pa a weekly basis and his behavior both on
hand pump on the top. Test tubes filled members interviews each applicant in- and off campus is closely monitored. If
with liquids are placed in the rings, then dividually, quizzing him at length about the student is not performing ade-
the wizard rapidly works the pump, his background, his interests, and his quately in the opinion of any faculty
causing the tubes to spin in a circle. The reasons for wanting to become a wiz- member or adminstrator, he may be
spinning causes the heavier substances ard. The panel then votes in secret; a dimissed from the academy. Except in
in the tubes to sink to the bottom, while single negative vote results in the rejec- the most extreme circumstances, he is
the lighter substances remain near the tion of the applicant. not eligible to apply for readmission.
top of the tube. (100gp) No amount of the tuition paid prior to
3. Entrance Examination his dismissal is refundable.
..................................
Following a prospective student’s ..................................
Four Prerequisites For successful interview, he is given a bat-
Admission to an tery of examinations to measure his ap- Nineteen Courses in a
Academy of Magic
titude in a variety of academic areas. Typical Academy
The student must demonstrate a basic
competence in philosophy, literature, Curriculum
While some wizards are self-taught and history, and exceptional skills in
and some acquire their skills from a pri- The course of study varies from
writing, science, and mathematics. He
vate tutor, many wizards learn the art academy to academy, but most include
must also pass a physical examination
of magic at a training academy. Most the classes described below. Usually, all
to make sure he is in good health.
large cities have such academies; some of these classes are required to gradu-
specializing in a particular school of ate, but the DM might decide to vary
4. Tuition Fees them according to the needs of a spe-
magic, while others offer training in all
of the schools. Usually, there are a mini- cific student or the educational philoso-
If a prospective student passes his en- phy of a particular faculty.
mum oi three requirements for admis- trance examinations, he must then
sion to an academy. The length of time necessary to grad-
make arrangements with the academy uate also varies from school to school,
administration to pay tuition fees. The depending on the student’s aptitude, the

114
intensity of the training, and the quality training for manipulation of spell com- of human, humanoid, and demihuman
of the faculty, but generally, four to six ponents. languages.
years of full-time study are required to 7. History of Magic: Overview of wiz
graduate from an accredited academy. 2. Philosophy of Magic: The study of
logical methods of thinking with appli- ards and magic throughout the ages
This period can be lengthened by as with an emphasis on historical break-
much as two to four additional years if cations to practical problems of spell
use. Exploration of metaphysics, the- throughs in spell research.
the student specializes in a particular
school. ory of knowledge, and ethics. 8. Magic and Society: The wizard
A student usually takes four to six viewed from a cultural perspective.
3. Basic Astrology: The relationship of
courses per quarter, with each quarter survey of societal relationships
the stars, planets, and other heavenly
lasting three months. A minor course, cross- cultural comparisons of wiz
bodies to magical processes. Topics in-
such as Survey of Literature, might last around the world(s).
clude lunar phases, astral movement,
only a single quarter, while a major and the influence of deities. 9. Power Thinking: Emphasis on in
course, such as Spell Tutorial, might be creasing the student's understandin
taken every quarter until the student 4. Spell Theory: How spells function; thinking as a process to increase
graduates. An average course lasts one spell interaction with physical laws. strength of his cognitive skills. Top
to two hours per day, four to six days include creativity, memory, concentra
5. Fundamentals of Meditation: Basic
per week. tion, and problem solving.
The curriculum of a typical academy techniques for reaching higher levels of
of magic includes the following intellectual perception. Topics include IO.Survey of Literature: An introduc
transcendence, self-actualization, and tion to the study of magic literature,
courses.
dream analysis. with an emphasis on analysis. A broa
1. Physical Training: Various exercises range of authors from a variety of cul
6. Language Instruction: Grammar,
and activities to improve physical fit- tures and historical periods are exam
phonetics, and conversational idioms
ness, with an emphasis on dexterity ined in detail.
Wizardly Lists I
on:A survey of re- mula Analysis. Topics include herbalism, chemical research, particularly the re-
search techniques, including classifica- alchemical reactions, natural and unnat- search of new magical potions. The
tion systems, spell indexing, basic ural metabolism, and basic scientific pro- group compilesand exchanges informa-
reference books, and assembling a per- cedures (all alchemical processes tion about their current projects, with
described earlier in this chapter). the implicit understanding that such in-
formation will not be shared with out-
12. Fundamentals of Spell Transcrip- 19. Introduction to 1st-Level Magic:
siders. Violation of this rule results in
tiorr: Topics include penmanship tech- 1st-level spell instruction. Includes cast-
immediate expulsion from the Brother-
niques, paper and ink selection, proper ing techniques, practical applications,
hood.
structure, revision, basic calligraphy, and general theory. Individualized in-
Membership: The bulk of the mem-
struction available.
bers are transmuters, though a few en-
13. Mndpbes of Casting: An in€ chanters and invokers are also
..................................
tion to basic casting techniques of low- included.
level spells. Includes component New Member Requirements: New
theory, spell design, and safety proce- Nine Organizations For members must pay an entrance fee of
dures. Instruction for specific schools Wlzards 100 gp and show evidence of original
of magic are available for prospective magical item research within the last
Wizards are most comfortable in the year.
company of their fellow practitioners, Annual Dues: 20 gy
14. Spell Tutorial: An individualized especially those with whom they share Benefits: The Brotherhood can help
course tailored to meet the needs of in- common interests, and often form their its members obtain hard-to-find re-
dividual students. Studentscan concen- own associations and organizations. A search supplies and laboratory equip-
+

