Chapter 7:

Weapon Proficiency and Mastery

Selecting Weapon Proficiencies
Character Class Restrictions
Weapon Groups
Nonproficiency and Weapon Familiarity
Weapon Group Proficiencies
Shield Proficiency
Armor Proficiency
Fighting Style Specialization
Weapon Specialization and Mastery
Monsters and Weapon Mastery
Equipment
Different Forms of Wealth
Ways to Spend and Save Money
Encumbrance and Movement
Equipment Tables

Chapter 8: New Schools of Magic

The Alchemist
The Geometer
The Shadow Mage
The Song Wizard

 

 

Chapter 7:

Weapon Proficiency & Mastery

The weapon proficiency rules of the AD&D game have been expanded with the Skills and Powers campaign. Now there is more flexibility in selecting weapon proficiencies, and there are opportunities to develop those proficiencies to high degrees of expertise.

Fighters can still specialize in specific types of weapons, gaining bonuses for specialization. Character points can be used to advance the weapon specialization to mastery, which gives a fighter significant advantages in the use of a weapon.

Characters of other classes, through the use of character points, can gain lesser levels of accomplishment in favorite weapons—this is called weapon expertise.

 

Weapon Proficiencies and the Character Point System

Character points tailor various levels of advancement, making improved combat abilities available to all characters. While it is relatively easy for fighters to become accomplished in weapons use, it is more difficult for—and requires more dedication from—characters of different classes who wish to become truly accomplished with a weapon.

 

In this step of the character creation process, all player characters receive a final allotment of character points to purchase their initial weapon proficiencies. Any leftover points from the previous chapters can be used here, or saved for use during play or to acquire abilities later in the character’s career. The number of CPs awarded to each type of character in this step appears below.

Warriors: 8

Wizards: 3

Priests: 8

Rogues: 6

 

 

Selecting Weapon Proficiencies

Weapon proficiencies can be acquired when a character is first created, and additionally during the course of that character’s adventuring career.

A warrior (including multi-classed warriors) must pay 2 character points for each weapon proficiency slot. A character who is not a warrior must spend 3 character points for each weapon proficiency slot.

 

Table 48: Weapon Proficiency CP Costs

Class Cost
Warrior 2
Rogue 3
Priest 3
Wizard 3

Character Class Restrictions Non-warrior characters are normally restricted by the rules dictating the types of weapons they can acquire proficiencies for. However, by spending extra character points for a weapon proficiency slot, a character can purchase a proficiency that he would otherwise not be able to possess.

A rogue or a priest can acquire a proficiency for a weapon that is normally restricted to a warrior’s use. One additional character point must be spent when the slot is purchased—the slot will cost 4 points, instead of the 3 rogues and priests usually pay.

A wizard can spend 2 additional character points to become proficient in a weapon normally allowed to a priest or a rogue. If the wizard wishes to become proficient with a weapon that is normally limited to fighters, however, he must spend 3 extra character points.

For example, if a wizard wishes to purchase a proficiency in the short bow, he must pay 5 character points (since the short bow can be used by a rogue, he adds 2 points to his base cost of 3 character points per slot). If he wants to learn to use the longbow, however, he’ll have to pay 3 extra character points (for a total of 6), since this weapon is normally limited to warriors.

 

Using Weapon Proficiency Slots

A character can learn to use a weapon through several different means. Weapon proficiency slots also can be used to acquire abilities in unarmed combat, skill with shields, and advanced levels of proficiency such as weapon mastery or weapon expertise.

There are varying levels of ability in weapons use described in the Skills and Powers rules. The lowest is nonproficiency, then weapon familiarity, weapon proficiency, and weapon expertise. Characters can advance additionally through the levels of weapon specialization, weapon mastery, and, ultimately, weapon grand mastery. Primarily this progression is used by fighters, but characters of other classes can advance to high levels of accomplishment by the expenditure of additional character points.

 

Weapon Groups Many weapons are categorized into groups, either tight groups, or broad groups. Often a weapon will be part of a tight group, and that tight group will in turn be part of a broad group. A character’s proficiency with a weapon or group will often convey weapon familiarity with other related weapons.

Table 49 illustrates weapons in their various tight and broad groups. Note that there is significant overlap in many categories—a broadsword is listed in the ancient, Roman, and medium tight groups because it can be used in a variety of cultures and styles.

If a character knows several different fighting styles (explained later in this chapter) he can use a weapon in any of the styles he knows. If he has only learned one style, however, his proficiency only applies when he uses that weapon with the appropriate style.

 

Table 49: Weapon Groups

As noted in previous chapters, weapons can be classified into tight and broad groups. All weapons in a tight group are considered to be related to one another; a character proficient in one automatically has familiarity with the rest. Note that a weapon proficiency includes stone or bone versions of the same weapon.

In the listing below, broad groups are noted in bold type, and tight groups are in italics.

 

Axes, Picks, and Hammers

Axes: battle axe, hand/throwing axe, hatchet, two-handed axe, sword-axe, mace-axe

 

Picks: horseman’s pick, footman’s pick, pick

 

Hammers: war hammer, maul, sledge

 

Unrelated: adze

 

Bows

Short bow, composite short bow, long bow, composite long bow

 

Clubs, Maces, and Flails

Maces: footman’s mace, horseman’s mace, mace-axe

 

Clubs: club, great club, war club, ankus, morning star

 

Flails: horseman’s flail, footman’s flail

 

Crossbows

Hand crossbow, light crossbow, heavy crossbow, pellet bow, cho-ku-no

 

Daggers & Knives

Dagger, stiletto, jambiya, main-gauche, parrying dagger, knife, katar

 

Lances

Light, medium, heavy, jousting

 

Polearms

Spear-like polearms: awl pike, partisan, ranseur, spetum

 

Poleaxes: bardiche, halberd, voulge

 

Bills: bill, bill-guisarme, glaive-guisarme, guisarme-voulge, hook fauchard

 

Glaives: glaive, fauchard, naginata, nagimaki, fauchard-fork

 

Beaked: bec de corbin, lucern hammer

 

Unrelated: military fork, tetsubo, lajatang

 

Spears & Javelins

Spears: spear, long spear, awl pike

 

Javelins: javelin, pilum, dart

 

Unrelated: harpoon, trident, brandistock

 

Swords

Middle Eastern: short sword, scimitar, great scimitar, tulwar

 

Short: short sword, gladius, drusus, sapara, dagger, tulwar

 

Medium: broadsword, long sword, cutlass, sabre, falchion, estoc

 

Large: bastard sword, claymore, two-handed sword, great scimitar, no-dachi

 

Fencing weapons: rapier, sabre, main-gauche, parrying dagger

 

Chain & Rope Weapons

Chain, kau sin ke, kusari-gama, kawanaga, chijikiri

 

 

 

If a weapon does not appear in the preceding listings, it belongs to no weapon group. For example, weapons such as the bolas, the boomerang, or the mancatcher are so unique in their employment that nothing even comes close to being similar.

 

Proficiency and Weapon Familiarity If A character who is not proficient in a type of weapon suffers penalties on attack rolls when using that weapon. The penalties vary by character class—for example, fighters are much more likely to understand an unfamiliar weapon than wizards. The penalties are shown on Table 50: Nonproficiency Attack Penalties.

However, in some cases a character can be familiar enough with a weapon that he does not suffer all nonproficiency penalties. This is called weapon familiarity. And while the character cannot fight as effectively as someone with a weapon proficiency, neither is he as inept as a nonproficient character.

A character is assumed to be familiar with weapons that are related to ones with which he is proficient. Weapons in the same tight group as a character’s weapon of proficiency are familiar to that character. If a character has proficiency in an entire tight group of weapons, he is familiar with all weapons in a related broad group.

 

Table 50: Nonproficiency Attack Penalties

Class Nonproficiency Familiarity
Warrior –2 –1
Wizard –5 –3
Priest –3 –2
Rogue –3 –2
Psionicist –4 –2
Nonclassed NPC –4 –2

A character using a weapon with which he is not proficient cannot perform any special combat maneuvers, such as disarms or parries, with that weapon. He is limited to basic attacks, with the die roll penalties shown above. If he hits, however, he makes a normal roll for damage.

 

Weapon Proficiencies

A single weapon proficiency slot can be used to acquire proficiency in a specific type of weapon. Such proficiency means that the character can wield that weapon normally, without penalties on his rolls to hit or damage.

 

Weapon Group Proficiencies By spending 2 proficiency slots (4 character points), a warrior can gain a proficiency in all the weapons in a specific tight group. If that tight group is part of a broad group, then the character also possesses weapon familiarity with all weapons in the broad group.

By spending 3 slots (6 character points), a warrior can learn a broad group weapon proficiency. He is assumed to be fully proficient in every weapon in that broad group.

This group proficiency option is only available to warriors. All other characters must spend a single proficiency slot to become proficient with a specific type of weapon.

 

Special Weapon Proficiencies

Weapon proficiency slots can be spent to gain several types of bonuses that are not, technically, "weapon proficiencies." These are all relevant to combat situations, however, and improve the character’s chances to defend or to attack effectively—both with and without a weapon.

 

Shield Proficiency A weapon proficiency slot can be spent to gain a shield proficiency. Warriors can gain this proficiency by spending 1 slot; other characters must spend 2 weapon proficiency slots to become proficient in shield use. Obviously, a character must be able to use a shield to acquire this proficiency.

Shield proficiency improves a character’s AC against one or more attacks per round from in front or from the side faced by the shield. This proficiency does not help against rear attacks or attacks coming from the flank opposite the shield.

Like other weapon proficiencies, the shield proficiency must be taken for a specific type of equipment—listed on Table 51: Shield Proficiency Effects. The bonuses conferred vary by the type of shield the character chooses, and are added to the normal AC benefits of carrying a shield. The Number of Attackers category indicates how many attacks, per round, the shield proficiency can help against. If a character with a buckler, for example, is attacked by three enemies at once, his shield proficiency will only benefit his AC against one of those attacks. The player should designate which enemy he will guard against before attack rolls are made.

Table 51: Shield Proficiency Effects

Shield Type AC Bonus #Attackers
Buckler +1 One
Small +2 Two
Medium +3 Three
Body +3/+4 vs. missiles Four

 

Armor Proficiency A character can spend a weapon proficiency slot to buy the armor proficiency, which indicates that he has become used to wearing a protective shell. Unlike the shield proficiency, the armor proficiency does not improve armor class. Instead, it reduces the encumbrance penalties for the wearing of a particular kind of armor. Thus, a character who is fully proficient with the use of his plate mail, for example, can move around a lot more easily and quickly than can a character who does not have this proficiency.

A character with the armor proficiency suffers only half the normal encumbrance load of his armor. For example, full plate armor weighs 70 pounds. However, if a character is proficient with that type of armor, the armor has the encumbrance effect of only 35 pounds. Naturally, the armor retains its full weight for all other purposes—such as swimming!

 

Fighting Style Specialization Fighting styles represent broad categories of battle tactics that can be employed by characters. They are described in detail in the Combat and Tactics book. Even without that volume, however, players of the Skills and Powers rules can spend weapon proficiencies on fighting styles, gaining some bonuses in battle.

There is a difference between knowing a style and specializing in that style. Every character with a weapon proficiency knows at least one fighting style—the style used with that weapon. There is no cost to acquire the fighting style; it comes with the proficiency. Indeed, if a weapon can be used with two or more different styles, the character is assumed to know all of those styles. A long sword, for example, can be used with the one-handed weapon fighting style, the weapon and shield fighting style, or the two-handed weapon fighting style. Thus, a character with proficiency in the long sword knows all three of these fighting styles.

Character classes put some limitations on learning fighting styles. Table 52 shows the classes that can normally learn a specific style. While a rogue, for example, can use a long sword, he does not automatically learn the two-handed weapon style with this blade.

