Site hosted by Angelfire.com: Build your free website today!

Chapter 3: Wizard Kits

In Chapter 1, we discussed at length the schools of magic described in the Player's Handbook. In Chapter 2, we explained how to design new schools. Specialization in a school is an excellent way to individualize a wizard character, but it is not the only way.

In this chapter, we'll show you how to further individualize a wizard character by choosing a wizard kit. A kit is a collection of skills, proficiencies, advantages, and disadvantages used to help define a wizard's personality and background as well as his role in the campaign

Kits and Character Creation

Wizard kits are entirely optional-- a wizard character can easily get along without one. But a player who wishes to add detail to his wizard should choose a kit when the character is first created. Only one wizard kit can be chosen for a character.

It is possible to incorporate these rules into existing campaigns, providing the players and the DM can agree on which kits are appropriate. A kit must be compatible with a character's past actions, his background, and his established personality traits. For instance, if a diviner has been played as a thoughtful man of reason with a history of preferring negotiation to combat, and the player has made it clear that his character is from a sophisticated urban culture, it doesn't make sense to assign him the Savage Wizard kit.

Once a particular kit has been assigned to a character, it cannot be changed. However, the character can later abandon it if he wishes, giving up all benefits and hindrances. Bonus proficiencies (see below) are not forfeited. Instead, such proficiencies are no longer considered to be bonuses. The former bonus proficiencies are set aside until the character acquires new proficiency slots; at that time, the new proficiency slots are filled by the former bonus proficiencies.

When designing a new character, first determine the character's ability scores, race, specialization, and alignment.

Once these elements have been decided, choose a kit for the new character. After choosing the kit and recording the information on the character sheet, continue with the character's proficiencies, money and equipment, and other pertinent information.

Kits and Schools of Magic

Kits are culturally-based. Generally, any kit can be assigned to a specialist from any school. An Amazon-- one of several kits described below-- might be a necromancer or an illusionist, while a Mystic-- another type of kit-- could be a diviner or an abjurer.

However, there are occasional exceptions. Diviners, for instance, require a high Wisdom score, but the Savage Wizard-- a kit associated with the more primitive parts of the world-- usually lacks the necessary intuition and insight to specialize in the school of greater divination. Likewise, there are also some schools that favor certain kits.

All excluded schools and preferred schools are noted in each kit description. But these are only suggestions-- a Savage Wizard diviner is perfectly acceptable if the DM rules that such a character is allowable in his campaign.

Unless the DM determines otherwise, all kits are available to mages

DM™ Choices

Before allowing players to choose kits for their characters, the DM should look at each kit and consider several factors.

Is this kit appropriate to the campaign? Not all kits make sense for every campaign. If it is established that Amazons do not exist in the DM's campaign world, he should not allow players to choose the Amazon kit. The DM should tell the players which kits he will allow and which are forbidden before they create their characters.

Do the players need more information about a kit? The DM might want to furnish the players with additional background information about a particular kit. For instance, he might tell them that in his world, the Savage Wizards all live on the jungle peninsula of Blackroot and have had little-- if any-- contact with other civilizations.

Are there any changes in the kit? The DM is free to make changes in the proficiencies, hindrances, and any other components of the kits to make them compatible with his campaign world. The players should be informed of any such changes before they choose kits for their characters.

The Wizard Kits

Each wizard kit consists of a variety of elements.

Description: This section explains the cultural background, appearance, and manner of characters associated with this kit. It also lists any requirements necessary for characters taking the kit; for instance, characters taking the Amazon Sorceress kit must be female. Suggestions are also given for how a character might abandon the kit.

Preferred Schools: This lists which specialists are most appropriate to the kit. As explained in the Kits and Schools of Magic section above, there are many exceptions, and these should be considered suggestions only.

Chapter 1 outlined an ethos for each school, suggesting philosophies, attitudes, and personality traits for each specialist. When designing a character, the player should compare the personality traits and attitudes of the character's school with those of his kit. If a conflict arises, the player can choose whichever traits and attitudes he prefers, or whichever seem to make the most sense for his character. For instance, according to the abjurer's ethos in Chapter 1, an abjurer tends to be gentle and soft-spoken. However, a player who chooses the Amazon Sorceress kit may decide that his Amazon Sorceress abjurer is out-going and boisterous, as is appropriate to the Amazonian culture of his campaign world. With the DM's permission, an out-going, boisterous Amazon Sorceress abjurer is perfectly acceptable.

In general, a character's cultural background will have more influence on his personality than his school. Therefore, if a player cannot decide between the personality traits associated with his school's ethos and the traits associated with his character's kit, he should give more emphasis to the kit traits.

Barred Schools: This entry explains which schools are inappropriate for the kit. Though the DM is free to make exceptions, it is usually not a good idea to assign a kit to a specialist from a barred school.

Role: This section describes the role of a particular wizard in his society and in his campaign. For instance, an Amazon Sorceress has a different cultural role than a Witch, even if both are enchanters.

Secondary Skills: If you're using the Secondary Skills rules from the AD&D® 2nd Edition game rules, then a kit may require a character to take a specific skill instead of choosing or rolling randomly for it. (When choosing kits for characters, we suggest you use the Weapon and Nonweapon Proficiency rules instead of the Secondary Skills rules.)

Weapon Proficiencies: If you are using the Weapon Proficiency rules from the AD&D 2nd Edition game, this entry indicates which Weapon Proficiency is required for characters taking this kit. In some cases, a specific Weapon Proficiency is required; in other cases, a Weapon Proficiency can be chosen from among a list of recommended proficiencies.

Nonweapon Proficiencies: If you are using the Nonweapon Proficiency rules, this entry indicates whether specific Nonweapon Proficiencies are required for characters taking this kit. However, unlike Weapon Proficiencies, the Nonweapon Proficiencies are bonuses. If a kit requires that the character must have Astrology, then the character gets that proficiency free, above and beyond the slots he is normally granted. Even if such proficiencies belong to groups other than the Wizard or General groups, the character still gets them as bonuses at no charge.

If the kit grants a Nonweapon Proficiency that the wizard already has because of his specialization, the character receives instead one extra free Nonweapon Proficiency slot. He may spend this free slot on any specialization of his choice.

Some Nonweapon Proficiencies are recommended, not required. In such cases, the character is not required to take the proficiency if he does not want it. If he takes a recommended proficiency, he spends the normal number of his available proficiency slots.

Table 38 on page 55 of the Player's Handbook lists Nonweapon Proficiency crossovers for various groups. The crossover groups that apply to mages and illusionists also apply to specialists from all other schools; that is, any specialist selecting a Nonweapon Proficiency from the Wizard or General groups shown on Table 37 (page 54-55 of the PH) spends the listed number of proficiency slots. When any specialist selects a proficiency from any other category, he must spend one additional slot beyond the number listed (exceptions are given in the Nonweapon Proficiencies entries for the various kits).

Equipment: Some wizard types tend to use specific equipment. Others have limitations or restrictions on the way they acquire or use equipment. This entry details the equipment employed by characters using this kit. (In no case is a wizard allowed to purchase armor.)

Special Benefits: Most kits grant special benefits to characters. Often, these benefits are defined as special reaction bonuses when encountering certain classes of society, or as special rights in specific cultures.

Special Hindrances: Each kit carries certain disadvantages to hinder the wizard. Often, these are reaction penalties or cultural restrictions.

Wealth Options: Some wizard types have special rules regarding their wealth. Usually, these rules specify differences in the amount of money received when the character is created and limitations on how the money can be spent.

Races: If a kit is not available to particular races, this will be noted here. Unless the DM makes exceptions for his campaign, humans can choose any of the kits.

A Note About Reaction Adjustments

Several of the wizard kits receive reaction bonuses and penalties as part of their special benefits and special hindrances. As noted in the Player's Handbook (page 18), characters with very high or very low Charisma receive "reaction adjustments. " A character with high Charisma gets a bonus (expressed as a plus, such as +3), while a character with low Charisma gets a penalty (expressed as a minus, such as -3).

When rolling 2d10 for encounter reactions (see page 103 in the Dungeon Master's Guide), do not add the bonus or subtract the penalty from the die roll. If the character has a Charisma of 16, thus receiving a +5 reaction adjustment, subtract that number from the die roll-- do not add it. Otherwise, the more Charisma a character has, the worse the reaction of the NPCs

The Kits

Academician

Description: The Academician is a learned scholar whose love of knowledge is matched only by his preoccupation with research. He is fascinated by magic in all its forms and enjoys nothing more than poring over arcane texts and experimenting with exotic magical devices.

The Academician spends so much time involved in intellectual pursuits that he tends to neglect his physical skills. He is not a particularly good fighter and avoids combat when he can, preferring negotiation and parley to violence. Still, he recognizes the necessity of combat in certain instances, and will fight valiantly when required.