trate on improving skills in specific few such groups are listed below. The ment. They can also offer assistance to
schools of magic or explore techniques DM is encouraged to design variations members who have reached a dead end
from all schools. of these groups; for instance, a Necro- in their research.
15. Spell Seminar: A discussion group mancy Syndicate, a variation of the Di-
addressing topics of special interest to viners Syndicate, might exist in a Legal Defense Front
students, with an emphasis on problem particular DMs campaign world.
areas. Students are expected to conduct Each organization's description in- Description: This group provides le-
demonstrations for the group, with cludes the following information: gal defense to wizards unjustly accused
criticism periods to follow. Description: The purpose of the of criminal activity. Their services in-
group. clude legal representation, financial
16. Spell Practicurm: Addressing low- Membership: The types of wizards support, and personal counseling.
level spells, the practicum provides stu- belonging to the group. Membership: Any wizard of la
dents with the opportunity to practice New Member Requirements: Condi- good alignment can be a member.
their skills in both a laboratory setting tions a prospective member is expected
and in the field. Emphasis is on creative
New Member Requirements: A new
to meet in order to join the group. Usu- member must be sponsored by a cur-
ally, this consists of paying an entrance rent member and must pay an entrance
17. Formula Analysis: Theory of spell fee or being sponsored by a current fee of 200 gp. The entrance fee may-.I
formulas, emphasizing techniques ap- member. waived on a majority vote.
plicable to original research. Topics in- Annual Dues The fee that a member Annual Dues: 50 gy
clude elementary spell functions, must pay each year to remain an active Benefits: If a member is accused of a
tabular and graphical presentation, member. crime, the Front will provide 1,OOO gp
variability, and metaphysical equa- Benefits: The advantages of being a or more toward his defense. The Front
tions. Basic alchemical principles are member. can also provide expert witnesses and
covered in subsequent sessions of this legal representation if necessary. Their
course. The Brotherhood of Alchemy counseling service advises members
about the acceptance of magic-users in
18. Labomtory Techrmiques Practical ap- Description: This group consists of various cities and cultures, giving spe-
plication of the principles covered in For- wizards whose primary interest is al-
'
Wiznrdhv Lists

ial attention to places where magic-


-
users a* routinely persecuted and im-
prisoned for minor infractions of the
law.

The Silver Swan Club

Description: Primarily a social orga-


nizationlfor unmarried wizards, the Sil-
ver Swain Club holds regular dances,
picnics, and other social events for its
member$. The highlight of the year is
the anniual Harvest Moon Festival,
when the club stages an a4-night party
in a rentkd castle. ,
Membership: All wizards are wel-
come, bbt the membership comprises
mainly foung, low-level wizards.
New Member Requirements: A new
member ,paysan entrance fee of 20 gp.
Annu4 Dues: 5 gp
Benefits: The club provides its mem-
bers widh excellent opportunities to
meet pobenthl friends and mates.