A character can spend an additional character point when he purchases a weapon proficiency to learn a style that is not normally provided to his character class. The rogue, for example, spends 3 character points for his long sword proficiency slot, but only learns it as a one-handed weapon. If he spends a 4th character point, he can learn the two-handed style or the weapon and shield style as well; or he can spend a total of 5 character points and learn the long sword and all three of its styles.

 

Table 52: Fighting Styles by Character Class

Fighting Style Eligible Classes
One-handed Weapon All
Weapon and Shield Warriors, Priests
Two-handed Weapon Warriors, Priests, Mages
Two Weapon Warriors, Rogues
Missile Warriors, Rogues
Horse Archer Warriors, Rogues
Thrown Weapon/Sling All
Special* Varies

*This category includes styles specific to certain weapons and/or cultural backgrounds. Examples include the net and trident style used by some Roman gladiators, or the twin sais of a skilled ninja.

A character can spend a weapon proficiency slot to specialize in the use of one of these fighting styles, as long as he already knows that style. Warriors can specialize in as many styles as they wish to purchase. Priests and rogues can only specialize in one style. Wizards can specialize in a single fighting style, but only by paying an extra character point to acquire the weapon proficiency slot.

Each of the styles has specific benefits when acquired as a specialization. These are described below:

 

One-handed Weapon

The character can use his empty hand as a secondary weapon, using it to punch, grab, throw, etc. while he is wielding his one-handed weapon. Normal penalties for using two weapons apply.

A character who specializes in the one-handed weapon style of battle gains an AC bonus of +1 when he fights with a weapon in one hand, and no shield or weapon in his other hand. By spending 2 additional character points, the character can improve this AC bonus to a maximum of +2.

If the character is also familiar with the two-handed weapon style, and is wielding a weapon that can be used either way, he can switch back and forth at the start of every round of combat.

 

Weapon and Shield

A character who specializes in this style can gain a +1 benefit to his AC (in addition to his regular shield effects) or a +1 on his attack roll during any melee round when he holds a shield and wields a weapon. Alternately, this benefit can be superseded by the more detailed shield rules in the Combat and Tactics book.

 

Two-handed Weapon

A character who specializes in the two-handed weapon style improves (lowers) the speed factor of a weapon by 3—if that weapon is wielded with two hands. In addition, if the character is using a one-handed weapon with two hands, the weapon gains a +1 bonus to all damage rolls.

 

Two Weapon

The proficiency slot spent to specialize in this difficult style requires 1 additional character point when it is first acquired—except for rangers, who can buy it for the same cost as any other fighting style specialization.

A character who specializes in the two weapon style counters some of the penalties inherent in using two weapons. Normally, a character suffers a –2 to attacks with the primary hand, and –4 to attacks with the secondary hand; this specialization reduces the penalty to 0 for the primary hand, and –2 for the secondary hand. Additionally, if a character has the trait of ambidexterity coupled with this specialization, he suffers no penalty for either hand.

The secondary weapon must be one size smaller than the primary weapon—unless the primary weapon is size S. If a character spends 2 additional character points on this specialization, however, he can learn to use two weapons of equal size, so long as each of the weapons can be wielded in one hand.

 

Missile

A character who specializes in the missile fighting style gains a significant bonus. He can move up to half his normal movement rate and still make all of his allowed missile attacks during a turn. Or he can move his full movement rate and make half as many attacks.

Additionally, a character who has specialized in this fighting style gains a +1 bonus to his AC when attacked by missile fire, but only if the specialist character is also using a missile weapon and attacking on that round.

 

Horse Archery

A character who specializes in the horse archery fighting style can shoot with accuracy even while mounted. The normal penalties for shooting from the saddle are reduced by 2. Thus, archers suffer no penalty if the horse is moving at up to half its normal speed, and they suffer only a –2 penalty if the horse is moving faster.

 

Thrown Weapon

A character who specializes in this fighting style gains the same bonuses as a character who specializes in the missile fighting style.

 

Special

There are numerous types of fighting styles that originated and were perfected in different historical and geographical areas. A character can spend a proficiency slot to specialize in one of these types, though the DM is the final arbiter of what types of fighting styles might be allowed. Players are encouraged to do a little research before they try to build a case for a specific fighting style.

Some suggested benefits for the use of one of these styles include:

–1 bonus to Armor Class.

+1 bonus to hit or damage rolls.

The character can ignore penalties for fighting with two weapons.

The character gets a free kick or punch as well as his weapon attack.

 

Weapon Specialization and Mastery Gaining a weapon proficiency indicates that a character is trained in the use of that particular weapon, but he is not at the pinnacle of accomplishment. Fighters, and possibly other characters, can devote a great deal of effort and energy (reflected in character points) to improve their skills with a weapon beyond the standard of basic proficiency.

In the Skills and Powers rules, characters of all classes can improve their skills with weapons. The cost in character points is higher for non-fighter classes, but if a player wants his wizard character to emulate the wizard Gandalf and wield a mighty blade such as Orcrist, it is possible.

 

Ranks of Weapon Mastery

The rules of this section begin with the assumption that a character has already acquired a weapon proficiency.

Two additional levels of mastery (high mastery and grand mastery) might be available to single-classed fighters. These are described in the Combat and Tactics book.

 

Weapon of Choice

A character can designate a specific weapon as his favorite. He must be proficient with that weapon already, and even if the proficiency he possesses applies to an entire tight or broad group, the weapon of choice must be designated.

Characters of all classes can designate a weapon of choice. Warriors can do so for a cost of 2 character points, rogues and priests for 3 points, and wizards must spend 4 points.

A player can declare a weapon of choice when he first creates a character, or at any point thereafter—as long as he has the character points. They should receive some training or extensive practice from a warrior who is proficient in the same weapon and has a higher experience level than the trainee. Alternately, any character can train someone if he possesses a higher level of weapon mastery (weapon expertise or better) with that weapon.

A character receives a +1 bonus on all attack rolls when using his weapon of choice.

Weapon Expertise

Weapon expertise is a more limited version of weapon specialization. Unlike specialization, however, it is available to non-warriors. Before gaining weapon expertise, the character must be proficient in the use of the selected weapon. It may or may not already be the character’s weapon of choice (see above).

Weapon expertise costs a ranger, paladin, or multi-classed warrior 2 character points (or 1 if the weapon is already the character’s weapon of choice). Rogues and priests must spend 4 character points (or 3, if the weapon is already the weapon of choice). Wizards can purchase weapon expertise for a cost of 5 character points, though if the weapon is already the character’s weapon of choice the cost is only 4 additional points.

As with weapon of choice, a player can declare a weapon of expertise when he first creates a character, or at any point thereafter—as long as he has the character points. If the selection is made by an active character, he should receive extensive training from a warrior who is proficient in the same weapon and has a higher experience level than the trainee.

Weapon expertise allows a character to gain extra attacks as if a weapon specialist. At first level, an expert with a long sword can attack three times every two rounds. Weapon expertise does not confer extra attack or damage bonuses, though the character may receive an attack benefit if he has weapon expertise in the use of his weapon of choice, as explained above.

 

Weapon Specialization

A character receives extra bonuses for using a specific weapon by spending character points on specialization. Single-classed fighters can become weapon specialists at any point in their careers simply by spending a second weapon proficiency slot on a weapon with which they are already proficient.

Characters of a fighter subclass, or multi-classed fighters, can specialize in weapon use, though at an increased cost in character points. In addition, other characters must achieve certain minimum levels of experience before they can attain a weapon specialization. These costs, and the minimum experience level, are shown on Table 53: Gaining Weapon Specialization.

 

Table 53: Gaining Weapon Specialization

Character Minimum

Character Class Point Cost Level
Fighter 2 1
Multi-class Fighter 4 2
Ranger/Paladin 4 3
Priest 6 5
Rogues 8 6
Wizards 10 7

A character who receives a weapon specialization during a campaign must be trained by a character with a specialization (or higher) level of skill in that same weapon. The training requires a number of months equal to the character point cost to purchase the specialization, and this training is a full-time occupation.

The effects of weapon specialization vary by the type of weapon, as follows. If a specialist weapon (such as a spear) can be used as a melee or a missile weapon, the character gets the appropriate benefits for each type of use.

Melee Weapons: The character gets a +1 bonus to attack rolls and +2 to damage rolls when using the weapon. Also, the character gets one extra attack every two rounds. At first level, for example, a specialist with the long sword would be able to make three attacks every two rounds.

Missile Weapons: This category includes slings and thrown weapons. The character gains a +1 attack bonus at all range categories. In addition, specialists enjoy an increased number of missile attacks. This is detailed in the Player’s Handbook. At the DM’s option, players can elect to use the more detailed specialist attack rules in the Combat and Tactics book.

Also, a character who specializes in any type of bow or crossbow gains a benefit for a new range category: point blank. Point blank shots inflict +2 points of damage. Point blank ranges are 30' for bows, and 60' for crossbows. In addition, if the character has a missile loaded and aimed, he can shoot at the beginning of a melee round—even before initiative is determined.

 

Unarmed Combat Specialization

A character can choose to specialize in a type of unarmed combat—either punching (pummeling in the Combat and Tactics book), wrestling, or martial arts. Fighters, multi-classed fighters, and fighter subclasses can elect to specialize in unarmed combat. Like any other specialization, the type of unarmed combat chosen is the character’s only area of specialization—he cannot also specialize in a weapon.

Specialists in unarmed combat receive a +1 bonus on attack rolls and a +2 on damage rolls. In addition, they receive the same number of extra attacks any other specialist receives—typically one extra attack every two rounds.

Unarmed combat procedures, levels of skill, and specialization are covered to a much greater extent in Combat and Tactics . That book also introduces a fast, detailed system for martial arts combat.

 

Weapon Mastery

Weapon mastery designates those characters who strive toward the ultimate level of skill with their weapon of specialization. Weapon masters are generally individuals of considerable reputation and note in their campaign worlds, often sought by younger characters for their knowledge. Many of these masters take apprentices, acting as mentors for the training and development of aspiring masters. Other weapon masters live solitary, even hermit-like lives, obsessing on some important task that will allow no interference from the rest of the world.

The most common weapons employed by masters are swords, though bows, axes, and spears are also allowed. If a player wishes his character to master in a different weapon, he must create (with DM input) a rationale for a strong cultural or campaign historical background. An archetype such as William Tell, for example, can be used to justify a mastery in the crossbow in a medieval-type campaign. If the DM will not allow a weapon to be mastered, the player should be informed before the character specializes in that weapon.

A fighter character must have reached a minimum of 5th level before he can become a weapon master; other characters must progress even farther. The minimum level for weapon mastery in every character class is 4 higher than the minimum for specialization, shown on Table 54. A character must possess weapon specialization in the weapon he will attempt to master. When these criteria are met, character points must be spent based on the character’s class (see Table 54 below) to gain a mastery.

In addition, the character must find an existing master and be trained in weapon mastery. The master will often demand a significant payment for this training, or else require that the apprentice perform a quest or some other task before he will be accepted as a student. Training for weapon mastery requires twice as many months as training for weapon specialization (i.e. twice the character point costs to gain the mastery, shown on Table 54).

Effects of Mastery: A master’s attack and damage bonuses with a melee weapon are both +3. With a missile weapon, the attack bonus becomes a +2 at all ranges beyond point blank. At point blank range the attack and damage bonuses are each +3.

 

Table 54: Gaining Weapon Mastery

Character Minimum

Character Class Point Cost Level
Fighter 2 5
Multi-class Fighter 8 6
Ranger/Paladin 8 7

Monsters and Weapon Mastery No player would be so unfair as to feel that his character should benefit from weapon mastery rules, while the monsters retain their previous level of mediocre skill. (Well, okay—no DM would want to allow this!) In a campaign where characters can achieve levels of specialization and mastery, so, too, can the monsters. As with PCs, the development of specialization and mastery skills for monsters should reflect an unusual level of dedication and training.

