The
Lomplete
Wizard’s
Handbook
m
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 charactersand 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
personifiesthe 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 the Dungeon Master, we‘ll offer For those of you using The Complete
The A D & D 2nd Edition Player’s some tips to help fine-tune his skillsas a Wizard in conjunction with the original
referee, covering such topics as the ad- AD&D game instead of the AD&D 2nd
Handbook and Dungeon Master’s judication of illusions and how to es- Edition game, this supplement men-
tablish guidelines for magical research. tions many page numbers from the
Guide explained all of the basic infor- We’ll explain how spells are cast under- Player’s Handbook and the Dungeon
water and in other planes of existence. Master’s Guide. The page numbers
mation necessary for playing wizard And for players and DMs alike, we’ll cited refer to the AD&D 2nd Edition
characters. In this book, we’ll expand take a close look at combat and how it books. Those players using the old
on that information, adding more de- relates to wizards. books will have to ignore these page
tails and optionsand offering a few new references, but in most cases, you can
Think of this book as a smorgasbord find the relevantmaterial by consulting
variations. of ideas. Everything here is optional. the indexes or contents pages of the
For instance, we‘ll be taking a close Pick and choose whatever’s most ap- original books.
pealing, make changes to suit your
look at all the schools of magic, exam- campaign, and experiment with varia-
ining their advantages and disadvan- tions of your own design. It’s your
game and your world-we‘re here to
tages, their requirements and benefits,
and the types d charactersthat are best
suited for particular specializations.
Sincethe schools of magicaren’t limited
to those presentedin the Player’sHand-
book, we’ll show you how to create
your own schools from scratch.
lntrc --Jction... .3 niiowea Kaces. ...... . .La leacner ..... . .bU
Ability Requirements. . . . . . . . ..28 ......60
Chapter 1: Schc IS of k Fic .6 Administratoi
Clothing .................... .29 Advisor .... . . . . ..60
..To Specializeor Not to Spyiauze? .6 Experience Levels and Trader. .. ..61
Ability Scores . S. .p.el.l.....] ........ .. . . ..6
....6 Progression .................. .29 Physician .................... .61
1st-Level Bonus Hit Points. ..................... .29 Treasure Hunter .............. .61
Personality and Backgrowd of Languages ..................... .29 Entertainer ................... .61
the IT................... .6
Access to Mentors. .... ....6 OppositionalSchools . . . . . . . . ..30 Lecturer . . . . . . . . . . . . . . . . . . .61
Ethos. ......................... .31 Author ...................... .61
Party Composition. ... . . . .6 FortuneTeller. ................ .61
Player Preference ..... ....6 Chapter 3: Wizard Kits ......33
Chance to Learn Spells. . . . . . . .7 Kits and Character Creation . . . . . ..33 Alchemist.................... .61
Wizard Adventures. ............. .62
Short Adventure vs. Lor$ Kits and Schools of Magic. ........33 The Novice Wizard. ........... .62
Campaign. . . . . . . . . . . . . . . . .7 DM Choices. ................... .33
The Wizard Kits .................33 The Outcast Wizard ........... .62
About the Schools . . . . . . . . . . . . .7 Magic's Good Name ........... .62
Abjurakion ........... . . . .8 A Note About Reaction
Adjustments. ............... .34 Assisting the Citizenry ......... .62
Alteration. . . . . . . . . . . . . . . . . . .9 The Scholarly Quest. .......... .64
Conjuration/Summonin$...... .11 The Kits ............ ......35
Enchantment/Charm .. .......12 Academician ...... . . . . ..35 Out of Retirement. .............64
Magic in the Campaign World .....
Greater Divination . . . . . . . . . .14 Amazon Sorceress. . . . . . . . . ..36 Worlds With Excessive Amounts
Anagakok ........ ......38
Illusion .............. ...15 . . . . ..39 of Magic. ...................
Invocation/Evocation . .. .17 Militant Wizard.. . .
Mystic. ........... ......40 Worlds With Typical Amounts
Necromancy ......... . . .18 of Magic. ...................6a
Abandoning a School. ... . . .20 Patrician....... . . . . . .42
Peasant Wizard. ... . . . . ..43 Worlds With Low Amounts
Mages ..................... 20 Savage Wizard .... . . . . ..43
Specialists. ............I. ...... .20 of Magic. .................. .65
A Word About Minor Schdols .. 20 Worlds With No Magic ........-65
Witch ............ ......45 CampaignVariations ............ .66
Wu Jen ...................... .49
Lesser Divination ............ 10 Recording Kits on the Character The All-Wizard Campaign ..... .66
New Minor Schools ....I........21
Sheet. ..................... The Single Wizard Kit Cap-tpaign.66
Modifying the Kits . . . . 70
Chapter 2: Crest11 W The Restricted School Campaign .66
io The Restricted Level Campaign ..66
Schools. .......... .S.c.h.qIo..ls.........j12222 Creating New Kits . . . . . . io
Wizard Kit Creation Sheet. . . . ..51 Chapter 5: Con It and the
The Basics of Creating
Type of Magic. ................. 22 Suggestionsfor New Kits. ........ .51 Wizard..................... .68
Priests YS. Wizards ........... .I22
Categoriesof Effects.. ....... 12 Chapter 4: Role-Playing .....52 The Spell Arsena. . . . . . . . . . . . . .a
The Wizards Advantage ......68
Definiqg the Effects of a Wizard Personalities..............52 Spell Categories. . . . . . . . . . . . . . .
The Altruist.. .. . . . . . .52
New School . . . . . . . . . . . . . .23 The Brooder. . . . ..... .53 DefensiveSpells ...............
How It All Works . . . . . . . . . ..23 Offensive Spells. . . . . . . . . . . . .
Name of the School ... . . .23 The Commander. . . . . .53 Reconnaissance Spel .........
The Counselor. .... . . .54
Name @fthe Specialist . . . . . . .23 The Intimidator.. . . . . .54 Special Spells. . . . . . . . . . . . . . .
Spells ............... .... 24 A Mix of Spells . . . . . . . . . . . ..71
Basic Spells ...........I....... 24 The Mercenary .... . . .55 Weapon Restric"-- . . . . . . . . .71
. . .55
Adaptix Existing Spells ...... .I24 The Mystery Man. . . . .56 Chapter 6: Cas1 5 spells in
The Neophyte .....
Ideas for New Spells. ........ 24 The Obsessive ................ .56 Unusual CondiC.,ds .........
Checking for Duplicatiod .......24 Casting Spells Underwater. . . . . . . ..:
iChecking for Play Balan e. ......24 The Showman .................57
Changing Personality Types ...... .58 Spells That Are Ineffective
Determining Effects and evels.. 26 Ideas for New PersonalityTypes ...59
CastingTimes ................ 128 Character Background ............59 Underwater .................. .73
Companents 28
. Spells That Are Modified When
Cast IIndenwater ...............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 Inner Planes .... ...... .....75 Spell Components. ....... ........95 the Wu Jen....................48
The Astral Plane .......,.. ... ..76
The Outer Planes .. ... .........78 Material Components. ....... ...95 Table 10: Chance of Random Ef4ects of
Alteration Spells in Outer
Casting Spells When the Caster is Verbal and Somatic Components .95
Planes ........................78
Impaired. .....................79 First-Level Spells .................95
Impaired Vision. ............. ..79 Second-Level Spells ...,......... .97 Table 11:Random Effects of Altered
Impaired Hearing ..............80 Third-Level Spells.... ..... .......99
Impaired Speech ... ... .........81 Fourth-Level Spells . .. ....... ....IO1 Shapes in the Outer Planes ......78
Impaired Movement ............81 Fifth-Level Spells. ...............lo2
Impaired Concentration. . ... .. ..81 Table 12: Wizard Experience Levels
Sixth-Level Spells ...... ....... ..lo4
Chapter 7: Advanced Beyond 20th. ..................82
Seventh-Level Spell. ........... ..lo6
Procedures ...................82 Eighth-Level Spells ..............lo6 Table 13: Wizard Spell Progression
Levels Above 20th ............. ..82
Chapter 9: Wizardly Lists...io8 Beyond 20th Level .............82
Spells Above 9th-Level. .. ... .. ..82 Twenty-five Helpful Familiars. . ...lo8
Five Unusual Sourcesfor Spells ...lo8 Table 14: Summary of Possible Modi-
Spell Commentary ...............82 fiers for Saving Throws vs. Illusions90
Nine Magical Items That Have Not Yet Table 15: Library Values Necessary for
1st Level ..................... .83
2nd Level .....................83 Been Invented ..... ...........lo9 Spell Research .................91
Five Debilitating Afflictions .. ....lo9 Table 16: Chromatic Orb Effects ...96
3rd Level .....................84 Table 17: Summoned Familiars. ...lo8
Nine Principlesof Conduct for Table 18: ConjuritisResults. ... ...110
4th Level. .....................84
5th Level. .....................85 Academy Graduates. ........ ..112 Table 19: Random Generation of
7th Level. ................... ..85
Six Common Alchemical Processes113 FantasticMaterials ............117
8th Level. .....................85 Eleven Useful Additions to a Wizards
Table 20: Results from the Garden of
9th Level. .................... .85 Laboratory. ..................113
Jertulth.......... ............122
More About Adjudicating Illusions .88 Four Prerequisitesfor Admission to an
Complexity-Non-Living Objects88 Maps and Play Aids
Academy of Magic ............114
Complexity-Living Objects. .. ..89 School Creation Sheet ...........126
Nineteen Courses in a Typical
Magical Effects and Special Wizard Kit Crleation Sheet. .......127
.Academy Curriculum. . .......114 Figure 1:Oppositional Schools. .. ..30
Attacks. ....................89 Map 1:The Island of Ghothar ... .121
Nine Organizationsfor Wizards. ..116
Flaws. ........................89 400 FantasticMaterials. ..........118 . ...Map 2: The Sphere of B'naa . .123
Five IncredibleLocations. ..... ...119
Revealed Illusions ..............90 Twelve New Magical Items ... ....124 Credits:
Intelligence. ...................90 Design: Rick Swan
The Illusion-Casting Subject .. ...90 Tables Editing: Anne %own
BlackandWhite Art: Terry Dykstra,Valerie
.Summary of Modifiers. ....... .90 Table 1:Minimum Spells for a New Valusek
ColorArt: Clyde Caldwell, DavidDorman,
Spell Research ...................90 School. .......................24 Larry Elmore
Defining A New Spell. ..........90 Typography: Gaye OKeefe
Spell Components. .............91 Table 2: Suggested Maximum Damage GraphicDesign: Paul Hanchette
Cost of Research ...............91
The Wizards Library ...........91 of Spells By Level ....... .......26 ADVANCED DUNGEONS & DRAGONS,
Initial Preparation. .............92 AD&D, PRODUCTS OF YOUR
Table 3: Random Determination of IMAGINATION, and the TSR logo are
Research Time and Chance of trademarks owned by TSR, Inc.
Spell Components... ...........28
Success .......................92 01990 TSR, Inc. AI1 rights reserved.
Table 4: Magic Schools and Types of Printed in the U.S.A.
Example of Research. ...........93
Effects .. . . .. . . . . . .. . . . .. .. . . . .29 n
.Researching Existing Spells ... . ...93 ..Table 5: Ability Check Bonuses for
.. .Limiting the SuccessChance . .94 T_S_ R_ .Inc. -ah- TSR Ltd.
Academicians .. .............35
More About Magical Item POB 756 120Church End, Cherry Hinton
Table 6: OppositionalSchools for Lake Geneva Cambridge CB13LB
Research. ...................94 WI 53147U.S.A. United Kingdom
Militant Wizards. ..............40
ISBN 0-88038-838-2 2115xXX1501
Table 7: Savage Wizard Omen
Results .......................45
Table 8: Effects of Witchs Curse. ...47
I Chapter 1: Scho( .s of Magic
L
In this chapter, we’ll t An Intelligence of 9 means that the he life of a mage too
at the various schoolso character will have a 50 percent chance acter who comes from
ing their strengths and to learn spellsof his speciality based on
amining their spells, and s the normal 35 percent chance to learn a Access to Mentors
specialists. We’ll also look at the new spell for an Intelligence of 9 (Table
schools and explore th 4 on page 16 of the Player‘s Handbook) character have easy
abandoning a school. plus a 15percent bonus for being a spe- of his preferred
cialist. An Intelligence of 17 means that in ill health, is his
The schoolsof magi the character will have a 90 percent future otherwise
esting possibilities to chance to learn spells of his speciqlty
not every wizard is de (thenormal 75 percent chancefor an In- Party Composition
cialist, and not eve telligence of 17 plus a 15 percent bonus
play a specialistcharacter. qo let’s for being a specialist). Notice that the party already in-
with a basic question. 1 15 percent bonus helps the character mages, the wizard
with the lower Intelligence more than it ialization to give
To Specialize or Not to does the character with the higher Intel-
~ ligence; the bonus boosts the Intelli-
gence 9 character’s chance from 35 to
Specialize? 50, an increaseof more than 40 percent,
while the Intelligence 17 character’s
The most crucial chance is increased from 75 to 90,
ning wizard must which is a boost of only 20 percent.
specialize in a
Clearly, the lower the Intelligence of
Ability Scores a wizard, the more specialization helps
A wizard must meet to increasehis chance of learning spells.
This is somewhat offset by the special-
requirements to ist’s limitations to which spells he can
learn (he can‘t learn spellsfrom opposi-
tional schools),but over the course of a
campaign, a low Intelligence wizard
stands a good chance of learning more
spells by specializing.
1st-level Bonus Spell
A 1st-level specialistbegins with two
spells, but a 1st-level mage begins uiith
only one. This difference is inconse-
quential over the course of a long cqm-
paign, but it can be significant if
playing a short adventure with low-
level characters.
Personality and Background Player Preference
of the Player Character
t want to run a wizard
Some aspect of the player character’s just because
personality might suggest whether he’s
tbest suited for the life of a ma e or that
he’s never tried it before, qnd that’s as about 12of the 16spells, while the illu- for a specialist pf this school.
good a reason as any to choose a s e- sionist will learn approximatelyeight of
them. Allowed Rpces: Only humans,
Pcialist over a mage.
Of course, the specialist receives a gnomes, elves, and half-elves can be
Chance to Learn Spells bonus spell when he advances a level, specialists, andlnot all races are able to
4specialize in eyery school. This e
I1 and the differences are less severe for indicateswhic races are eligible to
Consider the opp certain specialties (diviners, for in- cialize in a p icular school.
stance, are denied access to only one
mages and specialistsh school). But over the course of a typical schAoboillsityreqRuiereq^ irements: Though
spells, perhapsthe mos campaign, a mage will likely learn far a minimum Intellige
ference between them. more spells than a specialist.
compare a mage with of 9, each has an additional minimum
9 and an illusionist with an Short Adventure vs. Long
of 9. The mage has a 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-
of learning spells from the sch nus, saving throw bonuses, and acquired
powers (see the listings in the school de-
necromancy, since these schools scriptions below) make him a far more
opposition to the school of illusi formidableopponentthan the mage. Ad-
ditionally, the limits on the number of
Assume that in a typical adven spells a wizard can use and know mean
the mage and the illusionist each that the specialistwill eventuallycatch up
to the mage in these areas.
that of these 16 spells, two are the effects
each of the eight schools. The m One guideline for deciding between a
a 35 percent chance of l e m i mage and a specialist might be to con- school.
sider a mage if playing a short adven- Spell Analysf This section discusses
is deniedthe chance to learn ture. But for a lengthy campaign, a
(from the oppositional scho specialist is probably the best bet; not the spells avai able to the school, in-
only will he prove to be a moreeffective cluding their 6eneral types and their
ple, the magelearns six spells, w party member, but a character with do- overall usefulqess to the wizard. For
cused goals and aptitudes will be more
interesting to play. pells are divided into
Low (lst3rd level),
About the Schools
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: Desirable” for each of these categories.
Description: This sectionexplainsthe 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 andvalues, his overall philosophy, how
energy is channelled. he spendshis time, and his likely role in
an adventurin
SpeaalistName: The common name
Schoolid of Magic I
types of people tend to vet$ toward the When an abjurer reaches 17th level, ess the wizard an-
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 se abjurations are the
the schopl are also included. saving against poison, paralyzation, dispel magic for in-
and death magic.
Note that these are genertal guidelines There are very &ab-
only, anq any number of ekceptions~are When an abjurer reaches 20th level,
his mastery of magical protectiveforces position to create
possible, but they can be b e d to delp has become so powerful that his Armor has a poor Armor
m extremely d n e r a -
the player shape his charadter’s persbn- Class is raised from 10 to 9. He is still
ality or k l p him decide which sc forbidden to wear armor. AC should accom-
seems m p t appropriate for the ar the front of the
ter he hap in mind. Oppositional Schools: An abjurer
cannot learn spells from the schools of te well in con-
I
alteration and illusion. all children and el-
Abjuration
Spell Analysis: The abjurer has a lim- el magic is not only
S p e c y t Name: Abjure)-. ited number of spells from which to
Allowed Races: Only hubans cad be choose, particularlyin the lower levels. I
abjurers.i It‘s speculated thdt the nat
magical resistance of elve?, half-el This lack of options makes low-level
and gnohes prevents the& from as-
abjurers among the weakest of bggin-
mtering aQuration spells. ning wizards. To compensate, he
Ability Requirements:A b z a r d should acquire a few low-level spells
have strong intuition and1 from other available schools as early in
willpow+ to master his career as possible. Offensive
spells-that is, spells that inflict
abjurer can memorize two spells. damage-from the school of alteration
are especially good choices, such as
burning hands, shocking grasp,
strength, andMelf’sminute meteors. As
he reacheshigher levels of ability and is
able to take advantage of the more
powerful abjuration spells available to
him, an abjurer should become less de-
pendent on spells from other schools.