Wizards' Liberation Society tact with government officials and as-


sist them in working with government never to use a magical item again?
Descr+tion: This organization seeks bureaucracies. Annual Dues: None
to further the interests of wizards Benefits: Once per year, each
through political pressure on local and Foes of the Wand ber can exchange a magical item
national I governments. Their methods spell of comparablepower. The magical
include negotiation, demonstrations, Description: This is an organization item is destroyed, then the Foes allow
and onemn-one lobbying. Some fac- of purists who adamantly oppose the the member to copy one spell (of their
tions arelrumored to use violence to un- use of magical wands or any other mag- choice, not the member's) from their
derscore 1 their messages. ical devices. Such devices are perceived spell books.
Membership: A l l wizards are to be a threat to the craft of magic; only
the use of spells is acceptable to the Foes Diviners Syndicate
e l i ~ ~ ~ * I ' / f e m bRequirements:
er A new of the Wand. If a member is ever caught
member lmust be sponsored by a cur- using a magical item, he is immediately Description: More of a business than
rent meqber and pay an entrance fee of expelled. a fraternal organization, the Diviners
50 gp. The fee is waived if the prospec- Membership: All wizards are eligi- Syndicatesells advice, predictions, and
tive meqber has exploitable political ble, but the membership is primarily omen interpretations to members of the
connections (for instarice, if he is re- composed of older mages of higher aristocracy. Their fees are expensive,
lated to g government official). levels. but because the syndicate pools the tal-
A n n 4 Dues: 10 g p New Member Requirements: The ents of a sizeable number of skilled wiz-
Benefits: The Society can exert con- only requirement for a prospective ards, their advice and predictions are
siderablq influence on governments to member is the donation of a magical extremely accurate.
adopt labs beneficial to wizards. The item to the Foes. The Foes then destroy
Society aan also put its members in con- the item in a solemn ceremony, after lever or higher are
N e w Member Re nts: The compiles information about alternate still be admitted to the fellowship with
prospective member must pay an en- planes of existence and makes this in- the DMs permission.
trance fee of 500 g p and bring a
one new client to the syndicate.
Annual Dues: There are no annual
formation available to its members at
no charge.
Membership: All wizards who have
Annual Dues: None. However, each
member must provide 15 percent of the
fees he charges for his sage advice to the
I
dues. However, to remain in good
standing, a member must spend a mini-
mum of eight weeks per year working
visited one or more alternate planes of
existence are eligible.
New Member Requirements: A new
fellowship.
Benefits: As long as a member spen
a minimum of eight weeks per year
m
exclusively for the syndicate. member must pay an entrance fee of 20 working exclusively for the syndicate,
Benefits: Members in good standing gp. Additionally, the prospective mem- he has access to the advice of the other
split the syndicate’s profits at the end of ber must have proof of a visit to at least members at no charge. If he fails to
the year. A member’s annual share is one alternate plane of existence. The spend the minimum of eight weeks per
usually 5,000-30,000 (ld6 x 5,000) gp. membership votes on whether the pro- year, he must pay their normal fees.
spective member‘s knowledge of that Advice is given according to the rules
Center for Molrwter Control plane is of sufficient usefulness to the for sages on pages 106-107 of the DMG.
organizationto allow him membership. However, the chances listed on Table 61
Description: This organization com- Annual Dues: None if the member at- (page 107of the DMG) of finding a sage
piles information about magical mon- tends all bi-monthly meetings. A fine in the fellowship who is expert in a
sters and makes this information may be assessed if a member misses too given field are doubled; for instance,
available to its members at no charge. many meetings without good reason. there is a 20 percent chance of finding
Membership: All wizards who have Benefits: The organization supplies an expert in alchemy. When using the
first-hand knowledge of magical mon- information to its members about the Sage Modifiers table (Table 62 of the
sters are eligible. alternate planes, including inhabitants, DMG), assume that a fellowship sage
New Member Requirements: A new physical laws, and how spell casting is always has access to a complete library.
member must pay an entrance fee of 10 affected (the DM should consult Chap-
gp. Additionally, the prospective mem- ter 6 for details about magic in other ..................................
ber must have first-hand knowledge of planes-the league has all of this infor-
a magical monster or a monster wield- mation available to its members). 400 Fantastic Materials
ing magical powers (such knowledge is
usually acquired as a result of a battle). Occasionally,the DM will need t
The membership votes on whether the troduce a fantastic magical mat
prospective member’s knowledge is of into his campaign. Such a material
sufficient usefulness to the organization of sages who are expert in a wide vari- might be required as an ingredient for a
to allow him membership. ety of subjects. The sages charge for PC wizards magical research (espe
Annual Dues: None if the member at- their advice, giving a percentage of cially if the DM is using the fantastic
tends all bi-monthly meetings. The their fees to the Fellowship for its up- approach to magical fabrication d
member may be assessed a fine if too keep. scribed on page 84 of the Dunge
Membership: All types of wizards be- ter’s Guide), it might be the focal point
long to the fellowship, each with one or of a quest, or it might be a necessary
Benefits: The organization supplies
_ - more areas of expertise. component to remove a curse.
information to its members about mag- New Member Requirements: A pro- If the DM has no specific material in
ical monsters, including their abilities, spective member must pay an entrance mind, he can generate one by roll
their weaknesses, and suggested strate- fee of 100 gp, plus he must have a non- Id20 two times on Table 19. The f
gies for defeating or avoiding them. weapon proficiency in one or more of the die roll selects an element from Cat
fields of study listed on Table 61 of the gory A; the second die roll select
League of Extraplanar Dungeon Master’s Guide. If the wizard is ement from Category B. The s
Travelers a recognized authority in one of the fields elements become part of this
of study not available as a nonweapon “The (Category A) of a (Category B)
Description: Similar to the Center for
proficiency in the DMs campaign, he can For instance, if the first die roll is 3 and
Monster Control, this organization