 

Determining Monster Weapon Mastery

Naturally, not all monsters have even the basic requirements for one of their number to become a weapon master.

While the final adjudication of monster weapon mastery is up to the DM, some basic elements should be taken into account:

Weapons

The monster in question must use an actual weapon—mastery cannot be obtained in the use of fangs, claws, breath weapons, etc. Neither can simple weapons such as clubs or thrown boulders be effectively mastered.

Additionally, the weapon must be fairly common in that monster’s culture. Such weapons are usually listed in the monster description as part of the monster type’s combat repertoire. Some examples: a goblin might become a master in the spear or short sword; a wemic, the javelin or short sword; troglodytes have been known to specialize in their unique javelin; tritons, the trident; kuo-toa, the pincer staff or harpoon; and gnolls, the pole arm or battle axe.

 

Intelligence

As a general rule, a monster must have a minimum Intelligence score of 8 to master a weapon. The higher the intelligence, the greater the likelihood of encountering a weapon master among a group of the creatures.

If the creatures are known to be very intelligent, one of them might reach the level of mastery. Only monsters of high intelligence or greater can aspire to grand mastery.

Additionally, intelligence should be the primary indicator of how many specialists and masters might be encountered in the monsters’ population. The relatively stupid goblins will have very few individuals even of specialist level, while the exceptionally intelligent githyanki will likely include a number of masters and probably a grand master in each sizable tribe.

Population

As with characters, the greater the number of monsters in a campaign world, the greater the odds that one or more of them will reach the highest levels of weapon mastery available. Though this does not rule out the case of the solitary firbolg giant being a grand master in the use of the halberd, it is more likely that such a skilled individual will be the chieftain of a tribe—or at least the important bodyguard standing alertly at the high chief’s side.

For those monsters ranked with improved hit dice for their subchiefs, battle leaders, captains, etc, the specialists and masters will invariably fall among the improved HD members of the band. If there is more than one type of elite monster, the lowest of these will be no more than specialists, with the masters and grand masters found among the second and third tiers.

 

Restrictions

Undead cannot become weapon masters. Likewise lycanthropes, highly chaotic creatures, and those of good alignment and a generally pacifistic nature will be very unlikely to generate weapon masters from among their numbers. Monsters of low intelligence (or less) will be incapable of any level of weapon mastery.

 

Effects of Monster Weapon Mastery

Monster weapon masters should be more than just beasts with increased attack and damage chances—though, naturally, they should receive all the benefits commensurate with their level of weapon skill. Additionally, the DM might create some special combat benefits for a monster weapon master, reflecting the general tactics of that monster in play. A troglodyte who masters the use of his javelin, for example, might modify it by barbing the head and attaching some kind of light rope. If the weapon hits a target, the monster can reel in the victim—unless that victim can work free with a successful Strength check. However, the victim still suffers extra damage from the weapon.

Beyond these battle considerations, however, monster weapon masters should add important story and role-playing elements to the campaign. Because of their increased power and fearsome reputations, these creatures will be generally feared and obeyed by the lesser monsters of their clan. They will command these lackeys, sending them on raids or posting them to guard the lair.

Through encounters with these lackeys, the player characters should learn details about the weapon master. Beyond his mere existence, the monster should become a fearsome figure to the PCs. Perhaps its extermination can be used as the impetus behind an ongoing campaign adventure.

 

Equipment Every adventurer wants to outfit himself with the best equipment—and plenty of it. The delicate balance of equipment versus encumbrance is a routine problem for any character. So, too, is the matter of finding those items the character desires, and coming up with the money (or other barter) needed to acquire them.

This chapter presents new ways that characters can earn money, and some simple, accurate options for recording the amount of equipment carried—both as bulk and weight. Equipment is discussed in terms of campaign environments, with different tables ranging from the primitive to periods of the late Renaissance.

 

Money, Equipment, and Character Points Character points can have a number of effects on the ways that characters earn, maintain, and spend their treasure.

A player can exchange his character’s money for character points when that character is first created (after initial funds are determined, of course), and then a maximum of once per level, including first level, throughout that character’s career. This opportunity is not cumulative—if a player makes no money/point exchange before his character reaches second level, he can still only make one such exchange before the character becomes third level. Within the bounds of this restriction, however, a player can make such an exchange whenever he wants—he doesn’t need to wait until the moment of level advancement.

The procedure for making this exchange is always the same: The player determines how much total wealth the character has, as defined in Character Wealth, Treasure, and Money, below. He can only make the exchange if the total is at least 30 gp, except that a character can always make the exchange with his initial funds.

This total wealth is divided by three. One character point costs one third of the character’s wealth, and he can buy a maximum of three points by spending all of the character’s money. The deductions occur immediately, though the character does not get to spend or give away his lost wealth. The DM will decide the exact campaign situation. Coins and gems are stolen, for example, while livestock falls to disease, trade goods rot, ships sink, etc.

Character points, as a general rule, cannot be expended for money or items of equipment. However, the DM can make an exception during character creation. If a player wishes to start out with an unusual amount of wealth, he can cash in a single character point for an extra roll on the Initial Character Funds Table in the Player’s Handbook.

Character Wealth, Treasure, and Money

A character’s financial worth can be counted in many ways—only two of which are relevant in making a trade for character points as described above.

The most obvious, of course, remains the metal coins, precious baubles, and ornamented jewelry that have been standards of wealth for millennia. In game terms, this treasure is represented by a value measured in gold pieces.

Secondly, wealth can be measured in personal possessions (including weapons, armor, and magical items), all manner of trade goods, livestock and beasts of burden, wagons, tack and harness, boats and ships.

The total of these two categories equals the character’s wealth for purposes of the money-for-points trade explained above. When making this total, however, the character is allowed to hold one weapon and one other possession (armor, magical item, horse, etc.) out of the equation.

The DM should insure that players are straightforward about their wealth when making such an exchange. There are several forms of wealth discussed below which are not relevant for purposes of the money/character point trade. However, a player who converts most of his assets into another form (purchasing an estate for 10,000 gp, for example, in the process spending everything but his last 60 gp) should not be allowed to immediately trade 20 gp increments for character points. In this case, the land and holdings should count toward the total, and immediately suffer a 1/3 devaluation of their worth. Flooding, earthquakes, tornadoes, or locusts are a few suggested DM tools for accomplishing this price decrease.

 

Different Forms of Wealth There are several other kinds of character wealth not totaled into the assets when trading for character points. But they can still represent important aspects of a character’s financial status.

 

Land and Holdings

In many medieval societies, land is the clearest measure of a character’s wealth. Large holdings will often include obligations for taxes from those who live on the land. At the same time, a character such as a knight who owns an estate of his own will likely owe some type of fealty to a higher lord, who will in turn owe loyalty to a king.

Although the taxes levied (and owed) by such a character will probably be measured in gold pieces, the land and buildings themselves exist as they are. Any attempt to render their worth into coinage will be only vaguely accurate, at best.

In addition, any kind of estate or holding will require maintenance of its buildings and lands, as well as the hiring and feeding of a potentially very large staff of servants to perform a variety of tasks.

The specifics of these costs are beyond the scope of this book (See The Castle Guide for more information). Players should be aware that owning lands is not simply a matter of gaining a piece of property for their characters and then sitting back and watching the money roll in.

 

Titles

Titles of nobility can signify wealth in several different ways. Occasionally, a title will include a straightforward annual salary in gold pieces. More often it will entitle the owner to a certain amount of tax revenue, based on those who labor under the titled character’s protection. It is even possible that the gaining of a title may cost a character money, depending on the deeds and needs of the titled character and his liege.

Sometimes a title will include the right to own an estate (see Land and Holdings above). Even if an estate is not included, a newly titled character may be forced to purchase an appropriate piece of property to do justice to his exalted rank.

 

Partnerships

A character who owns a shop or other business—or who has contributed money to the owner of such an establishment—has a form of wealth represented by the business. This includes the building where the shop is located, as well as the material goods within. Some examples include the clay, potter’s wheel, and finished crockery in a potter’s shop, and barrels of ale and foodstuffs for an inn.

The business itself is often an intangible, but nevertheless very real, aspect of a character’s wealth. If "Blutar’s Place" establishes a reputation in a city as a friendly inn for mercenaries, even if the building burns down and is rebuilt in a new location, chances are good that the mercenaries will find it and keep coming back. (Of course, if they’re the ones who burned it down in the first place, the owners might want to try and upgrade their clientele!)

This type of asset is most likely to occur in a Middle Ages or later campaign setting.

 

Debts

Debts can be owed in exchange for value or services provided by one character to another. Indeed, for a transient adventurer, being owed money and/or services by others is not a bad way to maintain wealth.

For example, Blutar the fighter drives a pack of bullies out of a comfortable inn. The innkeeper, in gratitude, awards Blutar the best room in the place—and free food and drink—whenever he is in town. Because of this debt, Blutar, even when he’s broke, can live pretty high on the hog.

Of course, characters need to take some care about their debtors. Someone who gets a lot of cash as a loan might suddenly decide to relocate, and then the debt is no good. Or, our aforementioned tavern owner might get sick of Blutar’s apparently insatiable appetite and find an even better fighter to drive Blutar out of the inn—so much for the debt.

Still, if a character goes through the campaign world frequently helping others with service and treasure, he stands a much greater chance of finding others willing to help him in times of need.

 

Ways to Spend and Save Money The economies of campaign worlds vary widely. At the most primitive level, money is an unknown concept—"economics" is a matter of finding someone with the proficiency to do a certain task, and then bartering, persuading, or cajoling him to do it.

In a more typical game environment, however, characters will have means of counting their money, and an interest in acquiring as much of it as they can get their hands on.

But what to do when that treasure sack gets too heavy to carry around? Of course, a character can always convert silver to gold, and then gold to gems, as a means of keeping his money portable. For those players who want to take a little more practical approach to the problem, here are some suggestions:

 

Moneylending

As explained under Debts, above, a character’s wealth includes those funds owed him by other characters. Whether he wants to charge interest, a character can keep a large sum of money in his own name by allowing someone else to use it for awhile.

There are, of course, risks. Even the most trusting character will want to get something in writing (which may entail finding a scribe or some formal witness). Then there is the matter of the debtor’s honesty, not to mention the misfortunes that might befall the fortune. Still, by lending his money and taking an I.O.U in exchange, a character relieves himself of the need to cart all that treasure around.

 

Entrepreneurism

The entrepreneurial spirit exists in virtually every environment where money is a quantifiable entity. In a campaign, the entrepreneur is anybody who spends his money on a risky venture that stands a chance of making him a greater return than his initial investment.

There are several means of doing this—a player needs to decide if he wants his character involved in the daily work of the venture, or if he wishes to give his money to a trusted NPC and see what happens.

A character can offer to sponsor a talented NPC (or PC, for that matter). If an apprentice displays a great deal of pottery skill, the sponsor might buy him a wheel, clay, dyes, and a small shop in which to work. In return, the potter would pay a portion of his earnings to his sponsor—either on an ongoing basis, or until the debt and interest have been paid off.

Other subjects of sponsorship can include entertainers—jugglers, minstrels, acting companies, and the like—merchants (see Trading, below), and any character who would like to open a small shop or tavern of his own.

Business opportunities also can be found in many campaign worlds. Whether a player wants to open his own business, or pay for another character to take his chances, money can be spent to set up shops, inns, ferry and other transport services, and so on. Virtually any kind of service or goods in the campaign world will require some initial investment before a PC or NPC can get started.

