Ability Dwarf Dwarf, Arctic
Elf Gnome Half-Elf Halfling Half-Orc Half-Ogre Aarakocra Centaur Lizard Man Satyr Swanmay Wemic Saurial, Bladeback Saurial, Finhead Saurial, Flyer Saurial, Hornhead Giant-Kin, Firbolg Giant-Kin, Verbeeg Giant-Kin, Voadkyn Locathah Malenti, Noble Merfolk, Serôsian Shalarin Triton, Serôsian STR 8/18 14/18 3/18 6/18 3/18 7/18 6/18 14/18 4/17 11/18 8/18 6/18 13/18 10/17 10/18 7/18 4/18 11/17 13/18 11/16 12/17 3/18 10/16 3/18 3/18 3/18 DEX 3/17 3/16 6/18 3/18 6/18 7/18 3/17 3/12 7/17 5/18 3/18 8/18 12/17 7/18 5/16 5/18 5/17 4/14 8/15 6/14 4/17 3/18 3/18 3/18 3/18 3/18 CON 11/18 13/18 7/18 8/18 6/18 10/18 8/18 14/18 6/17 10/17 6/18 6/17 14/18 11/18 5/18 3/18 4/18 8/18 12/18 11/17 12/18 3/18 3/18 3/18 3/18 3/18 INT 3/18 3/18 8/18 6/18 4/18 6/18 3/17 3/12 3/18 3/16 3/17 4/18 9/18 3/18 3/18 3/18 3/18 6/18 8/18 6/18 6/18 3/18 10/16 3/18 3/18 3/18 WIS 3/18 3/18 3/18 3/18 3/18 3/17 3/14 3/12 3/17 3/17 3/18 3/18 13/17 3/18 6/17 3/18 3/18 3/18 8/18 6/18 8/18 3/18 10/16 3/18 3/18 3/18 WIS 3/17 3/14 8/18 3/18 3/18 3/18 3/12 3/18 3/18 3/18 3/16 3/17 9/18 3/18 4/17 3/18 3/18 3/18 5/16 3/16 5/16 3/18 3/18 3/18 3/18 3/18
In general, only the standard races are allowed (humans, dwarves, elves, gnomes, half-elves, and halflings). The others are allowed only with special permission by the DM.
Race | Modifiers | AC | Mv | Size | Age | Height | Weight | Infravision | Natural Attacks |
Human | - | 10 | 12 | M (5'9") | 15+1d4 | 60/59+2d10 | 140/100+6d10 | - | - |
Human, Ulutiun | +1 STR, +1 CON, -1 DEX, -1 CHA | 10 | 12 | M (4'9"') | 15+1d4 | 48/47+2d10 | 90/70+3d10 | - | - |
Dwarf, Shield | +1 CON, -1 CHA | 10 | 6 | M (4½') | 50+6d6 | 49/47+1d10 | 145/115+5d10 | 60' | - |
Dwarf, Gold | +1 CON, -1 CHA | 10 | 6 | M (4') | 40+5d6 | 43/41+1d10 | 130/105+4d10 | 60' | - |
Dwarf, Gray | +1 CON, -2 CHA | 10 | 6 | M (4½') | 40+4d6 | 41/40+2d6 | 97/75+5d10 | 120' | - |
Dwarf, Jungle | +1 CON, -2 CHA | 10 | 6 | S (3') | 40+5d6 | 32/30+2d8 | 72/68+5d4 | 60' | - |
Dwarf, Arctic | +1 STR, +1 CON, -1 DEX, -1 CHA | 10 | 6 | S (3') | 40+5d6 | 32/30+2d8 | 110/85+3d12 | 60' | - |
Elf | +1 DEX, -1 CON | 10 | 12 | M (5½') | 100+5d6 | 55/50+1d10 | 90/70+3d10 | 60' | - |
Elf, Dark | +2 DEX, +1 INT, -1 CON | 10 | 12/15 | M (5') | 75+5d6 | 50/55+1d10 | 80/95+3d10 | 120' | - |
Elf, Winged | +2 DEX, +1 INT, -2 CON | 10 | 9, Fl 18 (C) | M (5'9") | 60+3d12 | 60/59+2d10 | 140/100+6d10 | 90' | - |
Elf, Lythari | +1 DEX, -1 CON | 6 | 18 | M (5'9") | 100+5d6 | 60/59+2d10 | 140/100+6d10 | 60' | - |
Half-elf | - | 10 | 12 | M (5½) | 15+1d6 | 60/58+2d6 | 110/85+3d12 | 60' | - |
Gnome | +1 INT, -1 WIS | 10 | 6 | S (3½') | 60+3d12 | 38/36+1d6 | 72/68+5d4 | 60' | - |
Gnome, Forest | +1 DEX, +1 WIS, -1 STR, -1 INT | 10 | 6 | S (2'2") | 60+3d12 | 38/36+1d6 | 72/68+5d4 | 60' | - |
Gnome, Deep | +1 DEX, +1 WIS, -1 INT, -2 CHA | 10 | 6 | S (3'3") | 60+3d12 | 38/36+1d6 | 72/68+5d4 | 120', 30' Ul | - |
Hairfoot Halfling | +1 DEX, -1 STR | 10 | 6 | S (3') | 20+3d4 | 32/30+2d8 | 52/48+5d4 | - | - |
Stout Halfling | +1 DEX, -1 STR | 10 | 6 | S (3') | 25+3d4 | 32/30+2d8 | 78/72+7d4 | 60' | - |
Tallfellow Halfling | +1 DEX, -1 STR | 10 | 6 | M (4') | 30+3d4 | 42/40+2d8 | 52/48+5d4 | - | - |
Mixed Halfling | +1 DEX, -1 STR | 10 | 6 | S (3') | 20+3d4 | 32/30+2d8 | 52/48+5d4 | 30' | - |
Half-orc | +1 STR, +1 CON, -2 CHA | 10 | 12 | M (6½') | 12+1d4 | 60/58+1d12 | 135/95+6d10 | 60' | - |
Half-ogre | +1 STR, +1 CON, -1 INT, -1 CHA | 9 | 12 | L (8½') | 15+1d4 | 84/78+2d6 | 270/220+6d10 | - | - |
Aarakocra | +1 DEX, -STR, -1 CON | 7 | 6, Fl 36 (C) | M (5') | 15+1d4 | 60/58+1d6 | 80/70+3d10 | - | 1d3/1d3/1d3 (beak/claw/claw) |
Centaur | +1 CON, +1 WIS, -2 DEX, +4 hp | 5 | 18 | L (8½') | 18+1d4 | 84/80+3d12 | 1000/960+6d20 | - | 1d3/1d3 (hooves/hooves) |
Lizard Man | - | 5 | 6, Sw 12 | M (7') | 15+1d4 | 60/60+2d12 | 170/170+3d10 | - | - |
Satyr | +1 DEX, +1 CON, -1 INT, -1 CHA | 5 | 18 | M (5') | 20+3d4 | 55+1d10 | 110+4d10 | 60' | 2d4 (head butt) |
Swanmay | +1 DEX, +1 WIS | 7 | 15 | M (5½') | 15+1d12 | 59+2d10 | 100+6d10 | - | - |
Wemic | +1 STR, -1 DEX, +5 hp | 6 | 12 | L (7') | 12+1d4 | 78/75+3d6 | 700/670+4d20 | - | 1d4/1d4 (claw/claw) |
Saurial, Bladeback | +1 WIS, +1 CHA, -2 DEX, +2 hp | 4 | 12 | L (7') | 14+1d12 | 78/76+2d8 | 550/535+3d20 | 60' | 1d4/1d4 (claw/claw) or 1d6 (razored tail) |
Saurial, Finhead | - | 5 | 12 | M (5') | 14+1d12 | 54/52+2d10 | 150/140+4d20 | 60' | 1d3/1d3 (claw/claw) or 1d2 (whip tail) |
Saurial, Flyer | +2 DEX, -1 STR, -1 CON | 6 | 12, Fl 24 (C) | S (3') | 12+1d10 | 32/30+2d4 | 65/62+2d12 | 60' | 1d2/1d2/1d2 (claw/claw/bite) |
Saurial, Hornhead | +1 STR, +1 INT, -2 DEX, +4 hp | 4 | 12 | L (10') | 14+1d20 | 107/105+2d6 | 720/700+4d20 | 60' | 1d4/1d4 (claw/claw) or tail (2d4) or horns (2d6) |
Firbolg | +2 STR, -2 CHA, +13 hp | 3 | 15 | L (10½') | 40+5d6 | 126/118+1d10 | 610/460+10d10 | - | - |
Verbeeg | +2 STR, +1 CHA, -1 WIS, -2 CHA, +5 hp | 5 | 18 | L (9¼') | - | 108/100+1d8 | 450/300+8d10 | - | - |
Voadkyn | +2 STR, +2 DEX, -2 WIS, -2 CHA, +6 hp | 7 | 12 | L (9½') | 75+5d6 | 112/106+1d10 | 500/380+8d10 | - | - |
Elf, Sea | +1 DEX, -1 CON | 9 | 9, Sw 15 | M (5½) | 100+5d6 | 55/50+1d10 | 90/70+3d10 | 180' Aq | - |
Half-elf, Sea | - | 10 | 12, Sw 10 | M (5½') | 15+1d6 | 60/58+2d6 | 110/85+3d12 | 90' Aq | - |
Malenti, Noble | +1 CON, -1 WIS | 9 | 9, Sw 15 | M (5½) | 40+5d6 | 55/50+1d10 | 90/70+3d10 | 180' Aq | - |
Locathah | +1 CON, -1 INT | 6 | 1, Sw 12 | M (5') | 14+1d4 | 60/59+2d10 | 120/120+6d10 | 180' Aq | - |
Merfolk, Serôsian | +1 DEX, -1 CON | 7 | 1, Sw 18 | M (5½') | 15+1d4 | 60/59+2d10 | 120/100+6d10 | 180' Aq | - |
Shalarin | - | 7 | Sw 12 | M (6') | 20+1d6 | 55/50+1d10 | 90/70+3d10 | 180' Aq | - |
Triton, Serôsian | +1 STR, +1 CON, -1 DEX, -1 CHA | 5 | Sw 15 | M (7') | 25+1d6 | 72/71+2d10 | 140/120+6d10 | 180' Aq | - |
Subrace | Skin | Hair | Eyes |
Gold Elf (Ar'Tel'Quessir) | bronze, amber | copper, black, golden blond; red | gold, silver, black; copper, hazel |
Moon Elf (Teu'Tel'Quessir) | pale white with blue tints | silver-white, white, black, blue; blonde | blue or green with gold flecks; gray |
Green Elf (Sy'Tel'Quessir) | copper with green tints | brown, black; blonde, copper | green, brown, hazel; blue |
Sea Elf, Great Sea (Alu-Tel'Quessir) | deep green with brown patches | any elf color | any elf color |
Sea Elf, Serôsian (Alu-Tel'Quessir) | blue with white patches; white with blue patches | black, blue, silvery-white; red | white, black, blue, green; silver |
Drow (Ssri-Tel'Quessir) | black | stark white (grays/yellows); silver, copper-hued | red; green, brown, black, gray, amber, rose; blue, purple |
Avariel (Aril'Tel'Quessir) | pale | black, white; rarely other elven | - |
Lythari (Ly'Tel'Quessir) | pale | silver | light blue, green |
Rock Gnome | dark tan to woody brown | pale | any blue |
Deep Gnome (Svirfneblin) | medium brown to brownish gray | bald/stringy gray | gray |
Forest Gnome | bark-colored gray-green | dark | blue, brown, green |
Gold Half-Elf (Cha-Tel'Quessir) | bronzed | - | - |
Moon Half-Elf (Cha-Tel'Quessir) | pale with a touch of blue | - | - |
Wild Half-Elf (Cha-Tel'Quessir) | copperish tinged with green | - | - |
Sea Half-Elf (Cha-Tel'Quessir) | mix of sea elf and human color | - | - |
Half-Drow (Cha-Tel'Quessir) | dusky | white, silver | any human color |
Avariel Half-Elf (Cha-Tel'Quessir) | - | - | - |
Shield Dwarf | fair, suntanned | brown to blonde (grays early); red | - |
Gold Dwarf | dusky, mahogany, red | dark | - |
Gray Dwarf (Duergar) | gray | bald, sparse | - |
Jungle Dwarf (dur Authalar) | dark | dark | - |
Arctic Dwarf (Innugaakalikurit) | near-white with bluish tinge, sunburned | curly white | bright blue |
Hairfoot Halfling | ruddy | sandy to dark brown | blue or hazel |
Stout Halfling | ruddy | blond to sandy red | blue, gray, green |
Tallfellow Halfling | ruddy | blonde to dark brown | blue or hazel |
Locathah | scales olive green, ochre/stomach sea green to pale yellow | none | all black; all white |
Noble Malenti | as sea elf | as sea elf | ice blue, other pale |
Serôsian Merfolk | pale pink, tan; other human/scales deep green, silver, etc. | light brown, blonde; blue, silver | any human/pupils ice blue, silver |
Shalarin | silvery, ivory, midnight blue, etc. | none | all black; deep blue, purple |
Serôsian Triton | deep blue; pearl, light green | dark blue, dark green | brilliant green, blue |
Humans
Cormyrians are law-abiding folk who respect and obey their rulers. Cormyrians also revere cats.
Ice Hunters are an ancient race of short, dark-haired, brown-skinned people. Ice Hunters live simple lives fishing and hunting walrus and bear, and do not like to give out their real names to outsiders.
Northmen are tall, fair-haired, seagoing, warlike folk of the north. Not all are barbarians, but some Northmen can drive themselves berserk in battle.
Reghedmen are the tall and fair-haired (blonde, red, or light brown) barbarians of Icewind Dale. These barbarians are grouped in tribes, including the Tribe of the Elk, the Tribe of the Wolf, the Tribe of the Bear, and the Tribe of the Tiger.
Uthgardt are black-haired, blue-eyed barbarians made of Northmen, Netherese, and other stock. The Uthgardt are divided into various tribes, including the Great Worm, Sky Pony, Tree Ghost, and Gray Wolf.
Ffolk are the people of the Moonshaes, which are shared by the Northmen.
Aglarondan humans are dark-haired and sturdy, with blue or brown eyes, and average 5"8" and 5'2" in height for men and women, respectively. Originally, they were a dusky-skinned Untherite people from the ancient land of Chessenta, with other groups mixing later on.
Mulans are tall, with sallow complexions, and are descended from the ancient tribes of Raurin. Mulans can be found in Mulhorand, Unther, and Thay, as the rulers and upper classes. In Thay, they remove their sparse body hair, replacing it with various stylized tattoos (including the magical sort).
Rashemi are dusky-skinned, short, and have dark-colored eyes. Hair is black and bushy, and dress is simple. The Rashemi are descended from the same stock as the Rashemaar, but they live in servitude under the Mulans who rule them.
Rashemaar are tall and fairer than their Rashemi cousins, and wear their dark in long braids (twin braids for men, single for women); men grow short beards in general. Young males go on a journey of self-discovery, the dajemma, leaving Rashemen's borders for a year; those who return are then considered adults (although most use dajemmas as excuses for wenching, drinking, and sightseeing). This boistorous people are known for their berserkers and wychlaran ("witches").
Amnites are the people of Amn.
Turami (Turmish) are mahogany-skinned, tall, and muscular, with flat faces and shorthair; they are the original inhabitants of Mulhorand and Unther, and typically occupy the middle class as artisans as well as as priests.
Tethens are the people of Amn, Tethyr, the western nations of the Inner Sea, and the slaves of Mulhorand.
Ulutiuns, the robust men of the Great Glacier, are short and stocky, about 5' in general, with light yellow skin and black hair. Ulutiuns receive +1 Strength, +1 Constitution, -1 Dexterity, and -1 Charisma. They also have a minimum Strength of 6, a maximum Dexterity of 16, a minimum Constitution of 9, and a maximum Charisma of 15.
Tabaxi are the dark-skinned natives of Chult.
Eshowe are a hidden race also living in Chult.
Elves
Gold Elf, or sunrise elf, are haughty elves who mainly live in Evermeet, but there are some in Cormanthor and Evereska.
Moon Elf, or silver elf, are gray elves who live in many places, such as Evermeet, Evereska, Greycloak Hills, and various human cities as well.
Wild Elf, or green elf, are wood elves who live in Cormanthor, Greycloak Hills, Deepingdale, the High Forest, Tethyr, Evermeet, Gildenglade, and Xorhun in Turmish.
Drow, or dark elf, are dark-skinned elves living in the Underdark; some major cities include Menzoberranzan (in the North), Eryndlyn (under the High Moor), Sshamath (under the Far Hills), and Llurth Dreier (under the Shaar).