118
Wizardly Lists

the secopd die roll is 5, the fantastic ma- containing the formulasfor many high- Level 2: This level is completely filled
terial is "the breath of a butterfly.'' level conjuration spells. with sea water. There are two 10-foot-
If he qesires, the DM can simply pick The Island of Ghothar is enchanted diameter openings on either side of this
element$ from each category to form to continually drift in random direc- level leading to the open sea. Depend-
specific ,materials. He can also substi- tions at speeds up to 25 miles per hour. ing on where in the world the island
tute simjlar elements for the choices in There have been no confirmed sightings happens to be, this level could contain
Categoq B. For instance, he might sub- in over a century, meaning that the is- various forms of dangerous sea life who
stitute "bumblebee" for '%utterfly" (so land conceivably could have drifted have taken shelter here; such sea life
the exaqple above becomes "the breath anywhere in the world. might include sharks, giant eeis, or gi-
of a bumblebee") or "diamond for ant octopi.
"stone." About the Island 2a. Portal: Those stepping on this
If ranbom rolls produce results that Refer to Map 1. portal are instantly transported to the
deem iwppropriate or frivolous (such The island resembles a cylinder top of the island (to the area marked
as "the breath of a stone"), the DM can about 50 yards in diameter and about with an X on the Level 1map).
roll agaipl for either category or substi- y three-fourths of it 2b. Portal: Those stepping on this
tute any category choice he wishes. ng that only about portal are instantly transported to the
Unles$the DM has a specific meaning 35 yards of the island is above sea level. floor of Level 3 (to the area on the Level
in mind, the players must discover the The island is ma 3 map marked with an X.)
precise meaning of a fantastic material 2c. Portal: Those stepping on this
or the qeans to produce or locate it. wall o f force, making it virtually invul- portal are instantly transported to the
Discove~ngthe meaning of a fantastic nerable to damage. floor of Level 4 (to the area on the Level
material1can easily become the premise divided into five levels, 4 map marked with an X).
for a new adventure. yards tall from top to
Level 3: This level is completely riiiea
for Level 1, which cor-
with a noxious yellow gas that smells
responds to the surface of the island).
like dead fish. The gas is so dense that
The floors are solid granite nearly 10
normal vision is reduced to IO feet.
Five Incredible Locations feet thick, permanently covered with
Charactersentering this level must save
wall of force.
vs. poison; those who fail suffer 1-2 hit
There1 are a vast number of magical The only passagewaysbetween levels
points of damage per round of exposure
places that are rumored to exist are the magical portals located at vari-
to the gas.
throughput the world; a few of them ous points on the floors (see map). The
3a. Portal: Those stepping on this
are listed below. Whether they actually portals are 5-foot-diameter rings made
portal are instantly transported to a
exist rex$ains to be discovered (and is of black and white pearls imbedded in
random area in Level 2, findine them-
up to thg discretion of the DM), but the the granite. The portals are completely
selves suddenly underwater.
search for any one of them could be airtight. When a creature or person
3b. Portal: Those stepping on this
used as (he basis for an adventure or a touches the granite area inside the ring
portal are instantly transported to the
springbdard for a ca of pearls, the creature or person is in-
top of the island (to the area marked
stantly transported to a specific loca-
with an X on the Level 1map).
The Island of Gh tion on the island. The destination of
3c. Portal: Those stepping on this
dicated in the Map Key.
portal are instantly transported to the
This itland is the former stronghold floor of Level 4 (to the area on the - - 7 ~