There are three general typesof abju-
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-
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,
such as dismissal and banishment.
Since the most effective abjurations
are those offering the greatest protec-
tion, it seems that the dismissal spells
8
tive€y disarm many opponents derly, gentle-natured, and soft-spoken, saving against alteration spells cast by
can d s i~negate.harmful or pat going out of their way not to attract at-
tention. others.
spelk coasidering ho
Of all the wizards, abjurers seem to Bonus Spells and Acquired Powers:
helpful &an protection from have the strongest family ties. Abjurew A transmuter can memorize an extra
missiles, since he will probabl take comfort in the security of marriage
from ~ O ~ W mI iQss~iles c and often choose their mates at an early spell at each spell level, providing that
swords and maces. age; many abjurers have ten or more at least one of the memorized spells is
offspring. Owing to their mastery of from the school of alteration.
advarttqes of being reversibl protective forces, abjurers tend to live
manent. Anti-magic shell is to a ripe old age; it‘s not unusual to find When a transmuter reaches 17th
preferable to globe of invul abjurers well into their eighties in ad-
not onlyldoesit last longer, it’s s venturing parties. level, he receives one extra non-
weapon wizard proficiency of his
Ethosi Concerned with prot Abjurers make their homes any-
where, but prefer small villages to large choice; this is in additionto the number
wizard gf another school. cities. Because of their kind hearts and of non-weapon proficiencies he is nor-
generous spirits, abjurers are held in
high esteem by society in general. Ab- mally allowed. When-he reaches 20th
jurers commonly earn a living as level, he receives another extra non-
guides, bodyguards, merchants, and
teachers. weapon wizard proficiency. If the wiz-
ard already has all of the non-weapon
Alteration
wizard profickncies available to him
Description: Spells of this school en- when he r e a c h level 17 (or level 20),
able the caster to channel magical ener- he may take a general non-weaponpro-
gies to cause direct and specific change ficiency insteiad.
in an existing object, creature, or condi-
tion. Alterations can affect a subject‘s Oppositioml Schools: A transmuter
form (polymorph other), weight
(feather fan), abilities (strength),loca- can‘t learn spellsfrom the schoolsof ab-
tion (teleport without error), or even
his physical well-being (deathf o g ) . juration and necromancy.
SpellAnalysis: No school has a wider
Specialist Name: Transmuter.
Allowed Races: Only a caster with variety of spells than the school of alter-
human blood can channel the magical ation, makinlg,the transmuter the most
energies necessary for alterationspells. versatileof all the specialists. The avail-
Hence, only humans and half-elves can
become transmuters. able spellscan be assignedto six general
Ability Requirements: Because alter-
ation spells have somewhat more com- groups:
plex somatic components than spells 1.Defensive Spells. This group of pro-
from other schools, a wizard needs a
Dexterity score of at least 15to become tective spells offers defensive capabili-
a transmuter. ties rivaling those of the. abjuration
Saving Throw Modifiers: All oppo-
nents modify their saving throws by school. This gwup includes spells that
-1when attemptingto save against an limit an opponent’s ability to attack,
alterationspell cast by a transmuter. A such as fog cloud, solid fog, slow, and
transmuter adds a +1 bonus when darkness, 19’ radius, and also spells
that pravide direct protection to the
caster and his party, such as stoneskin
and Leomundk tiny hut.
2. Offensive Spells. This group in-
cludes spells such as strength and haste
which increase the party‘s chance to in-
flict damage, and spells such as Melf’s
minute meteors and death fogwhich in-
tly.
. This group includes
fly, blink, plasswall, and teleport and
other spells that improve the caster’s
ability to m w e from place to place.
9
4. Security Spells. This group enables offensivespellsmakes 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,
guards and wards, and Leomund's se- then casting Melfs minute meteors at With its re ersible option, enlarge
cret chest. an unsuspecting enemy). With a supply gives the tran muter a wealth of op-
5 . Talent Spells. This group gives the of defensivespells, a transmuter can as- tions and is pa ticularly useful in com-
caster (ora person of the caster's choke) sume many of the functions of an ab- bat since it af ects damage rolls. Fog
a temporary talent, usually one that ulu- jurer. A transmuter with spider climb,
plicates a special ability of another deeppockets, and knock is a good sub- icloud and pyr technics both have two
creature or race. Such spells incl de stitution for a thief; add polymorph self
and passwall, and you'd be hard- different form , essentially giving the
1infravision, water breathing, and pressed to find a better spy. transmuter tw spells for the price of
one. Fly expan#s the transmuter's stra-
tongues. The transmuter always runs the risk tegic options add is perhaps the best all-
6 . Special Spells. This group encob- of being overwhelmed by the sheer vol- around low-leviel alteration spell. Both
passes a wide range of spells that dcjn't ume of available spells and making slow and has e can influence melee
fit into into any of the previous cate o- haphazard or ill-informed decisions combat dramat cally, since a number of
ries, such as magic mouth, mendi g, about which spellshe learns and memo- subjects are aff cted at the same time.
message, and fool'sgold. rizes. Therefore, he must take care to
balance his spell choices with the needs Medium-Lev 1: Polymorph self and
1Because of the variety of ispells av il- of his party. ~
able, a transmuter can assyme a nu - Most Desirable Spells: polymorph ot%r can disguise friendly
Low-Level: Of the 1st-level spells, characters, intibidate enemies, and in
ber of different roles in an ldventuqng burning hands is a nice choicefor an of- the caseof polyborph other, greatly en-
party. For instance, a tran$muter * o fensive spell since it has a longer range hance the partfls chance of combat suc-
knows a number of offensive spells an than shocking grasp and does more cess, since the!subject's Armor Class
and attack routines can be improved by
Rbattle effectively alongsidk a part 's
6the spell. Death'fogand disintegrate are
warriors. A transmuter who know$ a
few mobility spells in addition to sohe 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-
Transmutersare most comfortable in nents modify their saving throws by
tion, assuming the t -1 when attempting to save against a
dagger or staff at ha large cities where they have access to a conjurationor summoning spell cast by
tage of his increased attack a conjurer. A conjurer adds a +1bonus
ness, and Mordenkninen’s Zuc variety of supplies, consultants, and when saving against conjuration spells
other resources for their studies. Most or attacks from creaturesor forces cre-
used in the previous 24 hours. societies welcome transmuters, gener- ated by summoning spells.
High-Level: Incendiarydoud is a ler- ally consideringthem to be emotionally
distant but harrnless eccentrics. Trans- Bonus Spells and Acquired Powers:
rific offensive spell, and shape cha+ge A conjurer can memorize an extra spell
and time stop are both helpful in a vdyri- muters commonly earn their livings as at each spell level, providing that at
ety of situations. The most useful hi h- teachers, advisors, inventors, and man- least one of the memorized spells is
level speN is probably polymorph ny ufacturers of medicines, potions, and from the school of conjuration/
object, since it can duplicatethe eff cts other preparations. summoning.
iof many other spells, including p Zy- ionjiuratiodSummoning When a conjurer reaches 17th level,
he no longer requiresany material com-
morph other, transmute rock to m+d, Description: This school includes ponents to cast conjuration and sum-
and stone to flesh. moning spells.
two different types of magic, though
Ethos: Wizards drawn to the s e- When a conjurer reaches 20th level,
cialty of alteration are typically Jri- both involve bringing in matter from he gains the ability to instant1
ous, sharp-minded, and deeply creaturesconjuredby an oppon
analytical. Fascinatedby putting thi$gs another place. Conjuration spells pro- has used a monster summoni
together and taking them apart agqin, its equivalent. The conjurer can dispel
they are natural tinkerers, more inqer- duce various forms of non-living mat- up to 10 Hit Dice worth of creatures
ested in objects than in p p l e . with this ability; only creatures with 5
ter. Summoning spells entice or compel HD or fewer are affect
Transmuters generally aren‘t prgne conjurer could dispel
to profound philosophic insights, as creatures to come to the caster, as well
their minds are more attuned to how tures or ten 1HD crea
things work than how a society fupc- as allowing the caster to channel forces HD creature). The conjurer can use this
tions. To a transmuter, a person is les- ability up to three times per day by
sentially a complicated, difficult4o- from other planes. Since the casting pointing at the creatures to be affected
understand machine. They are ob?es- techniquesand ability requirements are 0016: A conjurer
sive colletctors, excellent scholars, m d the same for both types of magic, con- greater divination
clear thinkers. According to a trahs- evocation.
muter, the only constant in the univ&se juration andsummoningare considered
is change; concepts of good and evil pre SpellArtidpis:Although the conjurer
relative, dependent on existing condi- two parts of the same school. doesn’t have an excessive number of
tions, and seldompermanent. Forces of SpecialistName:Conjurer. A speci specialty s p b from which to choose,
good and evil are constantlyat work1on spells of the conjuration/summoning
neutrality, but since good causes jess ist who has learned only summo school are among the most
disruptiomthan evil, good is preferable. all, comparable only to the
Consequently, m y transmutersare of spells sometimes calls himself a sum- necromancy in sheer power.
good alignments.
moner, but this is merely a matter of se- Though u d u l in a wi
Eager to explore the world m y n d situations, conjuration
them, t r m u t m are wiuing memkrs mantics and has no bearing on the spells are particularly effec
of advenituririg parties. They are lqyal bat, since the majority of them are ca-
followersbut reluctantleaders, since *ey specialist‘s abilities, restrictions, or ef- pable of inflicting damage.
have trouble making decisions based on
fectiveness. Generally, conjuration spells such as
instinct &ne. Although loyal to tlheir Allowed Races: A wizard must have Melf’s acid arrow inflict damage
friends, they seldom establish close rela- human blood to be a conjurer. There-
fore, humans and half-elves can spe-
cializein this school, but elves cannnot.
Ability Requirements:A wizard must
have exceptional stamina to spend a
lifetime casting conjuration and sum-
moning spells, since he is at ti P-
ping into his own life force in to
create conjured matter or lure sum-
moned creatures. Therefore, a wizard
must have a Constitution score of at
least 15to specialize in this school.
11
I tne tiae in just about any Dattle witn combat in order to demonstrate their
low or medium level opponents. power.
rectly, Jhile summoning spells, such as
monster summoning, use an intermedi- High-Level: This group includes Since conjurers have little interest in
iry force or monster to attack oppo- associating with common people, they
ients. Direct attacks have the what most wizards consider to be the prefer to live in isolated areas of the
idvantage of immediacy; MelfS acid most prized spell of any school, wish. countryside. Most consider children a
vlrrow, for instance, is sent directly at Limited wish is nearly as potent. nuisance, so even the few conjurers
its target. Indirect attacks using an in- who marry typically remain childless
termediary have the advantage of ver- Because DMs vary widely in how by choice.
iatility; giant rats summoned by
they handle wishes, players with con- Aside from magical research, conjur-
monster summoning I can be directed ers shun all attivities that would nor-
to attack the stationary Opponent No. jurer characters might want to discuss mally constitutea career or occupation.
1,then can be ordered to run down the When funds ate low, conjurers can al-
leeing Opponent No. 2 . with their DM his parameters for adju- ways summon creatures to fetch trea-
Many summoning attacksrequirethe dicating these types of spells. (See the ritrn Cnr thmm
:ontinual participationof the conjurer; Spell Commentarysection in Chapter 7
le can't control his summoned crea- EnchantmentKharrn
for more about wishes.) In addition
ures if he can't communicate with to wishes, high-level conjuration/ Description2 Similar to the school of
hem. This is especially crucial with summoning spells offer the conjurer conjuration/summoning, this school
ipells such as conjure elemental, where some extremely powerful offensive encompasses two general types of
he summoned creaturewill turn on the spells. Both types imbue their subjects
:onjurer if the conjurer breaks his con- spells. The all-around best in combat with magical energy to create specific
:entration. effects. Charm spells induce changes or
are power word, kill; prismatic sphere; influence the behavior of creatures,
Conjurerswho learn a large number and the monster summoning spells. usually altering their subject's mental or
>f spells to summon creaturesare better emotional states. Enchantment spells
n large parties; the more companions Ethos: Because of the great power invest non-living objects with magical
i e has, the more protection he has powers. Neither charm nor enchant-
available if a need arises for his com- they wield, most conjurers are utterly ment spellshave any effect on their sub-
eades to run interference, helping to en- convinced that their specialty is supe- ject's physical form.
jure that his concentration remains rior to all others. Illusion and divina-
inbroken. When traveling, such aon- tion are trivial, alteration and Specialist Name: Enchanter.
urers should remain in the center of the Allowed Races: Humans, half-elves,
?arty, traditionally the safest spot. As invocationare inconsequential, abjura- and elves can 811 become enchanters.
nembers of smaller parties, conjurers tion and enchantment are too weak, Ability Requirements: Sinceinfluenc-
are more effective knowing a variety of ing the will of others is in part a mani-
conjuration/summoning spells, partic- and necromancy is too repulsive. festationof the caster's personal charm,
ularly those that inflict damage di- Though tending toward smugness and a wizard must have a Charisma of at
rectly; a conjurer with only one or two least 16 to specialize as an enchanter.
:ompanions may find it difficult-and arrogance, conjurersare also confident, Saving Throw Modifiers: All o p p r
dangerous-to cast conjure elemental. nents modify their saving throws by
courageous, and bright.
Most Desirable Spells: ' Conjurers tend to rely on summoned -1when attempting to save against an
Low-Level: Melf's acid krrow, snm-
mon swarm, and flame arrow are excel- creatures to perform difficult tasks for enchantment/charm spell cast by an
lent offensive spells, but monster
summoning I is the prize-a clever con- them; hence, many conjurers grow enchanter. An enchanter adds a +1bo-
flabby as the years pass. Many consider
jurer should find numerous uses for, conjurers to be downright lazy. nus when saving against enchantment/
say, eight giant rats. charm spells.
Conjurers recognize the importance
Medium-Level: The monster snm- of keeping evil in check, andmost are of Bonus Spellb and Acquired Powers:
moning spells are the best. Conjure ele- good alignment. Evil conjurers flour- An enchanter can memorize an extra
ish, however, particularly those who spell at each spell level, providing that
mental, Mordenkainen's faithful
hound, and summon s h d o w can turn maintain contact with evil entities sum-
moned from other planes of existence.
Conjurers speak their minds freely
and have little patience for the opinions
of those they consider to be inferior; it
takes a leader of proven worth and un-
yielding strengthto earn the respectof a
conjurer. In an adventuring party, con-
jurers tend to prefer action to discus-
sion, and attacking to negotiating.
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 inflictsa higher
charm. damage penalty, it lasts only a single with a duration of 1hour + 1hour/
round (although the effects essentially
When an enchanter reaches 19th carry over into the next round). Ray of level, it’s also among the longest-lasting
level, he acquiresimmunityto all fo*s enfeeblement lasts 1round/level;when low-level spells.
of charm spells. cast at higher levels, this spell can be ex-
Medium-Level: Enchanted weapon is
When an enchanter reaches 2qth tremely debilitating. And though the one of the few offensive spells available
level, he gains the ability to cast a spe- 60-yard range of Tasha’s laughter in this school, a valuable addition to
makes the range of ray of enfeeblement any enchanter‘s repertoire. Charm
cial free action spell once per day. l h e
enchanter can cast this spell on himself look dismal by comparison (10 yards + monster and hold monster have the ad-
or any creaturehe touches. N o matefial vantage of being able to affect a variety
components are required for this spiel1 5 yards/level), note that at higher of opponents. Magic mirror effectively
and the casting time is I;the enchanter substitutes for a crystal ball and ather
merely touches the subject to be af- levels, the range of ray of enfeeblement scrying devices. Mass suggestion and
fected and concentrates. When an- increases dramatically, while the range
chanted with free action, the subjectl is of Tasha’s laughter stays the same. eyebite have the most possibilitiesof all
able to move and attack normally for the medium-level spells in the hands of
one hour, even under the influence of a The shortcoming of the enchant- a creative caster.
spell that impedes movement such as
web or slow. The spell negates the kf- ment/charm catalog is the lack of of- High-Level: Unfortunately, few high-
fects of hold spells. Underwater, ehe fensive spells. Only a handful of them level enchantment/charm spells are
subject mwes at normal surface speed are capable of inflicting damage. This availableto the enchanter. For their va-
and inflicts full damage with weapons, usually defines the enchanter’s role in riety of uses, antipathy-sympathy,
provided that the weapon is wielded
and not hurled. an adventuring party as defensive. As binding, and mass charm are the best
all-purpose spells. In lieu of a conjurer,
Oppositional Schools: A n enchanter with the abjurer, it should be noted that
cannot learn spells from the schools of with his low AC, the enchanter is ex- demand essentially €unctionsas a con-
invocation/evocationand necromancy. tremely vulnerable to attacks. A body- juration spell.
guard with a high A C or a lot of hit
Spell Analysis: The enchanter has a points is more of a necessity than a lux- Ethos: With their high Charisma, en-
ury for an enchanter. chanters tend to be the most physically
moderate number of spells from which attractiveand personable of all the spe-
to choose, most of them emphasizing Unlike an abjurer, whose defensive
cialists. They are sensitive, passionate,
defensive rather than offensive effects. spells operate more or less automati- and caring. They believe in the sanctity
Not only can this school of spells be di-
vided into charms and enchantments, cally, the enchanter’s defensive spells of life and share the druids love of na-
the spells an also be divided into those often require him to take an additional ture. Most enchanterssee themselves as
that affeck only a single person or ob- protectorsof the helplessand advocates
ject, and those capable of affecting a action after they are successfully cast.