Avariel, or winged elves, are pale elves with often white or black hair, and large feathery wings spanning 12-18 feet. The last abode of the avariel is on Mount Sundabar, east of the Great Glacier in Sossal. Wings are often white, but sometimes gray, maroon, brown, black, speckled, or striped. Avariel stand about 5'9" on average. Avariel receive +1 Intelligence, +2 Dexterity, and -2 Constitution. Their eyesight is as eyes of the eagle (distant objects appear is if they were 100 times closer); this far sight gives avariel a +2 bonus to avoid being surprised while flying outdoors. Movement is 9, Fl 18 (C); however, more than light encumbrance causes maneuverability to fall to D. In general, avariel never wears metallic armor or shields, and cannot use heavy, long weapons in flight (L or more than 10 lbs.) except for piercing/thrusting weapons; they also avoid flails, whips, or other flexible weapons. Avariel receive a +1 bonus to attack when using bola, lassos, broad swords, long swords, or short swords. They do not receive bonuses for bows as other elves, and attack at -2 when firing bows from the air. Avariel weapons are made of heavy glass; on a natural attack roll of 1, a 1d6 roll of 1-3 means that the weapon shatters, causing only half damage. Avariel can not fly when hp is less than 50%, but can glide; avariel plummet if their hp is 25% or less. As their wings are flammable, spells of fire are greatly feared by the avariel. Avariel are claustrophobic; in closed spaces, they make a Wisdom check once/day, starting after 1-4 hours. Failure results in temporary insanity (roll 1d6: 1-2 (attacks all around her), 3-4 (curls into a ball), 5-6 (tries to escape by any means)); this lasts until the avariel reaches open air.
Lythari are shy, lycanthropic elves that can change into wolves at will. They live only on Evermeet, the Forest of Tethir, and in the North. As tall and heavy as humans, they nevertheless live as long as elves. In either form, their movement is 18, and their AC is 6. They have 60' infravision. As wolves, they can bite for 2d4 damage. At night, they can surprise foes with an additional penalty of -2. Lythari can only be struck by silver or enchanted weapons (or by monsters with 4+1 or more HD). They also have the Tracking proficiency (Wis +6) automatically, and saves vs. illusion/phantasm spells with a +1 bonus/level. Lythari must eat fresh meat, or else lose 1d4 hp/day. Lythari never wear armor, and almost all lythari are fighters. Lycanthropic transformations do not include clothing, so lythari must typcally disrobe before becoming wolves.
Half-elves
Half-Gold Elves are very rare; some living in Cormanthor.
Half-Moon Elves are fairly common; many can be found in Everlund, Neverwinter, Silverymoon, Sundabar, Waterdeep, Baldur's Gate, and Berdusk.
Half-Wild Elves are uncommon, and most are in the Yuirwood of Aglarond, with others in Deepingdale, Cormanthor, the Forest of Tethir, Elventree, Elmwood, and small towns in the North.
Aglarondan half-elves (Cha-Tel'Quessir) of the Yuirwood are the only large population of half-elves living as a nation, and are descended from the Yuir, the wild elves who once ruled Aglarond in ancient times. They have coppery skin (sometimes with a greenish tinge) and black or blonde hair; 50% of them still have elven pointed ears. Some old women of the Yuirwood still practice ancient totemic magic as well as other elven magics.
Half-Drow are common only in Dambrath; elsewhere they are very rare.
Half-Sea Elves are very rare, and can usually only be found in western shore communities like Waterdeep, the Sword Coast, Tethyr, Amn, Calimshan, the Moonshaes, Lantan, and some around the Sea of Fallen Stars.
Half-Avariel Elves are extremely rare, and can only be found where Avariel themselves are found. Half-avariel have wings half the size of true avariel, and can not fly with them, but may glide.
Dwarves
Shield dwarves, or northern dwarves, sometimes called mountain dwraves, are about 4½ tall, with fair or suntanned skin, and brown to blonde hair (which quickly turns gray, unless they are redheads). Shield dwarves turn gray as they age, until they match with granite around the age of 300 (75% undetectable when standing motionless in front of granite). Of the shield dwarves, some are known as "The Hidden," while the others are "The Wanderers." The Hidden stay to themselves deep in the mountains; the Wanderers live with other races on the surface. Shield dwarves can unerringly identify ores in their natural state.
Gold dwarves, or southern dwarves, sometimes called hill dwarves, are about 4' tall, with dusky or even mahogany or red skin, and dark hair. Gold dwarves are often rich and somewhat fat from good food, and like to wear and wield gold. Gold dwarves can evaluate the market price of worked metals and gems within 10%, as well as detect forgeries and counterfeits with 95% accuracy.
Duergar dwarves, or gray dwarves, are a joyless gray-skinned, bald dwarven subrace. Duergar are immune to paralysis and poison, as well as illusion/phantasm spells. They can also surprise and avoid surprise as elves or halflings. Their infravision is stronger than normal (120'), but are adversely affected by bright light (-2 DEX, attack, save; opponents save vs. the duergar's attacks at +2). Duergar do not receive bonuses to attack orcs and goblins as other dwarves. Duergar dwarves also have access to the "Invisible Art," or psionics. They may opt to become psionicists, or else are often wild talents (double chance).
Wild dwarves, or jungle dwarves, are dark-skinned, short dwarves who speak their own clicking, trilling language, as well as some Common and normal dwarf-speak as well. They typically carry blowguns firing 2 darts per round (1/3/5), which cause sleep (save vs. poison or be slowed for 2 rounds and then sleep for 2-5 rounds); all adult wild dwarves are specialists with these darts, however they are used. They also use spears, spiked throwing clubs, or hand axes. They receive +1 bonus save vs. poison, and also -1 hp/die damage from insect swarm and heat-induced attacks. Wild dwarves can unerringly find groundwater in jungle regions; they also have tracking ability (-3 outside jungle areas).
Innugaakalikurit, or arctic dwarves, have bright blue eyes, near-white skin (but often completely sunburned) with a bluish tinge, and curly white hair. They receive +1 Strength, +1 Constitution, -1 Dexterity, and -1 Charisma, and have ability min/max of 14/18 3/16 13/18 3/18 3/18 3/14. They can only be fighters (U), rangers (8), and thieves (8). Innugaakalikurit are completely immune to cold, including magical cold and even white dragon breath. They typicall wear thick layers of fur (AC 8) and use bulky bows called eyklaks that fire barbed arrows (1d8 damage), battle axes, and spears (they receive +2 attack with the eyklak). Particularly short (about 3') for dwarves, they are also sociable and friendly. They often speak the languages of white dragons, yeti, frost giants, and selkies.
Half-orcs
Half-orcs typically appear like their orcish parent, but 10% or so are sufficiently non-orcish to pass as ugly humans. PC half-orcs are considered to be in the superior 10%.
Humanoids
Aarakocra are intelligent bird-men living high in the mountains. They can dive 200 feet to throw two javelins or flight lances at once for a +4 attack and double damage (no penalties for aerial missile fire). However, aarakocra are claustrophobic, and are -3 attack when in enclosed areas. Aarakocra typically use weapons like daggers, darts, javelins, and flight lances.
Centaurs look like humans with the lower body of a horse. They can attack three times in a round (once with weapons and twice with hooves for 1d6 damage) unless charging. Centaurs typically use weapons like composite long bows, medium horse lances, and great clubs.
Lizard men are semi-aquatic, reptilian humanoids living in swamps and marshes; in particular, there are peaceful lizard men villages in the Marsh of Tun. Good swimmers, they can move in water at a rate of 12, and can hold their breath for 2/3 of his Constitution in rounds. Lizard men must wet their entire bodies once a day; if they do not, they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to 0, they die of dehydration. If lizard men spot food or treasure during a battle, they must make a Wisdom check to avoid feasting or gathering spoils for at least 1 round (he may check Wisdom to break away each subsequent round). Somewhat primitive, lizard men may start with weapons like stone battle axes, great clubs, barbed darts, and javelins.
Satyrs are true neutral, pleasure-loving half-human half-goats who spend their time frolicking with nymphs. Because of their keen senses, they are surprised only on a roll of 1, and can blend into forest foliage to become 90% undetectable. Satyrs can also construct satyr pipes and play them to cast charm, sleep, or cause fear to all within 60 feet (save vs. spell to avoid the effect) as long as he has at least 3 proficiency slots devoted to the musical instrument. Satyrs are very susceptible to distraction (females with CHA 15+ or expensive wine). Satyrs generally use weapons like daggers, javelins, long swords, short swords, short bows, or spears.
Swanmays are a secret sorority of human females who can shapechange into swans by means of a magical token. In this form, they can move at 3, Fl 19 (D), attack with natural weapons at 1/1/1d2, cannot be harmed by nonmagical weapons, and have a magic resistance of 2%/level.
Wemics look like humans with the lower body of a lion. Most wemics have a long mane of black hair. Many wemics live in the Shining Plains, west of the Vilhon Reach, where they worship Nobanion as the leader of the Tenpaw Tribe. Wemics can attack with hand-held weapons while simultaneously attacking with their foreleg claws. They can also jump powerfully 10 feet high or 30 feet forward. Somewhat primitive, they may begin with weapons like stone clubs, javelins, short swords, and spears.
Saurials
Saurials are brightly-colored, intelligent bipedal lizards originally from an alternate Prime Material plane, currently making their home in a small village of about 100 in the Lost Vale, led by a hornhead wizard named Grypht, in the peaks of the Desertsmouth Mountains east of Anauroch. The four races of saurials currently in the Realms are the bladebacks, finheads, flyers, and hornheads. Saurials cannot speak in any human or humanoid language, as their voices are too high for humans to hear. However, they do emit scents that carry their emotions, which can be learned by humans who befriend them. Some of these scents are: brimstone (confusion), roses (sadness), lemon (pleasure, joy), baked bread (anger), violets (danger, fear), honeysuckle (tenderness), wood smoke (devotion, piety), tar (victory), and ham (nervousness, worry).
All saurials receive a +2 saving throw bonus to sound-based attacks, but receive a -2 penalty to saving throws vs. gas- or scent-based attacks. Saurials also fall into a torpor called cold sleep if exposed to prolonged cold. They can resist this for a number of turns equal to their size (double that with insulated clothing); warmth revives them in 1-2 hours. More than one day of cold causes death. Saurials also receive a -1 attack penalty when using non-saurial weapons. Saurials cannot multi-class, but they may dual-class as humans. Saurial magic users use memory sticks (notched poles) instead of spellbooks. Saurial priests, paladins, and rangers may follow deities similar to deities in their own original plane, such as Chauntea.
Bladebacks are very social, trusting saurials, and make good priests.
Finheads are alert, bright, curious, and emotional saurials, and make good warriors.
Flyers are nervious, skittish, irritating, and chattery saurials, and make good thieves.
Hornheads are careful, rational, and calm saurials, and make good wizards.
Giant-Kin
Giant-kin are cousins of the true giants, and include Firbolgs, Verbeegs, Voadkyn, and the abominable Formorians. Most of them live in the Ice Spires, west of Anauroch and south of the Endless Ice Sea. Due to their giant blood, giant-kin are often very strong - giant-kin with 18 Strength may always roll for percentile Strength, regardless of class. Because of their huge (H) size, they may use large (L) weapons using one hand without penalty (and larger weapons with two hands).
Firbolgs are lawful good, intelligent, 10½ feet tall, bearded giant-kin. Due to their tough hides, they have a natural AC of 3, but may never wear armor. Typically, firbolgs use weapons like clubs, halberds, giant-kin halberds, giant-kin two-handed swords, and two-handed swords.
Verbeegs are mercenary-like, often-treacherous giant-kin. Due to their tough hides, they have a natural AC of 5, but can never wear better armor than splint mail.
Voadkyn, or "wood giants," are somewhat brooding, unahppy, 9½ feet tall, olive-colored, hairless giant-kin. Due to their tough hides, they have a natural AC of 7, but can never wear better armor than leather armor. Typically, voadkyn use weapons like giant-kin daggers, giant-kin long bows, giant-kin maces, and two-handed swords.
Undersea Races
Sea Elves are as normal elves, but almost never become thieves (because thieving skills are not applicable in the water). Sea elves have blue skin with patches of white, but sometimes ivory skin with blue highlights; their hair is black, blue, or silvery-white, and rarely red; eyes are white, black, blue, green, or even silver, and their hands and feet are webbed. Sea elves receive a +1 bonus to tridents and spears instead of swords and bows. Sea elves wear one piece of silverweave armor and wield tridents, spears, and nets. Sea elf movement is 9, Sw 15. There are two major populations of sea elves; one lives in the oceans surrounding Faerûn (especially the Coral Kingdom and Iumathiashae in the Great Sea), while another lives in the Sea of Fallen Stars. Sea elves can survive on the surface, but each ability score falls by 1 point for every day after the first 2. Immersion in fresh water stops the process (returns to day 1) but does not heal it; immersion in salt water heals all within 15 rounds (a heal spell has the same effect in an instant).
Half-Sea-Elves are as normal half-elves, but can breathe water as well as air at birth. In addition, submerged eyesight is half as effective as normal sea elves.
Noble Malenti are the mutant offspring of sahuagin, appearing as sea elves. Difficult to distinguish, they are nevertheless somewhat tougher, and share the sahuagin nictitating membrane that reflexively pops up over the eye to protect it from bright light. They never wear armor, and typically wield spears. Noble malenti are -2 attack, -2 save in bright light.
Locathah look like humanoids with fish scales, and are colored olive-green or ochre, with flukes and dorsal fins. They wield spears and short swords. Locathah are -2 attack, -2 save in bright light.
Serôsian Merfolk have fair to tan skin, green to silver tails, and hair and eyes of colors similar to those of humans, although their pupils are ice blue or pale silver. They decorate their bodies with tattoos, do not wear armor, and wield tridents and daggers.
Shalarin are hairless, usually silvery-skinned, fish-eyed humanoids with a large dorsal fin from the tailbone to the top of the head. Shalarin have a natural AC of 7 due to their ability in water. They wear pearl or silverweave armor, and wield tridents and tapals. Shalarin are -2 attack, -2 save in bright light.
Serôsian Tritons have deep-blue or pearly skin, long, dark blue or green hair, and green or blue eyes. They wear silverweave armor, and wield tridents, daggers, spears, nets, and tapals. Tritons are -2 attack, -2 save in bright light.
