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Published by archangel777, 2022-05-20 17:49:59

PHBR4 - The Complete Wizard's Handbook

PHBR4 - The Complete Wizard's Handbook

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

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

The material component is a small worsened by 2. The caster can cast the
fragment of plate mail.
spell and touch the victim in the same

round. Pain touch is only effective on

human, demihuman, and humanoid

opponents.

The material components for this

spell are a needle and the finger from a

scorched glove. I

100

Ii Nlew Snells

Fourthdevel Spells suffer 2-8 (2d4) hit points of damage;
additionally, if the touched victim fails
Duplicate (Conjuration) to make his saving throw, his body is
set afire with green flames.
Range: Touch
The flames persist for 2-8 (2d4)
Components: S, M rounds and can be extinguishedonly by
dispel magic or a similar spell. Each
Duration: 1hour/level round the victim is engulfed in these
Casting Time: 1round flames, he suffers an additional 1-6 hit
Area of Effect: One object points of damage; the victim’s attack
Saving Throw: None
rolls are made with a -2 penalty during
This spell creates an exact copy of
any single item the caster touches. The this time.
item to be copied must fit inside a 20- The material components for this
foot cube. The spell has no effect on liv-
ing creatures, including undead, nor spell are a scrap of singed paper and a
will it copy magical items. The dupli- piece of flint.
cated item is identical to the original in
every way-for instance, a duplicated Halo of Eyes (Abjuration,
sword can be wielded to inflict damage
as a normal sword-but detect magic Conjuration)
can reveal its true nature and dispel
magic can causeit to disappear. The du- Range: 0
plicated object existsfor 1hour/level of
the caster, at which time it vanishes; Components: V, M
permanency does not affect duplicated
items. Duration: 1 turn/level
Casting Time: 4
The material component for this spell Area of Effect: Special
is a pinch of coal dust. Saving Throw: None

Range: 0 Halo of eyes creates a d o of func-

Components: V, S, M tional eyeballs that sits atop the caster’s

Duration: 2 rounds/level head, enabling the caster to see in all di-
Casting Time: 4
Area of Effect: Caster rections at the same time. Additionally,
Saving Throw: Special
these magical eyes all have infravison
By means of this spell, the caster sur-
rounds his body with an aura of magi- to a distanceof 60 yards. The caster can
cal green fire. The fire aura extends 1
foot from the caster’s body and pro- see opponents on all sides of him, pro-
vides illumination in a 10-foot radius.
The fire aura pfavides complete immu- viding they are not invisible, and there-
nity to all forms of fire, both natural
and magical; the flames can be extin- fore can never by struck from behind or
gu&hedonly by dispel magic or a simi-
lar spell. Those touching the fire aura suffer a penalty for a back attack. Un-

der normal conditions, the caster can-

not be surprised. Attacks cannot be

directed against the magical eyeballs,

but their vision is obscured by blind-

ness and other magical and natural ef-

fects that would hinder the wizards

normal sight.

The material components for this

spell are the feather of an eagle and an

eyelash from the any crea-

ture.

101

branches snap, light articles are blown cent chance that a man is knocked .bells
down and blown 10-40 (10d4) feet to
away, and tents and sails tear. Crea- suffer 1-6 hit points of damage per 10 mce Shapechange
tures caught in the cone of the wind
breath suffer 1 hit points of damage feet blown. There is a 70 percent chance (Necromancy)
from blown sand and grit. that tree trunkssnap, and a 100percent
chance that branches are ripped from Range: 10 yards/level
If the wind breath is 50-70 miles per trees. Heavy articles are blown away,
Components: V, S, M
hour, there is a 70 percent chance that medium articles are ripped from fasten-
small boatscapsize, a 20 percent chance Duration: Instantaneous
ings, and tents and sails have a 70 per- Casting Time: 1
that ships capsize, and a 50 percent cent chance of being destroyed. There is Area of Effect: One creature/level
chance that a man is knocked down. a 20 percent chancethat common build- Saving Throw: 1/2

Trees bend and there is a 70 percent ings are blown down and a 60 percent With this spell, the caster
chance that branches snap, and a 20 any shapechangeror magic- wielder us-
percent chance that a trunk snaps. chance that shacks are flattened. Crea- ing any form of a shapechanging spell
tures caught in the cone of the wind to instantly revert to his true form (or
Medium-sized articles are blown away, breath suffer 1-8 hit points of damage his most common form). To use the
from blown objects. Flying creatures spell, the caster points at creatures he
and there is a 50 percent chance that knows or believes to be shapechangers.
tents and sails are torn, and a 40 percent are blown back 50-100 (40 +10d6)feet. If the creatures are indeed shape-
chance that shacks are blown down. changers, they must make a successful
Creatures caught in the cone of the The material component for this spell saving throw or immediately revert to
wind breath suffer 1-4 hit points of is a handmadesilk fan with a value of at their true form and suffer 3-30 (3d10)
damage from sandand grit. Flyingcrea- hit points of damage from the wracking
tures are blown back 10-40(10d4) feet.) least 1gp.

If the wind breath is 70 milesper hour

or more, there is a 100 percent chance

that small boats capsize, a 70 percent
chance that ships capsize, and a 70'per-

102

pain caused by the forced change. The The items must be clearly visible. The materjal components for this
change takes a full round, during which They cannot be concealed on people, spell are a thi+ sheet of lead, a piece of
time a victim can take no other actions. hidden in a chest, or buried in the opaque glass, 'awad of cotton or cloth,
If the saving throw was successful, the ground. The items must also be con- and a pinch of powdered chrysolite.
victim does not change form, but still tained within an area no larger than a
suffers half damage (2d10/2). 10-foot cube, and this area can be no Mummy Rot (Necromancy)
farther than 10yards from the caster.
The material components for this Range: Touch
spell are a hair from the hide of any ly- Further, know value will only reveal Components: V, S, M
canthropeand a live butterfly, released the value of 75% of the total number of Duration: 1r+und/level
when the verbal component is uttered. objectsin a treasure pile, up to a maxi- Casting Time1 5
mum of 10 pieces; the DM determines
Invulnerability to Normal which pieces the spell affects, and the PThis spell a lows the caster to attack
Weapons (Abjuration) caster does not know which particular
pieces have been appraised. The spell with a rottingltouchsimilar to that of a
Range: 0 does not detect the presence or value of
Components: V, M magical items, and it ignores the value demihuman&rmummy. If th#castertouchesa human,
Duration: 1round/level of personal property, such as clothing, r humanoid victim, the
Casting Time: 2 weapons, and other equipment. Know victim imm 'ately loses 2-12 (2d6) hit
Area of Effect: 5-foot radius value does not reveal the number or na- points and is ibfectedwith a rotting dis-
Saving Throw: None ture of any type of hidden objects.
progresses, the vic-
This spell creates an immobile, The material components for this 2 points of Cha-
faintly shimmering magical sphere spell are a copper piece and a phony
around the caster that cannot be pene- gem. recovers lost $it points at OI percent of
trated by non-magical blunt weapons, his normal rate.
edged weapons, or missile weapons. Mordenkainen's Private
The caster can use these weapons from Sanctum (Alteration, Abjuration) The rottingidiseasecan be cured only
inside the sphere to attack opponents with a cure dkease spell; cure wounds
normally. Spells can also be cast Range: 0
through the sphere. The sphere can be regenerate spell will re-
negated by dispel magic. Components: V, S, M will not otherwise af-

The material components for this Duration: 1hour/level -fect the courd of the disease. If a victim
spell are a piece of a broken non- Casting Time: 2 turns
magical weapon and a scale from a Area of Effect: One room makes a succ$ssful saving throw, he is
dragon. Saving Throw: None not infected, but he still suffers 2-12 hit

Know Value (Divination) With this spell, privacy is ensured in for this
a room of up to 1600squarefeet (40 feet
Range: 10yards x 40 feet, or the equivalent). From the
outside, the windows of the room ap-
Components: V, M pear to be dark and cloudy, preventing
those with normal vision, infravision,
' Duration: Instantaneous or any other type of vision from seeing
inside. Those inside the room can see
Casting Time: 3 out the windows as they normally
Area of Effect: 10-foot cube would. No sounds of any kind can es-
Saving Throw: None cape from the room. Scrying attempts,

Know value enables the caster to such as ESC clairaudience, clairvoy-
know the total value of all coins, gems, ance, and crystal balls cannot penetrate
and jewelry within the area of effect, the room, and a wizard eye cannot en-
within the limits that follow.
ter. The caster can leave the room with-
out affecting the spell.