 

Charity

Charity is not an investment in any calculated financial sense, but it can pay big dividends to a generous player character. Anyone who makes a practice of sharing his wealth with those less fortunate will earn a deep and lasting sense of gratitude from those he helps. The archetype of this role, of course, is the legendary figure of Robin Hood.

This gratitude can be manifest in many ways. If fortunes reverse, a formerly-wealthy character can find that those he once aided are now willing to aid him in return. Too, those who benefit from a PC’s charity will tend to regard their benefactor quite protectively. They will pass along information about the plans and intentions of the PC’s enemies, and even seek to thwart those plans by diversion, pretended ignorance, and so forth.

 

Scutage

This medieval form of debtorship represents a payment made by a knight or other character who owes fealty to a higher lord. In lieu of joining the ruler’s current military campaign, the character can pay a scutage fee. Often the king will welcome a payment of gold or gemstones even more than he would the services of one more blade. Alternately, if the PC is the ranking character, he can find his coffers swelled by the ranks of his followers who have more important things to do than help him slay the pesky dragon, or drive off the marauding orcs.

The exact terms of scutage must be negotiated. Relevant factors will include the dangers of the contemplated campaign, the wealth of the underling, and the need of the ruler to have help. Also, scutage may be demanded after the fact—if the knight didn’t show up when he was expected, the king will probably come to see him after the campaign. In this case the scutage fee will be significantly higher than the previously negotiated settlement.

 

Trading

One of the most time-honored means of making money involves taking something a character has in plenty, and carrying it where that plentiful item is in great demand. Ideally, the character then gathers some cargo that will draw high prices when he returns home. Trading missions can occur over land or water.

A character may contribute money to a sea captain who’s planning to carry a load of local wool, wine, and dye across a small sea. On the far shore, the seaman will barter for spices, silk, and steel. When he returns and sells those goods locally, all the investors will ideally receive their share of the profits.

The trials and tribulations faced by such traveling merchants are too numerous to count. Ships sink, sandstorms scatter desert caravans, and bandits prey on weakly-defended parties.

Trading expeditions can make splendid adventures, if the players are interested in sending their characters on such a trek. Alternately, a wealthy PC can put his funds at the disposal of a reputable sea captain or merchant and see what kind of profits or losses result. The DM will need to adjudicate these attempts, factoring in distance traveled, risks of weather, terrain and banditry, and the relative worth of the goods in their points of departure and arrival.

For example, a character gathers the funds to purchase 100 mules, 100 pack saddles, and 400 bolts of fine wool. His journey will take him over a mountain range and through a forest known to contain goblins. If the PCs accompany the caravan, the DM could present attacks by griffons in the heights, several harassing attacks by goblins, one major ambush, and a challenging river crossing. Each of these might cost the caravan one or more mules, and several loads might be lost in the river even if the mules make it across. When the caravan reaches its destination, the characters can also role-play the bartering of the wool for other goods or treasure. In the end, the profit or loss of the mission will be a matter of gaming adventure.

Alternately, the character might fund a group of NPCs to perform this mission. The DM will then judge the risks and losses of the mission, as well as the honesty of the NPCs. After a suitable period of game time has passed, those NPCs will (hopefully) show up at the PC’s home base to give him his profits.

 

Disposition of Wealth—Example

Gronyard, a mighty warrior, returns from an extended adventure during which he rescues the daughter of the king from an evil dragon, slays the dragon, and acquires some 12,000 gold pieces worth of treasure—gems, coins, and a precious artifact, a comb of gold, studded with diamonds.

Upon his return to civilization, Gronyard is made a baron by the king, who is tremendously grateful that his daughter was spared. The title includes a large house that is in need of some repair, but does not include ownership of any significant lands.

Up to this point, Gronyard can cash in some of his treasure for character points—4,000 gp for each point. However, he decides not to do this. Instead, he invests 2,000 to fix up the house, and another 5,000 to buy a large swath of prime farmland. He decides to keep the golden comb (worth about 3,000) as his portable treasure, which leaves him another 2,000 gp as spendable assets.

With that money he invests in a caravan of goods which can travel through the newly opened mountain pass (now that Gronyard has slain the dragon that used to block the way.)

If Gronyard now decides to buy a character point, the cost will still be 4,000 gp because he can’t divest himself of liquid assets just before making this trade.

Gronyard also has some intangible wealth, in that the king is still going to be grateful for his daughter’s life. If Gronyard needs a hand, chances are that the king will remember this debt. On the other hand, the king will also remember Gronyard as a mighty warrior—if the monarch needs a stalwart battle captain, he may demand Gronyard’s services. If our hero is unwilling (or perhaps unable, for example if he accompanied his goods caravan), than he might have to pay a significant scutage fee—perhaps even handing over his treasure golden comb!

As the year passes, Gronyard’s wealth will change. His house and lands will require upkeep, and servants will have to be paid. Still, his tenants might provide him with tax income, or his trading caravan might return with goods worth two or three times his initial investment!

 

Encumbrance and Movement The AD&D Master’s Options: Skills and Powers rules retain the encumbrance categories (None, Light, Moderate, Heavy, Severe) familiar to players. As always, the level of detail for encumbrance rules is a matter for DMs and players alike to choose.

The rules of this section are intended to offer streamlining options—ways that players can retain the necessary details of encumbrance without quite so much mathematical precision. And, as always, they’re designed to add a few new elements of fun.

Even the fastest sprinter won’t move so quickly when he’s carrying 140 pounds of armor, weapons, and adventuring gear. A character’s encumbrance falls into five categories: None, Light, Moderate, Heavy, and Severe. Encumbrance is described in the Player’s Handbook in Chapter Six: Money and Equipment.

To determine the character’s encumbrance category, find his Strength and read across the table. The numbers on the table are the breakpoints for each category. A character with a Strength of 14 is not encumbered until he has 56 pounds of gear, Lightly encumbered until he has 86 pounds of gear, Moderately encumbered until he carries 116 pounds of gear, and Heavily encumbered up to a load of 146 pounds.

To calculate a monster’s strength for this purpose, add 31_2 points per size category (rounded down) to the monster’s base Hit Dice (ignoring plusses).

 

Simplified Encumbrance

If the standard encumbrance rules aren’t worth the trouble, here’s an easier way to do it. Most of the weight a character carries is in armor and weapons. To streamline things, only use the character’s armor, shield, and largest weapon when figuring the total weight carried. This slightly favors PCs, but it’s much faster than tracking every addition of weight.

 

Expanded Base Movement

Characters who have a high score in either Dexterity/Balance or Strength/Stamina, or both, can increase their base movement allowance above the 6 or 12 for characters of their race.

For characters with high Strength/Stamina scores, add the character’s Attack adjustment (bonus added on rolls to hit) to the character’s base movement allowance.

If a character has a high Dexterity/Balance score, add the character’s Reaction/Attack adjustment to the base movement allowance.

A character with multiple high scores can add the bonuses from both of these categories.

 

Table 54: Strength and Encumbrance

Character Encumbrance Category

Strength Light Moderate Heavy Severe
3 6 7 8 10
4-5 11 14 17 20
6-7 21 20 39 47
8-9 36 51 66 81
10-11 41 59 77 97
12-13 46 70 94 118
14-15 56 86 116 146
16 71 101 131 161
17 86 122 158 194
18 111 150 189 228
18/01 136 175 214 253
18/51 161 200 239 278
18/76 186 225 264 303
18/91 236 275 314 353
18/00 336 375 414 453

A creature’s final movement is figured by comparing current encumbrance with natural base movement.

 

Table 55: Movement and Encumbrance

Base Encumbrance Category

Move None Light Moderate Heavy Severe
1 1 1 1 1 1
2 2 2 1 1 1
3 3 2 2 1 1
4 4 3 2 1 1
5 5 4 3 1 1
6 6 4 3 2 1
7 7 5 4 2 1
8 8 6 4 2 1
9 9 7 5 2 1
10 10 7 5 3 1
11 11 8 6 3 1
12 12 9 6 3 1
13 13 10 7 3 1
14 14 11 7 4 1
15 15 12 8 4 1
16 16 12 8 4 1
17 17 13 9 4 1
18 18 14 9 5 1

In addition to affecting how far a character can move in a combat round, encumbrance also affects how well a character can fight. Moderately encumbered characters suffer a –1 penalty to attack rolls. Heavily encumbered characters suffer a –2 attack penalty, and their Armor Class suffers a +1 penalty. If the character is severely encumbered, he suffers a –4 penalty to all attacks and a +3 penalty to his Armor Class.

 

 

Recording Bulk (Optional Rule)

In addition to weight, the items of equipment are given a bulk rating—an expansion of the earlier categories S, M, and L. The bulk ratings are separate from weight, and represent how much space each object takes up.

Small Size (S) =0, 1, 2 bulk points

Medium Size (M) =3, 4, 5 bulk points

Large Size (L) =6* or more bulk points

*Some large objects, particularly weapons, will actually have lower bulk points than 6. Since the weapon size is primarily a factor of length, these items can be transported with relative ease.

Players who want the added realism can keep track of how many points of bulk they are carrying. The rule is especially useful for planning a trading caravan and calculating how many goods an individual porter or beast of burden can carry. Vessels such as packs and pouches are limited in how much bulk they can carry:

Backpacks can vary in size, and they hold an amount of bulk equal to a character’s Strength score.

Belt pouches can hold up to 3 bulk points. A single character can wear no more than two belt pouches.

Saddlebags (horse or mule) can hold up to 4 bulk points, and each animal carries two saddlebags. The capacities of some other animals include (per saddlebag): dog=1; donkey/burro=3; camel=10; elephant=20.

 

Effects of Bulk

A human character can carry an amount of bulk equal to his Strength/Stamina score without suffering any ill effects. If he tries to carry more bulk than his score allows, he suffers one penalty in encumbrance class. For example, if Blutar, with a Strength/Stamina of 17, is loaded down with 20 bulk points of light material, his encumbrance might only be Light, but for game purposes it is treated as Moderate.

Smaller characters can carry less than their Strength/Stamina score in bulk before they suffer the encumbrance penalty, as follows:

Halflings and gnomes can carry 1/2 their Str/Stamina score in bulk.

Elves can carry their Strength/Stamina –3 in bulk points.

Dwarves can carry their Strength/Stamina –1.

A character’s weapon does not count toward his bulk rating, though a shield does. Armor is not counted as bulk, but it has the effect of lowering the total bulk the character could otherwise bear. See the equipment tables to determine the capacity penalties for each type of armor.

No character can carry more than twice his Strength/Stamina score in bulk.

 

 

Recording Encumbrance (Simplified)

Characters can simplify the recording of encumbrance for purposes of the Skills and Powers rules. For most encounters, determine the character’s encumbrance by considering only his armor, shield and largest weapon. These are generally the most significant parts of his load, and thus will provide a reasonably accurate rating.

If the character is carrying camping or exploring equipment, or trade goods, extra supplies, etc., the additional encumbrance also can be simplified. If the character is carrying a backpack, figure 10 pounds if he has miscellaneous exploring equipment (rope, lantern, oil, spikes, etc.), 20 pounds for camping equipment (bedroll, cloak or spare clothes, tinderbox and food). Add only five-pound increments for extra items—trade goods, treasure, extra oil flasks, etc.

 

Weight

The equipment tables at the end of this chapter contain a weight for every listed item. Players and DMs can use these weights to calculate exact character loads.

 

Equipment Tables

Table 59: Dark Ages

(Italicized weapons are made in more civilized realms or are late developments of the period, and may not be available at the DM’s discretion.)