Class | Human | Dwarf | Elf | Gnome | Half-Elf | Halfling | Half-Orc | Half-Ogre | Aarakocra | Centaur | Lizard Man | Satyr | Swanmay | Wemic | Saurial, Bladeback | Saurial, Finhead | Saurial, Flyer | Saurial, Hornhead | Giant-Kin, Firbolg | Giant-Kin, Verbeeg | Giant-Kin, Voadkyn | Locathah, Serôsian | Malenti, Noble | Merfolk, Serôsian | Shalarin | Triton, Serôsian |
Fighter | U | 15 | 12 | 11 | 14 | 9 | 10 | 12 | 11 | 12 | 12 | 11 | 12 | 9 | U | 9 | 9 | 12 | 8 | 11 | 10 | 14 | 12 | U | 12 | |
Paladin | U | 12 | U | |||||||||||||||||||||||
Ranger | U | 15 | 16 | 10 | 7 | 14 | 12 | 12 | 13 | 12 | 12 | 10 | U | 12 | ||||||||||||
Cleric | U | 10 | 12 | 9 | 14 | 8 | 4 | 4 | 7 | U | 9 | 9 | 9 | 14 | 12 | 12 | U | 12 | ||||||||
Druid | U | 12 | 14 | 12 | 14 | 12 | 9 | 9 | 9 | 9 | 6 | U | U | |||||||||||||
Specialty Priest | U | 14 | 16 | 13 | 18 | 12 | 4 | 4 | 7 | 14 | 7 | 7 | 14 | 12 | 10 | U | 12 | |||||||||
Crusader | U | 13 | 12 | 12 | U | |||||||||||||||||||||
Shaman | U | 4 | 4 | 7 | 7 | 7 | 7 | 6 | 7 | 6 | U | |||||||||||||||
Monk | U | U | ||||||||||||||||||||||||
Mystic | U | 12 | 14 | 13 | U | |||||||||||||||||||||
Mage | U | 15 | 12 | 12 | 4 | 9 | 9 | 9 | U | 6 | 5 | U | 15 | |||||||||||||
Abjurer | U | U | ||||||||||||||||||||||||
Illusionist | U | 15 | 12 | U | ||||||||||||||||||||||
Conjurer | U | 12 | U | |||||||||||||||||||||||
Diviner | U | 15 | 12 | U | ||||||||||||||||||||||
Enchanter | U | 15 | 12 | U | ||||||||||||||||||||||
Invoker | U | U | ||||||||||||||||||||||||
Necromancer | U | U | ||||||||||||||||||||||||
Transmuter | U | 12 | U | |||||||||||||||||||||||
Incantatrix | U | 12 | U | |||||||||||||||||||||||
Wild Mage | U | 15 | 12 | U | ||||||||||||||||||||||
Elementalist | U | 15 | 12 | U | ||||||||||||||||||||||
Dukar | U | U | U | U | U | |||||||||||||||||||||
Runecaster | U | 12 | 15 | 16 | 7 | 12 | 9 | U | ||||||||||||||||||
Spellsinger | U | 12 | U | |||||||||||||||||||||||
Thief | U | 12 | 12 | 13 | 12 | 15 | 8 | 2 | 11 | 9 | 11 | 10 | 9 | 9 | 9 | U | 7 | 10 | 7 | U | ||||||
Bard | U | U | 12 | 10 | U | U | ||||||||||||||||||||
Psionicist | U | 8 | 7 | 9 | 7 | 10 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | U | 7 |
Shadow Walker | U | 12 | 12 | U |
Class | STR | DEX | CON | INT | WIS | CHA |
Fighter | 9 | - | - | - | - | - |
Paladin | 12 | - | 9 | - | 13 | 17 |
Ranger | 13 | 13 | 14 | - | 14 | - |
Cleric | - | - | - | - | 9 | - |
Druid | - | - | - | - | 12 | 15 |
Crusader | 12 | - | - | - | 9 | 12 |
Monk | - | - | 13 | 14 | 15 | - |
Mystic | - | - | - | 11 | 12 | 15 |
Shaman | - | - | 12 | - | 12 | - |
Mage | - | - | - | 9 | - | - |
Abjurer | - | - | 9 | 15 | - | |
Conjurer | - | - | 15 | 9 | - | - |
Enchanter | - | - | - | 9 | - | 16 |
Diviner | - | - | 9 | 16 | - | |
Illusionist | - | 16 | - | 9 | - | - |
Invoker | - | - | 16 | 9 | - | - |
Necromancer | - | - | 9 | 16 | - | |
Transmuter | - | 15 | - | 9 | - | - |
Incantatrix | - | - | - | 13 | 12 | - |
Wild Mage | - | - | - | 16 | - | - |
Elementalist | - | - | - | 9 | - | - |
Dukar | - | - | 12 | 14 | - | - |
Runecaster | - | 12 | - | 13 | 13 | - |
Spellsinger | - | 15 | - | 15 | 15 | - |
Thief | - | 9 | - | - | - | - |
Bard | - | 12 | - | 13 | - | 15 |
Psionicist | - | - | 11 | 12 | 15 | - |
Shadow Walker | - | 15 | - | 15 | - | - |
Specialty priests have different requirements per each class.
Race | Allowed Multi-class Combinations | Deities |
Dwarf | Fighter/Thief | - |
Fighter/Cleric | Any, except: Abbathor, Sharindlar, Thard Harr, Vergadain | |
Cleric/Thief | Abbathor, Deep Duerra, Laduguer, Vergadain | |
Cleric/Psionicist | Deep Duerra, Laduguer | |
Crusader/Psionicist | Deep Duerra, Laduguer | |
Cleric/Thief/Psionicist | Deep Duerra, Laduguer | |
Fighter/Cleric/Psionicist | Deep Duerra, Laduguer | |
Alaghar/Fighter | Clangeddin Silverbeard | |
Fighter/Psionicist | - | |
Thief/Psionicist | - | |
Norothar/Psionicist | Deep Duerra | |
Norothar/Fighter | Deep Duerra | |
Luckmaiden/Fighter | Haela Brightaxe | |
Thuldar/Psionicist | Laduguer | |
Sword Dancer/Fighter | Eilistraee | |
Innugaakalikurit | Fighter/Thief | - |
Elf | Fighter/Mage | - |
Fighter/Thief | - | |
Mage/Thief | - | |
Fighter/Cleric | Corellon Larethian | |
Cleric/Thief | Erevan Illesere | |
Fighter/Cleric/Thief | Erevan Illesere | |
Cleric/Ranger | Solonor Thelandira | |
Mischiefmaker/Thief | Erevan Illesere | |
Dhaeraowathila/Fighter | Shevarash | |
Sword Dancer/Fighter | Eilistraee | |
Drow | Fighter/Mage | - |
Fighter/Thief | - | |
Mage/Thief | - | |
Fighter/Cleric | Lolth, Selvetarm | |
Cleric/Thief | Vhaeraun | |
Gnome | Fighter/Cleric | Any |
Fighter/Illusionist | - | |
Fighter/Thief | - | |
Cleric/Illusionist | Any | |
Cleric/Thief | Any | |
Illusionist/Thief | - | |
Sword Dancer/Fighter | Eilistraee | |
Half-elf | Fighter/Cleric | Any |
Fighter/Druid | Any | |
Fighter/Thief | - | |
Fighter/Mage | - | |
Cleric/Ranger | Any | |
Cleric/Mage | Any | |
Druid/Mage | Any | |
Thief/Mage | - | |
Fighter/Mage/Cleric | Any | |
Fighter/Mage/Druid | Any | |
Druid/Ranger | Mielikki | |
Windwalker/Ranger | Shaundakul | |
Dhaeraowathila/Fighter | Shevarash | |
Sword Dancer/Fighter | Eilistraee | |
Sword Dancer/Ranger | Eilistraee | |
Sword Dancer/Bard | Eilistraee | |
Halfling | Fighter/Thief | - |
Fighter/Cleric | Arvoreen | |
Cleric/Thief | Brandobaris | |
Fighter/Psionicist | - | |
Thief/Psionicist | - | |
Misadventurer/Thief | Brandobaris | |
Truesword/Fighter | Arvoreen | |
Sword Dancer/Fighter | Eilistraee | |
Half-orc | Fighter/Cleric | Any |
Fighter/Thief | - | |
Cleric/Thief | Any | |
Aarakocra | Fighter/Shaman | Any |
Fighter/Thief | - | |
Centaur | Fighter/Mage | - |
Fighter/Thief | - | |
Ranger/Shaman | Any | |
Lizard Man | Fighter/Shaman | Any |
Fighter/Thief | - | |
Satyr | Fighter/Thief | - |
Wemic | Fighter/Shaman | Any |
Firbolg | Fighter/Shaman | Any |
Voadkyn | Fighter/Shaman | Any |
Fighter/Thief | - | |
Fighter/Mage | - | |
Ranger/Mage | Any | |
Mage/Thief | - | |
Fighter/Mage/Thief | - | |
Noble Malenti | Fighter/Cleric | Any |
Locathah | Fighter/Cleric | Any |
Cleric/Ranger | Any | |
Serôsian Merfolk | Fighter/Cleric | Any |
Cleric/Ranger | Any | |
Serôsian Tritons | Fighter/Cleric | Any |
Fighter/Mage | - | |
Cleric/Ranger | Any | |
Cleric/Mage | Any |
Level | Fighter | Paladin/Ranger | Cleric/Crusader/Monk | Druid | Specialty Priest | Mystic | Thief/Bard | Psionicist | Wizard |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 2,000 | 2,250 | 1,500 | 2,000 | 2,000 | 2,000 | 1,250 | 2,200 | 2,500 |
3 | 4,000 | 4,500 | 3,000 | 4,000 | 4,000 | 4,000 | 2,500 | 4,400 | 5,000 |
4 | 8,000 | 9,000 | 6,000 | 7,500 | 8,000 | 7,500 | 5,000 | 8,800 | 10,000 |
5 | 16,000 | 18,000 | 13,000 | 12,500 | 17,000 | 12,500 | 10,000 | 16,500 | 20,000 |
6 | 32,000 | 36,000 | 27,500 | 20,000 | 35,500 | 20,000 | 20,000 | 30,000 | 40,000 |
7 | 64,000 | 75,000 | 55,000 | 35,000 | 71,000 | 35,000 | 40,000 | 55,000 | 60,000 |
8 | 125,000 | 150,000 | 110,000 | 60,000 | 142,000 | 60,000 | 70,000 | 100,000 | 90,000 |
9 | 250,000 | 300,000 | 225,000 | 90,000 | 289,000 | 90,000 | 110,000 | 200,000 | 135,000 |
10 | 500,000 | 600,000 | 450,000 | 125,000 | 578,000 | 125,000 | 160,000 | 400,000 | 250,000 |
11 | 750,000 | 900,000 | 675,000 | 200,000 | 867,000 | 200,000 | 220,000 | 600,000 | 375,000 |
12 | 1,000,000 | 1,200,000 | 900,000 | 300,000 | 1,156,000 | 300,000 | 440,000 | 800,000 | 750,000 |
13 | 1,250,000 | 1,500,000 | 1,125,000 | 750,000 | 1,445,000 | 750,000 | 660,000 | 1,000,000 | 1,125,000 |
14 | 1,500,000 | 1,800,000 | 1,350,000 | 1,500,000 | 1,734,000 | 1,500,000 | 880,000 | 1,200,000 | 1,500,000 |
15 | 1,750,000 | 2,100,000 | 1,575,000 | 3,000,000 | 2,023,000 | 3,000,000 | 1,100,000 | 1,500,000 | 1,875,000 |
16 | 2,000,000 | 2,400,000 | 1,800,000 | 3,500,000 | 2,312,000 | 3,500,000 | 1,320,000 | 1,800,000 | 2,250,000 |
17 | 2,250,000 | 2,700,000 | 2,025,000 | 500,000* | 2,601,000 | 4,000,000 | 1,540,000 | 2,100,000 | 2,625,000 |
18 | 2,500,000 | 3,000,000 | 2,250,000 | 1,000,000 | 2,890,000 | 4,500,000 | 1,760,000 | 2,400,000 | 3,000,000 |
19 | 2,750,000 | 3,300,000 | 2,475,000 | 1,500,000 | 3,179,000 | 5,000,000 | 1,980,000 | 2,700,000 | 3,375,000 |
20 | 3,000,000 | 3,600,000 | 2,700,000 | 2,000,000 | 3,468,000 | 5,500,000 | 2,200,000 | 3,000,000 | 3,750,000 |
Fighter
Level | Experience | Hit Dice (d10) | THAC0 | Proficiencies | Special Abilities | |
Weapon | Nonweapon | |||||
1 | 0 | 1 | 20 | 4 | 3 | - |
2 | 2,000 | 2 | 19 | 4 | 3 | - |
3 | 4,000 | 3 | 18 | 5 | 4 | - |
4 | 8,000 | 4 | 17 | 5 | 4 | - |
5 | 16,000 | 5 | 16 | 5 | 4 | - |
6 | 32,000 | 6 | 15 | 6 | 5 | - |
7 | 64,000 | 7 | 14 | 6 | 5 | 3/2 melee attacks/round |
8 | 125,000 | 8 | 13 | 6 | 5 | - |
9 | 250,000 | 9 | 12 | 7 | 6 | Attract followers* |
10 | 500,000 | 9+3 | 11 | 7 | 6 | - |
11 | 750,000 | 9+6 | 10 | 7 | 6 | - |
12 | 1,000,000 | 9+9 | 9 | 8 | 7 | - |
13 | 1,250,000 | 9+12 | 8 | 8 | 7 | 2 melee attacks/round |
14 | 1,500,000 | 9+15 | 7 | 8 | 7 | - |
15 | 1,750,000 | 9+18 | 6 | 9 | 8 | - |
16 | 2,000,000 | 9+21 | 5 | 9 | 8 | - |
17 | 2,250,000 | 9+24 | 4 | 9 | 8 | - |
18 | 2,500,000 | 9+27 | 3 | 10 | 9 | - |
19 | 2,750,000 | 9+30 | 2 | 10 | 9 | - |
20 | 3,000,000 | 9+33 | 1 | 10 | 9 | - |
Fighters have the following abilities/restrictions:
Berserker
Berserkers are a special type of human warrior (fighter or ranger) from certain parts of Faerûn, including the North, the Moonshae Isles, and Rashemen (see below).
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Battlerager
Battleragers are a dwarven variant of the human berserker. These tattooed, uncontrollable dwarves have the following abilties/restrictions:
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Paladin
Level | Experience | Hit Dice (d10) | THAC0 | Proficiencies | Lay on Hands healed hp | Cure Disease times/week | Turn Level | Casting Level | Priest Spells | Special Abilities | ||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | |||||||||
1 | 0 | 1 | 20 | 4 | 3 | 2 hp | 1 | - | - | - | - | - | - | Detect evil at will, Disease Immunity, +2 Save, constant protection vs. evil, 10' radius |
2 | 2,250 | 2 | 19 | 4 | 3 | 4 hp | 1 | - | - | - | - | - | - | - |
3 | 4,500 | 3 | 18 | 5 | 4 | 6 hp | 1 | 1 | - | - | - | - | - | |
4 | 9,000 | 4 | 17 | 5 | 4 | 8 hp | 1 | 2 | - | - | - | - | - | Call War Horse |
5 | 18,000 | 5 | 16 | 5 | 4 | 10 hp | 1 | 3 | - | - | - | - | - | - |
6 | 36,000 | 6 | 15 | 6 | 5 | 12 hp | 2 | 4 | - | - | - | - | - | - |
7 | 75,000 | 7 | 14 | 6 | 5 | 14 hp | 2 | 5 | - | - | - | - | - | 3/2 melee attacks/round |
8 | 150,000 | 8 | 13 | 6 | 5 | 16 hp | 2 | 6 | - | - | - | - | - | - |
9 | 300,000 | 9 | 12 | 7 | 6 | 18 hp | 2 | 7 | 1 | 1 | - | - | - | Cast Priest spells of Combat, Divination, Healing, and Protective spheres |
10 | 600,000 | 9+3 | 11 | 7 | 6 | 20 hp | 2 | 8 | 2 | 2 | - | - | - | - |
11 | 900,000 | 9+6 | 10 | 7 | 6 | 22 hp | 3 | 9 | 3 | 2 | 1 | - | - | - |
12 | 1,200,000 | 9+9 | 9 | 8 | 7 | 24 hp | 3 | 10 | 4 | 2 | 2 | - | - | - |
13 | 1,500,000 | 9+12 | 8 | 8 | 7 | 26 hp | 3 | 11 | 5 | 2 | 2 | 1 | - | 2 melee attacks/round |
14 | 1,800,000 | 9+15 | 7 | 8 | 7 | 38 hp | 3 | 12 | 6 | 3 | 2 | 1 | - | - |
15 | 2,100,000 | 9+18 | 6 | 9 | 8 | 30 hp | 3 | 13 | 7 | 3 | 2 | 1 | 1 | - |
16 | 2,400,000 | 9+21 | 5 | 9 | 8 | 32 hp | 4 | 14 | 8 | 3 | 3 | 2 | 1 | - |
17 | 2,700,000 | 9+24 | 4 | 9 | 8 | 34 hp | 4 | 15 | 9* | 3 | 3 | 3 | 1 | - |
18 | 3,000,000 | 9+27 | 3 | 10 | 9 | 36 hp | 4 | 16 | 9* | 3 | 3 | 3 | 1 | - |
19 | 3,300,000 | 9+30 | 2 | 10 | 9 | 38 hp | 4 | 17 | 9* | 3 | 3 | 3 | 2 | - |
20 | 3,600,000 | 9+33 | 1 | 10 | 9 | 40 hp | 4 | 18 | 9* | 3 | 3 | 3 | 3 | - |
Paladins must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.