103

Ray’s Telepathic Bond Throbbing Bones (Necromancy) tion or it will collapse. Since the wall
has many small openings and gaps, it
(Divination, Alteration) Range: 10 yards provides only 50 percent cover. Missiles
Range: 20 yards can easilybe firedfrom behind the wall,
Components: V, S, M Components: V,M and creatures of small size (less than 4
Duration: 2 turns per level feet tall) can wriggle through openings
Casting Time: 1round Duration: 1round/level in the wall at the rate of 10 feet per
Area of Effect: Two or more creatures Casting Time: 3 round. However, the wall has many
Saving Throw: None Area of Effect: One creature sharp edges and creatures wriggling
Saving Throw: 112 through it suffer 1-8hit points of dam-
With this spell, the caster forms a tel- age per 10 feet traveled.
epathic bond between two or more This spell causes the bones of the af-
creatures with Intelligence of 6 or fected creature to throb and pulsate in- If the spell is cast in an area occupied
higher. The bond can be established sidehisbody. The spellcan be cast upon by creatures, the wall of bones appears
only between willing creatures who are any single living creature or person everywhere except where the creatures
within 20 yards of each other. The crea- within the caster’s range, providing the stand. Creatures in the affected area
tures need not speak the same language creature has a physical form and has suffer an immediate 2-16 (2d8) hit
to communicate via the bond. The bones inside its body; for instance, points of damage when the wall ap-
bond can be placed upon one creature throbbing bones will not affect insects, pears. The wall can be smashedby crea-
ghosts, or worms. tures wielding blunt weapons with a
t as long as they remain on the Strength of 18 or greater. Every 10 hit
For the duration of the spell, the af- points of damage causes a 5 foot x 5
twice, the same subjects fected creature’sAC is worsened by 2, foot x 6 inch section of the wall to col
its movement rate is halved, and all its lapse. The wall of bones is unaffected
secondcastingcan affect Subject attacks are made with a -2 penalty. by animate dead.
Additionally, it suffers 1-4 hit points of
I damage per round; this damage is The material component for this spell
halved if the creature makes a success- is the branch of a withered tree taken
fulsavingthrow. However, a successful from a cemetery.
savingthrow has no affect on the move-
ment, attack, and AC penalties. Sixth4evel Spells

The material components for this Blackmantle (Necromanc!
spell are both piecesof a smallbone that Enchantment)
has been snapped in half.
Range: 60 yards
Wall of Bones (Conjuration, Components: V, S, M
Duration: 1turn/level
Necromancy) Casting Time: 1round
Area of Effect: 15-foot radius
Range: 60 yards Saving Throw- Neg.
Components: V, S, M
Duration: 1turn Blackmantle creates a shimmering
Casting Time: 1round aura around all creatures within the af-
Area of Effect: 10-foot squadlevel; fected area that negates all healing and
6-inch thickness/level regeneration, both natural and
Saving Throw: None cal. For instance, a potion of healing
has no effect on a creature under the in-
This spell causes a wall of bones to fluence of blackmantle, a troll cannot
erupt from the earth in whatever shape regenerate lost hit points, and cure light
the caster desireswithin the limits of the wounds is useless.
area of effect.The wall is a random con-
struction of bones from many types of
creatures. The wall need not be verti-
cal, but it must rest upon a firm founda-

104

New Spells

Blackmantle is negated for any target alty. Those who succeed in iiheir saving Invulnerability to Magical
creatures who make successful saving throws suffer 2-12 (2d6) hit points. Weapons (Abjuration)
throws. Otherwise, it persistsfor 1turn
per level of the caster. If the creatures Victims with 5 + Hit Dice or more 1RCaomngpeo:onents V, M
are still alive at the end of the spell’s du-
ration, any active curative forces will (or victimsof level 6or greater) suffer 2- Duration: 1&und/level
operate normally; for instance, a ring 12 (2d6) hit points of damage unless Casting Tim ’:3
of regeneration will resume its func- they save vs. death magic. Area of EffJ: 5-foot radius
tion. However, consuming a potion of Saving Thro+: None
healing or applying a staff of curing If the caster’sgaze is reflectedback on
while blackmantle is in effect will have him (by a mirror, calm water, etc.), he This spel! creates an immobile,
no affect when blackmantle wears off, must make a saving throw vs. spells or faintly shiqmering magical sphere
since these types of magic work in- around the cgster that cannot be pene-
stantly. In such cases, the dose of potion suffer the same effectsas a 5 + Hit Dice trated by mqical blunt, edged, or mis-
of healing and the charge from a staff of sile weaponq; all such weapons are
curing arenot only wasted, but the aura victim. At the end of the spell’s dura- harmlessly deflected (missile weapons
generated by blackmantle actually ne- tion, there is a 5 percent chance that the strikethe sphkre, then immediately fall
gates the potion of healing or the staff caster will become blind for the next 5- to the ground). However, the sphere
of curing, rendering it useless. If a po- offers no protection against magically-
tion of healing or staff of healing is ap- 10 (ld6 + 4 hours).
plied after the spell wears off, the screated creayres (such as gdems) or
healing magic works normally. The material components for this
spell are two eyeball-sized glass mar- from creatur s whose attacks are mag-
The material componentfor this spell bles. The marbles must be the same ically based such as the gaze of a me-
is a small mummified animal, such as a color as the caster’s eyes.
mouse or a toad. dusa). The s here offers no protection
Dragon Scales (Abjuration) against spdlq such as magic missile, or
Dead Man’s Eyes (Necromancy)
Range: Touch Tcanspellsthat si ulate theeffects of
Range: Special Components: V, S, M
Components: S, M Duration: 1turdlevel ons.
Duration: 1round/level Casting Time: 1round
Casting Time: 1round Area of Effect: One creature The caster use magical weapons
Area of Effect: Special Saving Throw: None
Saving Throw: Special u”from inside t e sphere to attack oppo-
This spell causes the body of the
Dead Man’sEyes causes the whites of caster (or any single person or creature nents norma,y. Spells can also be cast
the caster‘s eyes to turn black and his touched by the caster) to become com-
pupils to reshape themselves into small pletely covered with dragon scales, ef- ’,t.through the dphere. The sphere can be
white skulls. The caster can affect one fectively raising the subject’s Armor
victim per round, providing the victim Class by 2 for the duration of the spell; negated by dispel magic.
is within 3 feet of the caster and meets this modification is in addition to the The materib1component for this spell
his gaze. Victims are affected as fol- subject’s normal A C (for instance, if the
lows: subject’s A C is 6, dragon scales raises it is a piece of broken magical weapon.
to 4).
Victims with 2 Hit Dice or fewer Tentacles (Conjuration,Alteration)
(or victims of level 2 or lower) instantly The color of the dragon scales is the
die. No saving throw is allowed. same as that of the scale used as the Range: 0 1
spell’s material component; however, Components V, M
Victims with 2 + to 5 Hit Dice (or the color has no bearing on the effect of Duration: 1t rn/level
the spell. Dragon scales also temporar- Casting Tim :1round
victims of level 3-5) instantly die unless ily reduces the subject’s Charisma by 2 Area of Effecf: The caster
they save vs. death magic at a -2 pen- points. Saving Throy: None