group. of the weak, but there are some who see
A hypnotized victim, for instance, their mastery of enchantment magic as
Generally, the group-affecting spells evidence of their inevitable ascendance
are more useful to the enchanter, but he needs to be told what to do, as does a in the world. Notably, ther
subject affected by suggestion. numbers of good and evil
must consider their ranges and dura- Charmed creatures may simply stand
tions when deciding which spells to but few neutral ones.
learn and memorize. For instance, both and stare unless directed otherwise by Enchanters are commonly the voice
ray of enfeeblement and Tasha’suncon- the caster. Clearly, the most effective
trollable hideous laughter are 2nd-level enchanters are those who are creative, of reason in adventuring parties. They
enchantment/charm spells that inflict quick-thinking, and vigilant.
penalties on the attack and damage are often able to devise options and so-
rolls of opponents. Ray o f enfeeble- Most Desirable Spells:
ment affects only one creature, while Low-Level: Nearly all of the low- lutions that have eluded their compan-
Tasha’s laDghter affects all those within level enchantment/charmspells are de- ions. They are excellent team-players,
superb negotiators, and shrewd bar-
fensive. The best are those that allow
the enchanter the most latitude in the gainers. They enjoy fine arts and good
number of creatures he can affect, such conversation, and are fascinated by
as hypnotism, sleep, scare, and Tasha’s magic in all its forms. It is not unusual
for an enchanter to acquire dozens of
uncontrollable hideous laughter.
close friends. Though deeply romantic,
Though it affects only one creature, enchanters often marry late in life, as
suggestion can be an extremely useful
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 denied access to the school of
villages. They spend much of their time level divinerhas no more successthan if conjuration/ summoning.
tinkering with magical potions and de- he were attempting to read the mind of
vices, commonly earning money as a stone. An opponent using clairaudi- Spell Analysis: The variety of spells
counselors, teachers, and farmers. ence on an unseen 17th level diviner available to the diviner is more re-
neither receives information nor be- stricted than any other school or spe-
Greater D nation comes aware of the diviner's presence. cialist. Offensive spells-that is, those
that inflict damage on opponentseither
Description: This school includes a When a diviner reaches19thlevel, he directly or indirectly-are nonexistent
variety of spells that reveal information for this school. Defensivespells that ei-
that would otherwiseremain hidden or receivesthe ability to cast a special find ther inhibit an enemy's attack ability or
secret. Greater divination spells reveal traps spell three timesper day. The spell provide direct protection for the di-
the existence of specific items, crea- viner and his companions are likewise
tures, or conditions, as well as informa- has an area of effect equal to a 10-foot- unavailable. This doesn't mean that the
tion about the past, present, and future. path up to a range of 30 yards. To cast
This school also includes spells that diviner is useless on the battlefield; it
contact creatures from other planes of the spell, the diviner must merely point means that his strength lies elsewhere.
existence, but do not induce direct in the desired direction and concen-
action from those creatures. As a gatherer of information, the di-
trate; no verbal or material compo- viner is without peer. A diviner can an-
Specialist Name: Diviner.
Allowed Races: Elves, half-elves, and nents are required. Similar to the ticipate unexpected dangers, can
umans are all eligible to specialize as 2nd-level priest spell, find traps reveals separate the truth from lies, and is ex-
iviners. (Note that Table 22 on pagk 31 the existence of all normally concealed ceptionally effective as a spy. He can
f the PluyerS Handbook is incorrekf- bolster his party's defenses by alerting
n o m e cannot be diviners.) magical and mechanical traps, includ- them to the presence of normally unde-
ing alarms, glyphs, and similar spells tectable opponents. Although the rep-
a high Wisdom score. $pe- ertoire of divination spells is relatively
001 must have a qini- and devices. The diviner learns the gen- small, the diviner has access to more
eral nature of the trap (magical or me-
Modifiers: All urpyu- schools than any other specialist.
chanical) but not its exact effect or how There are two general groups of
against divination spells oi any magical to disarm it.
greater divinationspells. One group in-
from the school of When a diviner reaches20th level, he cludes spells that reveal information
about a specific object or creature, such
receivesthe abilityto cast a special divi-
as ESP and locate object. A second
nation spell once per day. To cast the
spell, the diviner must concentrate for group reveals information about any
one full turn; no verbal or material type of object or creature within the
componentsare required. Similar to the range of the spell; this group includes
4th-level priest spell, divination reveals detect invisibility and clairvoyance.
a useful piece of advice concerning a
Most Desirable Spells:
specific goal, event, or activity that will Low-Level: All 1st-levelthrough 4th-
occur within the next seven days. The level divination spells are part of the
lesser divinationschool, and are availa-
revelation may take the form of an ble to all schools. These are discussedin
omen, a short phrase, or a cryptic more detail in the Lesser Divination sec-
verse, but it always reveals specific ad- tion below. However, a well-rounded
vice. In all cases, the DM controls the diviner will have detect magic, read
type of information revealed and
whether additional divinations will magic, and ESP included in his reper-
additional information. The toire; know alignment and clairvoy-
nce for a correct divination is ance are also important basic
divination spells.
80 percent, adjusted by the DM for un-
j
usual circumstances or extreme re-
quests (such as a diviner tryin
the exact location of a pow
fact). If the dice roll fails, t
knows that the spell failed, unless spe-
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
rarely raise large families. Diviners of ing saving throws against
good alignment generally harbor no ill illusion/phantasm spellscast by an illu-
feelings against other people, and will sionist. These modifiers are only used
usually assist them when asked. Still, against illusions where saving throws
they prefer to live alone in remote areas are applicable.
where they can conduct their research
and investigation undisturbed. Stone Bonus Spells and Acquired Powers:
towers on cliff sides or atop high hills An illusionist can memorize an extra
are ideal residences for diviners. spell at each spell level, providing that
Though they show little interest in ma- at least one of the memorized spells is
terial possessions, diviners earn money from the school of illusion.
by charging for their services as seers,
fortune-tellers, and finders of lost ob- When an illusionist reaches 18th
jects and persons.
level, he adds a +1bonus when saving
Illusion
against illusions cast by non-
Description: Spells from the school illusionists. (Sincethis is in addition to
of illusion bend reality to create appar- his natural + 1 modifier, his saving
ent changes in the environment, in the throw bonus against these attack 60-
caster, or in other persons or creatures. effectivelybeaomes +2.)
These spells do not cause real changes
as alteration spells do, but instead alter When an illusionist reaches 20th
the way that creatures and persons per- level, he acquires the abili
ceive reality. This school includes both special dispel illusion spell
illusion and phantasm spells (thediffer- per day. The spell has a r
ences are discussed in the SpellAnalysis
section below). g time of 1.To cast
Specialist Name: Illusionist. matic or material components are re-
Allowed Races: Humans and gnomes quired. This spell enables the illusionist
are eligible to become illusionists. It’s to dispel any type of phantasmal
not clear why elves and half-elves are including th@e augmented by a
unable to speciaIize in this glamer; however, dispel illusion
though some speculatethat the
born magical resistancethat helps make Dispel illusion has a base chance of
them immune to charm spells also lim- success of 50 percent. For 6ach 1
its their ability to focus the magical en- experience that the illusionist
the caster of the phantasmal force, the
chance of sumess is increased by
cent. For each level the caster
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-levelm
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
Becauseof 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, prudent to memorize fire shield.
but they also make equally good lieu- Bonus Spells and Acquired Powers:
tenants and strategists. Because low- An invoker can memorizean extra spell A wise invoker realizes that the
level and medium-level illusionists
usually lack defensive spells, a party at each spell level, providing that at strongest spells are not necessarily the
must provide bodyguardsor other pro- best ones. For instance, assume that a
tection to keep them healthy; such illu- least one of the memorized spells is 10th-level invoker and his party are
sionistsare best kept in the center of the from the school of invocation/ about to venture into an unknown area
party when traveling.
evocation. where large numbers of hostile crea-
Illusionists enjoy the hustle and bus-
tle of urban life, and usually maintain When an invoker reaches 17th level, tures are rumored to live. Though the
well-furnished homes in the heart of a creaturesare numerous, they're also ru-
city. They usually have a host of friends he gains an additional +1bonus when moredto be low-level, perhapsno more
and acquaintances, and are loyal and than 3 HD each. The invoker has both
loving spouses. Illusionists earn a living saving against invocation/evocation lightning bolt and Melf's minute mete-
as entertainers, artists, mercenaries, ors in his spell book-which of the two
teachers, and shopkeepers. spells or against magical devices dupli- will be the most helpful? The damage
Invocation/Evocation cating the effects of these spells. With caused by a single lightning bolt ex-
his natural saving throw modifier, this ceeds that of minute meteors, but the
Description: This school includes effectively raises his bonus to +2. lightning bolt can be used only once,
two types of spells, both of which use while' minute meteors enables the in-
magical energy to create specific effects When an invoker reaches 20th level, voker to make up to ten attacks. A typi-
by bringing forth special forces that the cal 3 HD monster has about 12 hit
caster shapes into constructs of energy he gains another +1bonuswhen saving points. Undoubtedly, the lightning bolt
or constructs of matter. Evocation will wipe out a 3 HD monster, but much
spells use the natural magical forces of against invocation/evocationspells, ef- of the lightning bolt's power is likely to
the planes. Invocation spellscall on the fectively raising his bonus to + 3 . wasted. With luck, the minute meteors
intervention of powerful extradimen- will disable numerous 3 HD monsters.
sional beings. Oppositional Schools: The invokeris
It is wise to memorize powerful
Specialist'Name: Invoker. denied access to spells from the schools
Allowed Races: Only humans are of enchantment/charm and single-shot offensive spells (such as
able to incorporate the complimentary conjuration/ summoning. lightning bolt and fireball) when the
energies necessary to master the spells party expects to encounter high-level
of this school. Therefore, only humans Spell Analysis: This school offers the
are eligible to become invokers. monsters, and to memorize multiple-
Ability Requirements: Because of the specialist a range of spells of staggering shot spells (such as chain lightning and
powerful energies involved, a lifetime power. In fact, no school has a wider Melf's minute meteors) capable of dis-
of casting invocation/evocation spells abling a number of opponents when
is extremely stressful to a wizards variety of offensive spells available at low-level monsters are expected.
health. A minimum Constitution of 16 all levels.
is necessary to specializeas an invoker. Though the invoker wields great
The high-level offensive evocation
Saving Throw Modifiers: All oppo- power, it's important to remember that
spells are nothing short of devastating; his Armor Class is no better than that of
nents modify their saving throws by
-1 when attempting to save against an a single meteor swarm for instance, can any other specialist. An invoker armed
invocation/evocation spell cast by an inflict up to 160 hit points of damage.
invoker. An invoker adds a +Ibonus Accordingly, an invokercan be thought with lightning bolt, fireball, and a range
of other fcmnjdableoffensivespellsis still
of as the wizardly equivalent of the vulnerable to attacks. A party who re-
mightiest fighter; when armed with a peatedly sends their invoker on danger-
repertoire of invocation/evocation ous assignmentsalone or an invokerwho
spells, the invoker is easily among the consistently volunteers for such assign-
game's most powerful characters. ments is tempting fate; a single trap or
~ ~ ~ ~ e s s afcuecuuyted ambush can easily
The invoker also has access to a num-
mean the end d his life.
ber of potent defensive spells. Some of
Most Desirable Spells:
these provide protection against specific
types of attacks, such as shield and fire
shield, while others offer protection by
hindering the actions of all enemies
within the range of the spell, such as wall
of fog and shout. Generally, the spells
hindering enemy actionswill prove to be
more useful than spellsprotectingagainst
a specific type of attack, unless the in-
voker suspects that he will be encounter-
17
F 'I II
1
Low-Level: Magic missile is the most Invokersare naturalleaders: fearless,
inspiring, and authoritative. Their
potent 1st-leveloffensive spell. Fireball, courage on the battlefield is without t spells, or
lightning bolt, and Melf's minute mete- peer, and they perform as aggressors
alongside the most able fighters. Since creatures.
ors are killers, perhaps the best low- they are introspective, soft-spoken, and Bonus Spe s and Acquired Powers:
level offensive spells of any school. emotionally distant, invokers seldom
establish strong personal relationships. A necromanc r can memorize an extra
Wall of fog and web are the best low- spell at each 11 level, providing that
Invokerswill live anywherethey can at least one o the memorized spells is
level offensive spells. maintain their privacy. Common peo- from the schopl of necromancy.
ple willingly leave them alone, fearing
Medium-Level: There are three their power and even regarding them as made by undead
dangerous, and invokersdo little to dis-
medium-level spells whose multiple pel this reputation. They shun material bonus to +2.
possessions, needing only enough funds When a n omancer reaches 20th
forms make them particularly attrac- to finance their research. They primar-
ily earn money as teachers, though they I.,level, hegains heability tocast aspecial
tive; interestingly, they all are all cold- will occasionallysign on as membersof
adventuring parties in order to find form of speak ith dead onceper day. To
based spells. These include ice storms treasure.
cast the spell the necromancer must
(two forms), wall of ice (three forms), Necromancy merely point the subject and concen-
and Otiluke's freezing sphere (three tratefor one r und; no verbal or material
Description: This powerfulschool in- components e necessary. The spell en-
forms). Dream is a similarly attractive volves spells dealing with death and the ablesthe necro cer to ask questionsof
spell, sincethe invoker also gains access dead. These spells drain vitality from a single dead creature and receive an-
living creatures and restore life func-
to its reverse,nightmare. Shout, wall of tions to unliving creatures. Bones,
iron, and Tenser's transformation are blood, spirits, and apparitions are all
all effective as both offensive and de- associated with the magical energies
shaped and controlledby the specialists
fensive spells. Cloudkill and chain of this school.
lightning are excellent additions to any Specialist Name: Necromancer.
invoker's arsenal. Allowed Races: As in the school of
invocation/evocation,only the spirits
High-Level: Limited wish is limited of humansincorporatethe energiesnec-
essary to master the spells of necro-
only by the imagination of the caster mancy. Therefore, only humans are
and the parameters set by the DM (see eligible to become necromancers.
Ability Requirements: Since only the
the discussionof wish spells in Chapter most enlightened, strong-willed, and
7 for more information). Binding, with intuitivewizardscan becomespecialists
of this school, necromancersmust have
its six different forms, is a terrific defen- a minimum Wisdom of 16.
Saving Throw Modifiers: AI1 oppo-
sive spell. All but the mightiest of oppo- nents modify their saving throws by
nents will yield to an invoker armed -1when attempting to save against a
with one or more of the following: necromancyspell cast by a necroman-
cer, or against an attack from an un-
BigbyS clenched fist, incendiary cloud,
BigbyS crushing hand, energy drain, necromance
and meteor swarm.
turn and can ask up
Ethos: The school of evocation/
invocation attracts the most serious-
minded, intense, and determined
wizards. Most are single-rnindedly de-
voted to the mastery of their craft. In-
vokers of good alignment devote answers.
themselves to using their skills to pro-
mote goodnessand eliminateevil, will-
ing to sacrifice their lives if necessary. convey information
ave happenedto it af-
For evil-aligned invokers, the magic of
invocation is the key to their ascend-
ancy; to them, good is weakness and
evil is strength. Because specialists of
this school are men and women of ex-
tremephilosophies, invokers of neutral
alignment are rare. I
Spell Analysis Though the d o 0 1of acquire a numDer or spells from each or clone shouldcarefullyconsider 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
mantic spellscompare to thosefrom the choices, since their power has no paral- Ethos: The necromancer exhibits a
school of invocation/evocation. lel in spells from other schools (for in- fascination with life and death that bor-
ders on the obsessive. He is typically
Necromanticspellscan be sortedinto stance, it would probably take a brooding, humorless, and withdrawn.
9th-level wish to duplicate the effectsof
three gleneral groups. One group in- a 6th-level death spell). Casual acquaintances consider him to
cludes spells that imbue the caster or a be cold and hostile, but those who be-
person of the caster’s choice with spe- The necromancer doesn‘t exhibit
cial abilitiessimilarto the effects of cer- much magical strength until he reaches friend the necromancer may come to
the higher levels. A low-level necro- know him as a caring, complex individ-
tain enchantment and alteration spells. mancer of 6th level or lower might con-
tribute little to a party‘s defensive or ual whose emotionsrun deep. The nec-
Chill touch, enervation, death spell, offensive capabilities. A low-level nec- romancer can be a valued and
and finger of death are examples of this romancer requires extra protection trustworthy companion, but he is also
type of spell. The majority of this group from his companions; he must also prone to bouts of depressionso extreme
are extremelypowerful offensivespells; adopt a realistic attitude about his ef-
death spell and finger of death in partic- fectiveness in combat and avoid taking that it becomes difficult for him to in-
ular are effective against a wide range teract with others to any meaningful
of opponents. A necromancer armed unnecessary risks. However, once the degree.
with a repertoire of these spells bolsters necromancer gains access to the
his party‘s offensive capabilitiesconsid- middle-level and higher-level spells (at Continual exposure to forces associ-
erably. Reincarnation can be consid- 6th-level and above), his capabilitiesin-
ered part of this group, since it imbues crease at a rapid rate. He needs only to ated with undead creatures can have a
the subject with a special ability; live long enough to get there.
namely, a second chance at life. corrupting effect on wizards with even
Most Desirable Spells: the slightest inclinations toward evil.