Academicians can be found in virtually any culture, but they are most likely to come from large urban areas that provide ready access to libraries, museums, laboratories, and other resources.

A character must have a minimum Intelligence of 13 and a minimum Wisdom of 11 to become an Academician.

There are no special rules for abandoning this kit. An Academician who becomes disillusioned with the academic life or loses interest in intellectual pursuits can choose to neglect his studies or research, but he is free to resume them at any time.

Preferred Schools: The Academician is intrigued by all the schools of magic, but is especially drawn to schools with a wide range of spells, including alteration, illusion, and invocation/evocation.

Barred Schools: There are no barred schools for the Academician.

Role: In his homeland, the Academician is a respected member of society, valued for his skills as a teacher and advisor as well as for his seemingly endless store of knowledge on a variety of subjects. Most likely, he will fill similar roles in a campaign.

In spite of his somewhat sedentary background, the Academician welcomes the chance to join an adventuring party. For him, it is an unparalleled opportunity to experience new cultures, acquire new devices, and acquire first-hand information about people, places, and creatures he may have only read about.

Secondary Skills: Required: Scribe.

Weapon Proficiencies: Required (the player may choose from the following): Dagger, Dart, Knife, or Sling.

Nonweapon Proficiencies: Bonus Proficiency: Reading/Writing. Recommended: (General) Artistic Ability, Etiquette, Heraldry, Languages (Modern); (Wizard) Ancient History, Astrology, Herbalism, Languages (Ancient), Spellcraft; (Priest) Local History.

Special Benefits: The Academician receives both of the following benefits:

1. Academicians maintain an extensive correspondence with scholars throughout the world. Additionally, an Academician's reputation as a man of wisdom often precedes him. When encountering an NPC who is familiar with his reputation, who turns out to be one of his correspondents, who fancies himself an intellectual, or who is an author, researcher, teacher, journalist, or fellow scholar, the Academician receives a +3 reaction bonus.

2. The Academician receives a bonus to all Intelligence Checks and Wisdom Checks. The DM has two options for assigning this bonus. He may simply give the Academician a flat +1 to his Intelligence and Wisdom Checks, or he can consult Table 5, which takes the Academician's age and race into account; as the Academician ages, his bonuses increase. Once a method for assigning these bonuses is chosen, it cannot be changed later.

Special Hindrances: Academicians lack the training and instinct to make good hand-to-hand fighters. When attacking with any type of melee weapon, the Academician always has a -1 penalty to hit on his first blow. Subsequent blows-- when the Academician has had an opportunity to size up his opponent and adjust his attacks accordingly-- are made without this penalty. However, if the Academician attacks a different opponent, his first blow against his new victim is also made at -1.

Academicians tend to be know-it-alls, and unhesitatingly offer their opinions even on matters they know little about. Whenever the party needs to make a decision, the Academician should offer his opinion; for effective role-playing, the player should have his player speak his mind with unshakable confidence. If other player characters disagree, the Academician might lecture them on the error of their ways, welcome the opportunity for a spirited argument, or roll his eyes at his companion's blatant display of ignorance.

Wealth Options: The Academician receives the normal (1d4 +1) x 10 gp as starting money.

Races: No restrictions

Table 5: Ability Check Bonuses for Academicians

Race Age Intelligence Check Bonus Wisdom Check Bonus

Elf 100-175 +1 0

176-233 +2 +1

234-350 +3 +2

351+ +4 +3

Gnome 60-100 +1 0

101-133 +2 +1

134-200 +2 +2

201+ +3 +2

Half- 15-62 +1 0

Elf 63-83 +2 +1

84-125 +2 +2

126+ +3 +2

Human 15-45 +1 0

46-60 +1 +1

61-90 +2 +1

91+ +2 +2

Amazon Sorceress

Description: Amazons belong to matriarchal societies that thrive in a world otherwise dominated by males. Women occupy all important positions in Amazon societies-- they are the rulers, artisans, soldiers, and scholars.

Most Amazon societies have existed unchanged for thousands of years, living in relative isolation from the rest of the word, but others have more recent origins. Some were established by disgruntled women who tired of their subservient roles in male-dominated cultures and decided to rule themselves, while others were created by deities sympathetic to the plight of women.

Men are second-class citizens in Amazon cultures, occupying positions of menial servitude to their female superiors. In some societies, men are kept as slaves, treated only marginally better than domestic animals. Still others have eliminated men entirely.

Amazons from totally male-free societies make occasional forays into neighboring communities to fraternize with men. Others perpetuate their civilization by being extremely friendly with male adventurers passing through their territory; when the Amazons tire of their company, the adventurers are sent on their way or killed.

An Amazon society may be as small as a single village or large enough to fill an entire continent. Because they are continually under siege from male-dominated civilizations, Amazons have mastered the art of war. Traditionally, Amazons are superior horse breeders and riders, excelling with spears, bows, and other weapons that can be wielded from horseback.

A character must be female to be an Amazon. There are no other requirements.

To abandon this kit, the character must renounce her Amazon citizenship, most likely because she has grown to identify more closely with a different culture.

Preferred Schools: Amazons with high Constitution tend to be drawn to the schools of conjuration/summoning and invocation/evocation; both are especially useful on the battlefield. Diviners are also common, as they make excellent administrative advisors and counselors.

Barred Schools: Amazons shun the dark forces associated with the school of necromancy. Because of its perceived uselessness in combat, they also avoid the school of illusion.

Role: Most Amazons are warriors, but the few wizards among them are held in high regard, as is any person who has mastered a difficult art. Amazon Sorceresses typically serve as seers, advisors, counselors, and administrators. Because of their formidable power, Amazon Sorceresses especially invokers and conjurers-- are always welcome on the battlefield.

In male-dominated cultures, the Amazon is regarded as a curiosity at best. She is stared at, whispered about, and sometimes openly ridiculed. Well-meaning women who have accepted subservience as a cultural norm may try to convince the Amazon to change her unnatural ways, while chauvinistic men, seeing her as a threat to their masculinity, may feel compelled to dominate her in any number of ways. Even open-minded citizens will likely be suspicious of a female with such unusual attitudes.

Among her peers in an adventuring party, the Amazon Sorceress will prove to be a courageous fighter and a capable spell caster. Although the other player-characters may harbor some prejudices of their own about the role of females, the DM should discourage any overt discrimination; once she has proven herself in tough situations, the Amazon should be accepted as an equal in all regards.

Secondary Skills: Required: Groom.

Weapon Proficiency: Required: None. Recommended: Spear or long bow. This is contrary to the weapons usually allowed wizards, but is typical for Amazon cultures.

Nonweapon Proficiencies: Bonus Proficiencies: Riding (Land-based), Animal Training. Recommended: (General) Animal Handling; (Warrior) Animal Lore, Armorer, Bowyer/Fletcher, Hunting, Running, Survival, Tracking.

Equipment: When an Amazon character is first created, she must buy her weapons from among the following choices only: bow (any type), dagger/dirk, javelin, knife, spear. Once she has adventured elsewhere in the world, she may purchase other types of weapons.

Special Benefits: Male opponents who have never encountered the formidable Amazon women tend to underestimate them. Therefore, the first time such a male encounters an Amazon in combat, the Amazon receives a +3 bonus to hit and +3 to damage on her first blow only. These bonuses reflect the fact that the opponent is taken off guard by such an able female.

This bonus is not applicable in every situation. The DM should consider the following guidelines when ruling on the Amazon Sorceress's bonus.

Regardless of whether the Amazon's first blow hits or misses her intended victim, the victim will never be subject to the bonus again; the bonus can be used only once per victim.

Special Hindrances: The Amazon suffers a -3 reaction roll adjustment from NPCs from male- dominated societies. This reaction adjustment no longer applies once characters come to know and respect her. Likewise, player characters need not respond with hostility toward their Amazon companion unless they want to do so for role-playing purposes.

Wealth Options: The Amazon Sorceress receives the normal (1d4 + 1) x 10 gp as starting money.

Races: Most Amazons are human, but other races are acceptable, with the adjustments that follow.

Anagakok

Description: The Anagakok is a wizard from a primitive society that occupies one of the world's most extreme climates. Primarily concerned with survival, the Anagakok uses his magical skills to help his fellow tribesmen locate food, plan for dangerous shifts in the weather, and protect them from hostile creatures and rival tribes who are in competition for the same limited resources. An Anagakok also brings good fortune to his tribe; many believe he is possessed by a guardian spirit (though there is no actual evidence of this).

The Anagakok is known by a variety of names which depend on his society of origin; other names for an Anagakok include Magian, Phylacterist, Veronican, Scarabor, and Obeahist.