Saurial Paladin
Saurial paladins are the saurial variant of the human paladin. Although similar, saurial paladins have the following different abilties/restrictions:
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Ranger
Level | Experience | Hit Dice (d10) | THAC0 | Proficiencies | Tracking Bonus | Move Silently | Hide in Shadows | Charm Animal | Casting Level | Priest Spells | Special Abilities | |||
Weapon | Nonweapon | 1 | 2 | 3 | ||||||||||
1 | 0 | 1 | 20 | 4 | 3 | 0 | 10% | 15% | -1 | - | - | - | - | Two-weapon fighting, animal empathy, species enemy, tracking proficiency |
2 | 2,250 | 2 | 19 | 4 | 3 | 0 | 15% | 21% | -1 | - | - | - | - | - |
3 | 4,500 | 3 | 18 | 5 | 4 | +1 | 20% | 27% | -1 | - | - | - | - | - |
4 | 9,000 | 4 | 17 | 5 | 4 | +1 | 25% | 33% | -2 | - | - | - | - | - |
5 | 18,000 | 5 | 16 | 5 | 4 | +1 | 31% | 40% | -2 | - | - | - | - | - |
6 | 36,000 | 6 | 15 | 6 | 5 | +2 | 37% | 47% | -2 | - | - | - | - | - |
7 | 75,000 | 7 | 14 | 6 | 5 | +2 | 43% | 55% | -3 | - | - | - | - | 3/2 melee attacks/round |
8 | 150,000 | 8 | 13 | 6 | 5 | +2 | 49% | 62% | -3 | 1 | 1 | - | - | Cast Priest spells of Plant and Animal spheres |
9 | 300,000 | 9 | 12 | 7 | 6 | +3 | 56% | 70% | -3 | 2 | 2 | - | - | - |
10 | 600,000 | 9+3 | 11 | 7 | 6 | +3 | 63% | 78% | -4 | 3 | 2 | 1 | - | Attract 2d6 followers |
11 | 900,000 | 9+6 | 10 | 7 | 6 | +3 | 70% | 86% | -4 | 4 | 2 | 2 | - | - |
12 | 1,200,000 | 9+9 | 9 | 8 | 7 | +4 | 77% | 94% | -4 | 5 | 2 | 2 | 1 | - |
13 | 1,500,000 | 9+12 | 8 | 8 | 7 | +4 | 85% | 99%* | -5 | 6 | 3 | 2 | 1 | - |
14 | 1,800,000 | 9+15 | 7 | 8 | 7 | +4 | 93% | 99%* | -5 | 7 | 3 | 2 | 2 | - |
15 | 2,100,000 | 9+18 | 6 | 9 | 8 | +5 | 99%* | 99%* | -5 | 8 | 3 | 3 | 2 | - |
16 | 2,400,000 | 9+21 | 5 | 9 | 8 | +5 | 99%* | 99%* | -6 | 9** | 3 | 3 | 3 | - |
17 | 2,700,000 | 9+24 | 4 | 9 | 8 | +5 | 99%* | 99%* | -6 | 9** | 3 | 3 | 3 | - |
18 | 3,000,000 | 9+27 | 3 | 10 | 9 | +6 | 99%* | 99%* | -6 | 9** | 3 | 3 | 3 | - |
19 | 3,300,000 | 9+30 | 2 | 10 | 9 | +6 | 99%* | 99%* | -7 | 9** | 3 | 3 | 3 | - |
20 | 3,600,000 | 9+33 | 1 | 10 | 9 | +6 | 99%* | 99%* | -7 | 9** | 3 | 3 | 3 | - |
Rangers must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.
Cleric
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Turn Level | Casting Level | Priest Spells | Special Abilities | |||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
1 | 0 | 1 | 20 | 2 | 4 | 1 | 1 | 1 | - | - | - | - | - | - | - |
2 | 1,500 | 2 | 20 | 2 | 4 | 2 | 2 | 2 | - | - | - | - | - | - | - |
3 | 3,000 | 3 | 20 | 2 | 5 | 3 | 3 | 2 | 1 | - | - | - | - | - | - |
4 | 6,000 | 4 | 18 | 3 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
5 | 13,000 | 5 | 18 | 3 | 5 | 5 | 5 | 3 | 3 | 1 | - | - | - | - | - |
6 | 27,500 | 6 | 18 | 3 | 6 | 6 | 6 | 3 | 3 | 2 | - | - | - | - | - |
7 | 55,000 | 7 | 16 | 3 | 6 | 7 | 7 | 3 | 3 | 2 | 1 | - | - | - | Scribe scrolls |
8 | 110,000 | 8 | 16 | 4 | 6 | 8 | 8 | 3 | 3 | 3 | 2 | - | - | - | Attract worshippers* |
9 | 225,000 | 9 | 16 | 4 | 7 | 9 | 9 | 4 | 4 | 3 | 2 | 1 | - | - | Brew potions |
10 | 450,000 | 9+2 | 14 | 4 | 7 | 10 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - |
11 | 675,000 | 9+4 | 14 | 4 | 7 | 11 | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | Create magic items |
12 | 900,000 | 9+6 | 14 | 5 | 8 | 12 | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | - |
13 | 1,125,000 | 9+8 | 12 | 5 | 8 | 13 | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | - |
14 | 1,350,000 | 9+10 | 12 | 5 | 8 | 14 | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - |
15 | 1,575,000 | 9+12 | 12 | 5 | 9 | 15 | 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 | - |
16 | 1,800,000 | 9+14 | 10 | 6 | 9 | 16 | 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 | - |
17 | 2,025,000 | 9+16 | 10 | 6 | 9 | 17 | 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 | - |
18 | 2,250,000 | 9+18 | 10 | 6 | 10 | 18 | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | - |
19 | 2,475,000 | 9+20 | 8 | 6 | 10 | 19 | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | - |
20 | 2,700,000 | 9+22 | 8 | 7 | 10 | 20 | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | - |
21 | 2,925,000 | 9+24 | 8 | 7 | 11 | 21 | 21 | 9 | 9 | 9 | 9 | 8 | 6 | 2 | - |
22 | 3,150,000 | 9+26 | 6 | 7 | 11 | 22 | 22 | 9 | 9 | 9 | 9 | 9 | 6 | 3 | - |
23 | 3,375,000 | 9+28 | 6 | 7 | 11 | 23 | 23 | 9 | 9 | 9 | 9 | 9 | 7 | 3 | - |
24 | 3,600,000 | 9+30 | 6 | 8 | 12 | 24 | 24 | 9 | 9 | 9 | 8 | 9 | 8 | 3 | - |
25 | 3,825,000 | 9+32 | 4 | 8 | 12 | 25 | 25 | 9 | 9 | 9 | 9 | 9 | 8 | 4 | - |
26 | 4,050,000 | 9+34 | 4 | 8 | 12 | 26 | 26 | 9 | 9 | 9 | 9 | 9 | 9 | 4 | - |
27 | 4,275,000 | 9+36 | 4 | 8 | 13 | 27 | 27 | 9 | 9 | 9 | 9 | 9 | 9 | 5 | - |
28 | 4,500,000 | 9+38 | 2 | 9 | 13 | 28 | 28 | 9 | 9 | 9 | 9 | 9 | 9 | 6 | - |
29 | 4,725,000 | 9+40 | 2 | 9 | 13 | 29 | 29 | 9 | 9 | 9 | 9 | 9 | 9 | 7 | - |
30 | 4,950,000 | 9+42 | 2 | 9 | 14 | 30 | 30 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | - |
Clerics must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.
Type or Hit Dice of Undead | Level of Priest | |||||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10-11 | 12-13 | 14+ | |
Skeleton or 1 HD | 10 | 7 | 4 | T | T | D | D | D* | D* | D* | D* | D* |
Zombie | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* | D* | D* |
Ghoul or 2 HD | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* | D* |
Shadow or 3-4 HD | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* |
Wight or 5 HD | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* |
Ghast | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D |
Wraith or 6 HD | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D |
Mummy or 7 HD | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T |
Spectre or 8 HD | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T |
Vampire or 9 HD | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 |
Ghost or 10 HD | - | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 |
Lich or 11+ HD | - | - | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 |
Special** | - | - | - | - | - | - | - | - | 20 | 19 | 16 | 13 |
Dwarven Rune Magic
Dwarven rune magic is a sub-class of priestly magic granted to priests of dwarven deities who have access to at least 5th-level priest spells.
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Champion
Champions are a special type of dwarven fighter/cleric, alaghor/fighter, or luckmaiden/fighter allowed by certain dwarven deities (Clangeddin Silverbeard, Haela Brightaxe). Champions have the following abilties/restrictions:
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Druid
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Casting Level | Priest Spells | Woodland Languages | Special Abilities | |||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
1 | 0 | 1 | 20 | 2 | 4 | 1 | 1 | - | - | - | - | - | - | 0 | Druidic language, +2 save vs. fire/electricity |
2 | 2,000 | 2 | 20 | 2 | 4 | 2 | 2 | - | - | - | - | - | - | 0 | - |
3 | 4,000 | 3 | 20 | 2 | 5 | 3 | 2 | 1 | - | - | - | - | - | +1 | Identify plants, animals, pure water, pass through overgrown areas |
4 | 7,500 | 4 | 18 | 3 | 5 | 4 | 3 | 2 | - | - | - | - | - | +2 | - |
5 | 12,500 | 5 | 18 | 3 | 5 | 5 | 3 | 3 | 1 | - | - | - | - | +3 | - |
6 | 20,000 | 6 | 18 | 3 | 6 | 6 | 3 | 3 | 2 | - | - | - | - | +4 | - |
7 | 35,000 | 7 | 16 | 3 | 6 | 7 | 3 | 3 | 2 | 1 | - | - | - | +5 | Immunity to woodland charm Spells, shapechange 3 times/day |
8 | 60,000 | 8 | 16 | 4 | 6 | 8 | 3 | 3 | 3 | 2 | - | - | - | +6 | - |
9 | 90,000 | 9 | 16 | 4 | 7 | 9 | 4 | 4 | 3 | 2 | 1 | - | - | +7 | - |
10 | 125,000 | 9+2 | 14 | 4 | 7 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | +8 | - |
11 | 200,000 | 9+4 | 14 | 4 | 7 | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | +9 | - |
12 | 300,000 | 9+6 | 14 | 5 | 8 | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | +10 | - |
13 | 750,000 | 9+8 | 12 | 5 | 8 | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | +11 | - |
14 | 1,500,000 | 9+10 | 12 | 5 | 8 | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | +12 | - |
15 | 3,000,000 | 9+12 | 12 | 5 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +13 | Grand Druid: 6 extra spell levels (this level only), nine attendant druids |
Hierophant Druid
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Casting Level | Priest Spells | Woodland Languages | Special Abilities | |||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
16 | 500,000* | 9+14 | 10 | 6 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +14 | Natural poison immunity, no aging adjustmants, longevity (+ level x 10 years), alter appearance at will |
17 | 1,000,000 | 9+16 | 10 | 6 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +15 | Hibernate, enter Elemental Plane of Earth at will, conjure water elementals |
18 | 1,500,000 | 9+18 | 10 | 6 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +16 | Enter Elemental Plane of Fire at will, conjure air elementals |
19 | 2,000,000 | 9+20 | 8 | 6 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +17 | Enter Elemental Plane of Water at will, conjure magma/smoke para-elementals |
20 | 2,500,000 | 9+22 | 8 | 7 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +18 | Enter Elemental Plane of Air at will, conjure ice/ooze para-elementals |
21 | 3,000,000 | 9+24 | 8 | 7 | 11 | 21 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +19 | Enter Para-elemental Planes at will |
22 | 3,500,000 | 9+26 | 6 | 7 | 11 | 22 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +20 | Enter Plane of Shadow at will |
23 | 4,000,000 | 9+28 | 6 | 7 | 11 | 23 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +21 | Enter any Inner Plane, the Inner Plane probability lines, and Plane of Concordant Opposition at will |
Druids must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. At 15th level, druids' experience goes back to 0, and druids become Hierophant Druids at 16th level.
Specialty Priest
Specialty priests are priests who are granted various specific powers and spells so as to best match the interests of the priest's deity. Not all deities have specialty priests. Each specialty priest has different requirements, different abilities, and different spells.
Some specialty priests have good weapon choices and multiple melee attacks at higher levels; others are priests with some or all thieving skills; still others have the ability to pray for wizard spells as well as priest spells. All specialty priests gain spell-like powers at various levels, and some may turn and/or command undead as well.
For more details on specialty priests, see deities and their churches.
Crusader
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Casting Level | Priest Spells | Special Abilities | |||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | ||||||
1 | 0 | 1 | 20 | 2 | 4 | 1 | 1 | - | - | - | - | - | - | - |
2 | 1,500 | 2 | 19 | 2 | 4 | 2 | 2 | - | - | - | - | - | - | - |
3 | 3,000 | 3 | 18 | 2 | 5 | 3 | 2 | 1 | - | - | - | - | - | Lighten load once/day |
4 | 6,000 | 4 | 17 | 3 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
5 | 13,000 | 5 | 16 | 3 | 5 | 5 | 3 | 3 | 1 | - | - | - | - | - |
6 | 27,500 | 6 | 15 | 3 | 6 | 6 | 3 | 3 | 2 | - | - | - | - | - |
7 | 55,000 | 7 | 14 | 3 | 6 | 7 | 3 | 3 | 2 | 1 | - | - | - | Easy march twice/tenday, scribe scrolls |
8 | 110,000 | 8 | 13 | 4 | 6 | 8 | 3 | 3 | 3 | 2 | - | - | - | Attract 20-200 fanatical followers |
9 | 225,000 | 9 | 12 | 4 | 7 | 9 | 4 | 4 | 3 | 2 | 1 | - | - | Brew potions, may build stronghold |
10 | 450,000 | 9+2 | 11 | 4 | 7 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - |
11 | 675,000 | 9+4 | 10 | 4 | 7 | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | Create magic items |
12 | 900,000 | 9+6 | 9 | 5 | 8 | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | - |
13 | 1,125,000 | 9+8 | 8 | 5 | 8 | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | - |
14 | 1,350,000 | 9+10 | 7 | 5 | 8 | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - |
15 | 1,575,000 | 9+12 | 6 | 5 | 9 | 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 | - |
16 | 1,800,000 | 9+14 | 5 | 6 | 9 | 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 | - |
17 | 2,025,000 | 9+16 | 4 | 6 | 9 | 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 | - |
18 | 2,250,000 | 9+18 | 3 | 6 | 10 | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | - |
19 | 2,475,000 | 9+20 | 2 | 6 | 10 | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | - |
20 | 2,700,000 | 9+22 | 1 | 7 | 10 | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | - |
Crusaders must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Crusaders have the following general abilities/restrictions:
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Base AC | Unarmed Combat | Casting Level | Priest Spells | Special Abilities | |||||||||
Weapon | Nonweapon | Attack | Damage | Chart | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
1 | 0 | 1 | 20 | 2 | 4 | 10 | +1 | +2 | +1 | 1 | 1 | - | - | - | - | - | - | Disregard Weapons in Defense rule |