A secondgroup of necromancyspells Low-Level: The low-level spells are
includes those that create creatures or somewhat weak, although chill touch, Consequently, the number of evil-
physical forces to fight on the caster’s spectral hand, and vampiric touch are aligned necromancersis rumored to far
behalf. Spectral hand and animate dead all good offensive spells. Hold undead outweigh the number of those of good
are examples. Summon shadow is also and detect undead will be invaluableif alignment. Neutral necromancers are
included in this group, although in this the wizard or his party will be ventur- virtually non-existent; in general, a
case, an actual creature is summoned ing into catacombs, burial grounds, or necromancer either has a will strong
other places where such creatures are
rather than created. Since these spells likely to be encountered. enough to resist the lure of darkness, or
enhance the caster’s ability to inflict Medium-Level: All of the spells in he submits to the corruption and de-
this group are exceptionally strong.
damageon opponents, they can be con- Magic jar and reincarnationare unique votes himself to a life of evil.
in their utilities, their powers compara-
sidered offensive spells. ble only to that of a wish. Death spell, Befriending a necromancer will try
A third group of necromancy spells enervation, summon shadow, animate the patience of even the most under-
dead, and contagion all have a variety standing character. Since necromancers
enables the caster to affect the actions of uses on the battlefield. prefer solitude to companionship, and
of other creatures, usually undead.
Hold unclead, contagion, and control High-Level: There are only a few silence to conversation, it is little won-
undead are examples. Since these spells high-level necromancy spells, but all of der that few of them have spouses; the
inhibit the attack capabilitiesof the af- them are extremelypotent. Control un- best mate for a necromancer is another
fectedcreatures, they can be considered dead, finger of death, and energy drain necromancer.
defensive spells, althoughin the case of can make the mightiest opponents
control undead, the affected creatures tremble. Wizards planning to employ In spite of their reticence, most good-
can also be used to attack enemies. aligned necromancers are unshakable
in their determination to confront and
The majority of the necromancer’s extinguish evil and will join like-
spells probably won’t come from just
one of thesegroups. More likely, he will minded individuals to undertake these
typesof missions. Understandably,nec-
romancersmake poor leaders, but they
are valuable additions to adventuring
parties. Not only do necromancers
wield unmatchedpower, their familiar-
19
Frhnnlc nf Mauir
ity with the worlds dark forces makes after he abandons his school to become A Word About Minor
them virtually fearless. On the other a mage. He loses all saving throw bo- Schools
hand, much to a leader's chagrin, a nec- nuses at the time of his conversion (for
romancer does not always follow or- lesser Divination
ders automatically; a necromancerwho instance, he no longer receives a +1bo-
disagrees with his party's strategy may ells of 4th-level and
simply strike out on his own. nus when making saving throws ely known as the
against spells of his former specialty in lesser divination.
Necromancers live as far from civi- that are cast by other wizards). r" is used informally
lized regions as they can, establishing
residences in ancient castles, deep ca- Once he abandons his school, a an examination of the
verns, or even abandoned crypts. They former specialist's chances of learning as greater divination
spend most of their time engaged in ar- new spells are affected as follows: school; every other
cane research, reading, studying, and
writing. When attempting to learn a spell of spells, they cannot
his former specialty, he no longer re- er divination spells at
Necromancers seldom have careers, ceives a bonus (e.g., an illusionist who percent on the Intelli-
though they occasionally earn money abandons his school no longer receives a conjurer or an illu-
as teachers and mercenaries. High-level
necromancers simply order undead a +15 percent bonus when attempting
creatures to fetch them treasure when
funds are low. to learn illusion spells).
When attemptingto learn spellsfrom
With the D M spermission, it is possi-
other schools, he still suffers a penalty
ble for a wizard to abandon a specialty, (e.g., an illusionist who abandons his
but the restrictionsand penaltiesfor do- school still has a -15 percent penalty
ing so are severe. when attempting to learn spells from
the schools of alteration, greater divi-
Mages nation, enchantment/charm, and
conjuration/ summoning).
M a w cannot abandon their careers
to become specialists. Once a wizard When attemptingto learn spellsfrom
decides to become a mage, he must re- schools in opposition to his former spe-
main so for the duration af his career. cialty, his chance is computed accord-
ing to the following formula:
Specialists
Percent chance = 1/2 (base chance to
A n y specialist can abandon his
school, but only to become a mage. A learn a spell -15 percent)
specialjst cannot become a specialist
from a different school. For instance, a former necromancer
with an Intelligence of 13wants to learn
A specialist's decision to abandon his an illusion spell. Since necromancy is
school to become a mage is one of the schools that was in opposi-
permanent-under no circumstances tion to his former school, his chance to
can he again become a specialist of his learn the spell is 1/2 (55-15), which
original school. equals 20 percent.
A specialist keeps all of the spell bo-
nuses that he had prior to his conver-
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-
cal explanation for the existence of any non-specialist has a 30 percent penalty.
All lesser divination spells are also new minor schools. It‘s possible, for in- Both the specialist and the non-
stance, that the minor school of lesser
considered to be part of the school of specialist have 15 percent (or 30 per-
illusionswas createdby the administra- cent) bonuses.
greater divination. Therefore, a diviner tion of an academy of magic to accom-
has a 15 percent bonus on the Intelli- modate students who lacked the Careful judgement should always be
gence Table to learn lesser divination exercised when adding new minor
spells; for instance, a diviner with an aptitude to become full-fledged illu- schools. Remember that the more ac-
intelligence of 15 has an 80 percent sionists. The minor school of cess charactershave to magic, the more
chance of learning any lesser divination abjuration/necromancy might have powerful they become. And the more
spell. been developed by an ancient clan of powerful the characters are, the harder
it is for the DM to maintain play bal-
New Minor Schools good-aligned wizards to help protect ance. In general, the following twn
guidelines should apply:
I them from attacks by a rival band of
abjurers allied with a force of undead. A minor school shouldinclude only a
Do oiher minor school$ of magic ex- handful of low-level spells, none of
ist? That’s a decision for the DM. De- All wizards, regardless of their spe- them higher than 4th-level. Four or five
pending on the DMs style and the cialty, should have access to the spells 1st-level spells, two or three 2nd-level
of any minor school. If he wishes, the spells, one or two 3rd-level spells, and
parameters of his campaign, he could DM may assign bonuses and penalties one or two 4th-level spells are suff
select a small group of spells and assign to the various specialists’ chances of
them to a minor school. For instance, a cient.
minor school of lesser illusions could learning the spells of a related minor
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 malminoosrtsecvheoroylscwamillpbaeiglens,soenr ediovfinthaetitowno’
includeall abjuration and necromancy
spells of 1st level. 15 percent (or 30 percent) penalty.
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 with light and darkness, while spells
color to the campaign, and allow the A new school shouldn't be too weak. from the healing sphere deal primarily
DM to put his own mark on the game. On the otherhand, playerswon't be in- with curing.
Designing new magic schools is one of terested in a school that doesn't offer
the DMS toughest jobs, but it can also them a measure of power comparable Unlike the priest, a wizard isn't
be one of the most rewarding. to what's available in the existing bound to a particular deity, and'there-
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
procedurefor creating schools of magic should be. mastershis spells in much the sameway
from scratch. We'll demonstrate the that a professor learns and masters a
process by creatinga brand new school A new school must be described pre- particular science. This is why the wiz-
right before your eyes-the school of cisely. Magical effects are difficult ard class is a function of Intelligence.
metamorphics. Wizardly schools focus on general cate-
enough to adjudicatewhen their defini- goriesof magical energy and effects and
A t the end of this book is a blank tions are detailed and specific. When encompass a wide variety of spells.
planning sheet. This may be copied to they're indefinite and ambiguous, it's
help you design your own new schools. nearly impossible to make consistent To preservethe integrity of these dif-
rulings and avoid frustrating players. ferences between wizard magic and
The Basics of Creating priest magic, any new wizard school
Type of Magic should avoid focusing on magical ef-
Schools fects stemming from one particular
The first step in designing a new condition or thing. Instead, the school
Before creating a school, following school is to decide what type of magical should be concerned with the manipu-
are a few general guidelines to keep in energy will be wielded by the specialist lation of general energies and forces.
mind. and how that energy will manifest it-
self. The type of magic must be general Categories of Effects
New schools should be unique. A enough to encompassa variety of spells
and effects, but it also must be specific Confused?Consider the following.
new magic school should not overlap enough to differentiateit from existing Just as electrical energy or mechani-
any of the existing schools. Since the schools. cal energy can be harnessed to accom-
eight major schools cover a lot of plish specific tasks, it is also possible to
ground and there are already hundreds Before examining the specifics, channel magical energy to accomplish
of spells in the A D & W game, this is not consider the differences between the specific results. But while electricaland
as easy as it sounds, Not only should magic of wizards and the magic of mechanical energies are limited by
the DM avoid new magic schools priests. Though some duplication physics and other natural sciences,
whose spells duplicate the effects of ex- exists-both have access to necroman- magical energy knows no such mun-
isting spells, he should also avoid tres- tic and summoning spells, for dane boundaries. Magical energies can
passing on the priest's territory. For instance-the way they acquire spellsis be channelled to produceany of the fol-
instance, a school of magic focusing on strikingly different. lowing list of effects.
healing spells isn't a good idea, since it Transformation: When this type of
conflicts with one of the priest's special Priests vs. Wizards effect is produced, an object or condi-
areas. tion is changed to give it different phys-
Priestsare granted the use of spellsby ical propertiesor new special abilities.
A new school shouldn't be too pow- deities of specific mythoi. Each deity Creation: When this type of effect is
erful. The existence of a school whose has authority over particular groups of produced, an object or conditionis cre-
concepts, forces, and things, and these ated that did not previously exist.
spells can destroy dragons, level cities, Requisitioning:When this type of ef-
and render the caster invulnerable groups are called spheres. A priest's al- fect is produced, an existing object or
makes it extremely difficult for the DM legiance to his deity gives him accessto
certain spheres of magic that reflect the
to maintain play balance. It's next to deity's special interests. Consequently,
impossible for the DM to invent suit-
able challenges for wizards wielding
that much power, ultimately making
22
conditionis summonedfrom 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
described above: Transformation, Cre- decide that the spells from our school
Paranaturalism: This type of effect ation, Requisitioning, or Paranatural- will deal with physical transformations
involves the manipulation of forces and ism. If you know what type of school only. Further, all of our physical trans-
phenomena that exist beyond the con- you plan to design, the choice of cate- formations will be permanent (subject
fines of the material world and the laws gory probably will be obvious. If you to the usual limitations, such as cancel-
governing it. (This can also be consid- do not yet have any ideas about-your lation by dispel magic).
ered a catch-all category that includes school, pick any of the categories-it’s
effects not covered in other categories.) a good place to start. (If your choice of Throughout the remainder of this
categories seems less appropriate as chapter, we’ll continue to develop this
All of the existing schools of magic your school develops, you can always school as a demonstration.
can be assigned to these categories. pick another.)
Name of the School
The schools of alteration, enchant- 2. Definewhat specific type of effects
mentlcharm, and abjuration all in- these channelled energies will produce. Onceyou have an idea for a school, it
volve Transformation. If it is a Transformation school, what needs a name. If an obvious name
types of things or conditions will be doesn‘t suggest itself, as it did for the
The schools of illusion and transformed? If it is a Paranaturalism school of illusion, check a thesaurusfor
invocation/evocation involve Crea- school, what type of paranatural ener- synonymous words or evocative
tion. gies or forces will be involved? phrases. Fantasy literature is another
good source for names.
Conjuration/summoning involves 3. Ensure that the definition of the
new school does not resemble the defi- Since our new school deals with
Requisitioning. nitions of existing schools too closely. change, we checked the thesaurus for
Compare them with the school descrip- synonyms and found metamorphosis, a
Divination and necromancy involve word that is descriptive, has a nice
Paranaturalism. tions in Chapter I. scholarly ring to it, and even sounds a
little mystical. We’ll christen it the
Although some overlapping occurs How It All Works school of metamorphics.
(for instance, magical energies that
Requisitionexisting objects may Trans- To illustrate this procedure, a new Name of the Specialist
form them as well), all magic schools school is created here. First, one of the
channelmagical energiesto producethe categories of channelled energy is cho- Specialistsusually derive their names
effects defined in these four categories. sen. The school will involve changing from the names of their schools by
one type of item into another, so the changing the suffix. Thus, from abjura-
What differentiates one school from choice is the Transformation category. tion comes the abjurer, and from illu-
another is the type of effects produced. sion comes the illusionist. Most of the
For example, both illusion and Next, we define the type of Transfor- time, this technique is satisfactory.
invocation/evocation channel magical mation effects the school will produce.
energy for Creation.However, illusions This definition needs to be as clear as However, some schools simply do
create unreal objects and conditions; possible; writing down the definition in not lend themselves to wizardly-
invocations create objects and condi- a sentenceor two will put it on the right sounding names. For instance, the
tions that cause direct physical effects. track. Our school will feature spells word alterer is clumsy, so the school of
that cause an object or condition to alteration has opted for the less awk-
Defining the Effects of a New change into a different but related ob- ward transmuter for the name of their
School ject or condition. That description is specialist. We have a similar problem
vague, but good enough to get started. with our school of metamorphics-
To begin the design of a new school, both metamorphist and metamorpher
the DM must first define the type of ef- Is this school sufficiently different are clumsy. Returning to the thesaurus,
fects it produces. Any definition is from existing schools? Our school we find the word transfigure. We can
likely to be vague. But at this stage, it sounds very similar to the school of al- call our specialist a transfigurist.
should be. Unlike the intentionallyspe- teration, so it needs some adjustments.
cific priestly sphere, a wizardly school Since many of the alteration spells im-
must be general enough to accommo-
date a large variety of spells.
Use the steps that follow.
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 spellsfor
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
enoughnew 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
sametime, duplicationof 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.
enough90 that novice wizards will con- Do any of the PH spells (or any of the
sider specializingin 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 alterationspells transmute
c Spells rock to mud and transmute water to Checking for Duplication
dust are perfect for our school of
h spell, since they
metamorphics-they both cause one victim‘s life.3ut the
A new school doesnot need an exten- substance to change to another, they Checking for Play Balance
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.
There are other likely candidates
best, adding new spells as required by
from the PH spells for our school, but
the campaign and the players.
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.
approximatelythe 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 ofspells, 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-
cialists can begin their career ally be developedto fill in the basic spell
Table 1:Minimum Spells list. Although the DM makes the final
decisions when designing spells for a
or A New School new school, the contributionsand 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
3rd monsters and functions of magical de-
4th 2
vices. The DM and his players might
5th 2 also discuss encounters or battles from
6th
7th 2 previous adventures and decide what
2
8th 1 types of spells would have been useful
1
9th 1 for the wizards.
The DM (with the assistance of the
players) should then assigna spell name
24
ance. hhdgine that the wizard empl 1- i /Ill
a particular spell every day-will con-
stant use have any significant long-term bility), or they can be general types Table 2: SUIgLll;lg-l ested Maximum
effects on the balance of the game? with no specific characteristics (such as
Damage of Spells by Level
Consider our potential metamorphic the subjects of charm monster). Usu-
spells. Evaporate won’t have any pro- Level Maximum Damage
found effects on the game, assuming it ally, higher-level spellsare able to affect cbf Spell (inhp)
has reasonable limitations (for in- high-level (or high HD) subjects that
stance, evaporating an entire ocean have no specific characteristics-finger 1st 2-5 (ld4 +1)
of death is a good example. 2-8 (2d4)
shouldbe prohibited). A t best, blood to 2nd
dust means one less opponent per day. Are victims allowed a saving throw 3-18 (3d6)
to avoid the effectsof the spell? Disal- 3rd d-20 (4d4 +4)
But improved armor presentsa prob- lowing a saving throw for 4th ‘10-25 (5d4 +5)
lem. Since our metamorphic spells are would normally have o 5th
permanent, wouldn’t a transfigurist im- boostsit to a higher level. F 6-36 (6d6)
mediately improve all of his party’s ar- the 5th-level cone of cold allows a sav- 6th 10-60 (10d6)
mor as much as he could? Is this fair? ing throw to reduce a victim’s damage 7th 10-80 (1Od8)
We can’t make the effects temporary, or by half. If such a throw were not al- 8th-9th
we’re violating the definition of our lowed, the spell would be significantly
school. Let’s throw out improved ar- more dangerous and would belong in a * Spells of 7th-level through
mor and invent another spell later. higher level.
level are differentiated by the nu
Determining Effects and If the spell causesdamage, what is the
Levels maximum? It would be grossly inap- of subjects destroyed and speci
propriate for any 1st-level spell to in- strictions on death. For instance, a 7th-
Once the inappropriate spells have flict 100 hit points of damage. level spell might destroy only a single
been discarded, we need to define and Similarly, a 9th-level spell should be ca- subject, while a 9th-level spell could de-
describe the specific effects of the re- pable of inflicting a significant amount
maining spells, then assign them to of damage. stroy several.A 7th-level spell might al-
levels. The descriptionof a spell should
cover its typical uses, but it is unneces- Table 2 suggests the maximum low a saving throw, while a 9th-level
sary-and realistically, impossible-to amount of damage a spell of a particu-
deal with every possible application. lar level should be allowed to inflict on spell might not. A 7th-level spell might
More importantly, the description a single enemy. These figures are gen-
should cover the spell’s limitations in eral guidelines only, and can be altered allow resurrection attempts, a 9th-level
detail; not only do precise limitations by any number of variables. For in- spell mieht not.
make spells easier to adjudicate, they stance, if a hypothetical3rd-level flying
are easier to assign to levels. sword spell has only a 10 percent I f the spell causes damage, do victims
chance of hitting its target, its maxi- get a saving thrQw?Of the spells in the
Here are some points to consider mum amount of damage could be justi- Player2 Handbook, many of them a1
when assigning limitations to spells: fiably higher than 3-18 hit points. low the victim comake a saving throw
in order to reduce or eliminate the po-
How many subjects can be affected Remember that the inflicted damage tential damage. Though it is unneces-
by the spell? Generally, the more sub- of certain spells may vary according to sary to allow saving throws in every
jects affected, the higher the level of the the caster’s level; for instance, fireball case, this is a good way to add balance
spell (compare invisibility to muss in- causes ld6 hit points of damage per
visibility, and charm person to mass level of the caster. (Table 2 gives the to what otherwise might be an espe-
damage for a spell cast at its base level; cially dangerous spell. There are three
cham). if our hypotheticalflying sword spell is
3rd-level, but can be cast at higher options to consider.