Although an Anagakok can originate from any number of hostile environments, two are considered in this discussion. The first is the Anagakok from a climate where the temperature never rises above 0 degrees F., whom we call the Frigid Climate Anagakok. The second is the Anagakok from a climate where the temperature never falls below 100 degrees F., whom we call the Torrid Climate Anagakok.

To be an Anagakok, a wizard must have a Constitution of at least 13. Female Anagakok are as common as males.

Though an Anagakok can renounce his heritage and sever ties with his society, he cannot renounce this kit; the traits of an Anagakok are inborn and permanent.

Preferred Schools: The preferred schools of the Anagakok are abjuration, alteration, enchantment/charm, invocation/evocation, and greater divination.

Barred Schools: Anagakok are barred from the schools of illusion and necromancy because of their spells' relative uselessness for surviving in hostile environments.

Role: The Anagakok is serious-minded, even-tempered, and soft-spoken. Though unfamiliar with societies and cultures other than his own, he adapts quickly and is fascinated by technology in all its forms.

In a campaign, an Anagakok tends to assume responsibility for the safety of his companions; their security is always foremost in his mind. Though the Anagakok are not natural leaders (such roles are usually reserved for the strongest warriors in their tribes) they are superb and fearless combatants, quick to volunteer for the most dangerous missions.

Secondary Skills: Required (choose one of the following, based on the Anagakok's background): Fisher, Forester, Hunter, Navigator, Trapper/Furrier.

Weapon Proficiency: Required (choose one of the following, based on the Anagakok's background): Bow (any), dagger, harpoon, javelin, knife, sling, trident.

Nonweapon Proficiencies: Bonus: Endurance, Survival, Weather Sense. Recommended: (General) Direction Sense, Fire-building, Riding (Land-based), Rope Use, Swimming; (Wizard) Astrology; (Warrior, all cost single slots) Animal Lore, Hunting, Mountaineering, Running, Set Snares.

Equipment: A beginning Anagakok can buy weapons only from those listed in the Weapon Proficiency entry above. He can buy only equipment that would normally be available in his home society; the DM has the right to veto any initial purchase.

An Anagakok must spend all his initial money. Any money not spent is lost.

Special Benefits: An Anagakok can find food in even the most barren of environments. In a 24-hour period, an Anagakok can find enough food to feed himself and a number of people equal to his level (for instance, a 4th-level Anagakok can find enough food to feed himself and four others every day).

Once per week, an Anagakok can cast a special good fortune spell on himself and a number of people equal to his level; the effect of good fortune lasts for a number of turns equal to his level (for instance, a 4th-level Anagakok can cast good fortune on himself and four others, and the effect lasts for four turns). All opponents have a -1 penalty on their chance to hit when attacking those under the effect of good fortune. This ability is innate; an Anagakok is not required to memorize good fortune, nor does it count against his daily spell limit. To cast the spell, an Anagakok must merely concentrate for 1 round and point to the subjects to be affected; no verbal or material components are required.

Additionally, an Anagakok has natural immunities to environmental extremes based on his background. A Frigid Climate Anagakok suffers no penalties, damage, or other restrictions in environments of extreme cold. A Torrid Climate Anagakok suffers no penalties, damage, or other restrictions in environments of extreme heat. These immunities apply to natural conditions only; for instance, a Frigid Climate Anagakok suffers normal damage from cone of cold and other cold-based spells, while a Torrid Climate Anagakok suffers normal damage from fireball and other heat-based spells.

Special Hindrances: Exposure to harsh climates gives the Anagakok an unusual appearance, such as a tough, leathery skin for the Torrid Climate Anagakok, and a head-to-toe covering of short, coarse hair for the Frigid Climate Anagakok. Because of his appearance and strange manner, an Anagakok suffers a -2 reaction penalty from all NPCs unfamiliar with the Anagakok's culture.

Just as their backgrounds provide them with natural immunities to certain environmental extremes, all Anagakok suffer penalties when exposed to environments radically different from those in which they were born. A Frigid Climate Anagakok suffers a -1 penalty to all attack rolls, damage rolls, Ability Checks, and saving throws in environments with temperatures above 100 degrees F. A Torrid Climate Anagakok suffers a -1 penalty to all attack rolls, damage rolls, Ability Checks, and saving throws in environments with temperatures below 0 degrees F.

Wealth Options: A beginning Anagakok receives only (1d4 +1) x 8 gp as starting money.

Races: No restrictions.

Notes: Players and DMs are encouraged to invent their own types of Anagakok from other extreme environments. An Anagakok who lives in the bottom of an active volcano, in the depths of the ocean, or on an island continually battered by hurricane winds are all possibilities. Use the examples above to develop appropriate bonuses and penalties for each type of Anagakok based on his background.

Militant Wizard

Description: The Militant Wizard is skilled in both magical and military arts, making him an extremely formidable opponent. They can come from aggressive, warmongering cultures bent on the conquest of weaker nations, or from cultures continually under siege from their more warlike neighbors, making military preparedness vital to their defense. In any case, the Militant Wizard considers a trained body as important as a trained mind, and prides himself on keeping his combat skills as sharp as his magical talents.

A character must have a Strength of at least 13 to be a Militant Wizard. Though male Militant Wizards will be more common, female Militant Wizards are allowable as well, unless the DM's world specifically forbids them.

Abandoning this kit is difficult. A Militant Wizard must abstain from using both of the weapons he has chosen for his Weapon Proficiencies for three full experience levels. Once he reaches the third experience level, he loses the use of his two Weapon Proficiencies. If he then renounces his citizenship from his home culture, he can successfully abandon this kit.

For example, consider a 5th-level Militant Wizard with Weapon Proficiencies in short sword and long bow. If he abstains from using both of these weapons (and the corresponding Weapon Proficiencies), he loses his Weapon Proficiencies in short sword and long bow when he reaches 8th level. If he then renounces his citizenship from his home culture, he can abandon this kit. If he uses these weapons before reaching 8th level, he must begin again, abstaining for an additional three levels of experience (for instance, if he uses his long bow Weapon Proficiency when at 7th level, he'll have to abstain until he reaches 10th level in order to abandon this kit.)

Preferred Schools: Militant Wizards prefer schools with an excess of offensive and defensive spells, such as abjuration, alteration, conjuration/summoning, invocation/evocation, and necromancy.

Barred Schools: Militant Wizards are barred from specializing in the schools of enchantment/charm and illusion, as their cultures tend to consider them relatively useless in combat. Though greater divination has uses on the battlefield, particularly in the area of reconnaissance, Militant Wizards are discouraged, but not barred, from divination specialization.

Role: Militant Wizards are among the most honored and respected citizens in their societies, since their powerful magic makes them exceptionally able soldiers. Depending on his background, the Militant Wizard may be a brutal, savage killer, wallowing in the violence of the battlefield, or he may be a heroic warrior, fighting with honor and taking lives only when necessary.

A Militant Wizard might have a variety of reasons for joining an adventuring party. Perhaps he shares the party's goal of defeating a force of evil, or he might be seeking treasure to finance his own army at home. He might wish to study the fighting techniques of other cultures, or he might hire on as a mercenary.

Whatever his reasons, the Militant Wizard's fighting skills should greatly benefit any party. He makes an excellent leader, but he is also capable of following orders to the letter, assuming the orders are issued by a commander he respects. The Militant Wizard tends to prefer action to inaction and combat to negotiation. He is skeptical of scholarly and philosophic types, and is unlikely to form close relationships with such characters.

Secondary Skills: No particular Secondary Skill is recommended or required. He receives his Secondary Skill either by choosing or rolling randomly, whatever method is normal for the campaign.

Weapon Proficiency: Required (choose one from of the following): Battle axe, bow (any), crossbow (any), dagger, javelin, sling, spear, sword (any), warhammer. These are different from the weapons normally associated with wizards, but they are common for Militant Wizards. Also, see the Special Benefits section below.

Nonweapon Proficiency: Bonus: (Warrior) Endurance. Recommended: (General) Animal Handling, Direction Sense, Riding (Land-based), Swimming;(Wizard) Languages (Ancient); (Warrior; these take 2 slots only) Blind- fighting, Tracking, (Warrior; these take 1 slot only) Mountaineering, Running, Set Snares.

Equipment: The Militant Wizard may buy any equipment he chooses, keeping whatever money he might not use.

Special Benefits: The Militant Wizard receives a bonus Weapon Proficiency free of charge; this is in addition to his normal Weapon Proficiency. This bonus Weapon Proficiency does not use any of the wizard's proficiency slots, but he must choose it from the weapons listed in the Weapon Proficiency entry above. Additionally, a Militant Wizard can acquire any of the Warrior's Nonweapon Proficiencies given on Table 37 on page 55 of the Player's Handbook at the listed number of slots; for instance, if a Militant Wizard wants the Animal Lore proficiency, it costs him only 1 slot instead of the normal 2 for a wizard.