The material component of a spell is 0By means of this spell, the caster
a scale from any dragon.
causes two 1 -foot-long greenish tenta-
cles to grow lrom his body. One tenta-
cle grows oq each side ok the caster’s
body, centered between his armpit and
his thigh. Thk caster can use the tenta-

ri

des as normal appendages to gra caster nowaxists in two bodies simulta- year. Note that since
tools, use weapons, or help with climb- to crumble to
ing. neously. In all other respects, the zombie
I',Fear Ward (Abjuration)
Each tentacle can make an attack, ef- double is the same as a normal ju-ju
fiectivelygiving the caster two extra at- Range: 0
tacks per round; a tentacle can strike to zombie (AC6; MV 9; HD 3 +12; #AT 1; Components: M
itlflict 1-6hit points of damage, or it can Duration: 1tu /level
wield a sword, dagger, or other weapon Dmg 3-12; SA strike as a 6 HD monster; Casting Time: round
(at the same ability of the caster). The Area of Effect: 5 foot radius
flexible tentacles can easily reach vic- SD immune to all mind-affectingspells, Saving Throw: None
tims on any side of the caster's body.
including illusions; immune to sleep, s an aura around the
If an unarmed tentacle makes a suc- him immune to all
cessful strike against a victim who is charm, hold, death magic, magic mis-
man-sized or smaller (less than 7 feet Shadow Form (Necromancy)
tall), it also grabs and holds the victim siles, electricity,poisons, and cold-based
to inflict an automatic 2-8 (2d4) hit Range: 0
points of damage in every subsequent spells; edged and cleaving weapons in- Components: ~, M
round. To free himself, the victim must Duration: 1ro d/leve,
sever the tentacle; there is no way to flict normal damage while blunt and Casting Time: round
loosen the grip other than severing the Area of Effect: he caster
member, killing the caster, or negating piercing weapons inflict half- damage; Saving Throw: ,None
the spell with dispel magic. A tentacleis
severed if it takes 10 hit points of dam- magical and normal fire inflicts half- ell, the caster tem-
age; damage directed at the tentaclehas himself into a
damage); THACO 16. gains the move-
effects on the caster. lass, hit dice, and
with two intact tentacles The zombie doubl cast dow. His chilling
a 40 percent bonus modifier to his rmal attack roll)
success rate (see page 122 of spells, but it can use any weapons that t points of dam-
rk Handbook,) and adds a 20
percent modifier if he has only one in- the caster can use. It is also able to
tact tentacle.
The material component for this spell climb walls as a thief (92percent). The
is a dried tentacle from a small octopus.
zombie double can be turned as a spec-
Seventhdevel Spell
tre. If it strays more than 30 yards from
Zombie Double (Necromancy]
the caster, the zombie double becomes
Range: 0
Components: V, S, M inactive and collapses to the ground; it
Duration: 1turdlevel
Casting Time: 1turn becomes active again the instant the
Area of &t: Special
caster moves within 30 yards.
the same memories, consciousness, and
alignment as the caster; essentially, the The material components for this

spell are a bit of wax from a black can-

dle and a lock of hair from the caster.

EighthlLevel Spells

Defoliate (Necromancy)

Range: 30 yards
Components: S, M
Duration: Special
Casting Time: 1round
Area of Effect: 50-foot square/level
Saving Throw: None

By means of this spell, the caster
causesall vegetation within the affected
area to wither and die, crumbling into
black ashes. All vegetation is affected,
from the tallest tree to the tiniest blade
of grass. Intelligent plant life, such as
treants, are also destroyed. The power
of a wish or its equivalent is required to
restore the destroyed vegetation; other-
wise, nothing can grow in the defoli-

106

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

:.......'i...,........ Chanter 9: Wizardlv lists

&... %,..

rn..._..

This chapter contains a potpourri of 41-42 Mouse 2. Monuments
ideas, items, and rule variations that 43-44 Otter
can be incorporated into existing cam- 45-46 Owl Ancient obelisks, monoliths, and
paigns or used as springboards for new 47-48 Parrot other structures are occasionally in-
adventures. 49-50 Raccoon scribed with the formulas of spells. Lo-
51-52 Rat cating such a monument can be an
Twenty-five Helpful 53-54 Rooster adventure in itself. For instance, a wiz-
Familiars 55-57 Raven ard who died thousands of years ago
58-59 Skunk may be entombed in a pyramid in the
As explained in the 1st-level find fa- 60-61 Snake heart of an unexplored jungle; prior to
miliar spell, summoned familiars are 62-63 Squirrel his death, the wizard inscribed the for-
not restricted to the choices listed in the 64-66 Toad mulas of his spells on the walls of his
spell description. To expand the num- 67-70 Weasel tomb so he could have access to them in
ber of possibilities, substitute Table 17 71-74 Wolverine the afterlife.
75-00 No familiar
below for the list on page 134of the PH. available within 3. Other Planes
spell range
If the find familiar spell is successful, The alternate planes of existence are
the DM rolls percentile dice and con- .................................. filled with an unending variety of weird
sults this table to determine the results. phenomena, strange landmarks, and
Five Unusual Sources For bizarre entities. A wizard might find a
All details of the spell still apply as Spells magic formula spelled out in giant
stated; if the roll indicates a creature runes stretched acrossan entire plane of
not commonly found in the immediate When a wizard learns a new spell, he the Abyss. Or he might stumble across
area, the DM can roll again or simply usually acquires it from a teacher, a dis- a horde of ape-like creatures in the
choose a more appropriate creature covered spell book, another wizard, or plane of Elysium chanting the formula
from the list. The DM can also substi- his own research. But there are many of a spell. The inhabitants of the ele-
tute different small animals suitable to more ways to learn new spells-some mental plane of Fire might know the se-
the area; for instance, the DM might of the more unusual possibilities are crets of a variety of fire-related spells,
substitute a duck for a crow, a mink for listed below (in all cases, the wizard while the occupants of the elemental
a raccoon, or a bluebird for a raven. (In must successfullylearn a new spell once plane of Earth might be willing to share
general, summoned creatures should it is revealed to him). the formulas for earth-related spells in
have 1-4 hit points and, if able to make exchange for a favor.
attacks, should be able to inflict no 1. Dragons
more than 1 or 2 hit points of damage 4. Summoned Creatures
per round. Armor Classes for creatures Most dragons are masters of magic.
of this size range from 6-8.) A friendly dragon might teach a wizard A creature summoned as a result of
a new spell as a reward for helping him invisible stalker, monster summoning,
Table 17: Summoned Familiars or as a bribe to leave him alone. or a similar spell might negotiate for his
freedom by offering to teach the caster
dlOO Roll Familiar The DM should note that the magic a spell or showhim where to find a spell
1-3 Bat of dragons is significantly different formula. If the summoned creature is
4-10 Cat from the magic normally wielded by exceptionally knowledgeable, it might
Chipmunk wizards, so it is unlikely that a wizard be able to dictate a formula to the wiz-
11-14 Crow could learn to cast a spell in the same ard; it might even be able to cause a
15-26 manner as a dragon; however, a dragon spell formula to magically appear in his
19-22 Dog of exceptional intelligence might know spell book (in which case, the wizard
23-24 Fox the formula for a spell useable by hu- has his normal chance to learn it; if he
25-26 Gull mans (or know where to find it) and re- fails, the spell formula disappears).
27-30 Hawk veal the information to a wizard.
31-33 Hare
34-37 Lizard
38-40 Monkey

1OS

- -Wizardly Lists

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

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

I
I

109

Wizardly Lists

juritis, nor does cure disease or similar
spells. Fortunately, conjuritis eventu-
ally clears up after running its course.

DMs Notes: When a wizard afflicted

with conjuritis attempts to cast any
coniuration/summoning spell, the DM
rolls ld20 and consults Table 18for the
result of the spell.

Table 18: Conjuritis Results

Result of

d20 Roll Conj./Summ.Spell

1 The immediate area is filled with the

sounds of thunder, while lightning

flashes overhead. The thunder and

lightning persist for 1-4 rounds, but

have no effects on the characters or

their abilities.

2 A plush toy animal 10-40 feet high
appears in an area in front of the
caster. The toy animal can be a rab-
bit, a dragon, a cow, or any crea-
ture of the DM’s choice. The toy
animal crumbles to dust immedi-
ately if it is touched or disturbed in
any way.

3 Dozens of mushrooms of various
sizes suddenly pop up everywhere
within a 10-40 foot radius of the
caster (this occurs even if the caster

is indoors). Each mushroom has an

image of the caster’s smiling face on
its cap. As soon as any of the mush-
rooms are touched, all of them

crumble into dust.