of the n)aster conjurer Ghothar. Gho- Map Key


4 map marked with an X.)
thar myiteriously vanished several cen-
turies abo, and left the bulk of his Level I:This is the surface of the is- Level 4: This level has floor-to-ceilir.,
land, the only portion that is visible walls of granite that divide the level
magical heasures secured in a! chamber
above sea level. There is a portal on the into various sections. The walk are one
in the debpest recesses of his island. Not
center of the island. Those stepping on foot thick and are permanently covered
only is @e treasure cache rumored to be
the portal are instantly transported to a with wall of force.
of incoqparable value, it is also said to
random area in Level 2, abruptly find- 4a, 4b, 4c. Fake Portals: These circles
include pne of Ghothar's spell books,
ing themselves underwater. of pearls resemble the portals found on
other levels of the island, but they are sphere supplied transport for the wiz- Map Key
not portals. Instead, when any charac- ards to alternate planes of existence.
Layer 1: This layer is
ter steps on one of these fake portals, he Because of the magic involved in cre-
brightly blinking lights of
activates a special monster summoning ating and sustaining the sphere, it is ex-
Those in contact with t
III spell. The spell instantly summons tremely difficult to use and virtually
save vs. spells or become
ld4 3rd-level monsters (selected by the impossible to use by non-wizards.
the next 2-8 (2d4) rounds.
DM from his 3rd-level encounter ta-
level wizard spell is cast at
bles). The summoned monsters appear About the Spheres
at a character inside the layer, the layer
near the ring‘s perimeter and attack ev-
instantly fills with dancing lights and
eryone in sight. If the monsters are Refer to Map 2.
characters no longer risk b
killed, they disappear; otherwise, they The sphere is located in an immense
The dancing lights persist for one tu
fight for 2-8 (2d4) rounds, after which cavern at the end of a 200 yard long
after which the layer reve
time they vanish. There is no effect if passage winding deep inside the earth
nal features.
the monsters step inside one of the fake beneath an ancient, towering mountain
portals. The monsters will avoid the range. The sphere consists of several Layer 2: This layer is filled with
real portal (4d). layers (like an onion), each about 20 greenish-yellow fog that obscures all
4d. Portal: Those stepping on this feet thick. The layers are separated sight, normal and infravision, beyond
portal are instantly transported to the from one another by bands of shimmer- two feet. Those in contact with this
floor of Level 5 (to the area on the Level ing white light. The portal to the alter- layer suffer 1-4 hit points of damage per
5 map marked with an X.) nate planes lies in the center of the round (save for half-damage). If any
sphere; to get to the portal, a person 2nd-level wizard spell is cast at the layer
Level 5: This is Ghothar’s treasure or at a character inside the layer, the fog
must pass through each layer.
cache. The exact composition of the instantly becomes harmless, similar to
Once the magical requirement for a
treasure is the decision of the DM, but a
layer has been met, charactersmay pass the fog produced by fog cloud, and
suggested cache includes a spell book characters no longer risk suffering dam-
through the layer of shimmering light
with a dozen conjuration/summoning age. The harmlessfog cloud persists for
to the next layer. If any character passes
spells of various levels, five magical one turn, after which the layer reverts
back through a light layer that he has
items, and an assortment of gold and to its original features.
already passed through, the magical
gems worth 20,000 gp. (Rumors
condition must be met again in order to
abound that Ghothar found the secret Layer 3: This layer is dark and empty,
re-enter that light layer. Characters
of eternal life and still exists in an alter- but a powerful gust of wind of about 30
may pass freely toward the outer
nate plane of existence; if this is true, m.p.h. blows from the inner wall to-
spheres (for example, from layer 4 to
Ghothar might return someday to re- ward the outer wall, rendering man-
layer 3). sized creatures unable to proceed to
stock his cache with a different assort-
Each layer is permanently enchanted Layer 4. If any 3rd-level wizard spdl is
ment of treasure. He might also change
with special features representing the
the traps in his island, especially if his cast at the layer or at a character inside
various levels of wizard magic; for in-
previous treasure has been stolen.) the layer, the wind subsides to a gentle
stance, the first layer of the sphere rep- breeze and characters can proceed nor-
Those stepping on the portal on this
resents 1st-level wizard magic, the mally. The gentlebreeze persists for one
level are instantly transported to the
second layer represents 2nd-level wiz- turn, after which the strong wind be-
top of the island (to the area marked ard magic, and so on. If the proper level
with an X on the Level 1map). gins to blow again.
of spell is cast on a layer, its features
change dramatically;these spells can ei- Layer 4: This layer is filled with roar-
The Sphere of B’naa ther be cast on the layer itself or on any ing red flamessimilar to those produced
subject inside the layer. Magical items by a fire trup. Those in contact with this
The Sphere of Bnaa is located in a ca- that duplicate the effects of spells do layer must save vs. spells or suffer 5-8
vern beneath one of the worlds highest nothing to change the features of the (ld4 + 4) hit paints of damage (save for
peaks. Its precise location is not plane, nor do priest spells. The effects half damage). If any 4th-level wizard
known. The sphere was created eons are explained in detail in the Map Key. spell is cast at the layer or at a character
ago by a consort of wizards led by a inside the layer, the flames turn
high-level mage named B’naa. The and no longer generate heat; char