Special Hindrances: Because a Militant Wizard devotes so much of his time and energy to the mastery of military skills, he is limited in his access to spells from various schools. Table 6 lists the oppositional schools for Militant Wizards of each specialty; the Militant Wizard is forbidden to learn spells from these schools.

Table 6: Oppositional Schools for Militant Wizards

Specialist Oppositional Schools

Abjurer Illusion

Alteration

Greater Divin.

Conjurer Alteration

Greater Divin.

Invoc./Evoc.

Diviner Conj./Summ.

Abjuration

Invoker Illusion

Enchant. /Charm

Conj./Summ.

Necromancer Enchant. /Charm

Illusion

Alteration

Transmuter Necromancy

Abjuration

Conj. /Summ.

Militant Wizard mages are likewise limited. The DM may decide which of the following limitations affects Militant Wizard mages in his campaign (choose only one limitation).

1. The Militant Wizard mage is forbidden to learn 8th-level and 9th-level spells from any school.

2. The Militant Wizard mage learns spells as if his Intelligence were two points lower than he actually has, as indicated on Table 4, page 16 of the Player's Handbook. This limitation also affects the number of languages he can learn, the highest level of spells he can cast, the maximum number of spells per level he can know, and his spell immunity. For instance, if this limitation is in effect for a Militant Wizard mage with an Intelligence score of 15, he can only know three languages, can cast spells of no higher than 6th-level, has a 55 percent chance to learn a new spell, and has a maximum of nine spells per level that he can know.

3. The Militant Wizard mage can learn spells from only five schools. To determine which schools are unavailable to him, roll 1d8 three times, where 1 = abjuration, 2 = conjuration/summoning, 3 = greater divination, 4 = enchantment/charm, 5 = illusion, 6 = invocation/evocation, 7 = necromancy, and 8 = alteration. If the same result occurs twice, roll again.

Wealth Options: The Militant Wizard receives the standard (1d4 + 1) x 10 starting money.

Races: No restrictions

Mystic

Description: Thoughtful, reserved, and extremely introspective, the Mystic is devoted to self-enlightenment and sees the study of magic as the key to spiritual awareness. The Mystic enjoys nothing more than spending long hours contemplating the mysteries of the universe and attempting to become more in touch with his inner self. The Mystic is not necessarily a student of religion or philosophy; he seeks an awareness that can only be found intuitively.

The Mystic is by no means a reluctant magic-user. In fact, the Mystic believes that the casting of each spell and the acquisition of each new magical technique brings him closer to perfect awareness. The mental discipline necessary for the mastery of magic is the perfect compliment to self-knowledge.

The Mystic can come from any culture, but he is usually from a society that places a high value on philosophy, art, and scholarship. His is most likely to join an adventuring party for the opportunity to broaden his outlook, discover new things about himself, and use magic in new, enlightening ways.

To be a Mystic, a wizard must have a Wisdom score of at least 13.

There are no special rules for abandonment of this kit. If the Mystic grows weary of the contemplative life or feels that he has reached a pinnacle of self- awareness, he can simply leave this kit behind.

Preferred Schools: The Mystic prefers the schools of illusion, divination, and enchantment/charm.

Barred Schools: Because the Mystic is predisposed against magic that harms other living things, he is barred from specializing in the schools of necromancy, invocation/evocation, and conjuration/summoning. He is not prevented from learning spells from these schools-- he simply prefers to limit his association with them.

Role: In many societies, the Mystic is considered to be little more than a crackpot, an eccentric with an utter lack of ambition who serves no useful purpose. In more enlightened cultures, the Mystic is seen as a seeker of truth, a sensitive soul engaged in an inspiring spiritual journey.

In a campaign, the Mystic is quiet and non-aggressive. His very presence is soothing to the party, and he always has a word of comfort or encouragement for his companions. The Mystic avoids combat whenever possible, but courageously rises to the occasion when his comrades are threatened. Only in the most extreme circumstances will the Mystic intentionally take a life; however, he will kill if necessary to preserve his own life or the life of a companion.

Secondary Skills: The Mystic must take one of the following as his Secondary Skill (player's choice, based on the Mystic's background): Farmer, Forester, Groom, Mason, Scribe, Tailor/Weaver, Woodworker.

Weapon Proficiency: Required (the player chooses one of the following): Dagger, dart, or sling.

Nonweapon Proficiencies: Bonus: Astrology, Religion. Recommended: (General) Agriculture, Artistic Ability, Carpentry, Etiquette, Languages (Modern), Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry, Weaving; (Wizard) Ancient History, Herbalism, Languages (Ancient), Reading/Writing, Spellcraft.

Equipment: The Mystic may buy only the weapon associated with his Weapon Proficiency. As his adventuring career progresses, he can buy (and use) only daggers, darts, knives, and slings. He must spend all of his starting money; any leftover gold is lost.

Special Benefits: The Mystic receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.

1. Once per week, the Mystic can feign death as per the 3rd-level wizard spell; he can use this ability only on himself. The Mystic can feign death for up to 24 hours, awakening at any time. To use this ability, the Mystic must merely concentrate for 1 round; no components are necessary.

2. Once per week, the Mystic can transform his consciousness into a ghostly spirit form, leaving his physical body behind. The spirit form has the appearance of a misty cloud in the shape of the caster. The spirit form cannot attack, speak, or cast spells, but it can fly at a movement rate of 24 (Maneuverability Class B) and can pass through the smallest opening or tiniest crack. The Mystic's spirit form can travel an unlimited distance from his physical body as long as it remains in the same plane of existence. The spirit form is invulnerable to all attack forms, but dispel magic or a similar spell causes the spirit form to instantly return to its body.

While in spirit form, the Mystic's physical body remains comatose. The body is subject to all regular attacks and suffers damage normally. The spirit form can remain away from the body for up to 24 hours, but once it returns to its body, the Mystic revives and cannot use his spirit form for another week.

To use his spirit form, the Mystic must merely concentrate for 1 round; no components are necessary.

3. Once per week, the Mystic can use a special levitate self ability for one hour. Once initiated, the Mystic can use this ability to levitate himself straight up in the air at a rate of 10 yards per round. He can stop, hover, descend, and ascend at will, though horizontal movement is not empowered by this ability (however, the Mystic could push himself along a wall to move laterally). While levitating, the Mystic can carry as much weight as he can normally. Unlike the levitation spell, the Mystic using levitate self suffers no attack roll penalties when attempting to use missile weapons.

To use this ability, the Mystic must merely concentrate for 1 round; no components are required. As soon as a levitating Mystic touches the ground, his use of this ability is over; he can use it again in another week.

Special Hindrances: A Mystic must spend two consecutive hours per day meditating. These two hours must always occur at the same time of day; the player can decide which hours are devoted to meditation, but once decided, the time period can never change (typical meditation times are the first two hours of dawn, the first two hours after sunset, or from midnight to 2 a. m. ). If the Mystic neglects to perform his meditation, is unable to perform it, or is interrupted more than once (for more than a total of 1 minute), the following day he is able to cast only the number of spells allowed to a wizard one level lower than his actual level. For instance, if a 4th-level Mystic is unable to meditate on Day 1, on Day 2 he will be able to cast only as many spells as a 3rd-level wizard.

Wealth Options: The Mystic receives only (1d4 + 1) x 5 gp as starting money.

Races: No limitations

Patrician

Description: The Patrician is a wizard of noble birth, a member of his culture's aristocracy. Born into a life of wealth and privilege, the Patrician considers himself an arbiter of good taste and a connoisseur of the finer things in life. He looks down his nose at working men and women, as well as all others he considers to be inconsequential rabble. If anything, his mastery of magic makes him even more arrogant than other members of the ruling class, since he sees his talent as clear proof of his superiority over common folk.

The Patrician may join an adventuring party out of a sense of duty to his country or to promote the common good-- in spite of their snobbery, good-aligned Patricians have strong moral codes. A Patrician might have grown weary of his pampered life and sought an adventuring party to add a touch of excitement to his otherwise dreary existence. Alternately, his parents might have ordered him to join a party to teach him humility.

There are no special requirements to be a Patrician. The majority are male, but noblewomen are also included in this category (although such a character would more correctly be called a Noblewoman or Aristocrat).

To abandon this kit, the Patrician must renounce his birthright. He will forever after be ostracized by all the nobility from his homeland and may even be disowned and disinherited by his family.

Preferred Schools: The Patrician can specialize in any school, but prefers those that he perceives as most powerful, such as conjuration/summoning, alteration, and invocation/evocation.