4 The area within a 10-40 foot radius
of the caster fills with multi-colored

soap bubbles. On the side of each
bubble is an image

smiling face.

s is difficult to 5 The temperaturewith
radiusof the caster suddenlyrises or
drops (DM’s choice) 20 degrees
Fahrenheit. The change persists for

1-4 rounds, then the area reverts to A wizard probably will not know stance, if the wizard has a Constitution
its previous temperature. that he has conjuritis until he first expe-
riences an unexpected result from a of 13 and casts a 4th-level necromancy
The immediate area fills with the conjuration/summoning spell; that is, spell, he adds 4 to his Id20 roll when he
sounds of human shrieks and when he first receives one of the results makes his Constitution Check.) If he
screams. There is no apparent numbered1-10on Table 18.After he ex- passes the check, there are no ill effects.
source of the sounds. The screams periences this first unexpected result, If he fails the check, he suffers 1-4 hit
persist for 1-4 rounds, then fade there are two ways he can be cured. points of damage. Regardless of
away. whether he fails his Constitution
1.As soon as the wizard casts two
The caster’s flesh turns purple (or consecutive conjuration/summoning Check, the spell is cast normally.
green or blue or any other color or spells with normal results (that is, the There are two additional side-effects
combination of the DMs choice). DM rolls 11-20on Table 18), he is cured
The effect persists for 1-4 rounds, of the affliction. of blacksickness.
then the caster’s flesh reverts to its 1.If the afflicted wizard suffers 6-10
normal color. 2. As soon the wizard casts four nor-
mal conjuration/summoning spells (a hit points of damage in the same day as
The area within a 5Cfoot radius of result of 11-20 on Table 18), he is cured
the caster is filled with a thin mist, of the affliction; these spellsneed not be a result of failing Constitution Checks
light green in color (or light purple consecutive. required for casting necromancy spells,
or light orange, or any other color he will experiencewracking nightmares
of the DM’schoice). The mist smells 4. Barlow’s Blacksickness
when he sleeps that night. Throughout
of cinnamon (or mint or rotten fish Description: An extremely danger- the following day, he will experience
or any other aroma of the DMs ous disease, blacksicknesscausesthe af- blurred vision and stomach cramps,
choice). The mist dissipates in 1-4 flicted wizard to weaken every time he
rounds. attempts to cast a necromancy spell. In and will make all attack rolls at a -2
extreme cases, afflicted wizards have
9 The area within a 5(rfOOt radius of died from this disease. The affliction is penalty. Cure disease or similar spells
the caster abruptly turns pitch accompanied by stomach cramps, have no effect on this condition.
black, as if it were affected by a blurred vision, and nightmares. Its on-
darkness spell. If the area was al- set is usually preceded by several days 2. If the afflicted wizard suffers 11or
ready dark, it abruptly becomes of nausea. more hit points of damage in the same
bright, as if affected by a light spell.
This effect persists for 1-4 rounds. Susceptibility: Barlow’s blacksick- day as a result of failing Constitution
ness primarily affects necromancers. It Checks required for casting necro-
10 An image of whatever the caster can also strike any wizard who knows
was attempting to conjure appears and uses necromancy spells. mancy spells, he will immediately col-
I O feet in front of the caster, hovers lapse. He will be unable to cast spells,
in mid-air for a few seconds, then Prognosis: This is a difficult afflic-
disappears. If the caster was at- tion to treat. Strangely, the very act of engage in combat, or undertake any
tempting a spell that did not con- casting the spells associated with the other strenuous activities for the next
jure or summon an item or disease also seems to help cure it. Oth- 24 hours. (He can still walk without as-
creature, the hovering image is of erwise, the affliction can linger any- sistance, but his movement rate is
the caster. where from a few days to several
weeks. halved.)
11-20 The caster’s spell works nor- Cure disease, dispel magic, and simi-
mally. DM’s Notes: A wizard afflicted with
blacksickness risks suffering damage lar spells have no effect on blacksick-
whenever he casts a necromancy spell. ness. Aside from a wish, there are two
When an afflicted wizard casts a necro- known cures.
mancy spell, he must make a Constitu-
tion Check, with the level of the spell 1.The DM secretly rolls 2d6. This is
used as a negative modifier. (For in- the number of necromancy spells the af-

flicted wizard must cast in order to

purge his system of the blacksickness.
The necromancy spells can be of any
level; for instance, if the wizard needs
to cast four spells, they could all be 1st-
level spells, they could all be 9th-level
spells, or they could be any combina-
tion of necromancy spells from any
level. Each time a necromancy spell is
cast, the afflicted wizard must still

make a Constitution Check and suffer

111

Wizardly Lists I

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

..................................

I12

Pi

Six Common Alchemical cates the nature of the substance;for in- bled, the sections rorm a tight seal that
Processes stance, a green flame indicates the prevents air froim entering. Items and
presence of copper. substances can be locked inside the
Whilethe creationof potionsandother globe to isolate them from outside con-
magical substancesoften involvesa com- 6. Chromatography ditions. Small and large globes ar
plex seriesof laboratorytechniques, there available. (150-250gp)
are a number of basic processes common This is a simplemethodfor analyzing
to most experiments. 4. Athanor
certain types of unknown substances.
1. Calcination The substanceis first dissolvedin water A small furnaceconsistingof an oven

This is the process of reducing sub- or other liquid. A sample of the liquid and a deep pan of sifted ashes. Sub-
stances(usually minerals and metals) to then is poured into a glass tube lined stances to be heated are placed in a
ash by first crushing or grinding them sealed container and covered in ashes
to powder, then subjecting them to high with filter paper, and a solvent is for slow, even heating. (80 gp)
heat. added. Because the components of the
substance move through the filter at 5. Descensory Furnace
2. Sublimation different speeds, each will appear as a
different colored band in the tube. This is a medium-sized furnace
This is tihe process of heating a solid marily used for heating liquids. The
substance until it is vaporized, then .................................. uid is poured down a funnel on the
quickly copling the vapor to return it to which runs into a container in the b
a solid f o h . Eleven Useful Additions of the furnace. (100 gp)
t o a Wizard’s Laboratory
3. Distillation 6. Heat Bath
A wizards laboratory typically in-
This is the process of boiling a liquid This is a small furnaceholding a d
until it turps to vapor, then cooling the cludes a variety of books, crucibles, pan of water containing metal rings
vapor untjl it condensesback into a liq- flasks, jars, tripods, herbs, and even a hold variously sized flasks and tub
uid, thus purifying the liquid. skeleton or two. Following are several The substance to be dissolved is pla
lesscommonbut extremelyuseful items in a glass tube, which in turn is pla
4. AbsorptiodAdsorption that might be found in an especially in an appropriately-sized ring in
well-furnished laboratory. The cost of pan. The furnace gradually heats
This is o method for purifying gases each item is given in parentheses. water and thus the substance. (75gp
or liquidsby exposing them to charcoal
particles or other filtering substances; 1. Granite Table Top 7. Dung Bed
the impurities are attracted to the parti-
cles, thus purifying the gas or liquid. If This is an ordinary desk with a top This item consists of a box ma
the impuqties are actuaIly taken inside made of polished granite or quartzite to glass or other non-flammable ma
the particlp, then absorptionhas taken resist staining and damage from acids with a tight-fitting lid. The box is
place. If the impurities remain on the and other potent substances. (150 gp) with hot dung or clean, dry s
surface of the particles, then adsorption Treated substances are placed in t
has occurdd. 2. Glass Mask dung bed to keep them warm. (25 g

5. Flame Test This is a face mask made of glass de- 8. Analytical Balance
signed to protect the wizard from inhal-
This is D method of identifying un- ing poisonous fumes and to protect his An extremelyprecise scale for weigh
known sulpstancesby holding them in a face from splashed chemicals.(lO gp) ing solid materials, the balance is sensi
hot flame. The color of the flame indi- tive enough to distinguish a blank piece
3. Alchemist’s Globe of paper from a paper with writing on