120
Wizardly Lists

suffer no damage from the green Opening A: If a character walks dom location in a randomly chosen
flames. The green flames persist for one through this opening, he will be trans- outer plane.
turn, after which the layer is again filled ported instantly to the Ethereal planes Opening D: If a character walks
with roaring red flames. when he sits in the golden chair. He will through this opening, he will be trans-
be transported to any specific location ported instantly to the Astral plane
Layer 5: This layer is solid granite, in the Ethereal planes he has in mind;
similar to that produced by wall of when he sits in the golden chair. He will
otherwise, he will be transported to a be transported to any specific location
stone. If any 5th-level wizard spell is random location in the Ethereal planes.
cast at the layer, the granite disappears, in the Astral plane he has in mind; oth-
revealing the bands of shimmering Opening B: If a character walks erwise, he will be transported to a ran-
white light that border the final layer through this opening, he will be trans- dom location in the Astral plane.
(Layer 6) of the sphere. The granite re- ported instantly to the inner planes
appears in one turn. when he sits in the golden chair. He will The Sage Tree
be transported to any specific location
Layer 6 This is a 20-footdiameter hol- The Sage Tree is a huge oak tree
in the inner planes he has in mind; oth-
low sphere containing a structure made erwise, he will be transported to a ran- about 10 feet in diameter and over 100
of shimmering white hght. The structure dom location in a randomly chosen feet tall. It grows somewhere in one of
rests at ground level (relative to the ca- inner plane. the worlds densest forests. The Sage
vern that the entire sphere lies within). Tree contains the spirits of a dozen of
The shimmering structure has four open- Opening C: If a character walks
the wisest scholars who ever lived. Af-
ings, all lea- to a central area contain- through this opening, he will be trans-
ter the scholars died, the gods of good
ing a golden chair. A character can walk ported instantly to the outer planes
rewarded their devotion to pure knowl-
to the chair through one of the openings, when he sits in the golden chair. He will
edge by placing their spirits in this oak
sit down, and instantly be transported to be transported to any specific location
so they could engage in philosophic dis-
another plane of existence. in the outer planes he has in mind; oth-
cussions for all eternity.
erwise, he will be transported to a ran-

1-The Island of Ghothar

Level 2 Level 3

Amval Area Water

I
.1
Portal
U
Gas

Fake Portal Granite

lol
Treasure

0
10 Yards
Maps by Stephen Sullivan
Wikirdly Lilsts

If a wizard locates this oak (recogniz- Are a wizards skills more impor- tion is not knq5
able by a slight pulsation near its trunk tant than those of a craftsman? Than about 10 feet $y 10 feet ;quare, but its
that resembles a heart beat), he can ask those of an artist? so strong that it radiates
it any question as if he were consulting In what ways is a dragon the equal
a wise sage for information (the wizard of a man? The garden p a r s to be a normal bed
can ask any question relating to the of wild f l4of various types. How-
If the wizard refuses to answer the
fields of study listed on Table 61 of the weapon is buried in
heads question, all of the heads with-
Dungeon Master's Guide). The Sage feet of soil and
draw into the tree trunk and disappear.
Tree will only respond to wizards of for a year and a day,
They cannot be summoned again for
lawful good alignment, and it will an- there is a good W ce that it will change
another 24 hours.
swer only one question per day. into a magicall weapon. No more than
If these requirements are met, two to If the wizard makes a reasonable ef-
be buried in the garden
fort to answer the heads question (the
five (ld4 + 1)human faces will sprout if more than two weap-
from the tree in an area five to ten feet
DM decides if the wizard has made a
the enchantment will not
reasonable elfort), the heads will nod in
above the base of the trunk. The faces weapons vyill be unaf-
agreement, saying they will discuss the
appear to be carved from wood. One of fected. If a weapon is removed fram the
issue further at another time. One of the
the faces will politely ask the wizard to
heads will then ask the wizard to repeat
repeat the question, then another face
his original question. The heads will
will offer an answer. Immediately, a , and ai-mther year
consult briefly with each other, then
second face will d e r a different an- ss before the enchant-
one of them will answer the question.
swer. If there are additional faces, they
To determine if the heads have arrived
too will offer different answers. If a weapog remains buried in the
at the correct answer, the DM should
After all of the faces have offered garden for a y ar and a day, roll ld20
their answers, they will ignore the wiz-
ard and emgage in a heated argument as
roll ld2O. On a roll of 18 or less, the
heads have answered correctly. On a
b
and consult Tq le 20 for the result.
roll of 19 or 20, the heads have an-
to who is wrong anid who is right. The
swered incorrectly. The DM should cre-
Table 20: Results from
argument will continue for at least 2-8 the Garden of Jertulth
ate an incorrect answer that will be
(a&) r o d , during which time the ar- believable and consistent with what
gument will drift aff into topics com- D20 Ron Result
they players already know about the 1-3 The wdapon is unaffected.
pletely unrelated to the wizard's
adventure.
question. A t some point in the argu- 4-6 The Yeapon has become a
After the heads answer the wizards
ment, one of the heads d l abruptly ask weapoh +I.
question, they bid him farewell and
the wizard for his opinion to settle their
withdraw back inside the tree. The 7-10 The vheapon has become a
argument-the head will ask for the
heads will not answer another question weapoh +2.
wizards opinion on a subject totally
until 24 hours have passed.
unrelated to the wizards' original ques- 11-12 The yeapon has become a
If the tree is cut down or otherwise
tion. Typical questions asked by a head weapoh + 3 .
destroyed, the essences of the sages will
might include:
be transported to another tree some- 13 The weapon has become a
If a star falls from the sky and
where else in the world. As with the weapdn +4.
lands in the ocean, should the star still
previous tree, the new Sage Tree will be
be considered part of the heavens, or recognizable by a slight pulsation near 14-15 The 4eapon has become a
has it now become part of the earth?
If a large animal kills a smaller ani-
mal for sport,should it be held account-
its trunk.
1
weap n +I, +2 us. magic-
using nd enchanted creatures.
This deapon always provides a
able for its actions?
The Garden of Jertulth
+ 1bobus. The +2 bonus takes
If two men shaw equally in a busi- effect khen the s w d is em-
This is an enchanted garden devel-
ness and one of them dies, should the against wizards, spell-
oped by the ancient mage Jertulth. The
widow of the dead man receive his castin@ monsters, and
garden is rumored to exist in a clearing
share of the profits, even if she does not conjurkd, gated, or summoned
in an uncharted jungle; its precise loca-
participate in the business herself?