2 | 1,500 | 2 | 20 | 2 | 4 | 9 | +1 | +2 | +1 | 2 | 2 | - | - | - | - | - | - | - |
3 | 3,000 | 3 | 20 | 2 | 5 | 9 | +1 | +2 | +1 | 3 | 2 | 1 | - | - | - | - | - | - |
4 | 6,000 | 4 | 18 | 3 | 5 | 8 | +1 | +2 | +1 | 4 | 3 | 2 | - | - | - | - | - | - |
5 | 13,000 | 5 | 18 | 3 | 5 | 8 | +2 | +3 | +2 | 5 | 3 | 3 | 1 | - | - | - | - | Saving throw vs. spell to block detection, scrying, or mind-reading |
6 | 27,500 | 6 | 18 | 3 | 6 | 7 | +2 | +3 | +2 | 6 | 3 | 3 | 2 | - | - | - | - | - |
7 | 55,000 | 7 | 16 | 3 | 6 | 7 | +2 | +3 | +2 | 7 | 3 | 3 | 2 | 1 | - | - | - | Permanent free action, scribe scrolls |
8 | 110,000 | 8 | 16 | 4 | 6 | 6 | +2 | +3 | +2 | 8 | 3 | 3 | 3 | 2 | - | - | - | |
9 | 225,000 | 9 | 16 | 4 | 7 | 6 | +3 | +4 | +3 | 9 | 4 | 4 | 3 | 2 | 1 | - | - | Brew potions, may establish monastery (attracting 10-40 monks) |
10 | 450,000 | 9+2 | 14 | 4 | 7 | 5 | +3 | +4 | +3 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - |
11 | 675,000 | 9+4 | 14 | 4 | 7 | 5 | +3 | +4 | +3 | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | Create magic items |
12 | 900,000 | 9+6 | 14 | 5 | 8 | 4 | +3 | +4 | +3 | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | - |
13 | 1,125,000 | 9+8 | 12 | 5 | 8 | 4 | +4 | +5 | +4 | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | - |
14 | 1,350,000 | 9+10 | 12 | 5 | 8 | 3 | +4 | +5 | +4 | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - |
15 | 1,575,000 | 9+12 | 12 | 5 | 9 | 3 | +4 | +5 | +4 | 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 | - |
16 | 1,800,000 | 9+14 | 10 | 6 | 9 | 2* | +4 | +5 | +4 | 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 | - |
17 | 2,025,000 | 9+16 | 10 | 6 | 9 | 2* | +5 | +6 | +5 | 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 | - |
18 | 2,250,000 | 9+18 | 10 | 6 | 10 | 2* | +5 | +6 | +5 | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | - |
19 | 2,475,000 | 9+20 | 8 | 6 | 10 | 2* | +5 | +6 | +5 | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | - |
20 | 2,700,000 | 9+22 | 8 | 7 | 10 | 2* | +5 | +6 | +5 | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | - |
Monks must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Monks receive the following general abilities/restrictions:
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Brewing | Candle Magic | Casting Level | Priest Spells | Special Abilities | ||||||||
Weapon | Nonweapon | Poisons/Antidotes | Potions/Ointments | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
1 | 0 | 1 | 20 | 2 | 4 | - | - | - | 1 | 1 | - | - | - | - | - | - | Sleep once/day, +2 save vs. charm |
2 | 2,000 | 2 | 20 | 2 | 4 | - | - | - | 2 | 2 | - | - | - | - | - | - | - |
3 | 4,000 | 3 | 20 | 2 | 5 | - | - | - | 3 | 2 | 1 | - | - | - | - | - | Find familiar once/year |
4 | 7,500 | 4 | 18 | 3 | 5 | - | - | - | 4 | 3 | 2 | - | - | - | - | - | - |
5 | 12,500 | 5 | 18 | 3 | 5 | Sleep | - | - | 5 | 3 | 3 | 1 | - | - | - | - | Brew poisons/antidotes |
6 | 20,000 | 6 | 18 | 3 | 6 | - | Truth | - | 6 | 3 | 3 | 2 | - | - | - | - | Brew nonmagical potions/ointments |
7 | 35,000 | 7 | 16 | 3 | 6 | Paralysis, Type G | Love | Red Love | 7 | 3 | 3 | 2 | 1 | - | - | - | Candle magic, scribe scrolls |
8 | 60,000 | 8 | 16 | 4 | 6 | - | Healing | - | 8 | 3 | 3 | 3 | 2 | - | - | - | |
9 | 90,000 | 9 | 16 | 4 | 7 | Debilitation, Type H | - | Blue Protection | 9 | 4 | 4 | 3 | 2 | 1 | - | - | Charm monster twice/tenday, brew potions |
10 | 125,000 | 9+2 | 14 | 4 | 7 | - | Flying | - | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - |
11 | 200,000 | 9+4 | 14 | 4 | 7 | Type I | - | Purple Truth | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | Create magic items |
12 | 300,000 | 9+6 | 14 | 5 | 8 | - | Elixer of Health | - | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | - |
13 | 750,000 | 9+8 | 12 | 5 | 8 | Type J | - | Gold Healing | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | - |
14 | 1,500,000 | 9+10 | 12 | 5 | 8 | - | - | - | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - |
15 | 3,000,000 | 9+12 | 12 | 5 | 9 | - | Shape Change | Yellow Telepathy | 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 | Longevity (age at 1/10 normal rate) |
16 | 3,500,000 | 9+14 | 10 | 6 | 9 | - | - | - | 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 | - |
17 | 4,000,000 | 9+16 | 10 | 6 | 9 | - | - | Green Fortune | 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 | - |
18 | 4,500,000 | 9+18 | 10 | 6 | 10 | - | - | - | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | - |
19 | 5,000,000 | 9+20 | 8 | 6 | 10 | - | - | - | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | - |
20 | 5,500,000 | 9+22 | 8 | 7 | 10 | - | - | White Purification (good), Silver Empowerment (neutral), or Black Curse (evil) | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | - |
Mystics must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Mystics receive the following general abilities/restrictions:
Shaman
Level | Experience | Hit Dice (d8) | THAC0 | Proficiencies | Contactable Spirits | Turn Level | Casting Level | Priest Spells | Special Abilities | |||||||||
Weapon | Nonweapon | Minor | Major | Great | 1 | 2 | 3 | 4 | 5 | 6† | 7‡ | |||||||
1 | 0 | 1 | 20 | 2 | 4 | 1 | - | - | 1 | 1 | 1 | - | - | - | - | - | - | - |
2 | 1,500 | 2 | 20 | 2 | 4 | 1 | - | - | 2 | 2 | 2 | - | - | - | - | - | - | - |
3 | 3,000 | 3 | 20 | 2 | 5 | 2 | - | - | 3 | 3 | 2 | 1 | - | - | - | - | - | - |
4 | 6,000 | 4 | 18 | 3 | 5 | 2 | - | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
5 | 13,000 | 5 | 18 | 3 | 5 | 2 | 1 | - | 5 | 5 | 3 | 3 | 1 | - | - | - | - | - |
6 | 27,500 | 6 | 18 | 3 | 6 | 3 | 1 | - | 6 | 6 | 3 | 3 | 2 | - | - | - | - | - |
7 | 55,000 | 7 | 16 | 3 | 6 | 3 | 2 | - | 7 | 7 | 3 | 3 | 2 | 1 | - | - | - | Scribe scrolls |
8 | 110,000 | 8 | 16 | 4 | 6 | 4 | 2 | - | 8 | 8 | 3 | 3 | 3 | 2 | - | - | - | |
9 | 225,000 | 9 | 16 | 4 | 7 | 4 | 2 | 1 | 9 | 9 | 4 | 4 | 3 | 2 | 1 | - | - | Brew potions |
10 | 450,000 | 9+2 | 14 | 4 | 7 | 4 | 3 | 1 | 10 | 10 | 4 | 4 | 3 | 3 | 2 | - | - | - |
11 | 675,000 | 9+4 | 14 | 4 | 7 | 4 | 3 | 2 | 11 | 11 | 5 | 4 | 4 | 3 | 2 | 1 | - | Create magic items |
12 | 900,000 | 9+6 | 14 | 5 | 8 | 5 | 3 | 2 | 12 | 12 | 6 | 5 | 5 | 3 | 2 | 2 | - | - |
13 | 1,125,000 | 9+8 | 12 | 5 | 8 | 5 | 4 | 2 | 13 | 13 | 6 | 6 | 6 | 4 | 2 | 2 | - | - |
14 | 1,350,000 | 9+10 | 12 | 5 | 8 | 5 | 4 | 3 | 14 | 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - |
15 | 1,575,000 | 9+12 | 12 | 5 | 9 | 6 | 4 | 3 | 15 | 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 | - |
16 | 1,800,000 | 9+14 | 10 | 6 | 9 | 6 | 5 | 3 | 16 | 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 | - |
17 | 2,025,000 | 9+16 | 10 | 6 | 9 | 6 | 5 | 4 | 17 | 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 | - |
18 | 2,250,000 | 9+18 | 10 | 6 | 10 | 7 | 5 | 4 | 18 | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | - |
19 | 2,475,000 | 9+20 | 8 | 6 | 10 | 7 | 6 | 4 | 19 | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | - |
20 | 2,700,000 | 9+22 | 8 | 7 | 10 | 7 | 6 | 5 | 20 | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | - |
Shamans must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.
Shamans receive the following general abilities/restrictions:
Type | Minor | Major | Great |
Spirits of the Dead | augury feign death prayer speak with dead | divination commune find the path/lose the path | raise dead/slay living forbiddance astral spell |
Animal Spirits | animal friendship speak with animals animal summoning I clairaudience & clairvoyance (through animal's eyes, range 1 mile) | animal summoning II grant animal speed/movement powers animal shapechange | animal summoning III heal aid as Mordenkainen's faithful hound |
Land Spirits | entangle pass without trace dust devil trip | meld into stone snare speak with plants commune with nature | stonetell liveoak wall of thorns animate rock changestaff |
Air Spirits | obscurement call lightning gust of wind wind wall | commune with nature air walk control winds weather summoning | control weather uncontrolled weather windwalk |
Water Spirits | wall of fog fog cloud water breathing water walk | lower water solid fog reflecting pool commune with nature | part water transmute dust to water |
Thief
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Thieving Skills | Backstab | Special Abilities | |||||||||
Weapon | Nonweapon | Pick Pockets | Open Locks | Find/Remove Traps | Move Silently | Hide in Shadows | Detect Noise | Climb Walls | Read Languages | Bonus Points | ||||||
1 | 0 | 1 | 20 | 2 | 3 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +60 | x2 | Thieves' cant |
2 | 1,250 | 2 | 20 | 2 | 3 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +90 | x2 | - |
3 | 2,500 | 3 | 19 | 2 | 3 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +120 | x2 | - |
4 | 5,000 | 4 | 19 | 3 | 4 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +150 | x2 | - |
5 | 10,000 | 5 | 18 | 3 | 4 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +180 | x3 | - |
6 | 20,000 | 6 | 18 | 3 | 4 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +210 | x3 | - |
7 | 40,000 | 7 | 17 | 3 | 4 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +240 | x3 | - |
8 | 70,000 | 8 | 17 | 4 | 5 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +270 | x3 | - |
9 | 110,000 | 9 | 16 | 4 | 5 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +300 | x4 | - |
10 | 160,000 | 10 | 16 | 4 | 5 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +330 | x4 | Use magic scrolls (75% chance), attract 4d6 followers |
11 | 220,000 | 10+2 | 15 | 4 | 5 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +360 | x4 | - |
12 | 440,000 | 10+4 | 15 | 5 | 6 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +390 | x4 | - |
13 | 660,000 | 10+6 | 14 | 5 | 6 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +420 | x5 | - |
14 | 880,000 | 10+8 | 14 | 5 | 6 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +450 | x5 | - |
15 | 1,100,000 | 10+10 | 13 | 5 | 6 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +480 | x5 | - |
16 | 1,320,000 | 10+12 | 13 | 6 | 7 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +510 | x5 | - |
17 | 1,540,000 | 10+14 | 12 | 6 | 7 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +540 | x5 | - |
18 | 1,760,000 | 10+16 | 12 | 6 | 7 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +570 | x5 | - |
19 | 1,980,000 | 10+18 | 11 | 6 | 7 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +600 | x5 | - |
20 | 2,200,000 | 10+20 | 11 | 7 | 8 | 15% | 10% | 5% | 10% | 5% | 15% | 60% | 0% | +630 | x5 | - |
Bard
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Thieving Skills | Lore | Reaction Save | Casting Level | Wizard Spells | Special Abilities | |||||||||||
Weapon | Nonweapon | Pick Pockets | Detect Noise | Climb Walls | Read Languages | Bonus Points | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||||||||
1 | 0 | 1 | 20 | 2 | 3 | 10% | 20% | 50% | 5% | +20 | 5% | 0 | - | - | - | - | - | - | - | - | Influence reactions, rally allies, counter song |
2 | 1,250 | 2 | 20 | 2 | 3 | 10% | 20% | 50% | 5% | +35 | 10% | 0 | 2 | 1 | - | - | - | - | - | - | - |
3 | 2,500 | 3 | 19 | 2 | 3 | 10% | 20% | 50% | 5% | +50 | 15% | -1 | 3 | 2 | - | - | - | - | - | - | - |
4 | 5,000 | 4 | 19 | 3 | 4 | 10% | 20% | 50% | 5% | +65 | 20% | -1 | 4 | 2 | 1 | - | - | - | - | - | - |
5 | 10,000 | 5 | 18 | 3 | 4 | 10% | 20% | 50% | 5% | +80 | 25% | -1 | 5 | 3 | 1 | - | - | - | - | - | - |
6 | 20,000 | 6 | 18 | 3 | 4 | 10% | 20% | 50% | 5% | +95 | 30% | -2 | 6 | 3 | 2 | - | - | - | - | - | - |
7 | 40,000 | 7 | 17 | 3 | 4 | 10% | 20% | 50% | 5% | +110 | 35% | -2 | 7 | 3 | 2 | 1 | - | - | - | - | - |
8 | 70,000 | 8 | 17 | 4 | 5 | 10% | 20% | 50% | 5% | +125 | 40% | -2 | 8 | 3 | 3 | 1 | - | - | - | - | - |
9 | 110,000 | 9 | 16 | 4 | 5 | 10% | 20% | 50% | 5% | +140 | 45% | -3 | 9 | 3 | 3 | 2 | - | - | - | - | Attract 10d6 followers* |
10 | 160,000 | 10 | 16 | 4 | 5 | 10% | 20% | 50% | 5% | +155 | 50% | -3 | 10 | 3 | 3 | 2 | 1 | - | - | - | Use magic scrolls (85% chance) |
11 | 220,000 | 10+2 | 15 | 4 | 5 | 10% | 20% | 50% | 5% | +170 | 55% | -3 | 11 | 3 | 3 | 3 | 1 | - | - | - | - |
12 | 440,000 | 10+4 | 15 | 5 | 6 | 10% | 20% | 50% | 5% | +185 | 60% | -4 | 12 | 3 | 3 | 3 | 2 | - | - | - | - |
13 | 660,000 | 10+6 | 14 | 5 | 6 | 10% | 20% | 50% | 5% | +200 | 65% | -4 | 13 | 3 | 3 | 3 | 2 | 1 | - | - | - |
14 | 880,000 | 10+8 | 14 | 5 | 6 | 10% | 20% | 50% | 5% | +215 | 70% | -4 | 14 | 3 | 3 | 3 | 3 | 1 | - | - | - |
15 | 1,100,000 | 10+10 | 13 | 5 | 6 | 10% | 20% | 50% | 5% | +230 | 75% | -5 | 15 | 3 | 3 | 3 | 2 | 2 | - | - | - |
16 | 1,320,000 | 10+12 | 13 | 6 | 7 | 10% | 20% | 50% | 5% | +245 | 80% | -5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - |
17 | 1,540,000 | 10+14 | 12 | 6 | 7 | 10% | 20% | 50% | 5% | +260 | 85% | -5 | 17 | 4 | 4 | 3 | 3 | 3 | 1 | - | - |
18 | 1,760,000 | 10+16 | 12 | 6 | 7 | 10% | 20% | 50% | 5% | +275 | 90% | -6 | 18 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
19 | 1,980,000 | 10+18 | 11 | 6 | 7 | 10% | 20% | 50% | 5% | +290 | 95% | -6 | 19 | 4 | 4 | 4 | 4 | 3 | 2 | - | - |