What t h e of subjects can be affected levels to inflict more damage, Table 2
b y the spell? Subjects can be low-level indicates the maximum amount of 1.No saving+row. This option max-
damage it can cause when cast at its
or high-level (or low HD and high HD). lowest level.) imizes a spell’s lethality.
2. Half damqge. This option mean
They can also have specific characteris-
that the charamr suffershalf-damage .
his saving throw is successful. This i
less lethal than a spell with no savin
throw, but more lethal than the follow-
ing option.
3. Negate. N s option means that the
character sufferb no damage if his sav-
ing throw is successful. This is the least
lethal option of all.
26
tNote hat saving throwsneed not al- increasing the area of effect. (For a ber that these are general guidelines
lower level, decrease the area of effect.) only, and are not appropriatefor every
ways l saving throws vs. spells; con- type of spell. Many spellshave an effec-
sider * rent types of saving throws Increasethe power of the spell so it tive range sf 0, meaning they affect
for spel s of higher levels (in every case, eliminates the attacker altogether. only the caster. Others affect only a
touched subject. Those spellswhose ef-
howeve ,only one type of savingthrow Does the spell increase or decrease a fects are permanent until negated have
should e allowed). A saving throw vs. subject's saving throw modifier? Penal- no set duration.For some spells, such as
ties and bonuses to the subject's saving extension, area of effect is irrelevant.
spells i always an option, no matter throw alter the effectiveness of a spell.
what tHe level of spell, but here are Consider again our hypothetical 3rd- When the DM has finished defining
some alternatives: level flyingsword spell. Assume that it
inflicts 1-10 hit points of damage on the effects of a new spell and has as-
For spells of 3rd-level and 4th- subjectswhen used at night, and that a signed it to a level, the spell should be
level, uge save vs. rods. saving throw negatesthe damage. If the compared to the existing spells of that
level. If the new spell is clearly weaker
For spells of 5th-level and 6th- subject is allowed a +2 bonus, it might or excessively more powerful than
level, uge save vs. paralyzation.
be more appropriate to assign flying spells from the same level, the DM
For spells of 7th-level, 8th-level, sword to 2nd-level. Conversely, if no
and 9th+level, use Save vs. death. saving throw is allowed at all, the spell should either assign it to a different
might belong at 4th-level. level or make adjustmentsas suggested
I f the ispel1is defensive, does it inhibit above to make it comparable. In gen-
Is the effect of the spell permanent? eral, the illusion and divination spells
!heenle*yS ability to aMuck, or does it Spells whose effects are temporary are are the least powerful, and the necro-
less powerful than those whose effects mancy and invocation spells are the
3ffer direct protection from damage? are permanent. (Remember that few most powerful; a new spell should be
Generally, spells that defend against a spells are literally permanent, since dis- checked against these first.
specific)ype of damage (such as protec- pel magic negates their effects in most
tion from normul missiles) are lesspow- cases.A limited wish or wish can negate Let's return to our two new spells for
almost any spell.)
erful than spells that protect against a the school 04 metamorphics. Evapora-
What are the spell's duration, range, tion causes a quantity of water or other
general category of damage (suchas mi- and area of effect? Longer durations, inorganic liquid to instantly turn to va-
nor globe of invulnerability), and spells ranges, and areas of effect translateinto
that prdtect the caster or subjectsof the more powerful spells. Adjusting these por, just asif the sun had evaporatedit.
caster's choice (such as protection from elementsis a good way to modify a spell It will not inflict any direct damage
evil) arq less powerful than spells that to assign it to a higher or lower level. (evaporating the blood or other organic
inhibit the enemy's ability to attack For instance, if flying sword persists for liquids of a creature is forbidden).
(such ad wall of fog). The highest-level only one roundllevel and has a range of Evaporation is difficult to perceive as
defensivespells tend to be those that get 30yards, it belongs in a lower level than providing meaningful defense for a
rid of the attacker (such as dismissal if it persistedfor one turdlevel and had party. Euaporation is destined to be a
md imprisonment.) a range of 100yards. low-level spell, probably 1st-level.
If a Dbl has designeda defensivespell There are no minimum or maximum Range? Most 1st-level spells h a w a
requirements for durations, ranges, or range of 30-60 yards; since evaporation
that he wants to modify so he can assign areas of effect, as long as the DM stays is relatively weak, we will give it a
it to a higher level, he can do one or within the bounds of reason. For in-
more of the following: stance, a range of 1mile/level sounds higher range of 60 yards.
ridiculouslyhigh for any 1st-level spell. Area of effect? Most 1st-level spells
In rea% the types of damage
A good place to start for establishing affect an area of 10-30 yards (or10-30
1against hich it protects. (To assign the foot-radius, or 10-30 foot cube). In this
durations, ranges, and areas of effect is case, we will give evuporation an area
aspell to lower level, decrease the types 1 round/level (duration), 10 yards/
level (range), and a 10-footcube or one of effect of a 20-foot cube + 10-foot
of dam+je.) creature/level (area of effect). Remem- cube/level. (Thismakes the spell more
'"ItIn+ase thenumberof subjectsthe powerful as the wizard increases in
spell pr tects, usually by increasing the level.)
area of effect. (For a lower level, de-
crease area of effect, or have the
spell p vide protection for only the
caster.)
ase the number of opponents
whose attack abilities are reduced.
Again, his is usually accomplished by
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
components to make it easier to cast
in the PH shows no major discrepan- We’ll give our 1st-level evaporation might be a reason to create a higher
spell a casting time of 1and our 7th- level version of a low level spell.
cies. The definition of evaporation still
needs more tightening. We need to de- level blood to dust a casting time of 1 4. Still can’t decide?When in doubt,
termine whether it affects liquids con- require all three components; most e--
cealed in containers, rain, quicksand, round. isting spells use all of them.
and lava, and other limitations it has.
Components As for the precise nature of these
Looking at blood to dust, it belongs components, be guided by common
in a higher level becauseit causes death. Every spell has one or more compo- sense and imagination. Material com-
We will decidethat blood to dust causes ponentsshouldrelateto the effect of the
all of the blood of a singlevictim to turn nents. There are two ways to determine spell. Check existing spells for compo-
to dust, instantly killing it. It is cer- the componentsfor a new spell: nent ideas and comparisons.
tainly not as powerful as a 9th-level
spell (the 9th-level power word, kill can 1. Locate existing spells from the We’ll decide our evaporation spell’s
destroy several creatures at once); let’s Player’s Handbook that are similar to material component will be a drop of
place it at 7thlevel and give it a range of the new spell and assign similar compo- water.
60 yards (comparableto other 7th-level nents. For instance, finger of death is
spells). similar to our new blood to dust spell, Allowed Races
Checkingthe existing 7th-level spells, so we’ll decide that blood to dust has Not all races can become specialists
we discover finger of death, a spell not verbal and somatic components. of all schools. Usually, these limitations
unlike blood to dust. Finger of death is are due to a particular race’s body
more powerful, since it can destroy any 2. Assign the components randomly. chemistry, mental or emotional predis-
creature, even those without blood, but If thissoundstoo arbitrary, considerthat position, magical resistance, or cultural
it also allows a saving throw. To bal- the components of a particular spell
ance blood to dust against other 7th- were likely determined by the wizard restrictions. The history of the DMs
level spells, let’s say that victims of
blood to dust are not allowed saving who originallyresearchedit. A common campaignworld might also suggest lim-
throws. Further, undead, monsters itations.
from other planes, and monsters with assumptionis that two wizards working
more than 4 HD will be immune to If the DM imposes racial restrictions
blood to dust. With further adjust- independently could discover the same
ments (Can the affected subject be res- spell; it is unlikely that they used exactly on a new school, he should present jus-
urrected or raised? Can the corpse be the same components. For our evapora- tification for them. For instance,
animated to become a zombie?), we‘ll tion spell, we’ll use verbal, somatic, and gnomes are restricted from specializing
have a powerful but balanced 7th-level in our school of metamorphics. The
spell for the school of metamorphics. material components, the most common
combination. reason? A thousand years ago in our
Casting Times
Instead of choosing a specific set of campaign world, a brotherhood of
All spells must state their casting transfigurist gnomes accidently devel-
components for a new spell, you can oped a metamorphics spell that perma-
times. A guidelineis to make the casting determine them randomly by rolling nently transformed a city of gnomes
ld20 on Table 3. If you get a result that into a field weeds. The gods were so up-
time equal to the level of the spell (a contradicts the conditionsunder which set by this carelessness that the transfi-
7th-level spell has a casting time of 7), the spell is cast, roll again. gurist specialty has been forbidden to
but casting times of one or more rounds
are also common. Complex spells Table 3: gence score of1 at least 9 to become a
might have casting timesof one or more Random Determination
turns. Avoid short casting times for of Spell Components
high-level spells and excessively long
d2O Roll Components
1-14 V,vS,,sM
15-17
18-19 V,M
20
V
3. Consider the level of the
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-
School Type of Effects
stances should it be higher than 13.
Alteration Transformation
AU specializations require a mini- Enchantment/Charm Transformation
Abjuration Transformation
mum score in a secondary ability. This Illusion Creation
minimum score should be at least 12, Creation
but no higher than 16. Wisdom, Consti- Invocation/Evocation Requisitioning
tution, and Dexterity are the most com- Conjuration/Summoning Paranaturalism
mon secondary ability requirements, Divination Paranaturalism
but Charisma and Strength are also Necromancy
possible. Remember that setting the
ability requirements high will keep the beginners. When a transfigurist reaches All specialists use Table
number of specialists low, and vice 10th level, he is allowed-but not of the Player’s Handbook
versa. required-to wear a red cloak to sym- the number of languages they can learn
bolize his competence. (in addition to their native tongue).
Because some of the somatic compo-
nents for metamorphic spells require Experience Levels and Certain types of specialists may be able
precise execution, we will set a mini- Spell Progression to exceed these limits. Eligible special-
mum k t e r i t y score of 15 for special- ists might include those with exception-
ists in the school of metamorphics. All existing schools use the experi- ally strong academic backgrounds or
ence level progression and spell pro- those who devote a large amount of
Clothing gression given on Tables 20 and 21 on
page 30 of the Player’sHandbook. New their spare time studying new tongues.
Though none of the schools de- schools should use these, too. It is pos- The types of effects createdby a par-
scribed in Chapter 1have any specific sible to devise new tables from scratch,
dress requirements, a new schoolmight but this creates considerable work for ticular wizard might also suggest an ex-
require (or strongly suggest) that its traordinary aptitude for languages; for
specialistswear distinctivegarb to indi- the DM,adding unnecessary complica-
cate their status. example, wizards specializing in Trans-
tions and an increasedchance of an un- formation magic might not seem to
Not all specialists of a school would balanced campaign. In any case, have any particular affinity for lan-
necessarily adhere to this dress code. specialists should not be allowed to guages, but those specializing in Crea-
Perhaps only graduates of a particular progressmore quickly than the Player’s
academy would wear distinctive garb. Handbook tables allow. tion might (since they’re involved in
Perhaps only 1st-levelspecialistswould producing conditions that didn‘t previ-
wear it. Perhaps it is worn only by high Hit Points ously exist, which could include com-
level specialists as a symbol of achieve- munication skills)
ment. All such distinctions are the deci- AU existing schools use 4-sided dice
to determinetheir specialists’hit points. If a new Specialist is to n
sion of the DM. Caution is advised- The power wielded by a specialist, es-
pecially in the higher levels, more than tional language skills, keep t
obvious identifying garb can be a red compensates for his relatively low ing guidelines in mind.
flag to enemies who wish to wipe out number of hit points. If the specialist is
the members of a particular school. too weak, consider creating more A new specialist should
spells, adjusting the current spells to to acquire more than one language over
Dress requirements are not restricted make them stronger, or giving him ac- the limits given in the Player’s Hand-
to items of clothing. Rings, pendants, cess to spells from more schools. book. For instance, a specialist with an
anklets, and bracelets are all possibili- Intelligence of 9 should not be able to
ties. Likewise, certain colors might
symbolize graduates of a school, while learn more than three languages.
other colors might be forbidden. The DM should consider limi
For our metamorphics school, we extra languages to high-level specia
will require that 1st-level transfigurists ists; level 15 or higher is suggested, but
wear a red arm band to identify them as
the DM has the final decision. (In other
29
II 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 oppositethis 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 languageshould metamorphics most closely resembles neither extremely weak nor extremely
never be automatic. The DM should
oblige the specialist to locate a suitable the school of alteration. The school di- powerful. In thiscase, consider giving it
tutor, devote several hours a day to rectly across from alteration on Dia- two oppositional schools. One should
studying difficult texts, or invent some be the initial oppositional school, and
other requirementthat emphasizesrole- gram l is abjuration. Therefore,
playing. abjuration is the school that is in oppo- the other can be either of the adjacent
For the transfigurist, nothing about sition to metamorphics. schools. To decide betweenthe adjacent
his specialtysuggestsan exceptionalap- One to three oppositional schools
titude for languages, so he’ll be re- schools, choose randomly or choose
stricted to the language limits given in may be assigned to a new school. If the the one that seems less compatiblewith
new school is relativelyweak (the weak your new school.
the Player’s Handbook.
school of greater divination has only a We must choose the oppositional
Oppositional Schools single oppositional school), only one schoolsfor our new schoolof metamor-
opposition school may be needed. If phics. Since it is neither exceptionally
Each school lies in opposition to one your new school is relatively powerful, weak or powerful, we will assign it two
to three of the existing schools of magic.
The specialist of the new school will be it is appropriateto assign it as many as oppositional schools.
unable to learn spells from the schools We decided previously that the
that lie in opposition to his school. three oppositional schools.
Look again at Diagram 1. The school of metamorphics most closely
The first step in determining opposi- resembles the school of alteration. Ac-
tional schoolsis to decidewhich existing schools on either side of the opposi-
school most closely resembles the new cording to Diagram 1,the oppositional
school. In some cases, this is obvious; tional school are also optionsfor oppo- school of alterationis abjuration;there-
for instance, our new school of meta- sitional schools. For instance, fore, the oppositional school of meta-
morphicsis most like the school of alter- additionaloppositionalschoolsfor illu- morphics is also abjuration.
ation. For less obvious cases, you can sion are invocation/evocation and ab-
eliminate most of the possibilitiesby re- juration. If it’s appropriate for your According to Diagram 1, the adja-
calling which type of magic your new
school is derived from (see the Types of Diagram 1 - Oppositional Schools
Magic section above). A new school will
most closely resemble an existing school Illusion
derivedfrom the sametype of magic (see
Table4); for instance, if your new school Alteration rncnantmentl
produces Creation effects, it most
closely resembleseither the school of il- Evocation
lusion or invocation/evocation. Once
the choices have been narrowed to two Oppositional School
or three schools, it should be easy to Necromancy to School of Alteration
pick the school most like your new Oppositional School
school. If necessary, try comparing your
new spells to the existing spells in the to School of Alteration
Player’sHandbook.
When you’ve decided which existing
schoolmost closelyresemblesyour new
school, consult the oppositiondiagram
30
cent bippositional sJlools for ab- ing headachesin a transfigurist,making ing, safety, comfort,
it impossible for him to learn spells then it probably excl
or necromamcy would be from those schools.
but since tihe school of al-
Ethos
oose the o t h r combination.
the opposition schools for The final step in designing a new
school is creating a unique ethos. This
he ch&e af the second step is optional, but it adds color to the
school and makes it more interesting
for balwke, kt also for for the players. An ethos also serves as
a springboard for determining the per-
invent a rationale for the sonality af specialist characters.
schoo s F o r instance, the energies em-
ploye/h conj-tion/summaning and An ethoscan be anything from a sim-
abjav n &c might induce agoniz- ple outlineto a detailedprofile. Follow-
ing are some questions to consider
when designing an ethos for a mew
school.