Barred Schools: The Patrician will not specialize in necromancy, a school he considers disgusting and repulsive.

Role: The Patrician prefers the company of nobles and other members of the upper class. Most Patricians are wealthy and have no need to earn money, but many still serve their societies as administrators, counselors, and ambassadors. Since they have access to the the finest teachers and universities, Patricians are extremely well-educated and expert in a variety of areas.

Fellow player characters will rightfully perceive the Patrician to be an arrogant, condescending snob. On the positive side, the Patrician is also well-mannered and courteous, even to those he considers to be his social inferiors. Male Patricians can be extremely chivalrous to members of the opposite sex, regardless of whether they like it or not. The Patrician is generally cooperative with the party, though he will balk at any suggestion that compromises his sense of dignity (for instance, he will never enter a filthy cavern or search the bodies of slain enemies without squawking). His first-rate education and extensive travels make him an excellent source of information.

Secondary Skills: Required (the player must choose one of the following): Bowyer, Gambler, Groom, Jeweler, Limner/Painter, Scribe.

Weapon Proficiency: Required (the player must choose one of the following): dagger, knife.

Nonweapon Proficiencies: Bonus: (General) Etiquette, Heraldry, Riding (Land-based). Recommended: (General) Dancing, Languages (Modern), Riding (Land-based), Singing; (Wizard) Ancient History, Languages (Ancient), Reading/Writing, Religion; (Rogue, double slots) Ancient History, Appraising, Gaming, Local History, Musical Instrument; (Priest, double slots) Languages (Ancient).

Equipment: A beginning Patrician must buy all of the following items: horse (must be at least a riding horse), riding saddle, bit and bridle, horseshoes and shoeing, halter, and saddle blanket. He can spend the rest of his money as he wishes.

Special Benefits: The Patrician begins with more starting money than other wizards (see the Wealth Options entry below). Additionally, he receives a +3 reaction modifier from any noble from his own culture, and a +2 reaction modifier from nobles from other cultures. When traveling, a Patrician can demand shelter from any fellow noblemen from his own culture. Such shelter is offered free of charge and is made available for the Patrician and up to two persons per experience level of the Patrician (for instance, a 3rd-level Patrician can demand shelter for himself and six others).

Special Hindrances: When making purchases, the Patrician accepts nothing but the best, whether it be a meal, a room for the night, a weapon, or even a chest to carry his possessions. Any time he buys any item, the Patrician must pay 10 to 100 percent more than the listed price in the Player's Handbook. The DM will decide the price paid by the Patrician, which may vary from item to item, depending on the quality of merchandise in a particular locale. For instance, the best meal in Village A might sell for 7 sp, while the best meal in Village B might sell for 10 sp. In all cases, the Patrician will settle for no less than the most expensive item available; he always pays at least 10 percent more than the listed price.

If a Patrician lacks the funds to buy high-quality items, he can settle for cheaper goods, but he no longer receives his reaction bonus in that particular encounter or community; NPCs simply do not believe that he is a noble. For instance, if a Patrician settles for a standard 5 sp meal at an inn, all of the NPCs in the inn react to him normally, ignoring his insistence that he's a nobleman. Word will quickly spread throughout the community that an amusing fellow is pretending to be a nobleman, and soon all of the NPCs in the community will react to him normally. If a Patrician settles for shabby accoutrements, such as a normal sword or average saddle, all NPCs will react to him normally until he replaces them with more expensive items.

Just as the Patrician can demand shelter from other noblemen, so can they demand shelter from him. Note that this can get to be an expensive proposition if the NPC noblemen stay for any length of time.

Wealth Options: The Patrician receives an extra 150 gp in addition to the standard (1d4 + 1) x 10 gp.

Races: No restrictions. However, if a particular race doesn't recognize or allow socio-economic stratifications in the DM's campaign world, that race will not have Patricians

Peasant Wizard

Description: The Peasant Wizard is a spell caster of modest means whose exceptional skills and matchless courage have made him a champion of the masses. Though his talents have set him apart and made him a legend in his homeland, he will never forget his roots. An advocate of the commoner, the Peasant Wizard devotes himself to the promotion of equality and justice. The Peasant Wizard is the most frequently encountered of all the wizards. There are no additional ability requirements for the Peasant Wizard. No special rules exist for abandoning this kit.

Preferred Schools: There are no preferred schools for the Peasant Wizard, though illusionists, abjurers, and invokers are among the most frequently encountered.

Barred Schools: There are no barred schools for the Peasant Wizard; however, there are fewer necromancers and diviners than any other specialist.

Role: The Peasant Wizard fights on behalf of the common people. He considers himself protector of the helpless, actively opposing any action from the party that threatens or exploits the peasants. For instance, he won't allow his party to recruit peasants for combat support unless they fully understand the risks involved. When a companion of the Peasant Wizard bargains with a common man for goods or services, the Peasant Wizard makes sure his companion pays the common man a fair price. When the party recovers a treasure, the Peasant Wizard demands that the local citizens receive their fair share if they helped the party in any way or if the treasure was recovered on their land.

The Peasant Wizard sees the wealthy classes as a primary reason for the commoners' miseries, so he has little respect or patience for noblemen and the wealthy. Aside from the occasional insult, the Peasant Wizard is likely to avoid associating with any Patricians in his party.

Secondary Skills: The player may choose his Peasant Wizard's secondary skill. The DM might consider limiting this choice to skills that are useful to peasants such as swimming; it is unlikely (but not impossible) that a peasant wizard could learn heraldry or etiquette.

Weapon Proficiency: Required (player's choice): Bow (any), dagger, knife, spear, dart, sling.

Nonweapon Proficiency: Bonus (one of the following, player's choice: Agriculture, Fishing. Recommended: (General) Animal Handling, Blacksmithing, Carpentry, Cobbling, Cooking, Direction Sense, Fire-building, Leatherworking, Pottery, Riding (Land-based), Stonemasonry, Weather Sense, Weaving.

Equipment: The Peasant Wizard can spend his money on anything he likes, within the limitations described in the Special Hindrances entry below.

Special Benefits: When in his homeland, the Peasant Wizard will always be given food and shelter at no charge from his fellow commoners. This courtesy extends to the Peasant Wizard's companions, as long as he vouches for them. The Peasant Wizard does not receive this benefit in lands other than his own, but he always receives a +2 reaction modifier from peasants in any culture.

Special Hindrances: Aside from weapons, a Peasant Wizard may own only one item worth as much as 15 gp. Aside from this item, all of his other items must be valued at 10 gp or less. The total value of all his possessions, including money but excluding weapons, can never exceed 75 gp. Any treasure or possessions in excess of this limit must be donated to some worthy cause.

Wealth Options: The Peasant Wizard receives only (1d4 + 1) x 5 gp for starting money.

Races: No restrictions.

Savage Wizard

Description: The Savage Wizard is the spell caster of a remote tribe, culturally and technologically primitive by the standards of the rest of the world. Although these tribes commonly maintain functional civilizations for thousands of years, their traditions, dress, and customs are so simple that most outsiders consider them unsophisticated brutes.

There are a variety of Savage tribes around the world, ranging from pacifistic societies of farmers and herders to bloodthirsty headhunters and barbarians. All, however, are sharply attuned to the natural world, sharing a deep respect for animal and plant life and an innate understanding of the mysteries of nature.

To be a Savage Wizard, a character must have a minimum Strength score of 11 and a minimum Constitution score of 13.

To abandon this kit, a character must renounce his membership with his tribe and become a citizen of a different culture. Since tribal roots run deep, a dramatic change such as this should be slow in coming; a Savage Wizard must have advanced at least five levels since leaving his tribe and experiencing adventures in the outside world before cutting ties with his tribe.

Preferred Schools: Because their Constitutions tend to be exceptionally high, Savage Wizards excel in the schools of conjuration/summoning and invocation/evocation.

Barred Schools: Savage Wizards lack the natural aptitude for mastering the schools of abjuration and enchantment/charm.

Role: Most tribesmen are dazzled and impressed by magic, so the Savage Wizard typically holds a position of great power in his tribe. If not the actual ruler, the Savage Wizard is a respected teacher or tribal counselor. Depending on the nature of the tribe, the Savage Wizard is known by a variety of names, among them Witch Doctor, Mundunugu, Wangateur, and Isangoma.

The Savage Wizard's power can sometimes work against him, particularly if his tribe is exceptionally superstitious or if an ambitious tribesman schemes to usurp the wizard's leadership role. If the tribe becomes convinced that the wizard is consorting with demons or otherwise stirring up dark forces better left alone, they may expel the wizard from the tribe with the threat of execution if he returns. This is one way that a Savage Wizard might link up with an adventuring party.