 

Weapons:

Battle axe; Bow (long bow, short bow, composite short bow), Arrow (flight, sheaf); Caltrop; Crossbow (Light crossbow, Pellet bow), (Light quarrel, Pellet); Dagger; Dart; Hand/Throwing axe; Javelin; Lance (light, medium); Mace, footman’s; Mace, horseman’s; Quarterstaff; Spear; Spear, long; Staff sling—stinkpot, stone; Sword (Broad sword, Long sword, Sabre, Short sword); Two-handed axe; Warhammer

 

Armor:

Bronze plate; Chain mail; Leather; Light scale; Metal lamellar; Padded; Ring mail; Scale; Studded leather

 

Transportation/Livestock:

Animals: Cattle; Dog—war, hunting, guard; Donkey; Goat; Horses—draft, riding, light war, medium war, heavy war; Sheep

Wheeled: Chariot; Cart (2 wheeled)

Watercraft: Canoe; Coaster; Curragh; Dromond; Galley; Raft

 

Table 60: The Crusades

Weapons:

Battle axe; Bow (Long bow, Short bow, Composite long bow, Composite short bow), Arrow (Flight, Sheaf, Pile); Caltrop; Crossbow (Light crossbow, Heavy crossbow, Pellet bow), (Light quarrel, Heavy quarrel, Pellet); Dagger, Stiletto; Flail, footman’s; Flail, horseman’s; Hand/Throwing axe; Javelin; Lance (Light, Medium, Heavy, Jousting); Mace, footman’s; Mace, horseman’s; Maul; Morningstar; Pick, footman’s; Pick, horseman’s; Polearm (Awl pike, Bardiche, Bec de corbin, Bill, Bill Guisarme, Fachaurd, Glaive, Glaive-guisarme, Guisarme, Halberd, Lucern hammer, Military fork); Quarterstaff; Spear; Staff sling—stinkpot, stone; Sword (Bastard sword, Broad sword, Falchion, Long sword, Sabre, Short sword, Two-handed sword); Warhammer

Armor:

Chain mail; Improved mail; Leather; Metal lamellar; Padded; Plate mail; Scale; Studded leather

 

Transportation/Livestock:

Animals: Cattle; Dog—war, hunting, guard; Donkey; Goat; Horses—draft, riding, light war, medium war, heavy war; Sheep

Wheeled: Chariot; Cart (2 wheeled); wagon

Watercraft: Canoe; Coaster; Cog; Curragh; Dromond; Galley; Knarr; Longship; Raft/keelboat

 

Table 62: Middle Eastern Cultures

Weapons:

Ankus; Bagh nakh; Battle axe; Blowgun; Bow (Composite long bow, Composite short bow), Arrow, flight; Chain; Chakram; Crossbow (Hand crossbow, Light crossbow, Pellet bow), (Hand quarrel, Light quarrel, Pellet); Dagger, Jambiya, Katar; Dart; Flail, footman’s; Flail, horseman’s; Hand/Throwing axe; Javelin; Lance (Light, Medium); Mace, footman’s; Mace, horseman’s; Mancatcher; Polearm (Awl pike, Glaive, Halberd, Military fork) Quarterstaff; Spear; Spear, long; Sword (Cutlass, Great scimitar, Long sword, Sabre, Scimitar, Short sword, Tulwar); Trident

 

Armor:

Brigandine; Chain mail; Cord; Hide; Improved mail; Leather; Light scale; Metal lamellar; Padded; Scale; Studded leather

 

Transportation/Livestock:

Animals: Dog—war, hunting, guard; Camel Donkey; Goat; Horses—draft, riding, light war, medium war; Sheep

Wheeled: Chariot; Cart (2 wheeled); wagon

Watercraft: Canoe; Coaster; Cog; Dromond; Galley; Great galley; Raft/keelboat

 

 

Master Equipment Tables

Table 64: Weapons

 

      

Weapon Cost Weight(lbs) Size Type Speed Factor Damage
Sm—Med
Large
Adze 3sp 4 S(2) S/P 4 1d4+1 1d4
Ankus 3 gp 4 M(4) P/B 6 1d4 1d4
Axe, stone 4 sp 6 M(3) B/S 6 1d6 1d4
Bagh nakh 4 sp 1 S(2) S 2 ? ?
Battle axe 5 gp 7 M(5) S 7 1d8 1d10
Blowgun 1 gp 1 L(4) - 5 - -
Barbed dart 1 sp 2 S(0) P - 1d3 1d2
Needle 2 cp 2 S(0) P - 1 -
Bo stick 5 cp 4 L(5) B 3 1d6 1d4
Bolas 5 sp 2 M(3) B 8 1d3 1d2
Boomerang 5 sp 2 S(1) B 4 1d4 1d4
Bow              
Arrow, flight 3 sp/12 2 S(1) P - 1d6 1d6
Arrow, sheaf 3 sp/6 2 S(1) P - 1d8 1d8
Arrow, pile 3 sp/6 2 S(1) P - 1d6 1d6
Arrow, stone 3 cp/12 2 S(1) P - 1d4 1d4
Composite short bow 75 gp 2 M(3) - 6 - -
Composite long bow 100 gp 3 L(6) - 7 - -
Long bow 75 gp 3 L(6) - 7 - -
Short bow 30 gp 2 M(3) - 7 - -
Brandistock 15 gp 5 M(5) P 7 1d6 1d6
Caltrop 2 gp/12 2 S(1) P - 1 1d2
Cestus 1 gp 2 S(2) B 2 1d4 1d3
Chain 5 sp 3 L(3) B 5 1d4+1 1d4
Chakram 8 sp 1 S(2) S 4 1d4 1d3
Chijikiri 6 gp 6 M(3) P/B 7 1d6 1d8
Club - 3 M(3) B 4 1d6 1d3
Crossbow              
Cho-ku-no 50 gp 12 M(5) - 6 - -
Hand crossbow 150 gp 3 S(2) - 5 - -
Hand quarrel 1 gp 2 S(0) P - 1d3 1d2
Heavy crossbow 50 gp 14 M(5) - 10 - -
Heavy quarrel 2 s[ 2 S(1) P _ 1d8+1 1d10+1
Pellet bow 25 gp 5 M(4) - 7 - -
Pellet 5 cp 2 S(0) B - 1d4 1d4
Dagger 2 gp 1 S(2) P 2 1d4 1d3
Bone dagger 1 sp 1 S(1) P 2 1d2 1d2
Jambiya 4 gp 1 S(1) P/S 3 1d4 1d4
Katar 3 gp 1 S(1) P 2 1d3+1 1d3
Main-gauche 3 gp 2 S(2) P/S 2 1d4 1d3
Parrying dagger 5 gp 1 S(2) P 2 1d3 1d3
Stiletto 8 sp 1_2 S(1) P 2 1d3 1d2
Stone dagger 2 sp 1 S(1) P 2 1d3 1d2
Dart 5 sp 1_2 S(1) P 2 1d3 1d2
Flail, footman's 15 gp 15 L(6) B 7 1d6+1 2d4
Flail, horseman's 8 gp 5 M(5) B 6 1d4+1 1d4+1
Gunsen 4 gp 1 S(2) B/P 2 1d3 1d2
Hand/throwing axe 1 gp 5 M(3) S 4 1d6 1d4
Harpoon 20 gp 6 L(7) P 7 2d4 2d6
Bone harpoon 1 gp 5 L(7) P 7 1d6 1d10
Javelin 5 sp 2 M(4) P 4 1d6 1d6
Stone javelin 5 cp 2 M(4) P 4 1d4 1d4
Jitte 5 sp 2 S(2) P 2 1d4 1d2
Kama 2 gp 2 S(2) P/S 4 1d6 1d4
Kau sin ke 3 gp 4 M(4) B 6 1d8 1d6
Kawanaga 1 gp 1 S(2) P/B 7 1d3 1d2
Knife 5 cp 1_2 S(1) P/S 2 1d3 1d2
Bone knife 3 sp 1_2 S(1) P/S 2 1d2 1d2
Stone knife 5 cp 1_2 S(1) P/S 2 1d2 1d2
Throwing knife 5 gp 4 M(3) S/P 8 2d4 1d6+1
Kusari-gama 4 gp 3 M(4) S/P/B 6 1d6 1d4
Lance              
Light 6 gp 5 L(7) P 6 1d6 1d8
Medium 10 gp 10 L(8) P 7 1d6+1 2d6
Heavy 15 gp 15 L(9) P 10 1d8+1 3d6
Jousting 20 gp 20 L(9) B 10 1d3-1 1d2-1
Lasso 5 sp 3 M(3) - 10 - -
Mace, footman's 8gp 10 M(4) B 7 1d6+1 1d6
Mace, horseman's 5gp 6 M(3) B 6 1d6 1d4
Mace-axe 12gp 9 M(4) B/S 8 2d4 1d6+1
Machete 8gp 5 M(3) S 6 1d8 1d8
Mancatcher 30gp 8 L(7) - 7 - -
Maul 4gp 10 L(5) B 8 2d4 1d10
Morningstar 10gp 12 M(5) B/P 7 2d4 1d6+1
Net 5 gp 10 M(5) 10
Nunchaku 5 sp 3 M(3) B 3 1d6 1d6
Pilum 1 gp 3 M(4) P 5 1d6 1d6
Pick, footman’s 8 gp 6 M(5) P 7 1d6+1 2d4
Pick, horseman’s 7 gp 4 M(5) P 5 1d4+1 1d4
Pike 5 gp 12 L(7) P 13 1d6 1d12
Polearm              
Awl Pike 5 gp 12 L(8) P 13 1d6 1d12
Bardiche 7 gp 12 L(8) S 9 2d4 2d6
Bec de Corbin 8 gp 10 L(8) P/B 9 1d8 1d6
Bill 7 gp 15 L(7) P/S 10 2d4 1d10
Bill—Guisarme 7 gp 15 L(8) P/S 10 2d4 1d10
Fauchard 5 gp 7 L(8) S 8 1d6 1d8
Glaive 6gp 8 L(8) S 8 1d6 1d10
Glaive--Guisarme 10 gp 10 L(9) P/S 9 2d4 2d6
Guisarme 5gp 8 L(7) S 8 2d4 1d8
Halberd 10gp 15 L(7) P/A 9 1d10 2d6
Lajatang 7gp 6 L(7) S 6 1d10 1d10
Nagimaki 6gp 6 M(5) S 6 1d6 1d8
Naginata 8gp 10 L(7) S 7 1d8 1d10
Lucern hammer 7gp 15 L(8) P/B 9 2d4 1d6
Military fork 5 gp 7 L(7) P 7 1d8 2d4
Partisan 10gp 8 L(7) P 9 1d6 1d6+1
Ranseur 6gp 7 L(7) P 8 2d4 2d4
Spetum 5g[ 7 L(7) P 8 1d6+1 2d6
Tetsubo 4gp 8 L(7) B 7 1d8 1d8
Volgue 5gp 12 L(8) S 10 2d4 2d4
Quarterstaff - 4 L(6) B 4 1d6 1d6
Rock - 1 S(1) B 2 1d3 1d2
Sai 1gp 2 S(1) B 2 1d4 1d2
Sang Kauw 5gp 10 L(6) P/S 7 1d8 1d6
Shurken 3sp 2 S(0) P 2 1d4 1d4
Sling 5cp 1 S(1) - 6 - -
Bullet - 2 S(0) B - 1d4+1 1d6+1
Stone - S(0) S(0) B - 1d4 1d4
Spear 8sp 5 M(5) P 6 - -
Once-handed - - - - - 1d6 1d8
Two-handed - - - - - 1d6+1 2d6
Spear, Long 5gp 8 L(7) P 8 2d6 3d6
Spear, stone 2sp 5 M(4) P 6    
  One-handed - - - - 1d6 1d8
  Two handed - - - - 1d6 2d4
Staff sling 2sp 2 M(5) - 11 - -
Stinkpot 1sp 2 S(1) B - 1d3 1d3
Stone - 2 S(0) B - 1d4+1 1d6+1
Sword              
Bastard sword 25gp 10 M(6) 6 -    
  One-handed - - - - 1d8 1d12
  Two-handed - - - - 2d4 2d8
Broad sword 30gp 4 M(5) S 5 2d4 1d6+1
Claymore 25gp 8 M(5) S 7 2d4 2d8
Cutlass 12go 4 M(5) S 5 1d6+1 1d8+1
Drusus 50gp 3 M(5) S 3 1d6+1 1d8+1
Falchion 17gp 8 M(5) S 5 1d6+1 1d4
Gladius 10gp 3 S(2) P 3 1d6 1d8
Great scimitar 60gp 16 L(6) S 9 2d6 4d4
Katana 100gp 6 M(5) S/P 4    
  One-handed - - - - 1d10 1d12
  Two-handed - - - - 2d6 2d6
Khopesh 15gp 7 M(5) S 9 2d4 1d6
Long sword 15gp 4 M(5) S 5 1d8 1d12
Ninja-to 20g[ 5 M(4) S/P 3 1d8 1d6
No-dachi 45gp 10 L(6) S/P 8 1d10 1d20
Rapier 15gp 4 M(4) P 4 1d6 1d8
Sabre 17gp 5 M(4) S 5 1d6+1 1d8+1
Sapara 10gp 4 S(2) S 5 1d6+1 1d4
Scimitar 15gp 4 M(5) S 5 1d8 1d8
Short sword 15gp 3 S(2) P 3 1d6 1d8
Spatha 25go 4 M(5) S 5 1d8 1d12
Sword-axe 20gp 12 L(6) S 10 1d8+1 1d12+1
Two-handed sword 50gp 15 L(5) S 10 1d10 3d6
Tulwar 17g[ 8 M(5) S 5 1d6+1 2d4
Wakizashi 50g[ 3 <(5) S/P 3 1d8 1d8
Three-piece rod 2dp 3 M(5) B 7 1d6 1d4
Trident 15gp 5 L(6) P 7    
  One-handed - - - - 1d6+1 2d4
  Two-handed - - - - 1d8+1 3d4
Two-handed axe 15gp 10 L(7) S 9 1d10 2d8
Warhammer 2gp 6 M(5) B 4 1d4+1 1d4
War club 2gp 6 M(4) B/S 7 1d6+1 1d4+1