20 | 2,200,000 | 10+20 | 11 | 7 | 8 | 10% | 20% | 50% | 5% | +305 | 100% | -6 | 20 | 4 | 4 | 4 | 4 | 4 | 3 | - | - |
21 | 2,420,000 | 10+22 | 10 | 7 | 8 | 10% | 20% | 50% | 5% | +320 | 100% | -7 | 21 | 5 | 4 | 4 | 4 | 4 | 3 | - | - |
22 | 2,640,000 | 10+24 | 10 | 7 | 8 | 10% | 20% | 50% | 5% | +335 | 100% | -7 | 22 | 5 | 5 | 4 | 4 | 4 | 3 | - | - |
23 | 2,860,000 | 10+26 | 9 | 7 | 8 | 10% | 20% | 50% | 5% | +350 | 100% | -7 | 23 | 5 | 5 | 5 | 4 | 4 | 4 | - | - |
24 | 3,080,000 | 10+28 | 9 | 8 | 9 | 10% | 20% | 50% | 5% | +365 | 100% | -8 | 24 | 5 | 5 | 5 | 5 | 4 | 4 | - | - |
25 | 3,300,000 | 10+30 | 8 | 8 | 9 | 10% | 20% | 50% | 5% | +380 | 100% | -8 | 25 | 5 | 5 | 5 | 5 | 4 | 4 | 1 | - |
26 | 3,520,000 | 10+32 | 8 | 8 | 9 | 10% | 20% | 50% | 5% | +395 | 100% | -8 | 26 | 5 | 5 | 5 | 5 | 5 | 4 | 1 | - |
27 | 3,740,000 | 10+34 | 7 | 8 | 9 | 10% | 20% | 50% | 5% | +410 | 100% | -9 | 27 | 5 | 5 | 5 | 5 | 5 | 5 | 1 | - |
28 | 3,960,000 | 10+36 | 7 | 9 | 10 | 10% | 20% | 50% | 5% | +425 | 100% | -9 | 28 | 6 | 5 | 5 | 5 | 5 | 5 | 1 | - |
29 | 4,180,000 | 10+38 | 6 | 9 | 10 | 10% | 20% | 50% | 5% | +440 | 100% | -9 | 29 | 6 | 6 | 5 | 5 | 5 | 5 | 1 | - |
30 | 4,400,000 | 10+40 | 6 | 9 | 10 | 10% | 20% | 50% | 5% | +455 | 100% | -10 | 30 | 6 | 6 | 6 | 5 | 5 | 5 | 1 | - |
Bards receive the following abilities/restrictions:
Psionicist
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Psionic Powers | PSPs (d6)† | MTHAC0 | Special Abilities | |||||
Weapon | Nonweapon | Disciplines | Sciences | Devotions | Psionic Attacks* | Psionic Defenses | |||||||
1 | 0 | 1 | 20 | 2 | 3 | 1 | 1 | 3 | 1 | 1 | 1+15 | 20 | - |
2 | 2,200 | 2 | 20 | 2 | 3 | 2 | 1 | 5 | 1 | 1 | 2+15 | 19 | May learn splice |
3 | 4,400 | 3 | 19 | 2 | 4 | 2 | 2 | 7 | 2 | 2 | 3+15 | 18 | May learn gird, intensify, martial trance, psionic inflation |
4 | 8,800 | 4 | 19 | 2 | 4 | 2 | 2 | 9 | 2 | 2 | 4+15 | 17 | May learn prolong |
5 | 16,500 | 5 | 18 | 3 | 4 | 2 | 3 | 10 | 3 | 3 | 5+15 | 16 | May learn cannibalize, psychic clone |
6 | 30,000 | 6 | 18 | 3 | 5 | 3 | 3 | 11 | 3 | 3 | 6+15 | 15 | May learn enhancement, magnify, psychic drain |
7 | 55,000 | 7 | 17 | 3 | 5 | 3 | 4 | 12 | 4 | 4 | 7+15 | 14 | 3/2 psionic attacks/round; may learn retrospection |
8 | 100,000 | 8 | 17 | 3 | 5 | 3 | 4 | 13 | 4 | 4 | 8+15 | 13 | May learn stasis field |
9 | 200,000 | 9 | 16 | 3 | 6 | 3 | 5 | 14 | 5 | 5 | 9+15 | 12 | Attract 1/Charisma 1st-level psionicists (½ without sanctuary) |
10 | 400,000 | 9+2 | 16 | 4 | 6 | 4 | 5 | 15 | 5 | 5 | 9+18 | 11 | May learn empower, split personality, ultrablast |
11 | 600,000 | 9+4 | 15 | 4 | 6 | 4 | 6 | 16 | 5 | 5 | 9+21 | 10 | - |
12 | 800,000 | 9+6 | 15 | 4 | 7 | 4 | 6 | 17 | 5 | 5 | 9+24 | 9 | - |
13 | 1,000,000 | 9+8 | 14 | 4 | 7 | 4 | 7 | 18 | 5 | 5 | 9+27 | 8 | 2 psionic attacks/round |
14 | 1,200,000 | 9+10 | 14 | 4 | 7 | 5 | 7 | 19 | 5 | 5 | 9+30 | 7 | - |
15 | 1,500,000 | 9+12 | 13 | 5 | 8 | 5 | 8 | 20 | 5 | 5 | 9+33 | 6 | - |
16 | 1,800,000 | 9+14 | 13 | 5 | 8 | 5 | 8 | 21 | 5 | 5 | 9+36 | 5 | - |
17 | 2,100,000 | 9+16 | 12 | 5 | 8 | 5 | 9 | 22 | 5 | 5 | 9+39 | 4 | - |
18 | 2,400,000 | 9+18 | 12 | 5 | 9 | 5 | 9 | 23 | 5 | 5 | 9+42 | 3 | - |
19 | 2,700,000 | 9+20 | 11 | 5 | 9 | 5 | 10 | 24 | 5 | 5 | 9+45 | 2 | - |
20 | 3,000,000 | 9+22 | 11 | 6 | 9 | 5 | 10 | 25 | 5 | 5 | 9+48 | 1 | - |
Psionicists are extremely rare in the Realms, and common only within certain races (i.e. duergar dwarves); psionicists have the following abilities/restrictions:
Wild Talent
Level | Psionic Powers | PSPs (d4)† | MTHAC0 | Special Abilities |
Psionic Defenses | ||||
1 | 1 | 1+10 | 20 | - |
2 | 1 | 1+14 | 20 | - |
3 | 2 | 1+18 | 19 | - |
4 | 2 | 1+22 | 19 | - |
5 | 3 | 1+26 | 18 | - |
6 | 3 | 1+30 | 18 | - |
7 | 3 | 1+34 | 17 | - |
8 | 3 | 1+38 | 17 | - |
9 | 3 | 1+42 | 16 | - |
10 | 3 | 1+46 | 16 | - |
11 | 3 | 1+50 | 15 | - |
12 | 3 | 1+54 | 15 | - |
13 | 3 | 1+58 | 14 | - |
14 | 3 | 1+62 | 14 | - |
15 | 3 | 1+66 | 13 | - |
16 | 3 | 1+70 | 13 | - |
17 | 3 | 1+74 | 12 | - |
18 | 3 | 1+78 | 12 | - |
19 | 3 | 1+82 | 11 | - |
20 | 3 | 1+86 | 11 | - |
Wild talents are extremely rare in the Realms, and common only within certain races (i.e. duergar dwarves); however, other PCs may attempt to test for wild talents with the assistance of psionicists or wild talents (there is a risk, however). Wild talents, unlike psionicists, may never gain more powers (besides psionic attacks and psionic defenses), and have the following abilities/restrictions:
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Thieving Skills | Backstab | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | Open Locks | Find/ Remove Traps | Move Silently | Hide in Shadows | Read Languages | Bonus Points | 1 | 2 | 3 | 4 | |||||||
1 | 0 | 1 | 20 | 1 | 3 | 5% | 5% | 5% | 5% | 5% | +40 | x2 | 1 | 1 | - | - | - | Night vision (10'/level) |
2 | 1,250 | 2 | 20 | 1 | 3 | 5% | 5% | 5% | 5% | 5% | +65 | x2 | 2 | 2 | - | - | - | - |
3 | 2,500 | 3 | 20 | 1 | 3 | 5% | 5% | 5% | 5% | 5% | +90 | x2 | 3 | 3 | - | - | - | Shadow aura 3/day (1 round/level, semimagical darkness aura, hide in shadows +25%) |
4 | 5,000 | 4 | 19 | 2 | 4 | 5% | 5% | 5% | 5% | 5% | +105 | x2 | 4 | 4 | - | - | - | - |
5 | 10,000 | 5 | 19 | 2 | 4 | 5% | 5% | 5% | 5% | 5% | +130 | x3 | 5 | 4 | 1 | - | - | - |
6 | 20,000 | 6 | 19 | 2 | 4 | 5% | 5% | 5% | 5% | 5% | +155 | x3 | 6 | 4 | 2 | - | - | - |
7 | 40,000 | 7 | 18 | 2 | 4 | 5% | 5% | 5% | 5% | 5% | +180 | x3 | 7 | 4 | 3 | - | - | - |
8 | 70,000 | 8 | 18 | 3 | 5 | 5% | 5% | 5% | 5% | 5% | +205 | x3 | 8 | 4 | 4 | - | - | Shadow cloak 3/day (1 round/level, invisible in dim light, hide in shadows +50% otherwise, light attacks +2, 150% damage, save vs. light -2) |
9 | 110,000 | 9 | 18 | 3 | 5 | 5% | 5% | 5% | 5% | 5% | +230 | x4 | 9 | 4 | 4 | 1 | - | - |
10 | 160,000 | 10 | 17 | 3 | 5 | 5% | 5% | 5% | 5% | 5% | +255 | x4 | 10 | 4 | 4 | 2 | - | - |
11 | 220,000 | 10+2 | 17 | 3 | 5 | 5% | 5% | 5% | 5% | 5% | +280 | x4 | 11 | 4 | 4 | 3 | - | - |
12 | 440,000 | 10+4 | 17 | 4 | 6 | 5% | 5% | 5% | 5% | 5% | +305 | x4 | 12 | 4 | 4 | 4 | - | Shadow form 3/day (1 round/level, wraithform, invisible except in bright light, light attacks +4, 200% damage, save vs. light -4) |
13 | 660,000 | 10+6 | 16 | 4 | 6 | 5% | 5% | 5% | 5% | 5% | +330 | x5 | 13 | 4 | 4 | 4 | 1 | - |
14 | 880,000 | 10+8 | 16 | 4 | 6 | 5% | 5% | 5% | 5% | 5% | +355 | x5 | 14 | 4 | 4 | 4 | 2 | - |
15 | 1,100,000 | 10+10 | 16 | 4 | 6 | 5% | 5% | 5% | 5% | 5% | +380 | x5 | 15 | 4 | 4 | 4 | 3 | - |
16 | 1,320,000 | 10+12 | 15 | 5 | 7 | 5% | 5% | 5% | 5% | 5% | +405 | x5 | 16 | 4 | 4 | 4 | 4 | - |
17 | 1,540,000 | 10+14 | 15 | 5 | 7 | 5% | 5% | 5% | 5% | 5% | +430 | x5 | 17 | 4 | 4 | 4 | 4 | - |
18 | 1,760,000 | 10+16 | 15 | 5 | 7 | 5% | 5% | 5% | 5% | 5% | +455 | x5 | 18 | 4 | 4 | 4 | 4 | - |
19 | 1,980,000 | 10+18 | 14 | 5 | 7 | 5% | 5% | 5% | 5% | 5% | +480 | x5 | 19 | 4 | 4 | 4 | 4 | - |
20 | 2,200,000 | 10+20 | 14 | 6 | 8 | 5% | 5% | 5% | 5% | 5% | +505 | x5 | 20 | 4 | 4 | 4 | 4 | - |
Shadow Walkers receive the following abilities/restrictions.
Mage
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 1 | - | - | - | - | - | - | - | - | Research spells |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 2 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 2 | 1 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 3 | 2 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 4 | 2 | 1 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 4 | 2 | 2 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 4 | 4 | 3 | 2 | 2 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 4 | 4 | 4 | 3 | 3 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 4 | 4 | 4 | 4 | 4 | 1 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 5 | 5 | 5 | 4 | 4 | 2 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - | - |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 | - |
21 | 4,125,000 | 10+11 | 14 | 4 | 11 | 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 | - |
22 | 4,500,000 | 10+12 | 13 | 4 | 11 | 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | - |
23 | 4,875,000 | 10+13 | 13 | 4 | 11 | 23 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | - |
24 | 5,250,000 | 10+14 | 13 | 5 | 12 | 24 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | - |
25 | 5,625,000 | 10+15 | 12 | 5 | 12 | 25 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - |
26 | 6,000,000 | 10+16 | 12 | 5 | 12 | 26 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | - |
27 | 6,375,000 | 10+17 | 12 | 5 | 13 | 27 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | - |
28 | 6,750,000 | 10+18 | 11 | 5 | 13 | 28 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | - |
29 | 7,125,000 | 10+19 | 11 | 5 | 13 | 29 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | - |
30 | 7,500,000 | 10+20 | 11 | 6 | 14 | 30 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | - |
Bladesinger
Bladesingers are a special type of elven fighter/mage who have mastered the art of bladesinging in a single weapon as taught by their guild. Bladesingers, who each have an animal tattoo of their guild, have the following abilties/restrictions:
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Anagakok
Anagagoks are mystical wizards of the Great Glacier covered with an inch of soft, white hair. Would-be anagakoks must be human, 40 years or older, have a Constitution of at least 13, and find an anagakok to apprentice with. After completing a task given to him by his teacher, the character will then learn from the teacher every day for a month, without interruption. Finally, on a particularly cold evening (-50° F) they both go into the wilderness, and remove their winter clothing, holding each other's hands, and staring into each others' eyes. Both must remain this way for 10 hours—but every 2 hours, he must make a Constitution check (failure results in 2d6 damage) and an Intelligence check (failure results in a failed session; the wizard must start over from step 1 again). If the wizard passes all his Intelligence checks and does not die from freezing, he sprouts fur and becomes an anagakok. Anagakoks have the following abilities/restrictions:
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Halruaan Dual-Class Mages
About 1/3 of Halruans have minimal ability in magic. These Halruans are considered to be a special form of dual-class character, having the abilities of a 1st-level mage, as well as the abilities of the main class that they have chosen, having learned their magic skills as children (children are tested for potential in the art at the age of 5, and taught spells like cantrip, dancing lights, light, or audible glamer). Although they begin with the abilities of both classes, they only have the Hit Dice of a mage at 1st level (1d4). Once they reach 2nd level, they may begin using the Hit Dice of their main class. |
Specialist Wizards
Specialist | School | Neutral Schools | Opposition Schools(s) |
Abjurer | Abjuration | Lesser Divination | Alteration/Transmutation, Illusion/Phantasm |
Conjurer | Conjuration/Summoning | Lesser Divination | Greater Divination, Invocation/Evocation |
Diviner | Divination | - | Conjuration/Summoning |
Enchanter | Enchantment/Charm | Lesser Divination | Invocation/Evocation, Necromancy |
Illusionist | Illusion/Phantasm | Lesser Divination | Abjuration, Invocation/Evocation, Necromancy |
Invoker | Invocation/Evocation | Lesser Divination | Enchantment/Charm, Conjuration/Summoning |
Necromancer | Necromancy | Lesser Divination | Illusion/Phantasm, Enchantment/Charm |
Transmuter | Alteration/Transmutation | Lesser Divination | Abjuration, Necromancy |
Incantatrix | Incantation | Lesser Divination, Abjuration | Conjuration/Summoning, Invocation/Evocation, Illusion/Phantasm, Necromancy |
Wild Mage | Wild Magic | All Other Schools | - |
Fire Elementalist | Fire | Air, Earth | Water |
Air Elementalist | Air | Fire, Water | Earth |
Water Elementalist | Water | Air, Earth | Fire |
Earth Elementalist | Earth | Fire, Water | Air |
All specialist wizards have the following abilities/restrictions:
Red Wizard
Red wizards are a special type of specialist wizard from the eastern lands of Thay.
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Wychlaran
Wychlaran ("wise old women"), or Rashemaar Witches, are special female wizards from the eastern lands of Rashemaar. They may specialize in a school of magic (enchantment/charm, conjuration/summoning, and illusion/phantasm are common), but mages may be wychlaran as well.
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Weavespinner
Weavespinners are wizardly servants of Mystra who spend their lives destroying and containing dead- or wild-magic zones, recharging magical items, placing spells and magical items where they will be found by adventurers, protecting wizards and working against those who would slay wizards, and destroying creatures like magebanes, magedooms, hakeashar, and so on. Weavespinners also host MageFairs, helping the Mystran clergy who act as the formal hosts of the Fairs. Weavespinners keep low profiles, using secret hand-signs (see below) to recognize each other.