This 3-foot-diameter glass globe sep-
arates into two sections. When assem-

it. To keep it dust-free, the

covered with a glass case. (400 gp

9. Bwette

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

114

intensity of the training, and the quality training for manipulation of spell com- of human, humanoid, and demihuman
of the faculty, but generally, four to six ponents. languages.
years of full-time study are required to
graduate from an accredited academy. 2. Philosophy of Magic: The study of 7. History of Magic: Overview of wiz
This period can be lengthened by as logical methods of thinking with appli- ards and magic throughout the ages
much as two to four additional years if cations to practical problems of spell with an emphasis on historical break-
the student specializes in a particular use. Exploration of metaphysics, the- throughs in spell research.
school. ory of knowledge, and ethics.
8. Magic and Society: The wizard
A student usually takes four to six 3. Basic Astrology: The relationship of viewed from a cultural perspective.
courses per quarter, with each quarter the stars, planets, and other heavenly survey of societal relationships
lasting three months. A minor course, bodies to magical processes. Topics in- cross- cultural comparisons of wiz
such as Survey of Literature, might last clude lunar phases, astral movement, around the world(s).
only a single quarter, while a major and the influence of deities.
course, such as Spell Tutorial, might be 9. Power Thinking: Emphasis on in
taken every quarter until the student 4. Spell Theory: How spells function; creasing the student's understandin
graduates. An average course lasts one spell interaction with physical laws. thinking as a process to increase
to two hours per day, four to six days strength of his cognitive skills. Top
per week. 5. Fundamentals of Meditation: Basic include creativity, memory, concentra
techniquesfor reaching higher levels of tion, and problem solving.
The curriculum of a typical academy intellectual perception. Topics include
of magic includes the following transcendence, self-actualization, and IO.Survey of Literature: An introduc
courses. dream analysis. tion to the study of magic literature,
with an emphasis on analysis. A broa
1. Physical Training: Various exercises 6. Language Instruction: Grammar, range of authors from a variety of cul
and activities to improve physical fit- phonetics, and conversational idioms tures and historical periods are exam
ness, with an emphasis on dexterity ined in detail.

Wizardly Lists I

on:A survey of re- mula Analysis. Topics include herbalism, chemical research, particularly the re-
alchemical reactions, natural and unnat- search of new magical potions. The
search techniques, including classifica- ural metabolism, and basic scientificpro- group compilesand exchangesinforma-
tion systems, spell indexing, basic cedures (all alchemical processes tion about their current projects, with
referencebooks, and assembling a per- describedearlier in this chapter). the implicit understanding that such in-
formation will not be shared with out-
12. Fundamentals of Spell Transcrip- 19. Introduction to 1st-Level Magic: siders. Violation of this rule results in
tiorr: Topics include penmanship tech- 1st-levelspell instruction.Includescast- immediate expulsion from the Brother-
ing techniques, practical applications, hood.
niques, paper and ink selection, proper and general theory. Individualized in-
struction available. Membership: The bulk of the mem-
structure, revision, basic calligraphy, bers are transmuters, though a few en-
.................................. chanters and invokers are also
13. Mndpbes of Casting: An in€ included.
tion to basic casting techniques of low- Nine Organizations For
level spells. Includes component Wlzards New Member Requirements: New
theory, spell design, and safety proce- members must pay an entrance fee of
dures. Instruction for specific schools Wizards are most comfortable in the 100 gp and show evidence of original
of magic are available for prospective company of their fellow practitioners, magical item research within the last
especially those with whom they share year.
14. Spell Tutorial: An individualized common interests, and often form their
course tailored to meet the needs of in- own associations and organizations. A Annual Dues: 20 gy
+ dividualstudents. Studentscan concen- few such groups are listed below. The Benefits: The Brotherhood can help
trate on improving skills in specific DM is encouraged to design variations its members obtain hard-to-find re-
schools of magic or explore techniques of these groups; for instance, a Necro- search supplies and laboratory equip-
from all schools. mancy Syndicate, a variation of the Di- ment. They can also offer assistance to
viners Syndicate, might exist in a members who have reached a dead end
15. Spell Seminar: A discussion group particular DMscampaign world. in their research.

addressing topics of special interest to Each organization's description in- Legal Defense Front
students, with an emphasis on problem cludes the following information:
areas. Studentsare expectedto conduct Description: This group provides le-
demonstrations for the group, with Description: The purpose of the gal defense to wizards unjustly accused
criticism periods to follow. group. of criminal activity. Their services in-
clude legal representation, financial
16. Spell Practicurm: Addressing low- Membership: The types of wizards support, and personal counseling.
level spells, the practicum provides stu- belonging to the group.
dents with the opportunity to practice Membership: Any wizard of la
their skills in both a laboratory setting New Member Requirements: Condi- good alignment can be a member.
and in the field. Emphasisis on creative tions a prospectivemember is expected
New Member Requirements: A new
17. Formula Analysis: Theory of spell to meet in order to join the group. Usu-
formulas, emphasizing techniques ap- member must be sponsored by a cur-
plicable to original research. Topics in- ally, this consists of paying an entrance rent member and must pay an entrance
clude elementary spell functions, fee or being sponsored by a current fee of 200 gp. The entrance fee may-.I
tabular and graphical presentation, member. waived on a majority vote.
variability, and metaphysical equa-
tions. Basic alchemical principles are Annual Dues The fee that a member Annual Dues: 50 gy
covered in subsequent sessions of this must pay each year to remain an active Benefits: If a member is accused of a
course. member. crime, the Front will provide 1,OOO g p
or more toward his defense. The Front
18. Labomtory TechrmiquesPractical ap- Benefits: The advantages of being a can also provide expert witnesses and
plication of the principlescoveredin For- member. legal representation if necessary. Their
counseling service advises members
The Brotherhood of Alchemy about the acceptance of magic-users in
various cities and cultures, giving spe-
Description: This group consists of
wizards whose primary interest is al-

Wiznrdhv Lists '

ial attention to places where ma-gic-
users a* routinely persecuted and im-

prisoned for minor infractions of the

law.

The Silver Swan Club

Description: Primarily a social orga-

nizationlfor unmarriedwizards, the Sil-

ver Swain Club holds regular dances,

picnics, and other social events for its

member$. The highlight of the year is

the anniual Harvest Moon Festival,

when the club stages an a4-night party,

in a rentkd castle.

Membership: All wizards are wel-

come, bbt the membership comprises

mainly foung, low-level wizards.
New Member Requirements: A new

member ,paysan entrance fee of 20 gp.

Annu4 Dues: 5 gp

Benefits:The club provides its mem-

bers widh excellent opportunities to

meet pobenthl friends and mates.

Wizards' Liberation Society tact with government officials and as- never to use a magical item again?
sist them in working with government Annual Dues: None
Descr+tion: This organization seeks bureaucracies. Benefits: Once per year, each
to further the interests of wizards
through political pressure on local and Foes of the Wand ber can exchange a magical item
nationalI governments. Their methods spell of comparablepower. The magical
include negotiation, demonstrations, Description: This is an organization item is destroyed, then the Foes allow
and onemn-one lobbying. Some fac- of purists who adamantly oppose the the member to copy one spell (of their
tionsarelrumored to use violence to un- use of magical wands or any other mag- choice, not the member's) from their
derscore1 their messages. ical devices. Such devicesare perceived spell books.
to be a threat to the craft of magic; only
Membership: A l l wizards are the use of spellsis acceptableto the Foes Diviners Syndicate
of the Wand. If a member is ever caught
e l i ~ ~ ~ * I ' / f e m bReerquirements: A new using a magical item, he is immediately Description: More of a business than
expelled. a fraternal organization, the Diviners
member lmust be sponsored by a cur- Syndicatesells advice, predictions, and
rent meqber and pay an entrance fee of Membership: All wizards are eligi- omen interpretations to membersof the
50 gp. The fee is waived if the prospec- ble, but the membership is primarily aristocracy. Their fees are expensive,
tive meqber has exploitable political composed of older mages of higher but because the syndicate pools the tal-
connections (for instarice, if he is re- levels. ents of a sizeable number of skilledwiz-
ards, their advice and predictions are
lated to g government official). New Member Requirements: The extremely accurate.
only requirement for a prospective
A n n 4 Dues: 10g p member is the donation of a magical lever or higher are
Benefits: The Society can exert con- item to the Foes. The Foes then destroy
siderablq influence on governments to the item in a solemn ceremony, after
adopt labs beneficial to wizards. The
Societyaan also put its membersin con-