122
I-
--

cre4ures. (The +2 bonus will not bonus and revert e scored is reduced by 2 hit
o w a t e against a creature magi- weapon. points, but a successful hit will al-
call? empowered by an item that
cast$ spells, such as a ring of spell

elweapon has become a weapon


3. However, 2-8 (2d4) days after
it is1 taken from the garden, the er's hand and force hi
weapon loses its enchantment and
revq~tsto its non-magical form.
Perrbanency or a similar spell can-
not prevent the weapon from los-
ing its enchantment, although a

the weapon by rem


ited wish, wish, or
+3. However, 2-8 (2d4) days after
it isl taken from the garderi, the
weabon disintegrates into dust.
Thq enchantment is so powerful
that^ nothing short of a wish can in practice, but wh
against an opponent
preqent the weapon from disinte- ights with a clear sky and
grathg; however, if a wish is cast lowers its wielder's a
on the weapon, it will lose its + 3
ings on the ground. The omens appear 1-4 turns; during this time, the charac- Add to: Table 98 (page 138, DMG).
as shadowy runes of any number of an- ter can make as many stretches as he XP Value: 3,000
cient languages; a wizard can translate likes, as long as he checks for damage
the runes with comprehend languages for each stretch. Parchment of Monster
or a similar spell. The omens and warn- Add to: Table 89 (page 135, DMG). Holding
ings are always IO0 percent accurate, XP Value: 300
though their phrasing may be ambigu- This 1-foot-square piece of parch-
ous. Rumors tell that once per year, the Candle of Everburning ment can hold any monster summoned
shadow trees spell out the formula of a by a monster summoning I spell. The
wizard spell of a random level which This resembles a normal wax candle wizard unfolds the parchment and lays
can be translated by comprehend lan- about 6 inches tall. However, once the it before himself prior to casting the
guages, read magic, or a similar spell. candle is lit, the flame can be extin- spell. If the spell is successfully cast, the
guished only by the spoken command summoned monster is immediately ab-
.................................. of whomever is holding it. Otherwise, sorbed into the parchment, appearing
the flame continues to burn; it will burn there as a colored image. The caster can
Twelve New Magical underwater, in any alternate plane of then refold the parchment and carry it
existence, or in the strongest of winds. with him, holding the summoned mon-
items Dispel magic and similar spells have no ster indefinitely. When the parchment is
If the DM wishes to determine the effect on the flame. The candle of ever- unfolded and laid on the ground, and
discovery of the following items at ran-
burning can burn for 24 hours before all aks a command word,
dom, he can use the magical item tables of its wax melts away. pears, remaining active
Add to: Table 101 (page 138, DMG). for the normal duration of the monster
on pages 135-139 of the Dungeon Mas-
XP Value: 300 summoning I spell.
ter's Guide. Each item below belongs to
a particular table; when a DMs Choice Any single parchment o f monster
result is rolled on the appropriate table, Medallion of Steadiness holding can be used only once; after the
the DM can use the indicated item as monster is released, the parchment
one of his options. For instance, the po- This is a silver medallion of a horse's crumbles to dust. The parchment also
tion of elasticity listed below belongs to head. While wearing it, a character can crumbles if it is torn or defaced in any
Table 89 (page 135, DMG). If a 20 is never be thrown from his mount, way.
rolled, the DM can use the potion of whether a horse, a dragon, or any other Add to: Table 104 (page 139, DMG).
elasticity as an option for the DMs creature suitable for riding. XI' Value: 150
Choice. Add to: Table 96 (page 137, DMG).
XP Value: 1,000 Singing Skull
Elasticity
Dragon Slippers This item resembles a s m d human
skull, about 3 inches in diameter, made
A character consuming one dose of
These slippers are made of green silk. of ivory. Once per day, the owner can
this potion is able to stretch his legs,
The magic of the dragon slippers is acti- command the skull to sing. The singing
arms, neck, or any other appendage up
to a distance in feet equal to twice his vated if the wearer concentrates and skull sings eerie, depressing tunes for
speaks the word "change." If activated, one hour (or less, as ordered by the
~