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Abjurer
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. abjuration, opponents save -1 vs. abjuration |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | Immunity to all hold spells, +1 save vs. poison/paralyzation/death |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Natural AC 9 |
Conjurer
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. conjuration/summoning, opponents save -1 vs. conjuration/summoning |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | No longer needs material components for Conjuration/Summoning spells |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Dispel monster summoning creatures 3/day (up to 10 HD (5 HD or less creatures), Range: Sight) |
Diviner
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. illusion/phantasm, opponents save -1 vs. illusion/phantasm |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | Immunity to scrying magic (ESP, know alignment, etc.) |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | Find traps 3/day (Area: 10' path, 30 yards, Range: Sight) |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | - |
Enchanter
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. enchantment/charm, opponents save -1 vs. enchantment/charm |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | Immunity to charm spells |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Free action once/day (CT 1, duration 1 hr., Range: Touch) |
Illusionist
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. divination, opponents save -1 vs. divination |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | - |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | +2 save vs. illusion |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Dispel illusion 3 times/day (range 30 yds., CT 1), affects phantasmal force-type spells 50%+5%/level difference) |
Invoker
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. invocation/evocation, opponents save -1 vs. invocation/evocation |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | +2 save vs. invocation/evocation |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | +3 save vs. invocation/invocation |
Necromancer
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. necromancy, opponents save -1 vs. necromancy |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | +2 save vs. necromancy |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Speak with dead once/day (Duration: 1 turn, 4 questions, death up to 100 years ago, Range: Sight) |
Transmuter
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. alteration/transmuation, opponents save -1 vs. alteration/transmutation |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | Free Wizard group (General group if all taken) nonweapon proficiency |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Free Wizard group (General group if all taken) nonweapon proficiency |
Incantatrix
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +1 save vs. incantation, opponents save -1 vs. incantation, spellcraft proficiency |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | See ethereal creatures at will, 30' radius, as long as on a plane adjacent to the Ethereal |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | Physically/magically attack creatures phasing/ethereal/blinking (except stealspell, ruby ray of reversal, unbinding) |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | Immunity to level-drain |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | +6 bonus to Spellcraft nonweapon proficiency checks |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 2 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 2 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 2 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 2 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 2 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 2 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | - |
18 | 3,000,000 | 10+8 | 15 | 2 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 2 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 2 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Drain magic item charges to heal self (1 round and 1d8 hp/charge, excess hp last 1 turn) |
Incantatrixes receive the following additional abilities/restrictions:
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, control wild magic items (50% chance), level variation/wild surges |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | - |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | - |
Wild Mages receive the following abilities/restrictions:
True Level | Die Roll (d20) | |||||||||||||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
1 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 |
2 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 |
3 | -2 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 | +2 |
4 | -2 | -2 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +2 |
5 | -3 | -2 | -2 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +2 | +3 |
6 | -3 | -3 | -2 | -2 | -1 | -1 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +1 | +1 | +1 | +2 | +2 | +3 | +3 |
7 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 |
8 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 |
9+ | -5 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
Wild Surge Results
D100 Roll | Result |
01 | Wall of force appears in front of caster |
02 | Caster smells like a skunk for spell duration |
03 | Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack. |
04 | Caster's clothes itch (+2 to initiative) |
05 | Caster glows as per a light spell |
06 | Spell effect has 60' radius centered on caster |
07 | Next phrase spoken by caster becomes true, lasting for 1 turn |
08 | Caster's hair grows one foot in length |
09 | Caster pivots 180 degrees |
10 | Caster's face is blackened by small explosion |
11 | Caster develops allergy to his magical items. Character cannot control sneezing until all amgical items are removed. Allergy lasts 1d6 turns. |
12 | Caster's head enlarges for 1d3 turns |
13 | Caster reduces (reversed enlarge) for 1d3 turns |
14 | Caster falls madly in love with target until a remove curse is cast |
15 | Spell cannot be canceled at will by caster |
16 | Caster polymorphs randomly |
17 | Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn. |
18 | Reversed tongues affects all within 60 feet of caster |
19 | Wall of fire encircles caster |
20 | Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns |
21 | Caster suffers same spell effect as target |
22 | Caster levitates 20' for 1d4 turns |
23 | Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw. |
24 | Caster speaks in a squeaky voice for 1d6 days |
25 | Caster gains X-ray vision for 1d6 rounds |
26 | Caster ages 10 years |
27 | Silence, 10' radius centers on caster |
28 | 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster |
29 | Reverse gravity beneath caster's feet for 1 round |
30 | Colored streamers pour from caster's fingertips |
31 | Spell effect rebounds on caster |
32 | Caster becomes invisible |
33 | Color spray from caster's fingertips |
34 | Stream of butterflies pours from caster's mouth |
35 | Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast |
36 | 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp. |
37 | Music fills the air |
38 | Create food and water |
39 | All normal fires within 60' of caster are extinguished |
40 | One normal magical item within 30' of caster (randomly chosen) is permanently drained |
41 | One normal item within 30' of caster (randomly chosen) becomes permanently magical |
42 | All magical weapons within 30' of caster are increased by +2 for 1 turn |
43 | Smoke trickles from the ears of all creatures within 60' of caster for 1 turn |
44 | Dancing lights |
45 | All creatures within 30' of caster begin to hiccup (+1 to casting ties, -1 to THAC0) |
46 | All normal doors, secret doors, portcullises (including those locked or barred) within 60' of caster swing open |
47 | Caster and target exchange places |
48 | Spell affects random target within 60' of the caster |
49 | Spell fails but is not wiped from caster's mind |
50 | Monster summoning II |
51 | Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns |
52 | Deafening bang affects everyone within 60'. All those who hear must save vs. spell or be stunned for 1d3 rounds. |
53 | Caster and target exchange voices until a remove curse is cast |
54 | Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear. |
55 | Spell functions but shrieks like a shrieker |
56 | Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% |
57 | Spell reversed, if reverse is possible |
58 | Spell takes pysical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's). |
59 | All weapons within 60' of caster glow for 1d4 rounds |
60 | Spell functions; any applicable saving throw is not allowed |
61 | Spell appears to fail when cast but occurs 1-4 rounds later |
62 | All magical items within 60' of caster glow for 2d8 days |
63 | Caster and target switch personalities for 2d10 rounds |
64 | Slow spell centered on target |
65 | Target deluded |
66 | Lightning bolt shoots toward target |
67 | Target enlarged |
68 | Darkness centered on target |
69 | Plant growth centered on target |
70 | 1,000 lbs. of non-living matter within 10' of target vanishes |
71 | Fireball centers on target |
72 | Target turns to stone |
73 | Spell is cast; material components and memory of spell are retained |
74 | Everyone within 10' of caster receives the benefits of a heal |
75 | Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds |
76 | Wall of fire encircles target |
77 | Target levitates 20' for 1d3 turns |
78 | Target suffers blindness |
79 | Target is charmed as per charm monster |
80 | Target forgets |
81 | Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns |
82 | Rust monster appears in front of target |
83 | Target polymorphs randomly |
84 | Target falls madly in love with caster until a dispel magic is cast |
85 | Target changes sex |
86 | Small, black raincloud forms over target |
87 | Stinking cloud centers on target |
88 | Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage |
89 | Target begins sneezing. No spells can be cast until fit passes (1d6 rounds). |
90 | Spell effect has 60' radius centered on target (all within radius suffer the effect) |
91 | Target's clothes itch (+2 initiative for 1d10 rounds) |
92 | Target's race randomly changes until canceled by dispel magic |
93 | Target turns ethereal for 2d4 rounds |
94 | Target hastened |
95 | All cloth on target crumbles to dust |
96 | Target sprouts leaves (no damage caused, can be pruned without harm) |
97 | Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast |
98 | Target changes color (canceled by dispel magic) |
99 | Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding for 1 turn, etc.) |
100 | Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200% |
Level | Experience | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 2 | - | - | - | - | - | - | - | - | Research spells, +2 save vs. specialized element, opponents save -2 vs. specialized element |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 3 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 3 | 2 | - | - | - | - | - | - | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | - | - | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 5 | 4 | 4 | 3 | - | - | - | - | - | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 5 | 4 | 4 | 3 | 2 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 5 | 5 | 4 | 3 | 3 | - | - | - | - | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 5 | 5 | 5 | 4 | 4 | - | - | - | - | Construct magical items |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 6 | 6 | 6 | 5 | 5 | 3 | - | - | - | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | - | - | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | - | - | Does not need to concentrate when controlling elementals (of specialized element) |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | - | - |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | Summoned elementals (of specialized element) never turn on caster |
Elementalists must choose an element to specialize in: fire, air, water, or earth. Some call these wizards pyromancers, aeromancers, hydromancers, and geomancers, respectively.
Dukar
Dukars are specialist wizards of the sea, originally descended from the elven dualist mages of old. There are two types of dukars: lorekeepers and peacekeepers. Dukars are further separated into four different orders. As the dukar orders are trained and taught beneath the surface of the sea, surface races can only become dukars in special circumstances.
Dukars have the following general abilities/restrictions:
Order | Color | Schools of Magic | Alignments | Standard Paths |
Order of Jhimar (Jhimari) | Red Dukars | Invocation/Evocation, Enchantment/Charm | Non-evil | Weapon, Defense, Movement |
Order of Kupav (Kupavi) | Blue Dukars | Abjuration, Alteration | LN, LG | Weapon, Defense, Arcane |
Order of Maalirn (Maalirni) | Green Dukars | Conjuration/Summoning, Divination | LG, NG, CG | Weapon, Senses, Arcane |
Order of Numos (Numosi) | White Dukars | Illusion/Phantasm, Necromancy | LN, N, CN | Weapon, Movement, Arcane |
Greater healing ability | 2 hp/full night of rest; very slow regeneration for lost limbs and organs |
Air/water breathing | however, only Weapon Path coral powers can be activated in freshwater or air |
Weapon | coral weapon-edge (any shape) to create weapon doing 1d4 piercing damage |
Glow | within 10 yards of other dukars, coral glows softly in the color of the dukar's order |
Level | Experience | Title | Hit Dice (d4) | THAC0 | Proficiencies | Casting Level | Wizard Spells | Special Abilities | |||||||||
Weapon | Nonweapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
1 | 0 | First Disciple | 1 | 20 | 1 | 4 | 1 | 3 | - | - | - | - | - | - | - | - | Research spells, +2 save vs. own schools, save -2 vs. other schools, opponents save -2 vs. own schools |
2 | 2,500 | Second Disciple | 2 | 20 | 1 | 4 | 2 | 4 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | Third Disciple | 3 | 20 | 1 | 5 | 3 | 4 | 3 | - | - | - | - | - | - | - | - |
4 | 10,000 | Fourth Disciple | 4 | 19 | 1 | 5 | 4 | 5 | 4 | - | - | - | - | - | - | - | - |
5 | 20,000 | Master Disciple | 5 | 19 | 1 | 5 | 5 | 6 | 4 | 3 | - | - | - | - | - | - | - |
6 | 40,000 | First Adept | 6 | 19 | 2 | 6 | 6 | 6 | 4 | 4 | - | - | - | - | - | - | - |
7 | 60,000 | Second Adept | 7 | 18 | 2 | 6 | 7 | 6 | 5 | 4 | 3 | - | - | - | - | - | - |
8 | 90,000 | Third Adept | 8 | 18 | 2 | 6 | 8 | 6 | 5 | 5 | 4 | - | - | - | - | - | - |
9 | 135,000 | Fourth Adept | 9 | 18 | 2 | 7 | 9 | 6 | 5 | 5 | 4 | 3 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | Master Adept | 10 | 17 | 2 | 7 | 10 | 6 | 6 | 5 | 4 | 4 | - | - | - | - | - |
11 | 375,000 | First Sage | 10+1 | 17 | 2 | 7 | 11 | 6 | 6 | 6 | 5 | 5 | - | - | - | - | Construct magical items |
12 | 750,000 | Second Sage | 10+2 | 17 | 3 | 8 | 12 | 6 | 6 | 6 | 6 | 6 | 3 | - | - | - | - |
13 | 1,125,000 | Third Sage | 10+3 | 16 | 3 | 8 | 13 | 7 | 7 | 7 | 6 | 6 | 4 | - | - | - | - |
14 | 1,500,000 | Fourth Sage | 10+4 | 16 | 3 | 8 | 14 | 7 | 7 | 7 | 6 | 6 | 4 | 3 | - | - | - |
15 | 1,875,000 | Master Sage | 10+5 | 16 | 3 | 9 | 15 | 7 | 7 | 7 | 7 | 7 | 4 | 3 | - | - | - |
16 | 2,250,000 | First Savant | 10+6 | 15 | 3 | 9 | 16 | 7 | 7 | 7 | 7 | 7 | 5 | 4 | 3 | - | - |
17 | 2,620,000 | Second Savant | 10+7 | 15 | 3 | 9 | 17 | 7 | 7 | 7 | 7 | 7 | 5 | 5 | 4 | - | - |
18 | 3,000,000 | Third Savant | 10+8 | 15 | 4 | 10 | 18 | 7 | 7 | 7 | 7 | 7 | 5 | 5 | 4 | 3 | - |
19 | 3,375,000 | Fourth Savant | 10+9 | 14 | 4 | 10 | 19 | 7 | 7 | 7 | 7 | 7 | 5 | 5 | 5 | 3 | - |
20 | 3,750,000 | Master Savant | 10+10 | 14 | 4 | 10 | 20 | 7 | 7 | 7 | 7 | 7 | 6 | 5 | 5 | 4 | - |
21 | 4,250,000 | Grand Savant | 10+11 | 14 | 4 | 11 | 21 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 4 | Minimum Int. 15 |
22 | 4,750,000 | Grand Savant of the First Order | 10+12 | 13 | 4 | 11 | 22 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 5 | - |
23 | 5,250,000 | Grand Savant of the Second Order | 10+13 | 13 | 4 | 11 | 23 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 5 | Minimum Int. 16 |
24 | 5,750,000 | Grand Savant of the Third Order | 10+14 | 13 | 5 | 12 | 24 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | - |
25 | 6,250,000 | Grand Savant of the Fourth Order | 10+15 | 12 | 5 | 12 | 25 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | Minimum Int. 17 |
26 | 6,750,000 | Grand Savant of the Peacekeepers | 10+16 | 12 | 5 | 12 | 26 | 8 | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 7 | - |
27 | 7,250,000 | Grand Savant of the Lorekeepers | 10+17 | 12 | 5 | 13 | 27 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 7 | 7 | Minimum Int. 18 |
28 | 7,750,000 | Grand Savant of the Council | 10+18 | 11 | 5 | 13 | 28 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | - |
29 | 8,250,000 | Grand Savant of the Dukars | 10+19 | 11 | 5 | 13 | 29 | 9 | 9 | 9 | 9 | 8 | 8 | 8 | 8 | 8 | Minimum Int. 19 |
30 | 8,750,000 | Grand Master | 10+20 | 11 | 6 | 14 | 30 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | 8 | Minimum Int. 20 |
Lorekeepers have the following abilities/restrictions:
Peacekeeper
Level | Experience | Title | Hit Dice (d4) | THAC0 | Proficiencies | Coral Hand | Casting Level | Wizard Spells | Special Abilities | ||||||||||
Weapon | Nonweapon | Paths | Steps | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
1 | 0 | Recruit | 1 | 20 | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - | - | - | - | - | - | Research spells |
2 | 2,500 | Squire | 2 | 20 | 2 | 2 | 1 | 1 | 2 | 2 | - | - | - | - | - | - | - | - | - |
3 | 5,000 | Yeoman | 3 | 20 | 2 | 2 | 1 | 2 | 3 | 2 | 1 | - | - | - | - | - | - | - | - |
4 | 10,000 | Soldier | 4 | 19 | 3 | 3 | 1 | 2 | 4 | 3 | 2 | - | - | - | - | - | - | - | - |
5 | 20,000 | Scout | 5 | 19 | 3 | 3 | 2 | 3 | 5 | 4 | 2 | 1 | - | - | - | - | - | - | - |