In a campaign, the Savage Wizard takes the role of an outsider, baffled and intimidated by the mysteries of the "civilized" world. Products of technology, such as oil lanterns and crossbows, both fascinate and frighten him. While he is at home in the darkest jungles or most treacherous mountains, he is extremely uncomfortable in cities and towns. If the Savage Wizard is from a relatively pacifistic tribe, he might serve as the conscience of his party, questioning their eagerness to kill, their obsession with wealth, their selfishness, and their inequitable system of justice.

Secondary Skills: The Savage Wizard's Secondary Skill should be based on the primary occupation of his tribe; that is, if his tribe is mostly fishermen, his Secondary Skill should be Fishing. Other likely skills include Forester, Groom, Hunter, and Trapper/Furrier.

Weapon Proficiency: Required (one of the following, representing his tribe's weapon of choice): spear, blowgun, dagger, knife, or sling. Regardless of whether the Savage Wizard eventually becomes familiar with new weapons, he is likely to prefer his tribal weapon throughout his adventuring career.

Nonweapon Proficiencies: (General) Direction Sense or Weather Sense (player choice); (Warrior) Endurance or Survival. Recommended: (General) Animal Handling, Animal Training, Fire-Building, Fishing, Riding (Land- based), Rope Use, Swimming; (Warrior, double slots) Animal Lore, Bowyer/Fletcher, Hunting, Mountaineering, Running, Set Snares, Tracking; (Priest, double slots) Healing, Local History; (Rogue, double slots) Jumping, Tightrope Walking, Tumbling; (Wizard) Herbalism, Religion. A Savage Wizard cannot take Etiquette or Heraldry when first created.

Equipment: The only weapon the Savage Wizard can purchase initially is his tribal weapon (see Weapon Proficiency). He must spend all of his remaining gold when he is created; he may not keep any unspent gold. He can purchase only equipment that would normally be available to his tribe; for instance, his tribe probably has herbs, nuts, fishing nets, and rafts available, but they are unlikely to have chains, lanterns, hourglasses, or magnifying glasses. The DM has the final word as to what equipment is available to any particular Savage Wizard.

Special Benefits: The Savage Wizard receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.

1. The Savage Wizard can manufacture a protective talisman once per week. The talisman is a small pouch of herbs hung on a leather cord which is worn around the subject's neck. The talisman gives protection from evil to the wearer, identical to the effects of the 1st-level wizard spell. The talisman offers continual protection for a full day, after which time the herbs disintegrate. Dispel magic or a similar spell permanently cancels the magic of that particular talisman. The Savage Wizard requires no less than one hour to manufacture a talisman.

2. Once per week, the Savage Wizard can construct a small replicant of any single victim of his choice. The replicant is about 6 inches tall, made of clay, and crudely resembles the form of the victim. It must also contain a lock of hair, a fingernail, or other small piece of organic material from the victim. A Savage Wizard requires one hour to manufacture a replicant.

Whenever the Savage Wizard cuts a piece from the replicant, sticks a pin in it, or otherwise "attacks" it, the replicant suffers 1-4 hit points of damage. The victim who is represented by the replicant suffers an identical amount of damage, regardless of the distance between the replicant and the victim (however, the victim must be on the same plane of existence as the replicant). Every type of damage on the replicant inflicts 1-4 hit points of damage; therefore, the Savage Wizard must take care not to destroy the replicant, for burning, crushing, or throwing the replicant into a pool of quicksand still inflicts only 1-4 hit points of damage. The replicant disintegrates when any of the following conditions are met:

3. Once per week, the Savage Wizard is able to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him. To be receptive to an omen, the wizard must do nothing but concentrate for one uninterrupted turn; if his concentration is broken, he cannot attempt to interpret an omen for another week. After the turn of concentration, he studies his surroundings for an omen-- a rippling pond, a gathering of clouds, a swarm of insects, or the veins in a leaf are all possible sources of omens.

A wizard usually consults an omen before starting a journey, engaging in a major battle, or embarking on some other significant task. If the DM has knowledge about the proposed action, the omen should reveal the appropriate information; for instance, if the party is considering exploring an abandoned building, but the DM knows it contains a spectre, the result should be an ill omen. In situations where the DM has no information on which to base his judgement, roll 1d10 and consult Table 7.

Table 7: Savage Wizard Omen Results

d10

Roll Result

1-2 Ill Omen: The party should not undertake the task this day. If they ignore the omen, all party members will suffer a -1 penalty on "to hit" and saving throw rolls for the rest of the day, their chance for encounters will be doubled, and a -3 reaction modifier will be applied to all encounters

3-4 Great Danger Exists: If the party proceeds, their chance for encounters is doubled for the rest of the day and a —3 reaction modifier applies to all encounters. Opponents have a +1 applied to their chance to hit

5-7 Neutral Omen: The information is vague. No special modifiers apply

8-9 Favorable Omen: The party members' movement rate is increased by 50% for the rest of the day, and opponents have a -1 applied to their chance to hit

10 Auspicious Omen: All effects of a Favorable Omen apply; additionally, all party members gain a +1 on all saving throws made for the rest of the day

Special Hindrances: The Savage Wizard's strange appearance and manners make strangers wary of him. Therefore, he suffers a -2 reaction adjustment from all NPCs not from his own tribe (PCs can react as they wish, but they should quickly become accustomed to the Savage and accept him as an equal.)

Wealth Options: The Savage Wizard begins with only (1d4 +1) x 5 gp. As the campaign progresses, the Savage will have the opportunity to acquire more treasure, and it is up to the player whether he appreciates its value or rejects it as a worthless. (For instance, a Savage might accept gold but have a superstitious belief that requires him to reject gems.)

Races: No restrictions.

Witch

Description: The Witch is a wizard whose powerful magical abilities are extraplanar in origin. Though wizards typically learn the basics of spellcasting at magic academies or from learned mentors, Witches learn magical skills from entities and their minions from other planes of existence, or from other Witches.

Occasionally, these extraplanar entities contact youthful humans or demihumans for magical instruction; other times, humans and demihumans seek out the entities through arcane rituals and petition them for instruction. The entities agree to such instruction for a variety of reasons-- some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts; and some simply share their magical secrets for their own amusement.

Whatever the motives of the extraplanar entities, they exude a powerful directing influence over their students. However, a few Witches with particularly strong wills are able to maintain their own drives while using their magical skills to further their own goals. Such Witches face a life-long struggle with the forces who relentlessly strive to direct their spirits.

The requirements for becoming a Witch are higher than for any other kit. Because her training is more demanding than that received by most other wizards, she must have a minimum Intelligence and Wisdom of 13. To resist the corruption inherent from contact with extraplanar entities, she must have a minimum Constitution of 13. The vast majority of Witches are female, but male Witches are also possible, commonly called Warlocks.

The Witch kit cannot be abandoned. If a Witch manages to sever all ties with the entities responsible for her instruction (usually requiring the power of a wish or its equivalent), she loses two experience levels. If she still wishes to pursue a magical career, she must relearn the experience levels that she lost.

Preferred Schools: The most appropriate school for Witches is enchantment/charm. Conjuration/summoning and necromancy are also good choices.

Barred Schools: There are no barred schools for Witches.

Role: Regardless of her actual alignment, all but her closest friends are likely to presume that a Witch is in collaboration with extraplanar spirits, and will shun her accordingly. There are few places where a Witch is welcome, and for the most part, a Witch will need to conceal her identity when traveling to assure her safety.

A Witch's player character companions need not have such fears or prejudices against her, especially after she proves herself in life-and-death situations. However, there might always be a veil of suspicion between the Witch and her companions, as if they cannot quite bring themselves to trust her completely. Any player characters with suspicious natures, particularly those with primitive or unsophisticated backgrounds, may never fully warm up to a Witch and will avoid being alone with her, sometimes even accusing her of betraying the party or bringing them bad luck. (The DM is free to encourage this type of role-playing, but not to the point of disrupting the campaign. If this distrust becomes problematic, the DM might remind the PC leader of the party that the Witch is indeed a good-aligned character and it is his job to promote good will among his companions.)

Although a Witch learns her magical techniques from extraplanar entities, once on her own, she learns her spells in much the same way as any other wizard. Still, her techniques for casting spells may differ significantly from the standard methods. The casting times, ranges, and effects of her spells are no different from the same spells used by other wizards, but she may use different verbal, somatic, or material components, as well as meditation. These differences should make her seem even more threatening to outsiders, as well as making her seem more remote to the other player characters.

Secondary Skills: Required: None. Recommended: Scribe.

Weapon Proficiency: The Witch is not allowed an initial Weapon Proficiency, nor can she acquire a Weapon Proficiency as she advances in level.