1 Bone or stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled.

2 These weapons weigh little individually; 10 equal 1 pound.

3 These weapons inflict double damage when set to receive a charge.

4 These weapons require two hands to use, regardless of the wielder’s size.

5 These weapons do double damage when used in a mounted charge.

6 This weapon dismounts a rider on a successful hit.

 

Table 65: Missile Ranges and Rates of Fire

Range(x5 yds)

Missile Type ROF Short Med. Long
Blowgun 2/1 2 4 6
Bolas 1 6 12 18
Boomerang 1 4 8 12
*Bows:        
Composit long bow
-flight arrow
-sheaf arrow
2/1
2/1
8
8
16
16
34
34
Composit short bow 2/1 10 20 36
Long bow
-flight arrow
-sheaf arrow
2/1
2/1
14
10
28
20
42
34
Short bow
-flight arrow
-sheaf arrow
2/1
2/1
10
8
20
16
30
24
Chakram 2/1 4 8 12
Club/hammer 1 2 4 6
*Crossbows:        
Cho-ku-no 2/1 10 20 30
Hand crossbow 1 4 8 12
Heavy crossbow 1/2 16 32 48
Light crossbow 1 12 24 36
Pellet crossbow 1 8 16 24
Dagger/Knife/Stiletto 2/1 2 4 6
Dagger (bone/stone) 2/1 2 3 4
Dart 3/1 2 4 8
Hand/Throwing axe 1 2 4 6
Harpoon 1 2 4 6
Harpoon, bone 1 2 3 4
Javelin 1 4 8 12
Javelin, stone 1 3 6 9
Lance, light 1 2 3 4
Lasso 1 2 4 6
Mace, horseman's 1 2 3 4
Rock 2/1 2 4 6
Shuriken 2/1 3 6 9
Sling bullet 1 10 20 40
Sling stone 1 8 16 24
Spear 1 2 4 6
Staff sling stone, stinkpot 1 6 12 18
Trident 1 2 3 4

 

Table 66: Armor

Armor Type Cost (Minimum) Weight (lbs.) AC (armor only) Bulk points*
Banded mail 200gp 35 4 3
Brigandine 120gp 35 6 3
Bronze plate mail 400g[ 45 4 4
Chain mail 75gp 40 5 2
Cord armor 10gp 15 8 2
Field plate 2000gp 60 2 5
Full plate 4000-10000gp 70 1 6
Hide armor 35gp 30 6 2
Improved mail 180gp 50 4 4
Leather 5g[ 15 8 1
Metal lamellar 250gp 35 6 3
Padded 4gp 10 8 2
Plate mail 600gp 50 3 4
Riong mail 40gp 30 7 3
Scale mail 60g[ 40 6 4
Splint mail 80gp 40 4 4
Studded leather 20gp 25 7 2
Wood/bone armor 50gp 20 6 3
Shields Cost Weight # Foes Bulk Points*
Body (Large) 10gp 15 4 2
Buckler 1gp 3 1 1
Medium 7gp 7 3 1
Small 3gp 5 2 1

*For armor, this represents a reduction in the bulk point capacity that the character can otherwise carry.

 

Table 67: Miscellaneous Equipment

Item Cost Weight Bulk Points1 Initial Avail.
Backpack 2gp 2 1(2) any
Barrel        
-small 2gp 30 6 roman
-large 5gp 80 16 roman
Basket        
-large 3sp 1 5(5) any
-small 5cp 3 2(2) any
Bell 1gp 1 1 bronze age
Belt pouch        
-large 1gp 1 3(3) any
-small 7sp 1/2 1(1) any
Block and Tackle 5gp 5 2 Roman
Boltcase 1gp 1 1 Crusades
Bucket 5sp 3 3(2) Crusades
Chain (per ft.)        
-heavy 4gp 3 1 Crusades
-light 3gp 1 1/2 Crusades
Chest        
-large 2gp 25 10(9) Dark ages
-small 7sp 10 5(4) Dark ages
Cloth(10 sq. yards)        
-common 7gp 10 2 Bronze age
-fine 50 gp 10 2 Roman
-rich 100gp 10 2 Crusades
Candle 1cp 3 0 Bronze age
Canvas(sq. yard) 4sp 1 0 Roman
Chalk 1cp 3 0 any
Crampons 4gp 2 1 Crusades
fishhook 1sp 0 0 Roman
Fishing net (10sq ft.) 4gp 5 1 Bronze age
Flint and steel 5sp 3 0 Roman
Glass bottle 10gp 3 1(1) Crusades
Grappling hook 8sp 4 2 Crusades
Hourglass 25gp 1 1 Crusades
Iron pot 5sp 1 1(1) Roman
Ladder, 10ft 5cp 20 5 any
Lantern        
-beacon 150gp 50 5 Crusades
-bullseye 12gp 3 1 Crusades
-hooded 7gp 2 1 Roman
Lock        
-good 100gp 1 0 Crusades
-poor 20gp 1 0 Roman
Magnifying glass 100g[ 1/2 0 Bronze age
Merchant's scale 2g[ 1 1 Bronze age
Mirror, small metal 10gp 1/2 0 Crusades
Musical Instrument 5-100gp 1/2-6 0-6 any
Oil (per flask)        
-Greek fire 10gp 2 2 Bronze age
-lamp 6 cp 1 1 Roman
Paper (per sheet) 2 gp 3 0 Crusades
Papyrus (per sheet) 8 sp 3 0 Bronze age
Parchment (sheet) 1 gp 4 4 Roman
Perfume (per vial) 5-100 gp 3 0 Bronze age
Piton 3cp 1/2 0 Roman
Quiver 8sp 1 0(1) any
Rope (per 50')        
-hemp 1gp 10 1 Bronze age
-silk 10gp 5 1 Crusades
Sacks        
-large 2sp 1/2 0(6) Bronze age
-small 5cp 3 0(3) Bronze age
Sewing needle 5sp 0 0 Roman
Sextant 20gp 1 1 Late Mid. Ages
Signal whistle 8sp 3 0 Bronze age
Signet ring/seal 5gp 3 0 Roman
Soap (per lb) 5sp 1 1/2 Roman
Spyglass/telescope 1000gp 1 1 Late Mid. Ages
Tent        
-large 25gp 20 2(folded) Roman
-pavilion 100gp 50 4(folded) Crusades
-small 5gp 10 1(folded) Bronze age
Thieves' picks 30gp 1 0 Roman
Torch 1cp 1/2 0 any
Water clock 1000gp 200 12 Crusades
Wax (per lb) 1gp 1 1/2 Bronze age
Whetstone 2cp 1 1 any
Wineskin 8sp 1 0(1) Bronze age
Winter blanket 5sp 3 1 Bronze age
Writing ink (vial) 8sp 3 0 Roman

1 Bulk points in parentheses represent the carrying capacity of the item; the number before the parentheses is the bulk points when the item is empty.

2 A backpack can carry bulk points equal to the character’s strength.

3 These items weigh little individually; 10 weigh 1 pound and equal 1 bulk point.

 

Table 68: Household Provisions/Trade Goods

Item Cost Weight Bulk Points1 Initial Avail.
Ale (lg. barrel) 10gp 50 16 Dark ages
Bamboo (100 10' lengths) 1gp 25 12 any
Bread (loaf) 5cp 1/2 1/2 any
Butter (per lb) 2sp 1 1/4 Bronze age
Cheese (per lb) 4sp 1 1/4 Dark ages
Coarse sugar (per lb) 1gp 1 1/4 Crusades
Dry rations (1 week) 10gp 4 1 any
Eggs (per 100) 8sp 10 4 any
Figs (per lb) 3sp 1 1/4 any
Firewood, 1day supply 1cp 5 5 any
Grain (lg barrel) 5gp 40 16 any
Herbs (per lb) 5cp 1 1/2 any
Ivory (per tusk) 25gp 25 4 any
Meat, fresh per lb. 1gp 1 1/4 any
Nuts (per lb) 1gp 1 1/4 any
Pickled fish, small barrel 3gp 20 6 Roman
Raisins (per lb) 2sp 1 1/4 any
Rice (per lb) 5cp 1 1/4 any
Salt (per lb) 1sp 1 1/4 any
Salt pork (per lb) 4sp 1 1/4 Bronze age
Salted herring (100) 1gp 10 4 Bronze
Spice (per lb)        
-exotic 15gp 1 1/2 Bronze age
-rare 2gp 1 1/2 any
-uncommon 1gp 1 1/2 any
Cider (lg barrel) 2gp 50 16 Bronze age
Wine (lg barrel)        
-exellent 25gp 50 16 Roman
-fair 12gp 50 16 Bronze age
-cheap 5gp 50 16 any

 

Special Demihuman Equipment

Table 69: Dwarven Equipment*

Item Cost Weight Bulk Points

Close Combat Weapons

--Chain Flail 1 gp 5 2

--Elbow Spike 1 gp 2 1

--Glove Nail 2 gp 2 1

--Head Spike 10 gp 10 3

--Knee Spike 3 gp 2 1

Portable Arch 250 gp 80 9

Rockstriker Pick 100 gp 20 6

Smelter

--Small 1000 gp 10000 1000

--Medium 2000 gp 32000 3500

--Large 5000 gp 75000 9000

* For further information see The Complete Book of Dwarves

Table 70: Elven Equipment*

Item Cost Weight Bulk Points

Arrows

--Flare 10 gp † 0

--Message 2 sp † 0

Elven Bow 150 gp 8 4

Elven Chain Mail 1000 gp 10 1

Elven Harp 500-2500 10-100 3-9

Elven Plate Armor 1000 gp 25 1

Feywine (small cask) 100 gp 30 6

Honey Leather (sq. yd) 50 gp † 0

Sashling 10 gp 1 1

Thistledown (sq. yd) 100 gp † 0

* For further information see The Complete Book of Elves

 