6 | 40,000 | Master Scout | 6 | 19 | 3 | 3 | 2 | 3 | 6 | 4 | 2 | 2 | - | - | - | - | - | - | - |
7 | 60,000 | Warder | 7 | 18 | 3 | 3 | 2 | 4 | 7 | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
8 | 90,000 | Master Warder | 8 | 18 | 4 | 4 | 2 | 4 | 8 | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
9 | 135,000 | Veteran | 9 | 18 | 4 | 4 | 3 | 5 | 9 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | Scribe scrolls, brew potions |
10 | 250,000 | Hero | 10 | 17 | 4 | 4 | 3 | 5 | 10 | 4 | 4 | 3 | 2 | 2 | - | - | - | - | - |
11 | 375,000 | Champion | 10+1 | 17 | 4 | 4 | 3 | 5 | 11 | 4 | 4 | 4 | 3 | 3 | - | - | - | - | Construct magical items |
12 | 750,000 | Icon | 10+2 | 17 | 5 | 5 | 3 | 6 | 12 | 4 | 4 | 4 | 4 | 4 | 1 | - | - | - | - |
13 | 1,125,000 | Guardian | 10+3 | 16 | 5 | 5 | 3 | 6 | 13 | 5 | 5 | 5 | 4 | 4 | 2 | - | - | - | - |
14 | 1,500,000 | Guardian Vigilant | 10+4 | 16 | 5 | 5 | 3 | 7 | 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | - | - | - |
15 | 1,875,000 | Knight | 10+5 | 16 | 5 | 5 | 3 | 7 | 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | - | - | - |
16 | 2,250,000 | Knight Vigilant | 10+6 | 15 | 6 | 6 | 4 | 8 | 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - | - |
17 | 2,620,000 | Justicar | 10+7 | 15 | 6 | 6 | 4 | 8 | 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - | - |
18 | 3,000,000 | Grand Justicar | 10+8 | 15 | 6 | 6 | 4 | 9 | 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 | - |
19 | 3,375,000 | Myrmidon | 10+9 | 14 | 6 | 6 | 4 | 9 | 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 | - |
20 | 3,750,000 | Grand Myrmidon | 10+10 | 14 | 7 | 7 | 4 | 10 | 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 | - |
Peacekeepers have the following abilities/restrictions:
Path of the | Path Type | Jhimar | Kupav | Maalirn | Numos |
Claw | Weapon | X | X | X | X |
Crystal | Defense | X | |||
Fist | Weapon | X | X | X | X |
Foeform | Arcane | X | X | ||
Justice | Arcane | X | X | X | X |
Light | Arcane | X | X | ||
Messenger | Senses | X | X | X | X |
Misdirection | Senses | X | X | ||
Phantom | Senses | X | X | ||
Shield | Defense | X | X | X | X |
Sounding | Senses | X | X | X | X |
Stinger | Senses | X | X | ||
Swimmer | Movement | X | X | X | X |
Sympathetic | Arcane | X | |||
Tapal | Weapon | X | X | ||
Tentacle | Weapon | X | X | ||
Trident | Weapon | X | X | ||
Warrior's Eye | Defense | X | X | ||
Wound | Defense | X |
Path of the | Uses | Effect | |
Claw | At will | 1d6 damage, +4 initiative penalty to summon weapon and use | Slashing damage, strike creatures as if +1 weapons; if coral weapon breaks, peacekeeper takes damage equal to weapon's maximum damage, cannot use the weapon path for 24 hours, other paths respond at one step less than normal |
1d8 damage, +3 initiative penalty to summon weapon and use | |||
1d10 damage, +2 initiative penalty to summon weapon and use | |||
1d12 damage, +1 initiative penalty to summon weapon and use | |||
Fist | At will | 1d6 damage, +4 initiative penalty to summon weapon and use | Bludgeoning/Grappling damage, 5% chance/point knock out creatures of similar or smaller size, strike creatures as if +1 weapons; if coral weapon breaks, peacekeeper takes damage equal to weapon's maximum damage, cannot use the weapon path for 24 hours, other paths respond at one step less than normal |
1d8 damage, +3 initiative penalty to summon weapon and use | |||
1d10 damage, +2 initiative penalty to summon weapon and use | |||
1d12 damage, +1 initiative penalty to summon weapon and use | |||
Tapal | At will | 1d6 damage, +4 initiative penalty to summon weapon and use | Piercing/slashing damage, strike creatures as if +1 weapons; if coral weapon breaks, peacekeeper takes damage equal to weapon's maximum damage, cannot use the weapon path for 24 hours, other paths respond at one step less than normal |
1d8 damage, +3 initiative penalty to summon weapon and use | |||
1d10 damage, +2 initiative penalty to summon weapon and use | |||
1d12 damage, +1 initiative penalty to summon weapon and use | |||
Tentacle | At will | 1d6 damage, +4 initiative penalty to summon weapon and use | Bludgeoning/grappling damage, targets hit held by 18 Strength (or own strength if greater) until broken free, strike creatures as if +1 weapons; if coral weapon breaks, peacekeeper takes damage equal to weapon's maximum damage, cannot use the weapon path for 24 hours, other paths respond at one step less than normal |
1d8 damage, +3 initiative penalty to summon weapon and use | |||
1d10 damage, +2 initiative penalty to summon weapon and use | |||
1d12 damage, +1 initiative penalty to summon weapon and use | |||
Trident | At will | 1d6 damage, +4 initiative penalty to summon weapon and use | Piercing/slashing damage, strike creatures as if +1 weapons; if coral weapon breaks, peacekeeper takes damage equal to weapon's maximum damage, cannot use the weapon path for 24 hours, other paths respond at one step less than normal |
1d8 damage, +3 initiative penalty to summon weapon and use | |||
1d10 damage, +2 initiative penalty to summon weapon and use | |||
1d12 damage, +1 initiative penalty to summon weapon and use | |||
Crystal | 3/day | Shield in one direction | Raises dot of crystal-like coral on palm to affect water density and provide protection; lasts 1 round/level; may cast spells or use other coral power while maintaining this path |
1/day | Shield surrounding caster (1 turn) | ||
1/day | Shield 10' diameter sphere, resist 1,200 feet pressure | ||
1/3 days | Shield tight field around body (-8 AC (min. AC 2)), resist 1,800 feet pressure | ||
Shield | At will | Coral buckler shield (-1 AC, +1 initiative penalty) | Coral construct providing protection; recedes back into skin after 1 turn inactivity or when unconscious; damage to armor (failed save as bone vs. crushing blow) causes 2 hp damage/step manifested, must make Constitution check to maintain coral armor on the body; may cast spells or use another coral power while maintaining this path |
Coral medium shield (-2 AC, +2 initiative penalty) | |||
Coral breastplate, bracers (-4 AC, +3 initiative penalty) | |||
Full coral armor (-6 AC, +4 initiative penalty) | |||
Wound | Automatic | Resist 10 points of one type of damage/day | Minimum Wisdom 13; may be taken twice to guard against two types of weapons; new step cancels the old step; may use other coral power while maintaining this path |
Resist 10+3d4 points of one type of damage/day | |||
Resist 10+4d6 points of one type of damage/day | |||
Resist 10+5d8 points of one type of damage/day | |||
Messenger | 5/day | Communicate with any dukar of same order within 10' radius | Resonate coral and enable communication with another dukar (only highest step usable, each use up to 1 turn) |
Communicate with any dukar of same order within 100' radius | |||
Communicate with any dukar within 10-mile radius | |||
Communicate with any dukar within 100-mile radius | |||
Misdirection | 3/day | Blur for 3 rounds/level | Manifest magic to affect senses of others in a 100' radius (including echolocation or scent) |
3/day | Cloak of displacement for 3 rounds/level | ||
1/day | Mirror image for 2 rounds/level | ||
1/3 days | Mirror image for 3 rounds/level, cast spells through images (as spectral hand) | ||
Phantom | At will | Scent hidden, including blood from wounds | Cloak presence in the sea (1 turn/level per use) |
At will | Sounds masked (5%/level Move Silently) | ||
3/day | Camouflage self (5%/level Hide in Shadows) | ||
1/day | Robe of blending | ||
Sounding | At will | 3-dimensional view of surroundings 15' radius | Echolocation as dolphins to increase awareness of surroundings |
4/day | Echo radius of 30' for 1 hour | ||
2/day | Echo radius of 100' for 2 hours | ||
1/day | Echo radius of 200' for 4 hours | ||
Stinger | 1/day | Poison as Melf's acid arrow | Summon coral needle from palm, inject poison into victim by attacking (poison duration is 1 round/level or 5 minimum), takes 1 round to summon; can be used with Weapon paths |
1/day | Poison as slow | ||
1/day | Poison as hold person | ||
1/day | Poison as hold monster | ||
Warrior's Eye | At will | Surprised on a 1 only, +1 initiative | Sharpens senses; Step 1 instinctual once Step 2 reached; Step 2+ cannot be used with spellcasting or other coral powers |
+1 attack, damage with any weapon against one opponent | |||
+1 attack, damage with any weapon against any opponent 10' radius | |||
+2 attack, damage with any weapon against any opponent 10' radius | |||
Swimmer | 1/day | Shalarin speed and movement (Sw 12; MC A) | Coral produces phantom illusory outlines of race emulated; movement lasts as long as concentration |
1/day | Mermaid speed and movement (Sw 18, MC B) | ||
1/day | Locathah speed and movement (Sw 12; MC C, stamina to swim for 24 hours) | ||
1/3 days | Morkoth speed and movement (Sw 18 MC D, jet 36 MV 1 round in 5, 3/day) | ||
Foeform | 2/day | Become any creature of same body type and size | Physical transformation, duration permanent until altered by external forces or at will; cannot be used with other coral powers or spells |
2/day | Become any creature of same body type, size up to large | ||
2/day | Become non-humanoids of same relative size | ||
2/day | Become large dissimilar creature | ||
Light | 3/day | Light | Can be used while another coral power active, but spells cannot be activated at the same time |
2/day | Color spray | ||
2/day | Glitterdust | ||
1/day | Hypnotic pattern | ||
Sympathetic | 1/day | Suffer most recent wound to heal same amount | Mentally inflicts wounds on self to heal others; step 2 and above rolls absolute minimum healing |
1/day | Suffer 1d4 hp damage to heal 2d4 hp damage | ||
1/3 days | Suffer 1d6 hp damage to heal 2d6 hp damage | ||
1/6 days | Suffer 1d8 hp damage to heal 2d8 hp damage | ||
Justice "The Lone Path" | 1/day | Reduce dukar's paths by one step for 3 hours | Secret path; shut down coral powers can be restored by the dukar who shut them down or by a paragon; cannot be used with other coral powers or spells |
1/day | Reduce dukar's paths by two steps for 3 hours | ||
1/day | Shut down one path of one dukar permanently (can restore later) | ||
1/day | Shut down all coral powers of one dukar permanently (can restore later) |
Runecaster
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Active Runes | Max. Runes (by Wis) | Special Abilities | ||||||||||||
Weapon | Nonweapon | 14- | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 11 | 13 | 15 | 17 | - |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 12 | 14 | 16 | 18 | - |
3 | 5,000 | 3 | 20 | 1 | 5 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 11 | 13 | 15 | 17 | 19 | - |
4 | 10,000 | 4 | 19 | 1 | 5 | 4 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | 20 | - |
5 | 20,000 | 5 | 19 | 1 | 5 | 5 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 15 | 17 | 19 | 21 | - |
6 | 40,000 | 6 | 19 | 2 | 6 | 6 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 16 | 18 | 20 | 22 | - |
7 | 60,000 | 7 | 18 | 2 | 6 | 7 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 15 | 17 | 19 | 21 | 23 | - |
8 | 90,000 | 8 | 18 | 2 | 6 | 8 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 16 | 18 | 20 | 22 | 24 | - |
9 | 135,000 | 9 | 18 | 2 | 7 | 9 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 17 | 19 | 21 | 23 | 25 | - |
10 | 250,000 | 10 | 17 | 2 | 7 | 10 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 18 | 20 | 22 | 24 | 26 | - |
11 | 375,000 | 10+1 | 17 | 2 | 7 | 11 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 19 | 21 | 23 | 25 | 27 | - |
12 | 750,000 | 10+2 | 17 | 3 | 8 | 12 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 20 | 22 | 24 | 26 | 28 | - |
13 | 1,125,000 | 10+3 | 16 | 3 | 8 | 13 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 21 | 23 | 25 | 27 | 29 | - |
14 | 1,500,000 | 10+4 | 16 | 3 | 8 | 14 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 22 | 24 | 26 | 28 | 30 | - |
15 | 1,875,000 | 10+5 | 16 | 3 | 9 | 15 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 23 | 25 | 27 | 29 | 31 | - |
16 | 2,250,000 | 10+6 | 15 | 3 | 9 | 16 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 24 | 26 | 27 | 30 | 32 | - |
17 | 2,620,000 | 10+7 | 15 | 3 | 9 | 17 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 25 | 27 | 29 | 31 | 33 | - |
18 | 3,000,000 | 10+8 | 15 | 4 | 10 | 18 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 26 | 28 | 30 | 32 | 34 | - |
19 | 3,375,000 | 10+9 | 14 | 4 | 10 | 19 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 27 | 29 | 31 | 33 | 35 | - |
20 | 3,750,000 | 10+10 | 14 | 4 | 10 | 20 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 28 | 30 | 32 | 34 | 36 | - |
Runecasters are a subclass of wizards who control and create runes, magical secrets of the giants discovered by Annam (of which 26 are fairly well-known to runecasters), the head of the giant pantheon. As a result, although some races besides giants and giant-kin have the potential to become runecasters, in reality very few of these will ever exist, and only in special circumstances.
Runecasters have the following abilities/restrictions:
Rune | Shaping Time | Inscribed Object | Effect | Prerequisite Rune | |||
Learned 1 x | 2 x | 3 x | 4 x | ||||
Accuracy | 1d4 turns | Missile | +2 attack for missile | +4 attack | - | - | - |
Berserk | 1d4 hours | Weapon haft/hilt | Save vs. par. to fury (+2 STR, -2 AC, +2 save), save to end after 1d4 rds. | - | - | - | - |
Fate | 1d8 rounds | Coin | Save/attack/ability checks +1 OR -1 OR 1% misfortune | - | - | - | - |
Levitation | 1d20 minutes | Any | Levitate 3 turns | 6 turns | 9 turns | 12 turns* | - |
Poison | 1d4 hours | Vessel/bowl | Object bursts upon contact with poison | - | - | - | - |
Shield | 1d8 turns | Shield | -1 AC | -2 AC | -3 AC | - | - |
Death | 1d8 hours | Weapon blade | Dmg. x 2 vs. specific race/breed/organization/nation | - | x 3 | - | - |
Exploding Arrow | 1d4 rounds | Arrow | Dmg. x 2 for missile | x 3 | - | - | Death |
Binding | 1d6 hours | Collar/saddle | Animal friendship up to 2 HD/level (ends if removed) | - | - | - | - |
Dream | 1d12 hours | Broad stone | Dream answers question 1d6 nights later (fail: ghast visits 6 nights) | - | - | - | Binding |
Blinding Light | 1d8 hours | Any | 200' 1 rd. sunray, turn undead as C6 | C8 | C10 | - | - |
Control Undead | 1d8 hours | Any | Control 3 HD undead as charm monsters | 6 HD | 9 HD | 12 HD | Blinding light |
Healing | 1d8 hours | Cup/goblet | Potion of healing potent 1 hour (1: type J poison) | extra healing/I poison -2 save) | - | - | - |
Weakness | 1d12 hours | Helmet/girdle | -2 STR 1 turn/level | - | - | - | Healing |
Wisdom | 1d12 hours | Helmet/girdle | +1 INT, +1 WIS 1 turn/level | - | - | - | Healing |
Wyrm | 1d12 hours | Size S- object | Rots and decays in 1d10 days | - | - | - | Healing |
Love | 1d8 hours | Cup/goblet | Philter of love 1st time filled potent 1 hour (fail: hate) | - | - | - | Healing |
Speed | 1d4 turns | Footwear | Mv x 150% 1 turn/level | 200% | - | - | Healing |
Strength | 1d12 hours | Helmet/girdle | +1 STR 1 turn/level | +2 STR | - | - | Healing |
Thunder | 1d3 days | Hammer | Lightning bolt (as W7) during thunderstorm (up to 3) | W9 | W11 | - | Strength |
Triumph | 1d3 hours | Weapon blade | Dmg. +2, as +2 magical weapon (no attack bonus) for 1 battle | - | - | - | - |
Imprisonment | 1d12 days | Door | Certain being cannot cross 1 day/level (freedom word ends it) | - | - | - | Triumph |
Sanctuary | 1d8 days | Door | Prevent anyone outside from entering 1 day/level | - | - | - | Triumph |
Transformation | 1d6 hours | Clothing | Polymorph self 2 rd./level | - | - | - | - |
Annam's Unblinking Eye | 3d4 hours | Bowl | Scry as crystal ball 1 rd./level (req. 1,000 gp, true name, WIS check) | 2 rds./level | 3 rds./level | 4 rds./level* | Transformation |
Ysgard | 1d6 weeks | Door | Portal from Toril to Annam's palace of Gudheim | - | - | - | Annam's Unblinking Eye |
Level | Experience | Hit Dice (d6) | THAC0 | Proficiencies | Casting Level | Special Abilities | |
Weapon | Nonweapon | ||||||
1 | 0 | 1 | 20 | 1 | 4 | 1 | Magical dance, evasion dance |
2 | 2,500 | 2 | 20 | 1 | 4 | 2 | - |
3 | 5,000 | 3 | 20 | 1 | 4 | 3 | - |
4 | 10,000 | 4 | 19 | 2 | 5 | 4 | - |
5 | 20,000 | 5 | 19 | 2 | 5 | 5 | - |
6 | 40,000 | 6 | 19 | 2 | 5 | 6 | Enthralling dance |
7 | 60,000 | 7 | 18 | 2 | 5 | 7 | - |
8 | 90,000 | 8 | 18 | 3 | 6 | 8 | - |
9 | 135,000 | 9 | 18 | 3 | 6 | 9 | - |
10 | 250,000 | 10 | 17 | 3 | 6 | 10 | Sleep dance |
11 | 375,000 | 10+1 | 17 | 3 | 6 | 11 | - |
12 | 750,000 | 10+2 | 17 | 4 | 7 | 12 | - |
13 | 1,125,000 | 10+3 | 16 | 4 | 7 | 13 | - |
14 | 1,500,000 | 10+4 | 16 | 4 | 7 | 14 | - |
15 | 1,875,000 | 10+5 | 16 | 4 | 7 | 15 | - |
16 | 2,250,000 | 10+6 | 15 | 5 | 8 | 16 | - |
17 | 2,620,000 | 10+7 | 15 | 5 | 8 | 17 | - |
18 | 3,000,000 | 10+8 | 15 | 5 | 8 | 18 | - |
19 | 3,375,000 | 10+9 | 14 | 5 | 8 | 19 | - |
20 | 3,750,000 | 10+10 | 14 | 6 | 9 | 20 | - |
Spellsingers have the following abilities/restrictions:
Dance | Status While Dancing | Maximum Rounds | Fatigued Rounds | Effect | Proficiency/Save Modifiers |
Magical | AC -1/two levels Tower of Iron Will automatically surprised | Constitution | Spell level | Dancing proficiency check to cast Wizard spell (Must dance at least 1 round/spell level; checks of 0 or less result in adverse effects) | check +1 each extra 2 rounds danced check -4 interrupted check -4 each minimum round not yet danced check -4 each spell level exceeding caster's level |
Evasion | AC -1/level | Constitution/2 | Rounds danced | AC bonus, as long as at least 20' diameter space to dance | - |
Enthralling | - | - | Rounds danced | Enthrall for 1 round/2 levels (after dance ends) | save -4 words understood save -2 opposite sex save +2 same sex save +4 attempt known/caster disliked |
Sleep | - | Level | Rounds danced | Natural sleep for 1 turn/level (1 HD save after 1 round dancing, 2 HD save after 2 rounds dancing, etc.; HD greater than caster level not affected) | save -2 words understood save +4 feeling of danger/in pain |