Nonweapon Proficiency: Bonus Proficiencies: Herbalism, Spellcasting. Recommended: (General) Artistic Ability, Brewing, Cooking, Languages (Modern), Weather Sense; (Wizard) Ancient History, Astrology, Languages (Ancient), Reading/Writing, Religion; (Priest, double slot) Healing.

Equipment: When a Witch is first created, she must buy her weapons from among the following choices: Dagger or dirk, knife, sling, staff sling. Additionally, the Witch can choose up to 1,500 gp worth of magical items from Table 89 (Potions and Oils), Table 91 (Rings), Table 92 (Rods), Table 93 (Staves), Table 94 (Wands), and Tables 95- 103 (Miscellaneous Magic) on pages 135-139 of the Dungeon Master's Guide. These items are free-- she doesn't have to pay for them (but she cannot keep any of the leftover 1,500 gp).

Special Benefits: When a Witch is initially created, she automatically gains the spells detect magic and read magic; these spells are in addition to any spells she normally receives. As a Witch increases in level, she automatically gains the following abilities. These are all naturally acquired abilities, and do not count against the number of spells she can know or use. All of the following abilities can be used once per week.

3rd Level: The Witch acquires the ability to secure familiar. This is identical to the 1st-level wizard spell find familiar, except that a Witch does not need to burn 1,000 gp worth of incense and herbs in a brass brazier. Instead, the Witch must merely concentrate for one turn. If a suitable familiar is within 1 mile per level of the Witch, it will arrive within 1d10 hours. A Witch can have only one familiar at a time.

5th Level: The Witch acquires the ability to brew calmative. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an elixir that has the effect of a sleep spell when a victim comes in contact with it. One dose is sufficient to coat a sword or any other single weapon. The elixir has no effect on victims with more than 8 HD; victims can resist the effects of the elixir with a successful saving throw.

The Witch requires one hour to brew the elixir. The elixir loses its potency after 24 hours.

7th Level: The Witch acquires the ability to brew poison. With the proper ingredients, available in most forests, she can brew one dose of Class L contact poison sufficient to coat a single weapon. The Witch requires one hour to brew the poison. It loses its potency in 24 hours.

9th Level: The Witch acquires the ability to beguile any single person or monster (assuming the person is no higher than 8th-level or the monster has no more than 8 HD). Beguile is identical to the 4th-level wizard spell charm monster and the 1st-level wizard spell charm person, except that the victim is not allowed a saving throw. To cast beguile, the Witch must merely point at the victim and concentrate for 1 round; there are no verbal or material components.

11th Level: The Witch acquires the ability to brew flying ointment. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an ointment which, when rubbed on the skin, gives the recipient the ability to fly, as per the 3rd-level wizard spell fly. The dose is sufficient to affect one human-sized subject; the effects persist until the ointment loses its potency 24 hours after it is brewed. The Witch requires one hour to brew the ointment.

13th Level: The Witch acquires the ability to inflict a witch's curse on any single person or creature. This is exactly identical to the 4th-level wizard spell bestow curse, except that its effect is automatic; the victim is not allowed a saving throw. The effect of the curse persists for 24 hours unless the curse is dispelled by a remove curse, wish, or similar spell. To cast the spell, the Witch must merely point at the victim and concentrate for 1 round; no verbal or material components are required. To determine the effects of witch's curse, roll 1d8 and consult Table 8.

Table 8: Effects of Witch's Curse

d8 Roll Result

1-3 One ability of the victim is lowered by 3 points. Determine which ability is lowered by rolling

1d6:

1 = Strength

2 = Dexterity

3 = Constitution

4 = Intelligence

5 = Wisdom

6 = Charisma

4-5 The victim's "to hit" and damage rolls are reduced by 4 points

6 The victim becomes blind, as per the 2nd-level wizard spell blindness. The effect persists for 24 hours or until the witch's curse is dispelled.

7 The victim loses 1 hit point per hour for the next 24 hours. These lost hit points cannot be recovered by normal or magical means until the witch's curse ends in 24 hours or unless the curse is dispelled. If the victim is reduced to 0 hit points or less within 24 hours of receiving the curse, or before the curse is dispelled, he dies.

8 The victim immediately lapses into a state of temporal stasis, as per the 9th-level wizard spell. The effect persists unless the curse is dispelled. Otherwise, at the end of 24 hours, the victim is reduced to 0 hit points and dies.

Special Hindrances: Because of their non-conventional training, Witches do not earn bonuses to their experience for high ability scores. Witches cannot be multi-classed or dual-classed.

Generally, outsiders are terrified of Witches. Unless an NPC is exceptionally open-minded or has extremely high Intelligence or Wisdom (13 or more in either ability), the Witch receives a -3 reaction roll. If the NPC is uneducated, comes from an extremely superstitious or unsophisticated culture, or has low Intelligence and Wisdom (under 10 for both), the Witch receives a -5 reaction roll. Additionally, if a Witch lingers in a superstitious or culturally unsophisticated community for more than a day, she runs the risk of facing a mob of hostile citizens bent on running her out of town, imprisoning her, torturing her, or executing her. (The DM decides the size of the mob, their intentions, and the likelihood of their accosting the Witch. As a rule of thumb, assume a 20 percent chance of a 4d6-member mob forming in a hostile community if the Witch stays for a day. This chance increases by 20 percent for every additional day the Witch remains; the size of the mob increases by 2d6 members.)

The Witch must periodically struggle with the extraplanar forces striving to direct her. The forces are so powerful that they cannot be dispelled; all the Witch can do is endure them. When undergoing these internal struggles, the Witch suffers penalties to her combat abilities and saving throws.

The DM has three options for determining the frequency and intensity of these penalties, depending on the needs of his campaign and how much bookkeeping he is willing to undertake:

1. The Witch suffers a -2 penalty to her attack rolls and a -2 penalty to her saving throws on any night with a full moon and the three nights before and after the full moon (the penalties apply to a 12 hour period from about 6 p. m. to 6 a. m. ). On most worlds, a full moon will occur about once per month; if the moon of the DM's world has a shorter or longer cycle, increase or decrease the number of nights the Witch is affected; she should be affected about seven nights out of 4 weeks. If there are several moons, the Witch is affected by only one of them.

2. There is a 25 percent chance per day that the Witch will be subjected to an internal struggle with extraplanar forces. The DM determines this at the beginning of the day; the Witch is aware of the result. Throughout that night (a 12-hour period lasting from about 6 p. m. to 6 a. m.), the Witch suffers a -2 penalty to her attack rolls and a -2 penalty to her saving throws.

3. The Witch struggles with the extraplanar forces every night. For a 12- hour period lasting from about 6 p. m. to 6 a. m. , she suffers a -1 penalty to her attack throws; there is no penalty to her saving throws.

Wealth Options: The Witch receives the standard (1d4+1) x 10 gp as starting money.

Races: No racial restrictions.

Note: The Witch is among the most complex of all the kits, and many of the details are left up to the player's discretion. For instance, he may wish to design specific daily rituals for his Witch, or he may wish to expand on the Witch's relationship with the entities who originally trained her. What exactly are they? Where are they? Can the Witch contact them for favors? What exactly happens if the forces succeed in controlling the Witch? Does her alignment change? Her abilities? Her relationship to the party? There are many possible variations on the Witch kit, and the DM is encouraged to experiment, as long as he avoids the temptation to make her excessively powerful, and keeps in mind the potential disruptions in his campaign.

Wu Jen

Description: The Wu Jen is a wizard from cultures based on medieval oriental civilizations. He is a sorcerer of mysterious power and uncertain fealty. Unlike the oriental samurai, the Wu Jen seldom answers to a lord or master. His primary allegiance is to himself and to his craft.

The Wu Jen seldom lives among the masses, preferring instead to dwell in the wilderness where he can contemplate the secrets of nature without interruption. Living the life of a hermit, the Wu Jen concentrates on purifying his body and mind, thus making him more receptive to the supernatural forces of the world.

To be a Wu Jen, a wizard must have an Intelligence of at least 13. He cannot be of lawful alignment, but may still be good, evil, or neutral. The Wu Jen kit cannot be abandoned.

Preferred Schools: Wu Jen prefer the schools of conjuration/summoning, alteration, and invocation/evocation.

Barred Schools: There are no barred schools for the Wu Jen.

Role: Unless the campaign has an eastern setting, the DM, in conjunction with the player, should invent a plausible explanation for the Wu Jen's appearance so far from home. Perhaps the Wu Jen is on a religious pilgrimage. Perhaps a magical device or spell transported the Wu Jen to the western world, either intentionally or unintentionally. Or perhaps the Wu Jen is on a decade-long quest for knowledge or self-awareness, and his travels have brought him to the other player characters.