Do the specialists of the school adhere
to any particular philosophy? Do they
share any pat-ticular goals? Such philoso-
phies and goals are often derived from
the nature of the magic studied by the
specialist. For instance, specialists from
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
that a transfigurist will leave the bulk of
and adherence to strict behavioral the fighting to others in his party.
norms, and discourages excessive self-
expression, it probably leans toward Do specialists of this school tend to
lawful alignments. If it encouragescre-
ative thinking, freedom of expression, have a lot of frienAs? Are they likely to
and spontaneous actions, it leans to- have spouses and families?This depends
ward chaotic alignments (this is partic- on the specialist'sphilosophy, goals, and
ularly true if it also encouragesdefiance personality. Unless the specialist is ex-
of written laws to achieve individual treme in one of these areas-for instance,
goals). If the school takes no particular if he is obsessive about the study of
position on the specialist's relationship magic, or if his field is considered repul-
with his culture and society, it probably sive or frightening(such as the school of
includes lawful, neutral, and chaotic necromancy)-he is likely to have an av-
specialists. (The school of metamor- erage number of friends and an average
phics takes no particular positions on chance at a successful marriage. (Since
these issues, therefore it is open to spe- transfigurists have no extreme traits, we
cialists of all alignments. Note that this will assume that they have a fair number
attitude about alignments is also con- of friends and are as likely as anyone to
sistent with the school's general philos- marry and raise a family.)
ophy of skepticism about absolutes
described above.) Where do these specialists prefer to
live? As mentioned previously, certain
Are any particular personality types schools tend to attract certain types of
people. If a school's specialists tend to
drawn to the study of this school? Do be outgoing and affable, they probably
prefer to live in an urban area. If they're
they tend to share any common eccen- brooding and anti-social, or if they're
tricities? Common likes or dislikes? conducting potentially dangerous re-
Would anything about your new school search, they probably live in an isolated
tend to discourage certain types o f peo- area. Usually, a specific location won't
ple or attract others? The school of suggest itself-specialists tend to live
metamorphics attracts students with a just about anywhere. We will make this
natural interest in the world around the case with transfigurists.
them. Since its spells change one thing
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-
ger to meet people and experience new
What'sthe relationship of the special- situations. In most cases, there will not
ist to other members of his party? Usu- be obvious pastimes applicable to all
ally, the type of spells available to a specialists of a school. This will be the
specialist will suggest his role in the case with transfigurists. They spend
some of their time doing research at
campaign. If the specialist has a lot of home and a fair amount of time out in
the world exploring and socializing.
offensive spells, he will likely be on the
front lines when the party goes to bat- How do the specialists typically earn
a living? Common occupationsfor wiz-
tle. A specialist with a lot of defensive ards include teaching, counseling, re-
searching, and advising. However, the
or reconnaissance spells might be a
good spy or investigator. Although we
haven't yet devised many spells for our
transfigurists, it looks like neither of-
32
Chapter 3: Wizard Kits
In Chapter 1,we discu$sedat leogth until the character acquires new profi- IIs this kit ppropriate to t
ciency slots; at that time, the new profi-
iqthe schools of magic despibed the ciency slots are filled by the former paign?Not all kits make sensefor
bonus proficiencies. campaign. If i is established that
Player's Handbook. In ahapter 2, we zons do not e 'st in the D M s ca
explained haw to design lnew sch When designing a new character,first world, he sh uld not allow players to
Speciabtionin a school determinethe character's ability scores,
way to individualize a wlzaa-d chqrac- race, specialization, and dignment. choose the mazon kit. The DM
ter, but it is not the only kay. i Once these elements have been de- shouldtell the playerswhich kitshewill
allow and w ich are forbidden before
to further cided, choose a kit for the new character.
need more infoma-
campaign. After choosing the kit and recording the
information on the character sheet, con- he DM might want to
Kits and Character tinue with the character's proficiencies,
Creation money and equipment, and other perti- jungle peninsula of
nent information. had little-if any-
wizard kits are anges in the kit? The
wizard character Kits and Schools of
without one. But Magic his campaign world.
chosen for a character. Kits are culturally-based. Generally, The Wizard Kits
any kit can be assigned to a specialist
rules into existing c from any school. An Amazon-one of
ing the playersand the several kits described below-might be
which kits are approp a necromanceror an illusionist, while a
be compatible with Mystic-another type of kit-could be
a diviner or an abjurer.
actions, his backgrou
However, there are occasional excep-
ferring negotiation t tions. Diviners, for instance, require a
high Wisdom score, but the Savage
player has made it Wizard-a kit associatedwith the more
primitive parts of the world-usually
the Savage Wizard kit. lacksthe necessary intuition and insight
Once a particular kit 'has beed as- to specializein theschool of greater div-
ination. Likewise, there are also some
signed to a character, it cannot be schools that favor certain kits.
changed. However, the +wader/ can
later abandon it if he wi&es, givink up All excluded schools and preferred
all benefits and hindrances. Bonus To-
ceptable if the DM rules that such a
Pficiencie (see below) are hot forfe ted. character is allowable in his campaign.
Instead, such proficiericias ard no Unless the DM determinesotherwise,
longer considered to be bonuses. The all kits are available to mages.
former banusproficiencieisare set +side DM Choices
Before allowing players to choose
kits for their characters, the DM should
look at each kit and consider several
factors.
specialist. When designing a character, Weapon Pro8iciencies: If you are us-
the player should compare the person- ing the Weapon Proficiency rules from
the AD&D 2nd Edition game, this entry
ality traits and attitudes 04 the charac-
ter’s school with those of his kit. If a indicates which Weapon Proficiency is
required for characters taking this kit.
conflict arises, the playep can choose
In some cases, a specific Weapon Profi-
whichever traits and attitudes he pre- ciency is required; in other cases, a
Weapon Proficiency can be chosen
fers, or whichever seem to make the
most sense for his character. For in- from among a list of recommendedpro-
stance, according to the abjurer’s ethos ficiencies.
in Chapter 1,an abjurer tendsto be gen- Nonweapon Proficiencies:If you are
tle and soft-spoken. However, a player using the Nonweapon Proficiency
rules, this entry indicates whether spe-
who chooses the Amazon Sorceress kit cific Nonweapon Proficiencies are re-
may decide that his Amazon Sorceress quired for characters taking this kit.
abjurer is out-going and boisterous, as However, unlike Weapon Proficiencies,
is appropriate to the Amazonian cul- the Nonweapon Proficiencies are bo-
ture of his campaign world. With the nuses. If a kit requiresthat the character
DM’s petmission, an out-going, bois- must have Astrology, then the charac-
terousAmazon Sorceressabjurer is per- ter gets that proficiencyfree, above and
fectly acceptable.
beyond the slots he is normally
In general, a character’s cultural granted. Even if such proficiencies be-
long to groups other than the Wizard or
background will have more influence General groups, the character still gets
on his personality than his school. them as bonuses at no charge.
Therefore, if a player cannot decide be-
tween the personality traits associated If the kit grants a Nonweapon Profi-
with his school’sethos and the traits as- ciency that the wizard already has be-
sociated with his character’s kit, he cause of his specialization, the
should give more emphasis to the kit
traits. character receives insteadone extra free
Barred Schools: This entry explains Nonweapon Proficiency slot. He may
which schools are inappropriatefor the spend this free slot on any specializa-
kit. Though the DM is free to make ex- tion of his choice.
ceptions, it is usually not a good idea to
Some Nonweapon Proficiencies are
assign a kit to a specialistfrom a barred
recommended, not required. In such
school. cases, the character is not required to
take the proficiencyif he does not want
Role This section describes the role it. If he takes a recommended profi-
ciency, he spends the normal number of
of a particular wizard in his society and his available proficiency slots.
in his campaign. For instance, an Ama- Table 38 on page 55 of the Player’s
zon Sorceress has a different cultural
Handbook lists Nonweapon Profi-
role than a Witch, even if both are ciency crossovers for various groups.
The crossover groups that apply to
enchanters.
Secondary Skills: If you’re using the mages and illusionists also apply to spe-
Secondary Skills rules from the cialists from all other schools; that is,
AD&D@2nd Edition game rules, then a any specialist selecting a Nonweapon
Proficiencyfrom the Wizard or General
kit may require a character to take a
specific&ill instead of choosing or roll- groups shown on Table 37 (page 54-55
ing randomly for it. (When choosing
kits for characters, we suggest you use of the PH) spends the listed number of
the Weapon and Nonweapon Profi- proficiency slots. When any specialist
ciency rules instead of the Secondary
Skills rules.)
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 Elf 100-175 +1 +3
Gnome +2
thus receivinga +5 reaction adjust- Half-elf 176-233 +3 +O
t, subtract that number from the Human +4
ie roll-do not add it. Otherwise, the 234-350 +1 +1
re Charisma a character has, the +2
se the reaction of the NPCs. 351 + +2 0
+3 +1
The Kits 60-100 +1 +1
101-133 +2 +2
Academician +2
134-200 +3
Description: The Academician is a +1
learned scholar whose love of knowl- 201 + +1
edge is matched only by his preoccupa-
tion with research. He is fascinated by 15-62 +2
magic in all its forms and enjoys noth- 63-83 +2
ing more than poring over arcane texts
and experimenting with exotic magical 84-125
devices.
126 +
The Academician spends so much
time involved in intellectual pursuits 15-45
that he tends to neglect his physical 46-60
e is not a particularly good 61-90
fsikghiltlesr*a5n3qvoids combatwhen he can, 91 +
preferring negotiationand parley to vi- is intrigued by all the schools of magic, player may choose from the followin1
olence. Still, he recognizesthe necessity but is especially drawn to schools with Dagger, Dart, Knife, or Sling.
of combat in certain instances, and will a wide range of spells, including altera-
fight valiantly when required. tion, illusion, and invocation/ Nonweapon Proficiencies: Bonus
Proficiency: IZeading/Writing. Recom-
Academicians can be found in virtu- evocation. mended: (General) Artistic Ability, Eti-
ally any culture, but they are most Barred Schools: There are no barred
likely to come from large urban areas quette, Heraldry, Languages (Modern);
that provide ready access to libraries, schools for the Academician. (Wizard) Ancient History, Astrology,
museums, laboratories, and other Role: In his homeland, the Academi-
resources. Herbalism, Languages (Ancient), Spell-
cian is a respected member of society, craft; (Priest) Local History.
A character must have a minimum valued for his skillsas a teacher and ad-
visor as well as for his seemingly Special Bemefits: The Academician
Intelligenceof 13and a minimum Wis- endless store of knowledge on a variety receivesboth of the following benefits:
dom of 11to become an Academician. of subjects. Most likely, he will fill simi-
lar roles in a campaign. 1.Academicians maintain an exten-
There are no special rules for aban-
doning this kit. A n Academician who In spite of his somewhat sedentary sive correspbndence with scholars
becomes disillusioned with the aca- background, the Academician wel-
demic life or losesinterest in intellectual comes the chance to join an adventur- throughout the world. Additionally, an
pursuits can choose to neglect his stud- ing party. For him, it is an unparalleled Academician's reputation as a man of
ies or research, but he is free to resume opportunity to experience new cul- wisdom often precedes him. When en-
them at any time. tures, acquire new devices, and acquire
counteringan NPC who is familiarwith
Preferred Schools: The Academician first-hand information about people, his reputation, who turns out to be one
places, and creatureshe may have only of his correspondents,who fancies him-
read about. self an intellectual, or who is an author,
Secondary Skills: Required: Scribe. researcher, teacher, journalist, or fel-
Weapon Proficiencies:Required (the low scholar, the Academicianreceivesa
+3 reactionbonus.
2. The Academician receivesa bonus
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 viners are also common, as they make
give the Academician a flat +1to his sans, soldiers, and scholars. excellent administrative advisors and
Intelligenceand Wisdom Checks, or he Most Amazon societies have existed
can consult Table 5,which takes the Ac- counselors.
ademician’s age and race into account; unchanged for thousands of years, liv- Barred Schools: Amazons shun the
as the Academician ages, his bonuses ing in relative isolationfrom the rest of
increase. Once a method for assigning dark forces associated with the school
these bonuses is chosen, it cannot be the word, but others have more recent of necromancy. Because of its perceived
changed later. origins. Some were established by dis-
uselessness in Combat, they also avoid
Special Hindrances: Academicians gruntled women who tired of their sub- the school of illusion.
lack the training and instinct to make
good hand-to-hand fighters. When at- servient roles in male-dominated Role: Most Amazons are warriors,
tacking with any typeof meleeweapon, culturesand decided to rule themselves, but the few wizards among them are
while others were created by deities held in high regard, as is any person
the Academician always has a -1pen- sympathetic to the plight of women.
who has mastered a difficult art. Ama-
alty to hit on his first blow. Subsequent Men are second-class citizens in Am- zon Sorceressestypically serve as seers,
blows-when the Academician has had azon cultures, occupying positions of advisors, counselors, and administra-
an opportunity to size up his opponent tors. Because of their formidable
and adjust his attacksaccordingly-are menial servitude to their female superi-
made without this penalty. However, if ors. In some societies, men are kept as power, Amazon Sorceresses-
the Academician attacks a different op-
ponent, his first blow against his new slaves, treated only marginally better especially invokers and conjurers-are
always welcome on the battlefield.
victim is also made at -1. than domestic animals. Still others
have eliminated men entirely. In male-dominated cultures, the Am-
Academicians tend to be know-it-
alls, and unhesitatingly offer their opin- Amazonsfrom totally male-free soci- azon is regarded as a curiosity at best.
ions even on matters they know little She is stared at, whispered about, and
about. Whenever the party needs to eties make occasionalforays into neigh- sometimes openly ridiculed. Well-
make a decision, the Academician boring communities to fraternize with meaning women who have accepted
should offer his opinion; for effective subservienceas a cultural norm may try
role-playing, the player shouldhave his men. Others perpetuate their civiliza-
player speak his mind with unshakable tion by being extremely friendly with to convince the Amazon to change her
confidence. If other player characters unnatural ways, while chauvinistic
disagree, the Academician might lec- male adventurers passing through their men, seeing her as a threat to their mas-
ture them on the error of their ways, territory; when the Amazons tire of
welcome the opportunity for a spirited their company, the adventurers are sent culinity, may feel compelled to domi-
argument, or roll his eyes at his com- on their way or killed.
panion’s blatant display of ignorance. nate her in any number of ways. Even
An Amazon society may be as small
Wealth Options: The Academician open-minded citizens will likely be sus-
as a single village or large enough to fill
receives the normal (ld4 +1)x 10gp as an entire continent. Because they are picious of a female with such unusual
starting money. continually under siege from male- attitudes.
Races: No restrictions. Among her peers in an adventuring
dominated civilizations,Amazonshave
Amazon Sorceress mastered the art of war. Traditionally, party, the Amazon Sorceresswill prove
Amazons are superior horse breeders to be a courageousfighter and a capable
Description:Amazons belong to ma- spell caster. Although the other player-
triarchal societies that thrive in a world and riders, excelling with spears, bows, characters may harbor some prejudices
otherwisedominatedby males. Women of their own about the role of females,
occupy all importantpositionsin Ama- and other weapons that can be wielded
the DM should discourage any overt
from horseback.
discrimination; once she has proven
A character must be female to be an herself in tough situations, the Amazon
shouldbe accepted as an equal in all re-
Amazon. There are no other require- gards.
ments. SecondarySkills: Required: Groom.
To abandon this kit, the character Weapon Proficiency: Required:
None. Recommended: Spear or long
must renounceher Amazon citizenship, bow. This is contrary to the weapons
usually allowed wizards, but is typical
most likely because she has grown to
identify more closely with a different for Amazon cultures.
culture.
Preferred Schools: Amazons with
high Constitutiontend to be drawn to
the schools of conjuration/summoning
and invocation/evocation;both are es-
36
b Wizard Kits )I
, 1 ..,, This bonus is not applicable in every
Nonweapon Profic+.Ti-$e-mcies: B nus
situation. The DM should consider the
Proficiencies:Riding (Land-based), ,An-
following guidelines when ruling on the
imal Training. Recommended: (&en- Amazon Sorceress's bonus. ances: The Amazon
eral) Animal Handling; (Wardior) The bonusdoes not apply to oppo- aracters come to
Animal Lore, Armorer, Bow er/ nents of 5th level or higher. Such oppo- er. Likewise, player
nents are too seasoned to be surprised
YFletcher, Hunting, Running, Surv Val, in this manner. respond with hos-
Tracking. mazon companion
The bonusdoes not apply to oppo-
Equipment: When an Amazon char- nents from cultures where females are s: The Amazon Sor-
accepted as equals and female warriors
acter is lfirst created, she must bud her are common.
weapons from among the follo&ing The bonus does not apply to oppo-
nentswho havefighting femalesas com-
choices only: bow (any type), rades, who have faced fighting women
before, or who have seen the Amazon
dirk, javelin, knife, spear. use her bonus on someone else.
adventured elsewhere in The bonus does not always apply
may purchase other types of weapgns. to player characters. The DM might ask
Special Benefits: Male oppon nts
a quick, guarded question of the player
who have never encounteredthe fo i- to learn whether his character would
underestimate a female opponent.
dable Amazon women teqd to und res-
Regardless of whether the Amazon's
Ftimate them. Therefore, the first ime first blow hits or ,misses her intended
nguard by such an able fefiale.
such a male encounters an Amazqn in
combat, the Amazon receivesa +3 bo-
nus to hit and +3 to damdge on her first
blow thoantly.thTeheospepobnoneunstkiss reflect the
fact take off
37
-
Wizard Kits , . . . ' ,!
. .. ... ..
substituteTracking and Survivalfor the schools of the Anaga tial money. Any money not spent
bonus Nonweapon Profidncies. lost.
tion, alteration, enchantment/charm,
Elves: Substitute Endurance and Special BeneBts: An Anagakok
Set Snares for the bonus Nonweapon invocation/evocation, and greater find food in even the most barren of
Anagakok divination. vironments. h a 24-hour period,
Barred Schools: Anagakok are Anagakok can find en
himself and a numberof peopleeq
barred from the schoolsof illusion and
his levd (for instance, a 4th-level
necro because of their spells' rel-
Once per week, an An
environments.
Role: The Anagak cast a specialgoodfortune
minded, even-temp
spoken. Though unfamiliar
food, d e n for dangerous shifts in the nated by technology in all its forms. under the effect of good fortune.