New Member Re nts: The compiles information about alternate still be admitted to the fellowship with
prospective member must pay an en- planes of existence and makes this in-
formation available to its members at Ithe DMs permission.
trance fee of 500 g p and bring a no charge. Annual Dues: None. However, each
member must provide 15percent of the
one new client to the syndicate. Membership: All wizards who have
visited one or more alternate planes of mfees he chargesfor his sage advice to the
Annual Dues: There are no annual existence are eligible.
fellowship.
dues. However, to remain in good New Member Requirements: A new Benefits: As long as a member spen
member must pay an entrance fee of 20
standing, a member must spend a mini- a minimum of eight weeks per year
gp. Additionally, the prospectivemem- working exclusively for the syndicate,
mum of eight weeks per year working ber must have proof of a visit to at least he has access to the advice of the other
one alternate plane of existence. The members at no charge. If he fails to
exclusively for the syndicate. membership votes on whether the pro- spend the minimum of eight weeks per
spective member‘s knowledge of that year, he must pay their normal fees.
Benefits: Members in good standing plane is of sufficient usefulness to the Advice is given according to the rules
organizationto allow him membership. for sageson pages 106-107of the DMG.
split the syndicate’sprofits at the end of However, the chanceslisted on Table 61
the year. A member’s annual share is Annual Dues: None if the member at- (page 107of the DMG) of finding a sage
in the fellowship who is expert in a
usually 5,000-30,000 (ld6 x 5,000) gp. tends all bi-monthly meetings. A fine given field are doubled; for instance,
there is a 20 percent chance of finding
Center for Molrwter Control may be assessed if a member misses too an expert in alchemy. When using the
many meetings without good reason. Sage Modifiers table (Table 62 of the
Description: This organization com- DMG), assume that a fellowship sage
Benefits: The organization supplies alwayshas accessto a completelibrary.
piles information about magical mon- information to its members about the
sters and makes this information alternate planes, including inhabitants, ..................................
physical laws, and how spell casting is
available to its members at no charge. affected (the DM should consult Chap- 400 Fantastic Materials
Membership: All wizards who have ter 6 for details about magic in other
planes-the league has all of this infor- Occasionally,the DM will need t
first-hand knowledge of magical mon- mation available to its members). troduce a fantastic magical mat
sters are eligible. into his campaign. Such a material
of sages who are expert in a wide vari- might be requiredas an ingredient for a
New Member Requirements: A new ety of subjects. The sages charge for PC wizards magical research (espe
member must pay an entrancefee of 10 their advice, giving a percentage of cially if the DM is using the fantastic
their fees to the Fellowship for its up- approach to magical fabrication d
gp. Additionally, the prospective mem- keep. scribedon page 84 of the Dunge
ter’s Guide), it might be the focal point
ber must have first-hand knowledge of Membership: All typesof wizardsbe- of a quest, or it might be a necessary
a magical monster or a monster wield- long to the fellowship, each with one or component to remove a curse.
ing magical powers (such knowledge is more areas of expertise.
If the DM has no specific material in
usually acquired as a result of a battle). New Member Requirements: A pro- mind, he can generate one by roll
The membership votes on whether the Id20 two times on Table 19. The f
prospective member’s knowledge is of spective member must pay an entrance die roll selects an element from Cat
sufficient usefulnessto the organization fee of 100gp, plus he must have a non- gory A; the second die roll select
weapon proficiency in one or more of the ement from Category B. The s
to allow him membership. fields of study listed on Table 61 of the elements become part of this
Annual Dues: None if the member at-
Dungeon Master’sGuide. If the wizard is “The (Category A) of a (Category B)
tends all bi-monthly meetings. The
a recognizedauthorityin one of the fields For instance, if the first die roll is 3 and
member may be assessed a fine if too of study not available as a nonweapon
proficiencyin the DMs campaign,he can
Benefits: The organization su_pp- lies
informationto its members about mag-
ical monsters, including their abilities,
their weaknesses, and suggested strate-
gies for defeating or avoiding them.

League of Extraplanar
Travelers

Description: Similarto the Center for
Monster Control, this organization

118

Wizardly Lists

the secopd die roll is 5, the fantastic ma- containing the formulasfor many high- Level 2: This level is completelyfilled
terial is "the breath of a butterfly.'' level conjuration spells. with sea water. There are two 10-foot-
diameter openings on either side of this
If he qesires, the DM can simply pick The Island of Ghothar is enchanted level leading to the open sea. Depend-
element$ from each category to form to continually drift in random direc- ing on where in the world the island
specific ,materials. He can also substi- tions at speeds up to 25 miles per hour. happens to be, this level could contain
tute simjlar elements for the choices in There havebeen no confirmedsightings variousformsof dangeroussea life who
Categoq B. For instance, he might sub- in over a century, meaning that the is- have taken shelter here; such sea life
stitute "bumblebee" for '%utterfly" (so land conceivably could have drifted might include sharks, giant eeis, or gi-
the exaqple above becomes "the breath anywhere in the world. ant octopi.
of a bumblebee") or "diamond for
"stone." About the Island 2a. Portal: Those stepping on this
Refer to Map 1. portal are instantly transported to the
If ranbom rolls produce results that The island resembles a cylinder top of the island (to the area marked
deem iwppropriate or frivolous (such with an X on the Level 1map).
as "the breath of a stone"), the DM can about 50 yards in diameter and about
roll agaipl for either category or substi- y three-fourths of it 2b. Portal: Those stepping on this
tute any category choice he wishes. ng that only about portal are instantly transported to the
floor of Level 3 (to the area on the Level
Unles$the DM has a specific meaning 35 yards of the island is above sea level. 3 map marked with an X.)
in mind, the players must discover the The island is ma
precise meaning of a fantastic material 2c. Portal: Those stepping on this
or the qeans to produce or locate it. wall o fforce, making it virtually invul- portal are instantly transported to the
Discove~ngthe meaning of a fantastic nerable to damage. floor of Level 4 (to the area on the Level
material1can easily become the premise 4 map marked with an X).
for a new adventure. divided into five levels,
yards tall from top to Level 3: This level is completelyriiiea
Five Incredible Locations for Level 1,which cor- with a noxious yellow gas that smells
responds to the surface of the island). like dead fish. The gas is so dense that
There1are a vast number of magical The floors are solid granite nearly 10 normal vision is reduced to IO feet.
places that are rumored to exist feet thick, permanently covered with Charactersentering this level must save
throughput the world; a few of them wall of force. vs. poison; those who fail suffer 1-2 hit
are listedbelow. Whether they actually The only passagewaysbetween levels pointsof damage per round of exposure
exist rex$ains to be discovered (and is are the magical portals located at vari- to the gas.
ous points on the floors (see map). The
up to thg discretionof the DM), but the portals are 5-foot-diameter rings made 3a. Portal: Those stepping on this
of black and white pearls imbedded in portal are instantly transported to a
search for any one of them could be the granite. The portals are completely random area in Level 2, findine them-
used as (he basis for an adventure or a airtight. When a creature or person selves suddenly underwater.
springbdard for a ca touches the granite area inside the ring
of pearls, the creature or person is in- 3b. Portal: Those stepping on this
The Island of Gh stantly transported to a specific loca- portal are instantly transported to the
tion on the island. The destination of top of the island (to the area marked
This itland is the former stronghold dicated in the Map Key.
of the n)aster conjurer Ghothar. Gho- with an X on the Level 1map).
thar myiteriously vanished several cen- Map Key
turies abo, and left the bulk of his 3c. Portal: Those stepping on this
magical heasures secured in a! chamber Level I:This is the surface of the is- portal are instantly transported to the
in the debpest recessesof his island. Not floor of Level 4 (to the area on the - - 7 ~
only is @e treasurecache rumoredto be land, the only portion that is visible
of incoqparable value, it is also said to above sea level. There is a portal on the 4 map marked with an X.)
include pne of Ghothar's spell books, center of the island. Those stepping on
the portal are instantly transported to a Level 4: This level has floor-to-ceilir.,
random area in Level 2, abruptly find- walls of granite that divide the level
ing themselves underwater. into various sections. The walk are one
foot thick and are permanently covered
with wall of force.