Table 71: Halfling Equipment

Item Cost Weight Bulk Points

Cheesemaker (converts barrel of milk to 10# of cheese)

--Sharp 12 gp 3 1

--Mild 6 gp 2 1

Door-knocker 50 gp 5 1

Pipe, self-lighting 25 gp 1 1

Utensils (self-lighting)

--Carving Knife 10 gp † 0

--Cooking Kettle 20 gp 6 2

--Ladling Spoon 8 gp † 0

--Pouring Pitcher 20 gp 4 1

--Rollfroster 10 gp 1 1

--Teapot 50 gp 1 1

 

Table 72: Gnomish Equipment

Item Cost Wieght Bulk Points

Coinmaker 10000 gp 1000 150

Jewel spotter gem (causes 1000 gp † 0

light to sparkle in

authentic gems within

10’ radius)

Jeweler’s hammer/chisel 100 gp 2 1

Polisher rag (shines 20 gp † 0

all metals)

Steel etcher 100 gp 3 1

† These wiegh little individually; 10 equal 1 pound

 

Table 73: Common Magic Items

Campaign Occurrence

 

Item Low Medium High Cost Weight Bulk Points

Healing salve 05% 25% 60% 10+ gp 1 1/4

(per dose; heals 1—3 hp)

Lock 10% 30% 75% 25+ gp 2 1/4

(open and close on command)

Peephole gem; allows user to see through 02% 20% 50% 50+ gp † 0

up to 6" thickness wood or stone

Permanently—attached horseshoes 10% 30% 75% 5+ gp 1 1/2

Permanently lighted gold piece 05% 20% 50% 50 gp † 0

Poison antidote (per dose); 15% 50% 90% 10+ gp 1 1/2

allows second saving throw vs. poison

*Campaign occurrence indicates the likelihood of a character finding this item in a well—stocked bazaar or marketplace. The categories represent campaign settings of low, medium, and high incidence of magical items, spells, and equipment. The cost listed is generally the price in a high magic setting; where the items are more rare, the cost will tend to be higher.

 

 

 

Chapter 8:

New Schools of Magic

This chapter introduces four new types of specialist wizards: the alchemist, geometer, shadow mage, and song wizard. The schools of magic that these wizards specialize in are unusual because they are artificial: they contain only spells drawn from other, existing schools. All of the usual rules regarding specialist wizards apply to these four, unless the description states otherwise. Using these as a guide, players and DMs can experiment with creating their own, unique specialist wizards.

 

Magic The Skills and Powers rules add flavor and breadth to the spellcasting character classes. Use of these rules is optional, though recommended for characters created with the Skills and Powers systems.

 

Wizards and Character Points

When a wizard character is created, and each time he advances in level, the player can elect to spend 2 or more character points to acquire an additional spell for his character’s spellbook. This is similar to the specialist wizard’s ability to automatically add one spell of his specialty to his repertoire each time he gains a level. The player is allowed to pick any spell his character could normally cast (i.e., he can’t pick spells from opposing schools), and no roll for learning the spell need be made.

The spell purchased with character points must be of equal or lower spell level than the highest-level spell currently entered into the character’s book. The cost is 2 character points for a 1st-level spell, +1 character point for each level of the spell beyond first. For example, a 3rd-level spell would cost 4 character points; a 7th-level spell would cost 8 points.

No more than one additional spell can be acquired with character points when the character is first created, and a character can add no more than one such spell each time he advances a level of experience. However, this ability is cumulative with a specialist wizard’s bonus spell—when a specialist wizard gains a level, he learns one spell from his specialty school free, and can spend additional character points to automatically learn a second spell from any school he knows.

 

Wizard Specialists:

New Schools of Magic

As magic users in the multitude of campaign worlds have progressed in their arts, an ever-greater diversity of styles and types of wizardry have been developed. Growing from the rigid schools of opposing magical powers outlined in the Player’s Handbook, more and more disciplines have branched out as young wizards have taken a more liberal interpretation of their masters’ teachings. These developments have resulted in new types of spellcasting, each of which focuses on the way in which magic is drawn from the environment and bent to the wizard’s will.

When a wizard character is created (or an existing AD&D character is converted to Player’s Option rules), the player can elect for his character to specialize in one of the following new schools of magic. These schools are similar to the elemental wizard or wild mage introduced in the Tome of Magic, but the new specialist wizards defined here—the alchemist, the shadow mage, and the song wizard—have developed alternate styles of spellcasting and spell organization.

The main purpose for specializing in a magic type is as an aid toward effective role-playing, though the specialties can benefit and hinder characters in various game situations. The use of these new magic types, like any other subsystem in the AD&D game, is subject to the DM’s approval. Several of these new schools require a certain amount of campaign or encounter background. The powers of the shadow mage, for example, vary with the prevalent lighting conditions, and the DM must be prepared to answer a player’s questions about these conditions any time the player character wishes to cast a spell.

 

Choosing a Magic School Specialty

To select a specialty, a wizard character generally has to meet more demanding ability score criteria than a standard mage, and he may have certain backgrounds or origins (in other words, character kits) barred to him. A player is free to choose any specialty the requirements of which his character meets. Naturally, a player may wish to select his character’s specialty based on his own interests—song wizards provide good role-playing for players inclined toward music, while scientifically-minded players might enjoy an alchemist who can constantly fuss with odd ingredients and complicated formulae.

Creating New Schools: The magic types listed in this chapter are the most common examples of alternate spellcasting techniques. However, other approaches are certainly possible. If a player comes up with a great concept for defining a new school or discipline of magic, he can do so with the DM’s approval. In turn, the DM should carefully review the player’s design for concept, playability, and game balance before allowing the new specialist in game play.

Generally, a specialist mage should have spells that he can cast with superior skill, balanced by a loss of spells from outside his specialty. All specialists should gain the standard extra spell memorization slot at each level, as well as advantages in learning spells from their specialty and penalties for learning generic spells. Last but not least, a specialist may have non-spellcasting benefits or hindrances, such as the alchemist’s ability to create potions, or modifiers to their saving throws.

 

Effects of Magic School Specialization

Choosing a specialty provides a wizard character with a number of benefits. For all the schools introduced in this chapter, the following advantages apply:
A specialist gains one additional spell per spell level, provided the spell is taken in the specialist’s school. Thus, a 1st-level alchemist can memorize two spells instead of only one, as long as at least one of them is from the school of alchemy.
Specialists receive a bonus of +15% when learning spells from their school, and a penalty of –15% when learning spells from any other school. The bonus or penalty is applied to the percentile roll the player must make when the character is attempting to learn a new spell.
Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This can be selected by the DM or he can allow the player to pick. No learn spells roll need be made.
When a specialist wizard attempts to create a new spell using the rules given in the DMG, the DM should count the new spell as one level lower if the spell falls within the school of the specialist. An alchemist attempting to create a new 2nd-level alchemy spell conducts his research as if it were a 1st-level spell, since the character has a superior understanding of his school.

Note that the saving throw modifiers granted to specialists in the Player’s Handbook and Tome of Magic aren’t abilities of the specialist wizards described in this book. They have other abilities that are more specific to their particular methods of spellcasting, described later in this chapter.

Specialist wizards also have several significant disadvantages to balance their bonuses. First and foremost, each of the new schools described here have opposition schools, just like specialists in the Player’s Handbook. A specialist cannot learn or cast spells from an opposing school, or use magical items that duplicate the effects of spells from that school. Secondly, the character has a reduced chance to learn spells of other non-opposing schools, as noted above.

 

The Alchemist

Minimum Ability Requirements:

Intelligence/Knowledge 15; Dexterity/Aim 14

Races Allowed: Human, half-elf, gnome

Prohibited Kits: Amazon, barbarian, peasant hero, savage

The puttering, scientifically-minded wizard who enjoys working with various material components is likely to find the School of Alchemy to be a welcome source of inspiration and magical might. Alchemists are inventors and experimenters, always striving for a way to create new and greater effects through the use of magical powders, reagents, and potions.

The exact nature of the alchemist’s materials is not very important for game play, although it is good role-playing for a player to note which substances and minerals are vital to his character’s spells. Unlike most wizards, who define the world by the four classic elements of earth, air, fire, and water, the alchemist believes that each subtle combination of these elements is a new element of its own. Gold may be nothing more than a rare type of earth with a small glimmer of fire in it, but the alchemist considers the properties of gold as a unique substance with no other components. In other words, alchemists describe their world in the modern terms of a Periodic Table of Elements, even though notions such as atoms, electrons, or atomic weight have no meaning in their universe.

As scientific characters, alchemists will always maintain a large and well-equipped laboratory to pursue their experiments. The laboratory must be well-stocked with all kinds of materials, including samples of every metal or alloy imaginable, equipment such as burners, beakers and bottles, and natural curiosities like magnets, incendiaries, and other such things. An alchemist is assumed to begin play with an appropriate laboratory in his home town or base of operations, but building and outfitting a new laboratory costs at least 1,000 gp per character level, and existing laboratories require at least 50 gp of materials a level per month to be functional. An alchemist without access to his laboratory loses the bonus alchemy spell he could normally memorize at each spell level, and can’t conduct research, make potions, or add new spells to his spellbook.

Alchemists have no modifiers to their saving throws or their victims’ saving throws, but instead they have the special ability to create potions, starting at 6th level. The alchemist must first research the potion’s formula, as if conducting normal spell research; consider the potion’s level to be equal to its XP value divided by 100, so a potion of clairaudience (XP value 250) is considered a 3rd-level spell, and a potion of longevity (XP value 500) is a 5th-level spell. The research time is two weeks per effective level, and the cost is 500 gp per effective level. The alchemist must pass a learn spells check to successfully research the formula. Just like spells, the number of potion formulae the alchemist can ever understand is limited by his Intelligence score Maximum Number of Spells per Level, except that all potions are counted together for this purpose. A character with an Intelligence of 12 can never know how to make more than seven types of potions.

Once an alchemist knows the potion’s formula, he can produce one dose by investing in 300–1800 gp worth of materials and spending one uninterrupted week in his laboratory. Again, a learn spells roll applies to see if he followed the directions carefully, or if he ruined the batch instead. If the DM finds that a player is abusing this ability, he can insist on specific adventures to acquire rare and unusual materials such as a griffon’s heart, a beholder’s eye, and other such hard-to-get items.

The School of Alchemy: The school of alchemy is opposed by the Schools of Illusion/Phantasm (things that aren’t real are of no interest to alchemists) and Necromancy (similarly, life forces and spirits are too intangible for alchemy.) All the spells in the school of alchemy are considered to have no verbal component when employed by an alchemist, which means that an alchemist has little to fear from a silence spell or any other magic that prevents speaking. The School of Alchemy consists of the following spells; italicized spells appear in the Tome of Magic.