Constitution score; for instance, a char-


the dragon slippers cause the wearer to skull's owner). All those within 50 feet
acter with a Constitution of 15 can
appear as a 20-foot dragon with bright of the singing skull must make a suc-
stretch up to 30 feet. A character can
yellow scales, a barbed tail, and long cessful saving throw vs. spells or suffer
stretch only one appendage at a time;
green fangs; the wearer does not gain any the effects of a fear spell. The owner of
for instance, he can stretch one arm,
of the abilities of a dragon. While the illu- the singing s h l l is immune to its ef-
one finger, or his neck. Whenever he
sion is in effect, the wearer retains his fects.
stretches any appendage, he must make
normal abilities and statistics. The effect Add to: Table 103 (page 139, DMG).
a Constitution Check; if he fails, the
lasts for one hour, but can be cancelled XP Value: 2,000
stress of the stretch causes ld6 hit
any time by the command of the wearer.
points of damage. The potion lasts for

124
I Airboat ruped, the craft stops. If it stops moving
while in the air, it hovers in place. The
This appears to be a canoe made of airboat can hover in place for only 1
stone arid measures 3 feet tall, 12 feet turn, after which it sinks gently to the
long, add 4 feet wide. Inside are five ground. If it stops moving while on wa-
evenly spaced stone planks, each capa- ter, the boat simply drifts.
l ble of sehting two human-sized passen- Add to: Table 104 (page 139, DMG).
gers. A &lank on one end of the canoe is XI' Value: 20,000
marked bith a star symbol in the cen-
ter. The lairboat is also fitted with two Ring of Resistance to Breath
sets of pone oars that fit in ridges Weapons
carved i$ both sides of the craft.
The airboat responds to the mental This ring gives the wearer complete
04
orders its commander (the character immunity to all breath weapon attacks
sitting oh the plank with the star sym- from creatures other than dragons; the
bol). Only a wizard or priest can serve wearer suffers half damage from
as an &+oat commander. dragon breath.
The adrboat can move in any direc- Add to: Table 91 (page 136, DMG).
tion in i y medium. While moving, the XI' Value: 5,000
airboat is surrounded by an aura of
light that allows all of its passenger$to Collapsing Spell Book
breathe oormally, even when traveling
through water or airless space. The This resembles an ordinary traveling
aura suniounds the craft to a distance of spell book, except that it can be folded
10 feet. over and over until it is a square one
The ailboat has a movement rate of inch on each side. The book can be un-
40. It cad move only if it is being rowed folded when its owner wishes to consult
with at lqast one set of the stone oars. If it, then folded back into its small size
only one pet is used, the craft has a max- for easy carrying.
imum m+vement rate of 20; if both sets Add to: Table 95 (paae 137, DMG).
are used, the craft has a maximum XP Value: 1,500
speed of do. A single character can op-
erate twa oars, or two characters cari sit Spoon of Mixing
side by side on a plank, each operating
an oar. Tq move at maximum speed, ithe This spoon increases the chance of
rowers +ust complete a stroke every successfully combining magical potions
two secofids; if the stroking rate is less to create a new effect. When combining
than thiif, the maximum speed de- potions as per the rules on page 141 of
creases proportionately. For instance, if the Dungeon Master's Guide, the per-
one set of oars is stroking once every centile dice roll on Table 111is modified
four smjnds, the airboat has a maxi- by +10 when using the spoon of rnix-
mum motvement rate of 10. ing. Treat all results greater than 00 as
The cqmmander must remain seated 00. Note that by using the spoon of mix-
n the qtar plank. He can take no ing, there is no chance that the com-
ctions other than commanding the bined potions will create an explosion,
aft. If lhe moves from his seat, at- a lethal poison, or a mild poison.
tempts tq operate the oars, or takes any Add to: Table 102 (page 138, DMG.)
other action, the airboat stops moving. XP Value: 1,500
Similarlyj if his concentration is intier-
Wizard Kit Creation Sheet

Dungeon Master:

Barred Schools:

&scrip tion:

Weapon Proficiencies:

Nonweapon Proficiencies:
~

Equipment:

Special Benefits:

Special Hindrances:

Wealth Options:

Notes:

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