4a, 4b, 4c. Fake Portals: These circles
of pearls resemble the portals found on

other levels of the island, but they are sphere supplied transport for the wiz- Map Key
not portals. Instead, when any charac- ards to alternate planes of existence.
ter steps on one of thesefake portals, he Layer 1: This layer is
activates a special monster summoning Because of the magic involved in cre- brightly blinking lights of
ating and sustaining the sphere, it is ex- Those in contact with t
III spell. The spell instantly summons tremely difficult to use and virtually save vs. spells or become
impossible to use by non-wizards. the next 2-8 (2d4) rounds.
ld4 3rd-level monsters (selected by the level wizard spell is cast at
About the Spheres at a character inside the layer, the layer
DM from his 3rd-level encounter ta- instantly fills with dancing lights and
Refer to Map 2. charactersno longer risk b
bles). The summoned monsters appear The sphere is located in an immense The dancing lights persist for one tu
near the ring‘s perimeterand attack ev- cavern at the end of a 200 yard long after which the layer reve
eryone in sight. If the monsters are passage winding deep inside the earth nal features.
killed, they disappear; otherwise, they beneath an ancient, towering mountain
fight for 2-8 (2d4) rounds, after which range. The sphere consists of several Layer 2: This layer is filled with
time they vanish. There is no effect if layers (like an onion), each about 20 greenish-yellow fog that obscures all
the monsters step inside one of the fake feet thick. The layers are separated sight, normal and infravision, beyond
portals. The monsters will avoid the from one another by bandsof shimmer- two feet. Those in contact with this
real portal (4d). ing white light. The portal to the alter- layer suffer 1-4 hit pointsof damage per
nate planes lies in the center of the round (save for half-damage). If any
4d. Portal: Those stepping on this sphere; to get to the portal, a person 2nd-level wizard spell is cast at the layer
portal are instantly transported to the must pass through each layer. or at a character insidethe layer, the fog
floorof Level 5 (to the area on the Level Once the magical requirement for a instantly becomes harmless, similar to
layer has been met, charactersmay pass the fog produced by fog cloud, and
5 map marked with an X.) through the layer of shimmering light charactersno longer risk sufferingdam-
to the next layer. If any characterpasses age. The harmlessfog cloud persistsfor
Level 5: This is Ghothar’s treasure back through a light layer that he has one turn, after which the layer reverts
cache. The exact composition of the already passed through, the magical to its original features.
treasure is the decision of the DM, but a condition must be met again in order to
suggested cache includes a spell book re-enter that light layer. Characters Layer3:This layer is dark and empty,
with a dozen conjuration/summoning may pass freely toward the outer but a powerful gust of wind of about 30
spells of various levels, five magical spheres (for example, from layer 4 to m.p.h. blows from the inner wall to-
items, and an assortment of gold and layer 3). ward the outer wall, rendering man-
gems worth 20,000 gp. (Rumors Each layer is permanently enchanted sized creatures unable to proceed to
abound that Ghothar found the secret with special features representing the Layer 4. If any 3rd-level wizard spdl is
of eternal life and still exists in an alter- various levels of wizard magic; for in- cast at the layer or at a character inside
nate plane of existence; if this is true, stance, the first layer of the sphere rep- the layer, the wind subsides to a gentle
Ghothar might return someday to re- resents 1st-level wizard magic, the breeze and characters can proceed nor-
stock his cache with a different assort- second layer represents 2nd-level wiz- mally. The gentlebreezepersistsfor one
ment of treasure. He might also change ard magic, and so on. If the proper level turn, after which the strong wind be-
the traps in his island, especially if his of spell is cast on a layer, its features gins to blow again.
previous treasure has been stolen.) changedramatically;these spellscan ei-
ther be cast on the layer itself or on any Layer 4: This layer is filled with roar-
Those stepping on the portal on this subject inside the layer. Magical items
level are instantly transported to the that duplicate the effects of spells do ing red flamessimilar to those produced
top of the island (to the area marked nothing to change the features of the by a fire trup. Those in contact with this
with an X on the Level 1map). plane, nor do priest spells. The effects layer must save vs. spells or suffer 5-8
are explained in detail in the Map Key.
The Sphere of B’naa (ld4 +4) hit paints of damage (save for

The Sphereof Bnaa is locatedin a ca- half damage). If any 4th-level wizard
vern beneath one of the worlds highest spell is cast at the layer or at a character
peaks. Its precise location is not inside the layer, the flames turn
known. The sphere was created eons and no longer generate heat; char
ago by a consort of wizards led by a
high-level mage named B’naa. The

120

Wizardly Lists

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

1-The Island of Ghothar

Level 2 Level 3

Amval Area Water

I.1 U

Portal Gas

Fake Portal Granite

lol

Treasure

0

10 Yards

Maps by Stephen Sullivan

Wikirdly Lilsts

If a wizard locatesthis oak (recogniz- Are a wizards skills more impor- tion is not knq5
able by a slight pulsation near its trunk tant than those of a craftsman? Than about 10feet $y 10 feet ;quare, but its
that resembles a heart beat), he can ask those of an artist?
so strong that it radiates
it any question as if he were consulting In what ways is a dragon the equal
of a man? The garden p a r s to be a normal bed
a wise sage for information (the wizard
If the wizard refuses to answer the of wild fl4of various types. How-
can ask any question relating to the heads question, all of the heads with- weapon is buriedin
draw into the tree trunk and disappear. feet of soil and
fields of study listed on Table 61 of the They cannot be summoned again for
Dungeon Master's Guide). The Sage another 24 hours. for a year and a day,
Tree will only respond to wizards of there is a good Wce that it will change
lawful good alignment, and it will an- If the wizard makes a reasonable ef- into a magicall weapon. No more than
swer only one question per day. fort to answer the heads question (the
DM decides if the wizard has made a be buriedin the garden
If these requirements are met, two to reasonableelfort), the headswill nod in if more than two weap-
agreement, saying they will discuss the the enchantment will not
five (ld4 + 1)human faces will sprout issuefurther at anothertime. One of the
headswill then ask the wizard to repeat weapons vyill be unaf-
from the tree in an area five to ten feet his original question. The heads will
consult briefly with each other, then fected. If a weapon is removed fram the
above the base of the trunk. The faces one of them will answer the question.
,and ai-mther year
appear to be carvedfrom wood. One of To determine if the heads have arrived ss before the enchant-
the faces will politely ask the wizard to at the correct answer, the DM should
roll ld2O. On a roll of 18 or less, the If a weapog remains buried in the
repeat the question, then another face
will offer an answer. Immediately, a heads have answered correctly. On a bgarden for a y ar and a day, roll ld20
second face will d e r a different an- roll of 19 or 20, the heads have an-
swer. If there are additional faces, they and consult Tq le 20 for the result.
too will offer different answers. swered incorrectly. The DM should cre-
Table 20: Results from
After all of the faces have offered ate an incorrect answer that will be the Garden of Jertulth
their answers, they will ignore the wiz- believable and consistent with what
they players already know about the D20 Ron Result
ard and emgage in a heated argument as adventure.
1-3 The wdapon is unaffected.
to who is wrong anid who is right. The After the heads answer the wizards
argument will continue for at least 2-8 question, they bid him farewell and 4-6 The Yeapon has become a
withdraw back inside the tree. The
(a&) r o d , during which time the ar- headswill not answer another question weapoh +I.
until 24 hours have passed.
gument will drift aff into topics com- 7-10 The vheapon has become a
pletely unrelated to the wizard's If the tree is cut down or otherwise weapoh +2.
question. A t some point in the argu- destroyed, the essences of the sageswill
ment, oneof the headsd l abruptlyask be transported to another tree some- 11-12 The yeapon has become a
where else in the world. As with the weapoh +3.
the wizard for his opinion to settle their previoustree, the new Sage Tree will be
recognizableby a slight pulsation near 13 The weapon has become a
argument-the head will ask for the its trunk. weapdn +4.
wizards opinion on a subject totally
The Garden of Jertulth 14-15 The 4eapon has become a
unrelated to the wizards' original ques-
This is an enchanted garden devel- 1weap n +I, +2 us. magic-
tion. Typical questions asked by a head oped by the ancient mage Jertulth.The
garden is rumored to exist in a clearing using nd enchanted creatures.
might include: in an uncharted jungle; its precise loca-
If a star falls from the sky and This deapon alwaysprovidesa

lands in the ocean, should the star still +1bobus. The +2 bonus takes

be considered part of the heavens, or effect khen the s w d is em-
against wizards, spell-
has it now become part of the earth?
If a large animal kills a smaller ani- castin@ monsters, and
conjurkd, gated, or summoned
malfor sport,should it be held account-
able for its actions?