 

Affect normal fires (1st)

 

Fire burst (1st)

Grease (1st)

 

Metamorphose liquids (1st)

Protection from evil (1st)

Fool’s gold (2nd)

Glitterdust (2nd)

Melf’s acid arrow (2nd)

Pyrotechnics (2nd)

 

Sense shifting (2nd)

Stinking cloud (2nd)

 

Alamir’s fundamental breakdown (3rd)

Flame arrow (3rd)

Melf’s minute meteors (3rd)

Protection from evil, 10' radius (3rd)

Enchanted weapon (4th)

Fire charm (4th)

Fire trap (4th)

Cloudkill (5th)

Fabricate (5th)

Transmute rock to mud (5th)

Death fog (6th)

Glassee (6th)

Stone to flesh (6th)

Transmute water to dust (6th)

Acid storm (7th)

 

Hatch the Stone from the Egg (7th)

Statue (7th)

Glassteel (8th)

Incendiary cloud (8th)

Crystalbrittle (9th)

 

Glorious transmutation (9th)

 

 

 

The Geometer

Minimum Ability Requirements:

Intelligence/Reason 15; Wisdom/Intuition 14

Races Allowed: Human, elf, half-elf

Prohibited Kits: Barbarian, savage

Potent magical forces can be locked in designs, symbols, and diagrams of mystical significance. Geometers are wizards who study the summoning and control of magic through the creation of intricate geometrical patterns, ranging from runes drawn on paper or carved in stone to free-floating constructs composed of brilliant lines of energy. For a geometer, the somatic component of a spell—the gestures required to unlock the spell’s energy—represent the creation of an extra-dimensional doorway through which magic is drawn and shaped into the form the wizard desires.

Geometers, quite naturally, excel in the casting of any spell that involves the use of a mark, rune, or diagram drawn upon the target of the spell. In fact, a number of spells that are not normally cast in this fashion have been adapted to the geometers’ philosophy. For example, geometers cast a hold portal spell by placing a minor rune of power upon the door to be barred, and animate dead by drawing complicated designs upon the face and hands of the creature to be reanimated. Geometers can also create effects with less substantial materials by sketching a design in the air, as if they were drawing imaginary circles and angles; depending on the power of the spell, this design may be visible as a glowing web of blue or green energy created by the motion of the geometer’s hands.

Geometers enjoy the normal benefits and penalties of specialist wizards, but they have no modifier to their saving throws and do not inflict any penalties to their target’s saving throws. They do have the special ability to create scrolls, much like alchemists can prepare potions. At 4th level, the geometer can commit a spell that he knows and can cast to a scroll. He may read the scroll at any time after transcribing the spell, just like casting a normal spell from a scroll. However, the character may not have more than one scroll per character level prepared at any given time—the incomplete magical diagrams become too confusing and complex for the geometer to keep track of if he tries to keep too many scrolls ready for casting.

Transcribing a spell to a scroll requires one full day per spell level, so preparing a 5th-level spell for use in this fashion would take the wizard five days of uninterrupted work. The materials (rare inks, fine parchment, etc.) cost 100 gold pieces per spell level, and the wizard requires a suitable laboratory or library to work in. The geometer can transcribe any spell of the School of Geometry that he knows, or he can engage in normal spell research to find a diagram to convey a spell that he knows outside the School of Geometry. (Once he successfully researches a new spell diagram, it is considered to be part of the School of Geometry for that wizard.) In any event, the geometer must succeed in a learn spells check to see if he successfully transcribed the spell.

Geometers may also attempt to create protection scrolls, beginning at 7th level. The geometer must first research the scroll’s diagram through normal spell research; scrolls with an XP value of 1,000 are considered to be equal to 4th-level spells; scrolls with an XP value of 1,500 are equal to 5th-level spells; scrolls with an XP value of 2,000 are equal to 6th-level spells; and scrolls with an XP value of 2,500 are equal to 7th-level spells. The research time is two weeks per effective level, and the cost is 1000 gp per effective level. The geometer must pass a learn spells check to successfully research the formula. Once the geometer knows the diagram, he can produce one scroll by investing in 300–1800 gp worth of materials and spending one uninterrupted week in his laboratory. Again, a learn spells roll applies to see if he followed the directions correctly.

The School of Geometry: As noted above, the School of Geometry consists of both diagrams that can be drawn on the target, as well as geometrical designs that can be created through gestures. Often, spells of this school require unusual writing implements—the material components for the spell—but generally, no verbal components are necessary. The School of Geometry is opposed by the Schools of Enchantment/Charm and Illusion.

The following spells are part of the School of Geometry; spells from the Tome of Magic are in italics, and spells from The Complete Wizard’s Handbook are in boldface.

 

Alarm (1st)

 

Copy (1st)

Erase (1st)

Hold portal (1st)

Shield (1st)

Wizard mark (1st)

Knock (2nd)

Wizard lock (2nd)

 

Bone club (3rd)

Explosive runes (3rd)

Secret page (3rd)

Sepia snake sigil (3rd)

Fire trap (4th)

Minor globe of invulnerability (4th)

Rainbow pattern (4th)

 

Thunder staff (4th)

Animate dead (5th)

Avoidance (5th)

Conjure elemental (5th)

 

Invulnerability to normal

weapons (5th)

 

Khazid’s procurement (5th)

 

Mordenkainen’s private sanctum (5th)

 

Von Gasik’s refusal (5th)

Ensnarement (6th)

Globe of invulnerability (6th)

Guards and wards (6th)

 

Invulnerability to magical

weapons (6th)

 

Fear ward (7th)

Phase door (7th)

Sequester (7th)

Vanish (7th)

Binding (8th)

Maze (8th)

Symbol (8th)

Trap the soul (8th)

Gate (9th)

Shape change (9th)

 

 

The Shadow Mage

Minimum Ability Requirements:

Intelligence/Reason 15; Wisdom/Will 14

 

Races Allowed: Human

 

Prohibited Kits: Gladiator, pugilist

The places where light and darkness meet have long symbolized opposition and balance, the clash of good and evil, even of chaos and law. The School of Shadow teaches mages to use these contrasts to reach the secret source and union of all shadow and harness its power. Shadow mages tend to be grim sentinels who have exchanged the bright spark of a normal existence for the power of twilight and darkness. Very few shadow mages are of good alignment; a great number are neutral, and some have embraced the darkness completely and turned to ways of evil.

Shadow mages are closely tied to the Demiplane of Shadow. They have discovered that every shadow in the real world has a mystic connection or source in Shadowland. A wizard with skill and a strong heart can use the most mundane shadows as a doorway to this realm of dusk, calling forth its powers for their own purposes. A number of shadow mages eventually become shades, or creatures whose physical forms have been completely replaced by shadow-stuff, although this doesn’t happen to player character shadow mages except in extraordinary circumstances.

In addition to the normal advantages and penalties associated with specializing in a school of magic, a shadow mage’s effectiveness is tied to the lighting condition at the time he casts a spell from this school. Naturally, shadow mages are weakest in broad daylight and progressively stronger in weak daylight or dusk, partial darkness, and finally complete darkness. It’s not the strength of a shadow, but instead the overall absence of light that strengthens the connection to the plane of gloom.

 

Modifier to

Condition Opponent’s Saves

Bright daylight or continual light +2

Weak daylight, dusk, or light none

Late twilight, strong moonlight, lantern light –1

Weak moonlight, torch light –2

Candlelight, starlight –3

Total darkness –4

Due to their intimate connection with shadow, shadow mages gain an ability to see normally in darkness. As a shadow mage advances in level, he becomes more attuned to darkness and ignores changes in visibility that would partially or completely blind other characters.

 

Condition Attack Damage Saving AC

Penalty Bonus Throws Penalty

Moonlight –1 Normal –1 0

Starlight –3 Normal –3 –2

Total darkness –4 None –4 –4

At 4th level, the shadow mage sees as well in moonlight (or equivalent light) as a normal human would see in broad daylight, and he can lessen penalties for more complete darkness by 1 point. In other words, he would only suffer a –2 penalty for attacking in starlight, or a –3 penalty for total darkness. At 7th level, he sees by starlight as well as a normal human sees by day, and he lessens combat penalties for total darkness by 2 points. At 10th level he can see perfectly in total darkness, negating all penalties. However, magical blindness or fog can still hinder a shadow mage’s sight.

The School of Shadow: Many wizard spells derive their energy from extraplanar connections, but spells of the School of Shadow are exclusively tied to the Demiplane of Shadow. The School of Shadow is opposed by the Schools of Invocation/Evocation and Abjuration, both of which rely on more positive energies than the subtle, pervasive power of shadow. The spells of the School of Shadow are listed below; italicized spells can be found in the Tome of Magic, and bold spells can be found in The Complete Wizard’s Handbook.

 

Chill touch (1st)

Sleep (1st)

Spook (1st)

Blur (2nd)

Continual darkness (2nd)

Darkness 15' radius (2nd)

Ray of enfeeblement (2nd)

Scare (2nd)

Spectral hand (2nd)

 

Lorloveim’s creeping shadow (3rd)

Phantom steed (3rd)

Spirit armor (3rd)

Wraithform (3rd)

Dimension door (4th)

Enervation (4th)

Evard’s black tentacles (4th)

Fear (4th)

Minor creation (4th)

Shadow monsters (4th)

Demi-shadow monsters (5th)

Major creation (5th)

Mordenkainen’s faithful hound (5th)

Passwall (5th)

Shadow door (5th)

Shadow magic (5th)

 

Blackmantle (6th)

 

Bloodstone’s spectral steed (6th)

Demi-shadow magic (6th)

 

Lorloveim’s shadowy transformation (6th)

Shades (6th)

Duo-dimension (7th)

Phase door (7th)

 

Shadowcat (7th)

Shadow Walk (7th)

Maze (8th)

 

Shadowform (8th)

Astral spell (9th)

Energy drain (9th)

 

 

The Song Wizard

Minimum Ability Requirements:

Intelligence/Knowledge 14; Charisma/Appearance 15

 

Races Allowed: Human, elf, half-elf

 

Prohibited Kits: Gladiator, rider

The power of music and words has long been acknowledged as an important source of inspiration and amusement. The School of Song concentrates on spoken spells, using the wizard’s skill at weaving melody, lyrics, and rhythm to create enchantments of great power. Elves and great bards have tapped into this source of magic for countless years, but now more wizards are investigating the intriguing possibilities of this school of magic. Musical proficiency or knowledge is not a strict requirement for this school, but most song wizards are also virtuoso vocalists—the subtleties of pitch and expression can have tremendous effect in the casting of the spell.

Song wizards gain the normal benefits and hindrances of a specialist wizard, including the +1 bonus to saves versus spells of their own school, and a –1 penalty for their target’s saving throw when casting song spells. Note that magical song or vocal attacks, including a harpy’s song, a banshee’s wail, or a sphinx’s roar are all considered to be magical sound or song attacks for purposes of the mage’s saving throw.

The School of Song: The School of Song is opposed by the Schools of Necromancy, Greater Divination, and Invocation/Evocation; magical songs are much better suited to tasks of influence, change, or summoning. All spells appearing in this list are considered to have neither somatic nor material components for specialist song mages—song wizards can cast these spells with nothing more than a verbal component. While this renders song wizards particularly vulnerable to silencing, it also means that they can cast spells while bound, restrained, or stripped of all their possessions. The spells of the School of Song are listed below; spells from the Tome of Magic are in italics.

 

Audible glamer (1st)

Charm person (1st)

Find familiar (1st)

Friends (1st)

Sleep (1st)

Taunt (1st)

Forget (2nd)

Summon swarm (2nd)

Tasha’s uncontrollable hideous laughter (2nd)

Whispering wind (2nd)

 

Fireflow (3rd)

Hold person (3rd)

Monster summoning I (3rd)

Suggestion (3rd)

Charm monster (4th)

Confusion (4th)

Emotion (4th)

Monster Summoning II (4th)

Summon lycanthrope (4th)

Chaos (5th)

Dismissal (5th)

Hold monster (5th)

Leomund’s lamentable belaborment (5th)

Monster summoning III (5th)

Control weather (6th)

Mass suggestion (6th)

Monster summoning IV (6th)

Banishment (7th)

Charm plants (7th)

Monster summoning V (7th)

Power word, stun (7th)

 

Spell shape (7th)

Binding (8th)

Mass charm (8th)

Monster summoning VI (8th)

Otto’s irresistible dance (8th)

Power word, blind (8th)

Monster summoning VII (9th)

Power word, kill (9th)

Wail of the banshee (9th)