Whatever the reason, the Wu Jen should add a touch of oriental intrigue and exotic culture to a western-based party. His fellow player characters should find the Wu Jen's habits strange and fascinating. For instance, a Wu Jen prefers to record his spells on scrolls instead of in spell books. Perhaps he prays to the sun for an hour each day at dawn, or maybe he eats only roots and berries. A Wu Jen keeps his emotions hidden, and his motives are equally difficult to discern. It is unlikely that the Wu Jen shares the party's goals and moral code; if he agrees to join the party, it is probably due to his intellectual curiosity.

The DM is within his rights to forbid Wu Jen from the campaign. Before a player selects this kit, he must check with the DM to make sure that Wu Jen are allowed.

Secondary Skills: Required: Scribe.

Weapon Proficiency: Required (choose one of the following): Blowgun, short bow, dagger, dart, sling. Alternately, the Wu Jen can choose from the selection of oriental weapons listed in Table 9. The Wu Jen has an automatic and permanent +1 bonus to hit whenever using the weapon he has chosen for his Weapon Proficiency.

Nonweapon Proficiencies: Bonus Proficiencies: Etiquette, Artistic Ability (Painting, Calligraphy, or Origami). Recommended: (General) Riding (Land-based), Cooking, Dancing, Singing; (Wizard) Astrology, Herbalism, Spellcraft; (Priest, double slot) Musical Instrument; (Rogue, double slot) Blind-fighting, Gaming, Juggling, Tumbling.

Equipment: The Wu Jen must buy all weapons from the choices listed in the Weapon Proficiency entry above. He may have no more than 10 gp remaining when he has finished purchasing his equipment.

Special Benefits: When a Wu Jen reaches 4th level, he gains the power to summon massive magical energies that allow him to cast any one spell that is three or more levels lower than his level at maximum effect. The spell automatically has maximum range, (if desired), duration, and effect. Thus, a 4th-level Wu Jen can cast a 1st-level spell at maximum effect. A Wu Jen can use this ability once per day.

Special Hindrances: The Wu Jen operates under special taboos that do not affect other characters. Though the taboos may seem trivial or even ridiculous to other characters, the Wu Jen takes them quite seriously-- violating a taboo causes the Wu Jen to lose levels of ability, lose spells, become ill, or even die (the DM decides the exact penalty). A 1st-level Wu Jen has one taboo and gains an additional taboo every five levels thereafter (at 6th level, 11th level, and so on). The DM selects the taboos. Some suggestions follow; the Wu Jen:

Wealth Options: The Wu Jen starts with the normal (1d4+1) x 10 gp.

Races: Normally, a Wu Jen must be human. The DM may make exceptions in his campaign, elves and half-elves being the most likely choices.

Note: For more detailed information about the Wu Jen, along with additional spells, weapons, and proficiencies, see Oriental Adventures. The DM may need to make some adjustments to adapt the descriptions and statistics to AD&D® 2nd Edition rules

Table 9: Selected Oriental Weapons for the Wu Jen

Weight Speed Damage

Name Cost in lbs. Size Type* Factor S-M L

Bo Stick 2cp 4 L B 3 1-6 1-4

Boku-toh 6cp 3 M B 4 1-4 1-2

Jitte 10cp 2 S B 2 1-4 1-2

Shuriken 10cp 1** S P - 1-6 1-4

* B = Bludgeoning weapon, P = Piercing weapon.

** Ten large shurikens weigh a total of 1 pound.

Description of Weapons

Bo stick: A staff of hard wood that is very difficult to break and is normally 6-7 feet in length.

Boku-toh: A wooden replica of a short sword, usually used for practice since it cannot cut or slash. Used aggressively, it can cause bludgeoning damage.

Jitte: A tapered iron bar with a short hook near the handle. Although the hook is not sharp enough to cut or pierce, the jitte can be used to strike blows.

Shuriken: A small throwing weapon in the shape of a star with needle-like projections. They are thrown by hand and easily concealed in folds of clothing. A large-star shuriken has a fire rate of 3, a short range of 5 yards, a medium range of 10 yards, and a long range of 20 yards.

 

Recording Kits on the Character Sheet

To record a wizard kit on character record sheets, follow these steps:

1. In the space where the character's school is recorded, add the name of his wizard kit.

2. When recording the character's Nonweapon Proficiencies, add the bonus proficiencies the character receives from his wizard kit. Mark the bonus proficiencies with an asterisk to indicate that they are free.

3. Make notes about the character's special benefits and hindrances and other pertinent information in any available space on the sheet

Modifying the Kits

The DM is encouraged to modify the kits to more accurately represent the history, cultures, and events of his campaign world.

However, he should not violate the nature of the kit; males should not be allowed to be members of the Amazon kit, nor should Patricians be allowed to be necromancers. Common sense must prevail. However, if there are no oriental or eastern-styled cultures in his world, the DM is free to disallow the Wu Jen kit. Similarly, if a natural disaster wiped out all traces of Amazon society in his world, he can disallow the Amazon kit

Creating New Kits

Using the kits above as guidelines, many new kits can be created. If the DM has a certain type of wizard that he would like in his world, he should design a Wizard Kit for that personality. To design a Wizard Kit, the DM should consider the following questions about the wizard and his role in the campaign.

Description: What's this wizard like? Is he drawn from a specific literary, mythological, or historical source? Are there any special requirements for a character who wishes to be this type of wizard?

Role: What place does this wizard have in the campaign? How is he regarded by his own culture? By other cultures? Is there a particular attitude or outlook he needs to belong to this Wizard Kit?

What kinds of activities does this wizard tend to perform in a campaign-- is he a bold man of action? A withdrawn scholar? An impulsive show-off? What is his relationship with the other characters-- is he friendly, distanced, wary, impassive?

Preferred and Barred Schools: Are there certain types of specialties that seem especially appropriate to the wizards described in your kit? If so, note them as preferred schools. Are there other specialists that seem particularly inappropriate to your kit? Note them as barred schools.

Secondary Skills: If using the Secondary Skills system, you need to decide if this Wizard Kit requires such a skill. If there isn't a particular secondary skill or skills common to all wizards of this type, then do not require a secondary skill. But if all members of a Wizard Kit share the same skill-- or one of a small number of skills-- then you might require it of all characters who take this kit.

Weapon Proficiencies: Often, certain types of wizards tend to favor certain types of weapons. Others select their weapons from a wide range of choices. If the wizard described in your kit seems to prefer one or two weapons more than others, note this in the kit. Keep in mind, however, that all wizards share certain weapon restrictions-- see Chapter 5.

Nonweapon Proficiencies: As with weapon proficiencies, many wizards tend to have certain skills in common. For instance, it would be hard to imagine a Patrician who wasn't skilled in Etiquette. Therefore, one or two nonweapon proficiency slots can be given free of charge to characters taking this kit. If appropriate, the proficiencies can come from the Priest, Rogue, and Warrior listings. Normally, the cost in slots for non-wizard proficiences would be higher, but this can be ignored when kits are being given free.

Equipment: If a wizard is known for using certain types of equipment, require that such a character have this equipment before the campaign begins. If some but not all wizards of this type use the same equipment, then it needn't be required; instead, simply list it as recommended equipment.

Special Benefits: Although not necessary, most Wizard Kits should have some special benefit. Any kind of benefit is acceptable, but it should relate to the way this wizard operates in fiction, mythology, or similar source material. Possible benefits could include:

Special Hindrances: One or more special hindrances should be imposed which limit the character as much as his special benefits help him. Possible hindrances include:

Wealth Options: Does the wizard have less or more starting gold than other characters? Are there any restrictions as to how his starting gold must be spent?

Races: Note any variations for wizards of specific races. Are any races barred from the kit? Does any race receive special benefits, proficiencies, or hindrances when taking this kit?

Notes: If there are any additional details about the kit, explain them fully. You can also adapt kits to other classes by adjusting the skills, weapons, proficiencies, benefits, and hindrances. A campaign might include Academician Priests or Patrician Warriors

Wizard Kit Creation Sheet

At the end of this book is a blank Kit Creation Sheet. Copies of this sheet may be made to help you design new kits. The DM or players can design new kits appropriate to the character types they would like to play. However, if a player designs his own kit, he should check all details of the kit with his DM. The DM may make changes, or he may disallow the kit altogether

Suggestions for New Kits

Here are a few ideas that might be developed into new kits:

Dragon Master (a wizard with a special affinity for dragons and the magic they use)

Outlaw Wizard (a wizard who is rightly or wrongly wanted by the law)

Spiritualist (a wizard with a special interest in ghosts, spirits, and extraplanar phenomena)

Nomad (a rootless wizard with no permanent homeland)