If two men shaw equally in a busi-
ness and one of them dies, should the
widow of the dead man receive his
shareof the profits, even if she doesnot

participate in the business herself?

122

I- --

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

elweapon has become a weapon the weapon by rem
3. However, 2-8 (2d4)days after ited wish, wish, or
it is1 taken from the garden, the
weapon loses its enchantment and in practice, but wh
revq~tsto its non-magical form. against an opponent
Perrbanency or a similar spell can- lowers its wielder's a
not prevent the weapon from los-
ing its enchantment, although a

+3. However, 2-8 (2d4) days after
it isl taken from the garderi, the
weabon disintegrates into dust.

that^Thq enchantment is so powerful
nothing short of a wish can
preqent the weapon from disinte-
grathg; however, if a wish is cast
on the weapon, it will lose its + 3

ings on the ground. The omens appear 1-4 turns; during this time, the charac- Add to: Table 98 (page 138, DMG).
as shadowy runes of any number of an- ter can make as many stretches as he XP Value: 3,000
cient languages; a wizard can translate likes, as long as he checks for damage
the runes with comprehend languages for each stretch. Parchment of Monster
or a similarspell. The omens and warn- Holding
ings are always IO0 percent accurate, Add to: Table 89 (page 135, DMG).
though their phrasing may be ambigu- XP Value: 300 This 1-foot-square piece of parch-
ous. Rumors tell that once per year, the ment can hold any monster summoned
shadow trees spell out the formula of a Candle of Everburning by a monster summoning I spell. The
wizard spell of a random level which wizard unfolds the parchment and lays
can be translated by comprehend lan- This resembles a normal wax candle it before himself prior to casting the
guages, read magic, or a similar spell. about 6 inches tall. However, once the
candle is lit, the flame can be extin- spell. If the spell is successfullycast, the
.................................. guished only by the spoken command
of whomever is holding it. Otherwise, summoned monster is immediately ab-
Twelve New Magical the flame continuesto burn; it will burn sorbed into the parchment, appearing
items underwater, in any alternate plane of there as a colored image. The caster can
existence, or in the strongest of winds. then refold the parchment and carry it
If the DM wishes to determine the Dispel magic and similar spells have no with him, holding the summoned mon-
effect on the flame. The candle of ever- ster indefinitely. When the parchment is
discovery of the following items at ran- burning can burn for 24 hoursbefore all unfolded and laid on the ground, and
dom, he can use the magical item tables of its wax melts away.
on pages 135-139 of the Dungeon Mas- aks a command word,
ter's Guide. Each item below belongs to Add to: Table 101(page 138, DMG). pears, remaining active
XP Value: 300 for the normal duration of the monster
a particular table; when a DMs Choice summoning I spell.
Medallion of Steadiness Any single parchment o f monster
result is rolled on the appropriatetable,
This is a silver medallionof a horse's holding can be used only once; after the
the DM can use the indicated item as head. While wearing it, a character can
never be thrown from his mount, monster is released, the parchment
one of his options. For instance, the po- whether a horse, a dragon, or any other crumbles to dust. The parchment also
tion of elasticity listed below belongsto creature suitable for riding. crumbles if it is torn or defaced in any
Table 89 (page 135, DMG). If a 20 is way.
Add to: Table 96 (page 137, DMG).
rolled, the DM can use the potion of XP Value: 1,000 Add to: Table 104 (page 139, D M G ) .
elasticity as an option for the DMs XI' Value: 150
Dragon Slippers
Choice. Singing Skull
These slippers are made of green silk.
Elasticity The magic of the dragon slippers is acti- This item resembles a s m d human
vated if the wearer concentrates and skull, about 3 inches in diameter, made
A character consuming one dose of speaks the word "change." If activated, of ivory. Once per day, the owner can
this potion is able to stretch his legs, the dragon slippers cause the wearer to command the skull to sing. The singing
appear as a 20-foot dragon with bright skull sings eerie, depressing tunes for
arms, neck, or any other appendage up yellow scales, a barbed tail, and long one hour (or less, as ordered by the
to a distance in feet equal to twice his greenfangs; the wearer doesnot gain any skull's owner). All those within 50 feet
Constitutionscore; for instance, a char- of the abilitiesof a dragon. While the illu- of the singing skull must make a suc-
acter with a Constitution of 15 can sion is in effect, the wearer retains his cessful saving throw vs. spells or suffer
stretch up to 30 feet. A character can normal abilities and statistics. The effect the effects of a fear spell. The owner of
stretch only one appendage at a time; lasts for one hour, but can be cancelled the singing s h l l is immune to its ef-
for instance, he can stretch one arm, any time by the commandof the wearer. fects.
one finger, or his neck. Whenever he
stretchesany appendage, he must make Add to: Table 103 (page 139, D M G ) .
a Constitution Check; if he fails, the XP Value: 2,000
stress of the stretch causes ld6 hit
points of damage. The potion lasts for

124

I Airboat ruped, the craft stops. If it stopsmoving

while in the air, it hovers in place. The

This appears to be a canoe made of airboat can hover in place for only 1

stone arid measures 3 feet tall, 12 feet turn, after which it sinks gently to the

long, add 4 feet wide. Inside are five ground. If it stops moving while on wa-

evenly spaced stone planks, each capa- ter, the boat simply drifts.

l ble of sehting two human-sized passen- Add to: Table 104 (page 139, DMG).
gers. A &lankon one end of the canoe is XI' Value: 20,000

marked bith a star symbol in the cen-
ter. The lairboat is also fitted with two Ring of Resistance to Breath
sets of pone oars that fit in ridges Weapons
carved i$ both sides of the craft.

04The airboat responds to the mental This ring gives the wearer complete
immunity to all breath weapon attacks
orders its commander (the character
sitting oh the plank with the star sym- from creatures other than dragons; the

bol). Only a wizard or priest can serve wearer suffers half damage from
as an &+oat commander.
dragon breath.
The adrboat can move in any direc-
tion in i y medium. While moving, the Add to: Table 91 (page 136, DMG).
XI' Value: 5,000
airboat is surrounded by an aura of

light that allows all of its passenger$to Collapsing Spell Book

breathe oormally, even when traveling

through water or airless space. The This resembles an ordinary traveling
aura sunioundsthe craft to a distance of
spell book, except that it can be folded
10 feet. over and over until it is a square one
The ailboat has a movement rate of inch on each side. The book can be un-
folded when its owner wishes to consult
40. It cad move only if it is being rowed

with at lqast one set of the stone oars. If it, then folded back into its small size
only one pet is used, the craft has a max-
imum m+vement rate of 20; if both sets for easy carrying.
Add to: Table 95 (paae 137, DMG).
are used, the craft has a maximum XP Value: 1,500

speed of do. A single character can op-

eratetwa oars, or two characterscari sit Spoon of Mixing

side by side on a plank, each operating

an oar. Tq move at maximum speed, ithe This spoon increases the chance of
rowers +ust complete a stroke every
two secofids; if the stroking rate is less successfullycombining magical potions
than thiif, the maximum speed de- to create a new effect. When combining
creasesproportionately. For instance, if potions as per the rules on page 141of
the Dungeon Master's Guide, the per-
one set of oars is stroking once every
four smjnds, the airboat has a maxi- centile dice roll on Table 111is modified
mum motvement rate of 10.
by +10 when using the spoon of rnix-
The cqmmander must remain seated ing. Treat all results greater than 00 as
n the qtar plank. He can take no 00. Note that by using thespoon of mix-
ctions other than commanding the
aft. If lhe moves from his seat, at- ing, there is no chance that the com-
tempts tq operatethe oars, or takes any bined potions will create an explosion,
other action, the airboat stops moving.
Similarlyj if his concentration is intier- a lethal poison, or a mild poison.
Add to: Table 102 (page 138, DMG.)
XP Value: 1,500



Wizard Kit Creation Sheet

Dungeon Master:

Barred Schools:
&scrip tion:

Weapon Proficiencies:
Nonweapon Proficiencies:

~

Equipment:
Special Benefits:

Special Hindrances:

Wealth Options:

Notes:




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