In a campaign, an Anagakok tendsto
weather, and protect then from hostile must merely concentrate for 1 round
assume responsibility for the safety of and point to the subjectsto be affected;
creatures and rival tribes who are in his companions; their security is always no verbal or material
foremost in his mind. Though the Ana-
competition for the same limited re- gakok are not natural leaders (such tremes based on his background. A
roles are usually reserved for the
sources. A n Anagakok also brings strongest warriors in their tribes) they Frigid Climate Anagakok suffers no
good fortune to his tribe; many believe are superb and fearless combatants, penalties, damage, or other restrictio
quick to volunteer for the most danger- in environments of extreme cold.
he is p a s s e d by a guardian spirit ous missions. Torrid Climate Anagakok suffers
(though fiere is no actual evidence of
Secondary Skills: Required (choose immunities apply to natural con
this). Anagakok suffers normal damage from
The h a g a k o k is known by a variety one of the following, based on the Ana- cone of cold and other cold-based
gakoks background): Fisher, Forester, spells, while a Torrid Climate Anaga-
Olf names which depend on his society Hunter, Navigator, Trapper/Furrier. kok suffers normal damage from fire-
of origin; other namesfor an Anagakok
Weapon Proficiency: Required harsh climates gives the Anagakok
include Magian, Phylacterist, Veroni- (choose one of the following, based on
the Anagakok's background): Bow
can, Sciabor, and Obeahist. (any), dagger, harpoon, javelin, knife,
sling, trident.
Although an Anagakok can originate
from any number of hostile environ- Nonweapon Proficiencies: Bonus:
ments, two are considered in this dis- Endurance, Survival, Weather Sense.
cussion. first is the Anagakok from Recommended: (General) Direction
Sense, Fire-building, Riding (Land-
a climatei where the temperature never
based), RopeUse,Swimming; (Wizard)
e 0 degrees E,whom we call
Astrology; (Warrior, all cost single
Climate Anagakok. The sec-
slots) Animal Lore, Hunting, Moun-
Anagakok from a climate taineering, Running, Set Snares.
where thp temperature never falls be- Equipment: A beginning Anagakok
can buy weaponsonly from those listed
low 100 begrees E, whom we call the in the Weapon Proficiencyentry above.
He can buy only equipment that would
Torrid d m a t e Anagakok. normally be available in his home soci-
Anagakok, a wizard must ety; the DM has the right to veto any
of at least 13. Fe-
initial purchase.
male Adagakok are as common as A n Anagakok must spend all his ini-
males.
Tho* Anagakok can renounce
his hedt and sever ties with his soci-
ety, he not renounce this kit; the
traits of Anagakok are inborn and
permaneqt.
Preferted Schools: The preferred
38
of short, coarse hair for the Frigid Cli- Militant Wizard considers a trained He makes an excel-
mate Anagakok. Because qf his appbar- body as important as a trained mind, is also capableof fol-
ance and strange manner, an h a g a k o k
suffers a -2 reaction penalty from all and prides himself on keeping his com- ondary Skill /is recommended or re-
NPCs unfamiliar with the Anagakbks bat skillsas sharp as his magical talents. his Secondary Skill
culture.
A character must have a Strength of campaign.
Just as their backgrowds proqide at least 13 to be a Militant Wizard.
themwith natural immunitiesto cerjain Though male Militant Wizards will be Required
environmentalextremes, all h a g a k o k more common, female Militant Wiz-
suffer penalties when exp~sedto eovi-
ronmentsradically different from those ards are allowable as well, unless the
in which they were born. A Frigid Eli- DMsworld specificallyforbids them.
-mate Anagakok suffers a 1penaltk to Abandoning this kit is difficult. A
Militant Wizard must abstain from us-
all attack rolls, damage rolls, Abjlity
Checks, and saving throws in envirion- ing both of the weapons he has chosen
ments with temperatures above 1001de- for his Weapon Proficiencies for three
full experience levels. Once he reaches
grees F. A Torrid Climatie hag+k the third experience level, he loses the
use of his two Weapon Proficiencies.If
suffers a -1penalty to all attack rolls, he then renounces his citizenship from
his home culture, he can successfully
damage rolls, Ability Checks, and $av- abandon this kit.
ing throws in environments with tkm-
For example, consider a 5th-level
peratures below 0 degrees E Militant Wizard with Weapon Profi-
Wealth Options: A beginning h a - ciencies in short swordand long bow. If
he abstains from using both of these
gakok receives only (ld4 +1)x 8 gp as
weapons (and the corresponding
starting money. Weapon Proficiencies), he loses his
Races: No restrictions. Weapon Proficiencies in short sword
Notes Players and DMs are encour-
and long bow when he reaches 8th
aged to invent their own types of Ana- level. If he then renounces his citizen-
gakok from other extreme envi- ship from his home culture, he can
ronments. An Anagakok who live$ in abandon this kit. If he uses these weap-
the bottom of an active volcano, in the ons before reaching 8th level, he must
depths of the ocean, or on an isliand begin again, abstaining for an addi-
continually battered by hurriciane tional three levels of experience (for in-
winds ate all possibilities, Use the1ex- stance, if he uses his long bow Weapon
amples above to develop1 appropriiate
bonuses and penalties for each typp of Proficiencywhen at 7th level, he'll have
Anagakok based on his background.
to abstain until he reaches 10thlevel in
Militant Wizard order to abandon this kit.)
Description: The Militant Wizadd is Preferred Schoofs: Militant Wizards
prefer schools with an excess of offen-
skilled in both magical land-mili ary
sive and defensivespells, such as abju-
Larts, making him an extremely fo i- ration, alteration, conjuration/sum-
dable opponent. They can come *om moning, invocation/evocation,andne-
aggressive, warmongering cultbres cromancy.
bent on the conquest of weakernatipns,
or from cultures continually u der Barred Schools: MilitantWizards are
,"siege from their more mlike n igh- barred from specializing in the schools
of enchantment/charmand illusion, as
bors, making military preparednab vi- 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
OB) Endurance. Recommended: Table 6:
eneral) Animal Handing, Direction Oppositional Schools for
ense, Riding (Land-based), Swim- Militant Wizards
;(Wizard) Languages (Ancient); Specialist Oppositional
;these take 2 slots only) Blind- Schools
ghting, Tracking, (Warrior; these take Abjurer Illusion
slot only) Mountaineering, Running, Alteration
Greater Divin.
Equipment: The Militant Wizard
ay buy any equipment he chooses, Conjurer Alteration
eeping whatever money he might not
Greater Divin.
Special Benefita The Militant Wiz- Invoc. /Evoc.
d receives a bonus Weapon Profi-
Enchanter Invoc./Evoc.
charge; this is in addition Necromancy
Weapon Proficiency. This Greater Divin.
Proficiency does not use Diviner Conj./ Summ.
of the wizards proficiency slots,
he must chooseit from the weapons Abjuration
sted in the Weapon Proficiency entry
Invoker Illusion
Additionally, a Militant Wizard can Enchant./Charm
f the Warrior's Non- Conj./Summ.
ciencies given on Table 37 Necromancer Enchant./Charm
the Player's Handbook at Illusion
umber ok slots; for instance, Alteration
a Militant Wizard wants the Animal
Lore proficiency, it costshim only 1 slot Transmuter Necromancy
Abjuration
instead d the normal 2 for a wizard.
Conj./ Summ.
S p e a Hindrances: Because a Mili-
tant Wuard devotesso much of his time Militant Wizard mages are likewise
and energy to the mastery of military limited. The DM may decide which of
skills, he is limited in his accessto spells the following limitations affects Mili-
from valrious schools. Table 6 lists the tant Wizard rnages in his campaign
oppositional schools for Militant wiz- (choose only one limitation).
ards of each speciality; the Militant
Wizard is forbidden to learn spells from 1.The Militant Wizard mage is for-
these schools. 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
pointslower than he actually has, as in-
dicated on Table 4, page 16of the Play-
er's Handbook. This limitation also
affects the number of languages he can
40
I WBlzwrd Kits
, I
41
-
Wizard Kits
e to cast an$ thenum bility trom his homeland and may even liiding (Land-based), Singing; (Wizard)
be disowned and disinherited by his Ancient History, Languages (Ancient),
No EimiWons. family. Reading/Writing, Religion; (Rogue,
h, a member od his cul- double slots)Ancient History, Apprais-
y. Born into a life of Preferred Schools: The Patrician can ing, Gaming, Local History, MusicalIn-
specialize in any school, but prefers strument; (Priest, double slots)
over common bo those that he perceives as most power- Languages (Ancient).
to promote the ce ful, such as conjuration/summoning,
ly, his parents might alteration, and invocation/evocation. Equipment: A beginning Patrician
must buy all of the following items:
Barred schools: The Patrician will horse (must be at least a riding horse),
not specialize in necromancy, a school riding saddle, bit and bridle, horse-
he considers disgusting and repulsive. shoes and shoeing, halter, and saddle
Role: The Patrician prefers the com- blanket. He can spend the rest of his
pany of nobles and other members of money as he wishes.
the upper class. Most Patricians are
wealthy and have no need to earn Specid Benefits: The Patrician E=-
money, but many still serve their soci-
eties as administrators, counselors, and gins with more starting money than
ambassadors. Since they have access to
the the finest teachers and universities, other wizards (see the Wealth Options
Patricians are extremely well-educated entry below). Additionally, he receives
and expert in a variety of areas.
a +3 reaction modifier from any noble
Fellow player characters will right-
fully perceive the Patrician to be an ar- from his own culture, and a +2 reac-
rogant, condescending snob. On the tion modifier from nobles from other
positive side, the Patrician is also well- cultures. When traveling, a Patrician
mannered and courteous, even to those can demand shelterfrom any fellowno-
he considers to be his social inferiors. blemen from his own culture. Such
Male Patricians can be extremely chiv- shelter is offered free of charge and is
made availablefor the Patrician and up
alrous to members of the opposite sex, to two persons per experience level of
regardlessof whether they like it or not. the Patrician (for instance, a 3rd-level
The Patrician is generally cooperative Patrician can demand shelter for him-
with the party, though he will balk at self and six others).
any suggestion that compromises his Special Hindrances: When making
sense of dignity (for instance, he will purchases, the Patrician accepts noth-
never enter a filthy cavern or search the ing but the best, whether it be a meal, a
bodies of slain enemies without room for the night, a weapon, or even a
squawking). His first-rate education chest to carry his possessions. Any time
and extensive travels make him an ex- he buys any item, the Patrician must
cellent source of information. pay 10 to 100 percent more than the
Secondary Skills: Required (the listed price in the Player’s Handbook.
player must choose one of the follow-
ing): Bowyer, Gambler, Groom, Jew- The DM will decide the price paid by
eler, Limner/Painter, Scribe. the Patrician, which may vary from
Weapon Proficiency: Required (the item to item, depending on the quality
player must choose one of the follow- of merchandise in a particular locale.
ing): dagger, knife. For instance, the best meal in Village A
might sell for 7 sp, while the best meal
Nonweapon Proficiencies: Bonus: in Village B might sell for 10 sp. In all
(General) Etiquette, Heraldry, Riding cases, the Patrician will settlefor no less
(Land-based). Recommended: (Gen- than the most expensiveitem available;
eral) Dancing, Languages (Modern), he always pays at least 10percent more
than the listed price.
42
7-
high-quality items, he c m quirements for the Peasant Wizard. Wizard does not re-
cheaper goods, but he nQ No special rules exist for abandoning in lands other than
lways receives a +2
ceiveshis reactionbonus in t this kit.
Preferred Schools: There are no pre- rom peasants in any
ular encounter or c o r n
ferred schools for the Peasant Wizard, cause.
simply do not believe that be isa n though illusionists, abjurers, and in-
vokers are among the most frequently Savage Wizard
For instance, if a Patrician settles encountered.
standard 5 sp meal at an irn
NPCs in the inn react to him n Barred Schools: There are no barred
ignoring his insistence&a schools for the Peasant Wizard; how-
man. Word will quic ever, there are fewer necromancersand
throughout the community that an diviners than any other specialist.
community wilI react to him normdlly. R o l e The Peasant Wizard fights on
If a Patrician settles for shabby accpu- behalf of the common people. He con-
trements, such as a normal sword orjav- siders himself protector of the helpless,
erage saddle, all NPCs will react to $im actively opposing any action from the
normally until he replaces them with
more expensive items. party that threatens or exploits the
Justas the Patriciancan demand shel- peasants. For instance, he won’t allow
ter from other noblemen, so can t ley his party to recruit peasantsfor combat
demand shelter from him. Note that support unless they fully understand
this can get to be an expensiveproposi- the risks involved. When a companion
tion if the N P C noblemen stay for iRny of the Peasant Wizard bargains with a
length of time. common man for goods or services, the
Peasant Wizard makes sure his com-
Wealth Options: The Patrician re-
ceivesan extra 150gp in addition to the panion pays the common man a fair
price. When the party recovers a trea-
standard(ld4 + 1)x 10gp.
sure, the Peasant Wizard demands that
Races: No restrictions. However, if a the local citizens receive their fair share
particular race doesn’t recognize or al- if they helped the party in any way or if
low socio-economic strabifications in the treasure was recovered on their
land.
the DMs campaign world, that race
The Peasant Wizard sees the wealthy
will not have Patricians.
classesas a primary reason for the com-
Peasant Wizard moners’ miseries, so he has little respect
or patience for noblemen and the
Description: The Peasant Wizard is a
spell caster of modest means whose ex- wealthy. Aside from the occasional in-
sult, the Peasant Wizard is likely to
ceptional skills and matchless courage avoid associatingwith any Patriciansin
have made him a champion of the his party.
masses. Though his talents,haw set him Secondary Skills: The player may
apart and made him a legend in his
homeland, he will never forget his choose his Peasant Wizards secondary
roots. h advocate of the commoner,
thepeasant Wiaard devoties himself to skill. The DM might consider limiting
the promotion of equality and justice.
The Peasant Wizard is the most fre- this choice to skills that are useful to
quently encountered of all the wizards. peasants such as swimming; it is un-
There are no additional ability re- likely (but not impossible) that a peas-
ant wizard could learn heraldry or
etiquette.
Weapon Proficiency:Required (play-
er’s choice): Bow (any), dagger, knife,
spear, dart, sling.
43
, schemes to usurp the wizards leader- Bowyer/Fletcher,Hunting, Mountain-
ship role. If the tribe becomes con-
traditiobs, dress, and customs are so vinced that the wizard is consorting eering, Running, Set Snares, Tracking;
simple that most outsiders consider with demons or otherwise stirring up (Priest, double slots) Healing, Local
them unsophisticated brutes. dark forces better left alone, they may History; (Rogue, double slots) Jump-
expel the wizard from the tribe with ing, Tightrope Walking, Tumbling;
Therq are a variety of Savage tribes the threat of execution if he returns. (Wizard) Herbalism, Religion. A Sav-
around the world, ranging from paci- This is one way that a Savage Wizard age Wizard cannot take Etiquette or
fistic sobeties of farmers and herders might link up with an adventuring Heraldry when first created.
to bloohthirsty headhunters and bar- party.
Equipment: The only weapon the
All, however, are sharply at- In a campaign, the Savage Wizard
the natural world, sharing a takes the role of an outsider, baffled Savage Wizard can purchase initially
is his tribal weapon (see Weapon Profi-
for animal and plant life and intimidatedby the mysteries of the
ciency). He must spend all of his re-
1and an innate understanding of the "civilized world. Products of technol-
maining gold when he is created; he
mysteriCs of nature. ogy, such as oil lanterns and cross-
bows, both fascinateand frighten him. may not keep any unspent gold. He
aTo bela Savage Wizard, a character can purchase only equipment that
While he is at home in the darkest jun- would normally be available to his
must halve a minimum Strength score gles or most treacherous mountains,
of 11 nd a minimum Constitution he is extremely uncomfortable in cities tribe; for instance, his tribe probably
score of,13. and towns. If the Savage Wizard is has herbs, nuts, fishing nets, and rafts
available, but they are unlikelyto have
To aqandon this kit, a character from a relatively pacifistic tribe, he chains, lanterns, hourglasses, or mag-
might serve as the conscience of his nifying glasses. The DM has the final
must rebounce his membership with party, questioning their eagerness to word as to what equipmentis available
become a citizen of a dif- kill, their obsession with wealth, their to any particular Savage Wizard.
tribal roots run
change such as this selfishness, and their inequi SpecialBenefits: The Savage Wizard
coming; a Savage tem of justice. receives one of the following special
abilities from the list below. The spe-
eWizard must have advanced at least Secondary Skills: The Savage
ard's Secondary Skill should be based cial ability is chosen when the charac-
five lev 1s since leaving his tribe and ter is first created and can never be
experie cing adventuresin the outside on the primary occupation of his tribe; changed.
world blfore cutting ties with his tribe. that is, if his tribe is mostly fishermen,
his Secondary Skill should be Fishing. 1.The Savage Wizard can manufac-
Schools: Because their Other likely skills include Forester, ture a protective talisman once per
tend to be exceptionally week. The talisman is a small pouch of
high, Sbvage Wizards excel in the Groom, Hunter, and Trapper/Furrier.
schools of conjuration/summoning Weapon Proficiency: Required (one herbs hung on a leather cord which is
and inv4cation/evocation. worn around the subject's neck. The
Schools: Savage Wizards of the following, representing his talisman gives protection from evil to
atural aptitude for mastering tribe's weapon of choice): spear, blow- the wearer, identical to the effects of
of abjuration and enchant-
gun, dagger, knife, or sling. Regardless the 1st-levelwizard spell. The talisman
tribesmen are dazzled of whether the Savage Wizard eventu- offers continual protection for a full
by magic, so the Savage ally becomes familiar with new weap- day, after which time the herbs disinte-
ons, he is likely to prefer his tribal
holds a position of grate. Dispel magic or a similar spell
weapon throughout his adventuring permanently cancels the magic of that
career. particular talisman. The Savage Wiz-
ard requires no less than one hour to
Nonweapon Proficiencies: (Gen- manufacture a talisman.
eral) Direction Senseor Weather Sense
2. Once per week, the Savage Wiz-
(player choice); (Warrior) Endurance ard can construct a small replicant of
or Survival. Recommended: (General) any singlevictim of his choice. The re-
plicant is about 6 inches tall, made of
Animal Handling, Animal Training,
Fire-Building, Fishing, Riding (Land- clay, and crudely resembles the form of
the victim. It must also contain a lock
based), Rope Use, Swimming; (War-
rior, double slots) Animal Lore,
44
'I Wizard Kits
of hair, a fingernail, or other sqall other significant task. If the DM has Special miqarances: 1 ne
knowledge about the proposed action, pearanceand man-
piece of brganic material from the f+-
tim. A bavage Wizard requires One the omen should reveal the appropri- NPCs not from his
ate information; for instance, if the react as they wish,
hour to +amfacture a replicant. 1 ickly become accus-
Whenever the Savage Wizard cuts a party is consideringexploringan aban- ge and accept him as
doned building, but the DM knows it
piece from the replicant, sticks a p i i in contains a spectre, the result should be The Savage Wiz-
it, or otherwise "attacks" it, the repli-
cant suf6ers 1-4 hit points of damzige. an ill omen. In situations where the gresses, the Sav-
DM has no information on which to portunity to ac-
The victim who is represented by ':he base his judgement, roll Id10 and con- e, and it is up to the
replicant suffers an identical arno.int reciatesits value
of damage, regardless of the distaxe sult Table 7.
between the replicant and the victim
(however, the victim must be on the Table 7:
same plane of existence QS the re:?li- Savage Wizard Omen Results
cant). Every type of damage on the re-
plicant inflicts 1-4 hit points of dIO Roll Result
damage; therefore, the Savage Wizard
must take care not to destrioy the re:?li- 1-2 I11 Omen: The party should not
cant, for burning, crushing, or thrcaw- undertake the task this day. If
ing the replicant into a pool of
quicksand still inflicts only 1-4 hit they ignore the omen, all party
points of damage. The replicant disin-
tegrates when any of the following memberswill suffer a -1penalty
conditions are met:
on "to hit" and saving throw rolls
The replicant has su#fered 10 hit
points (or more) of damage. for the rest of the day, their Witch
Dispel magic or a similar spell is chance for encounters will be
cast on the replicant.
doubled, and a -3 reactionmod- e Witch is a wizard
A week passes since the rep1ica:it's agical abilities are
ifier will be applied to all encoun- n. Though wizards
creation. basics of spellcast-
ters. ies or from learned
3. Once per week, the Savage learn magical skills
ard is able to forecast the 3-4 Great Danger Exists: If the party
tunes of some major proceeds, their chance for stence, or from
encountersis doubled for the rest
of the day and a -3 reaction
modifier applies to all encoun-
ters. Opponents have a +1 ap-
plied to their chance to hit.
be receptive to an 5-7 Neutral Omen: The information to such instruction
must do nothing is vague. N o special modifiers
apply- they exude a powerful
omen-a rippling pond, a gatherin$of nce over their students.
clouds, a swarm of insects, or the vdins 8-9 Favorable Omen: The party
in a leaf are all possible sources1 of members' movement rate is in-
omens. creased by 50% for the rest of the
day, and opponents have a -1
A wizard usually consults an orhen applied to their chance to hit.
before starting a journey, engaging in a
major battle, or embarking on same 10 Auspicious Omen: All effects of
a Favorable Omen apply; addi-
tionally, all party members gain
a +1on all saving throws made
for the rest of the day.
45
Wiznsd Kirs 1
I and her companions, as if they cannot from among the following choices:
quite bring themselves to trust her
Howev$r, a few W i t h with particu- completely. Any player characters Dagger or dirk, knife, sling, staff sling.
with suspicious natures, particularly Additionally,the Witchcan chooseup
flarly stt ng wills are able to maintain those with primitive or unsophisti-
cated backgrounds, may never fully to 1,500gp worth of magical items from
their o drives while using their mag- warm up to a Witch and will avoid be- Table 89 (Patiopts and Oils), Table 91
ical & s to further their own goals. ing alone with her, sometimes even ac- (Rings), Table 92 (Rods), Table 93
Such WIT tches face a life-long struggle cusing her of betraying the party or
with thq forces who relentlessly strive bringing them bad luck. (The DM is (Staves), Table 94 (Wands), and Tables
free to encourage this type of role-
en& for becming a playing, but not to the point of dis- 95- 103( M h l l m e o u s Magic) on pages
rupting the campaign. If this distrust
n that received by most 135-l39d the Dungeon Master'sGuide.
becomes problematic, the DM might
and Wisdom of 13. These items are free-she doesn't have
ption inherent from remind the P C leader of the party that
the Witch is indeed a good-aligned t shecannot keep any
called Warlocks. character and it is his job to promote of the lefrover 1,500gp).
good will among his companions.)
annot be abandoned. cia#BenafIks: When a Witch is ini-
Although a Witch learnsher magical created, &e automatically gains
u l l y requiring the power techniques from extraplanar entities, the spells detect magic and read magic;
once on her own, she learns her spells these spell3 are in addition to any spells
els. If she stili in much the same way as any other
wizard. Still, her techniques for cast- she normally receives.
e experience levels that ing spells may differ significantlyfrom As a Witch increases in level, she au-
the standard methods. The casting the following abili-
&The most appro- times, ranges, and effects of her spells
for Witches is are no different from the same spells 1 naturally acquired
used by other wizards, but she may use
/charm. Conjuration/ different verbal, somatic, or material abilities, and do not count agairrst the
nd necromancy are also components, as well as meditation. number of spells she can know of use.
These differences should make her All of the following abilitiescanbe used
em are no barred seem even more threatening to wtsid-
ers, as well as making her seem more once per week.
me that a Witch is in col- remote to the other player characters.
3rd Lewl: The Witch acquires the
her accordingly. There Secondary Skills: Required: None. ability to secwe familiar. This is identi-
where a Witch is wel- cal to the lst3eve1wizard spell find fa-
Weapon Proficiency: The Witch is miliar, except that a Wit
conceal her identity when not allowed an initial Weapon Profi- need to burn 1,OOOgp wo
ciency, nor can she acquire a Weapon
especially after she Proficiency as she advances in level. and herbs in a brass b
tproves -If in life-and-death situa- Nonweapon Proficiency: Bonus the Witch must merely c
Proficiencies:Herbalism, Spellcasting. one tun. If a suitablefamiliar iswithin
tions. H wever, there might always be Recommended: (General) Artistic
Ability, Brewing, Cooking, Languages 1mile per level of the Witch, it will ar-
a veil o suspicion between the Witch (Modern), Weather Sense; (Wizard) rive within I d l o hours. A Witch can
Ancient History, Astrology, Lan-
guages (Ancient), Reading/Writing, have only om familiar at a t h e .
Religion; (Priest, double slot) Healing.
a L e d The Witch acquires the
Equipme* When a Witch is first
created, she must buy her weapons ability to b m calmatioe. Assuming
she has accessto the proper ingredients
(usually available in any forest), the
Witch can brew one dose of an dixir
that has the &ect of a sleep spell when a
victim comes in contact with it. One
dose is sdficient to coat a sword or any
other ingle weapon. The elixir has no
effect on victimswith more than 8 HD;
victims can resist the effectsof the elixir
with a successful saving throw.
The Witch Fewires one h o w to brew
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- d8 Roll Result
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 1-3 One ability of the victim is low-
she can brew one dose of Class L con- per the 3rd-level wizard spell fly. The
tact poison (see page 73 of the DMG,) dose is sufficient to affect one human- 3 points. Determine
sufficient tto coat a single weapon. The sized subject; the effectspersist until the
Witch reqbires one hour to brew the ointment loses its potency 24 hours af- ility is lowered by rolling
ter it is brewed. The Witch requires one
ison. It loses its potency in 24 hours. hour to brew the ointment. 3 = Constitution
h Lewd: The Witch acquires the
ty to beguile any single person or 13th Level: The Witch acquires the 4-5 The victim's "t
ability to inflict a witch's curse on any rolls are redl-d by 4 points.
monster (assuming the person is no single person or creature. This is ex-
higher than 8th-levelor the monster has 6 The victim becomes blind, as per
no more than 8HD).Beguile is identical actly identical to the 4th-level wizard the 2nd-level wizard spell blind-
to the 4th-level wizard spell charm spell bestow curse, except that its effect ness. The effect persists for 24
monster and the 1st-level wizard spell is automatic; the victim is not allowed a hours or uhail the witch's curse is
c h a m person, except that the victim is saving throw. The effect of the curse dispelled.
not allowed a saving throw. To cast be- persists for 24 hours unless the curse is
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
there are no verbal or material compo- must merely point at the victim and
concentrate for 1round; no verbal or
11th Levek The Witch acquires the material components are required. To
ability to brew flying ointment. Assum- determine the effects of witch's curse,
ing she has accessto the proper ingredi- roll Id8 and consult Table 8.
ents (usudly available in any forest),
47
Wizard Kilts
Weight Speed Damage The Witch must periodically struggle
Cost inlbs. Size Type* Factor S-M with the extraplanar force
L
direct her. The forces are
Bo stick 2 cp 4 L B 3 1-6 1-4 that they cannot be dispelled; all the
Witch can do is endure them. When un-
Baku-toh 6cp 3 M B 4 1-4 1-2 dergoing these internal struggles, the
Witch suffers penalties to her combat
2 S B 2 1-4 1-2 abilities and saving throws.
1-6 1-4 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:
Bo stick: A staff of hard wood that is very difficult to break and is normally 6-7 keeping he is willing to undertake:
1.The Witch suffers a -2 penalty to
Boku-toh: A wooden replica of a short sword, usually used for practice since it
her attack rolls and a -2 penalty to her
cannot cut or slash. Used aggressively, it can cause bludgeoning damage. saving throws on any night with a full
Jitte:A tapered iron bar with a short hook near the handle. Although the hook is
moon and the three nights before and
not sharp enough to cut or pierce, the jitte can be used to strike blows. after the full moon (the penalties apply
Shuriken: A small throwingweaponin the shapeof a star with needle-likeprojec- to a 12 hour period from about 6 p.m.
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
yards, and a long range of 20 yards. moon of the DMsworld has a shorter
hour for the next 24 hours. These Witches. Unless an NPC is exception- or longer cycle, increase or decrease the
ally open-minded or has extremely high number of nights the Witch is affected;
last hit points cannot be recov- Intelligence or Wisdom (13 or more in she should be affected about seven
elred by normal or magical means either ability), the Witch receives a -3 nights out of 4 weeks. If there are sev-
until the witch's curse ends in 24 reactionroll. If the NPC is uneducated, eral moons, the Witch is affected by
hours or unless the curse is dis- comes from an extremely superstitious only one of them.
pelled. If the victim is reduced to or unsophisticated culture, or has low
0 hit pointsor lesswithin 24 hours Intelligence and Wisdom (under 10for 2. There is a 25 percent chance per
both), the Witch receives a -5 reaction day that the Witch will be subjected to
04 receiving the curse, or before an internal struggle with extraplanar
roll. Additionally, if a Witch lingers in a forces. The DM determines this at the
the curse is dispelled, he dies. superstitious or culturally unsophisti- beginning of the day; the Witch is
cated community for more than a day, aware of the result. Throughout that
e victim immediately lapses night (a 12-hour period lasting from
state of temporal stasis, as she runs the risk of facing a mob of hos-
e 9th-level wizard spell. The about 6 p.m. to 6 a.m.), the Witch suf-
ists unless the curse is tile citizens bent on running her out of fersa -2 penaltyto her attack rolls and
Otherwise, at the end a -2 penalty to her saving throws.
rs, the victim is reduced town, imprisoningher, torturing her, or
executing her. (The DM decides the size 3. The Witch struggleswith the extra-
pe&l Hindrances: Because of their of the mob, their intentions, and the planar forces every night. For a 12-
non-coqkentionaltraining, Witches do likelihood of their accosting the Witch. hour period lasting from about 6 p.m.
not ea* bonuses to their experiencefor As a rule of thumb, assume a 20 percent
high ability scores. Witches cannot be chance of a 4d6-member mob forming to 6 a.m., she suffers a -1 penalty to
multi-classedor dual-classed. her attack throws; there is no penalty to
in a hostile community if the Witch her saving throws.
stays for a day. This chance increases
by 20 percent for every additional day Wealth Options: The Witch receives
the Witch remains; the size of the mob
the standard (ld4 +1)x 10gp as starting
increases by 2d6 members.)
money.
I Races: No racial restrictions.
Note: The Witch is among th
complex of all the kits and many of the
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 explanationfor 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 religiouspilgrimage. Perhaps
who originally trained her. What ex- a magical device or spell transported Equipment:The Wu Jen must buy all
actly are they? Where are they? Can the Wu Jen to the western world, either weapons from the choices listed in the
the Witch contact them for favors? Weapon Proficiency entry above. He
What exactly happens if the forces suc- intentionally or unintentionally. Or may have no more than 10 gp remain-
ceed in controlling the Witch? Does her ing when he has finished purchasing his
alignment change? Her abilities? Her perhaps the Wu Jen is on a decade-long equipment.
relationship to the party? There are quest for knowledge or self-awareness,
many possible variations on the Witch and his travels have brought him to the Special Benefits: When a Wu Jen
kit, and the DM is encouragedto exper- other player characters. reaches 4th level, he gains the power to
iment, as long as he avoids the tempta- summon massive magical energies that
tion to make her excessively powerful, Whatever the reason, the Wu Jen allow him to cast any one spell that is
and keeps in mind the potential disrup- should add a touch of oriental intrigue three or more levels lower than his level
tions in his campaign. and exotic culture to a Western-based at maximum effect. The spell automati-
party. His fellow player characters cally has maximum range, (if desired),
Wu Jen should find the Wu Jen's habits strange duration, and effect. Thus, a 4th-level
and fascinating. For instance, a Wu Jen Wu Jencan cast a 1st-levelspell at maxi-
Description: The Wu Jen is a wizard prefers to record his spells on scrolls in- mum effect. A Wu Jen can use this abil-
from cultures based on medieval orien- stead of in spell books. Perhaps he ity once per day.
tal civilizations. He is a sorcerer of mys- prays to the sun for an hour each day at
terious power and uncertain fealty. dawn, or maybe he eats only roots and Special Hindrances: The Wu Jen op-
Unlike the oriental samurai, the Wu Jen berries. A Wu Jen keeps his emotions erates under special taboos that do not
seldom answers to a lord or master. His hidden, and his motives are equally dif- affect other characters. Though the ta-
primary allegiance is to himself and to ficult to discern. It is unlikely that the boos may seem trivial or even ridicu-
his craft. Wu Jen shares the party's goals and lous to other characters, the Wu Jen
moral code; if he agrees to join the takes them quite seriously-violating a
The Wu Jen seldom lives among the party, it is probably due to his intellec- taboo causesthe Wu Jento lose levelsof
masses, preferringinstead to dwell in the tual curiosity. ability, lose spells, become ill, or even
wildernesswhere he can contemplatethe die (the DM decides the exact penalty).
secrets of nature without interruption. The DM is within his rights to forbid A 1st-level Wu Jen has one taboo and
Living the life of a hermit, the Wu Jen Wu Jen from the campaign. Before a gains an additional taboo every five
concentrates on purifying his body and player selects this kit, he must check levelsthereafter (at 6th level, 11thlevel,
mind, thus makiig him more receptive with the DM to make sure that Wu Jen and so on). The DM selects the taboos.
to the supernatural forces of the world. are allowed. Some suggestionsfollow; the Wu Jen:
To be a Wu Jen, a wizard must have Secondary Skills: Required: Scribe. Can't eat meat or animal products
an Intelligenceof at least 13. He cannot Weapon Proficiency: Required (including milk, eggs, and cheese).
be of lawful alignment, but may still be (choose one of the following): Blow-
good, evil, or neutral. Can't sleep within 20 yards of a
gun, short bow, dagger, dart, sling. Al- member of the opposite sex.
The Wu Jen kit cannot be aban-
doned. ternately, the Wu Jen can choose from Can't wear a certain color.
the selection of oriental weapons listed
Preferred Schools: Wu Jen prefer the in Table 9. Can't carry gold (or other precious
schools of conjuration/summoning, al- metal) on his person.
teration, and invocation/evocation. The Wu Jen has an automatic and
schBoaorrlsedfoSrcthhoeoWls.TuTJhener.e are no barred permanent +1 bonus to hit whenever Can't bathe or must bathe fre-
using the weapon he has chosen for his
Role: Unless bhe campaign has an Weapon Proficiency. quently.
Can't cut his hair or fingernails.
Nonweapon Proficiencies: Bonus Can't intentionally take the life of
Proficiencies: Etiquette, Artistic Ability
(Painting, Calligraphy, or Origami). an insect.
Recommended: (General) Riding Can't drink alcoholic beverages.
(Land-based),Cooking, Dancing, Sing- Can't sit facing the north (or other
direction).
49