ADVANCED DUNGEONS & DRAGONSŪ
2nd Edition Player's Handbook Rules Supplement
The Complete Wizard's Handbook
Table of Contents:
Introduction
Chapter 1: Schools of Magic
To Specialize or Not to Specialize?
Ability Scores
1st-Level Bonus Spell
Personality and Background of the PC
Access to Mentors
Party Composition
Player Preference
Chance to Learn Spells
Short Adventure vs. Long Campaign
About the Schools
Abjuration
Alteration
Conjuration/Summoning
Enchantment/Charm
Greater Divination
Illusion
Invocation/Evocation
Necromancy
Abandoning a School
Mages
Specialists
A Word About Minor Schools
Lesser Divination
New Minor Schools
Chapter 2: Creating New Schools
The Basics of Creating Schools
Type of Magic
Priests vs. Wizards
Categories of Effects
Defining the Effects of a New School
How It All Works
Name of the School
Name of the Specialist
Spells
Basic Spells
Adapting Existing Spells
Ideas for New Spells
Checking for Duplication
Checking for Play Balance
Determining Effects and Levels
Casting Times
Components
Allowed Races
Ability Requirements
Clothing
Experience Levels and Spell Progression
Hit Points
Languages
Oppositional Schools
Ethos
Chapter 3: Wizard Kits
Kits and Character Creation
Kits and Schools of Magic
DM& Choices
The Wizard Kits
A Note About Reaction Adjustments
The Kits
Academician
Amazon Sorceress
Anagakok
Militant Wizard
Mystic
Patrician
Peasant Wizard
Savage Wizard
Witch
Wu Jen
Recording Kits on the Character Sheet
Modifying the Kits
Creating New Kits
Wizard Kit Creation Sheet
Suggestions for New Kits
Chapter 4: Role-Playing
Wizard Personalities
The Altruist
The Brooder
The Commander
The Counselor
The Intimidator
The Mercenary
The Mystery Man
The Neophyte
The Obsessive
The Showman
Changing Personality Types
Ideas for New Personality Types
Character Background
Wizardly Careers
Teacher
Administrator
Advisor
Trader
Physician
Treasure Hunter
Entertainer
Lecturer
Author
Fortune Teller
Alchemist
Wizard Adventures
The Novice Wizard
The Outcast Wizard
Magic's Good Name
Assisting the Citizenry
The Scholarly Quest
Out of Retirement
Magic in the Campaign World
Worlds With Excessive Amounts of Magic
Worlds With Typical Amounts of Magic
Worlds With Low Amounts of Magic
Worlds With No Magic
Campaign Variations
The All-Wizard Campaign
The Single Wizard Kit Campaign
The Restricted School Campaign
The Restricted Level Campaign
Chapter 5: Combat and the Wizard
The Spell Arsenal
The Wizard's Advantages
Spell Categories
Defensive Spells
Offensive Spells
Reconnaissance Spells
Special Spells
A Mix of Spells
Weapon Restriction
Chapter 6: Casting Spells in Unusual Conditions
Casting Spells Underwater
Spells That Are Ineffective Underwater
Spells That Are Modified When Cast Underwater
Casting Spells in Other Planes
The Ethereal Planes
The Inner Planes
The Astral Plane
The Outer Planes
Casting Spells When the Caster is Impaired
Impaired Vision
Impaired Hearing
Impaired Speech
Impaired Movement
Impaired Concentration
Chapter 7: Advanced Procedures
Levels Above 20th
Spells Above 9th-Level
Spell Commentary
1st Level
2nd Level
3rd Level
4th Level
5th Level
7th Level
8th Level
9th Level
More About Adjudicating Illusions
Complexity/Non-Living Objects
Complexity/Living Objects
Magical Effects and Special Attacks
Flaws
Revealed Illusions
Intelligence
The Illusion-Casting Subject
Summary of Modifiers
Spell Research
Defining A New Spell
Spell Components
Cost of Research
The Wizard's Library
Initial Preparation
Research Time and Chance of Success
Example of Research
Researching Existing Spells
Limiting the Success Chance
More About Magical Item Research
Chapter 8: New Spells
Spell Descriptions
Spell Components
Material Components
Verbal and Somatic Components
First-Level Spells
Second-Level Spells
Third-Level Spells
Fourth-Level Spells
Fifth-Level Spells
Sixth-Level Spells
Seventh-Level Spell
Eighth-Level Spells
Chapter 9: Wizardly Lists
Twenty-five Helpful Familiars
Five Unusual Sources for Spells
Nine Magical Items That Have Not Yet Been Invented
Five Debilitating Afflictions
Nine Principles of Conduct for Academy Graduates
Six Common Alchemical Processes
Eleven Useful Additions to a Wizard's Laboratory
Four Prerequisites for Admission to an Academy of Magic
Nineteen Courses in a TypicalAcademy Curriculum
Nine Organizations for Wizards
400 Fantastic Materials
Five Incredible Locations
Twelve New Magical Items
Tables
Table 1: Minimum Spells for a New School
Table 2: Suggested Maximum Damage of Spells By Level
Table 3: Random Determination of Spell Components
Table 4: Magic Schools and Types of Effects
Table 5: Ability Check Bonuses for Academicians
Table 6: Oppositional Schools for Militant Wizards
Table 7: Savage Wizard Omen Results
Table 8: Effects of Witch's Curse
Table 9: Selected Oriental Weapons for the Wu Jen
Table 10: Chance of Random Effects of Alteration Spells in Outer Planes
Table 11: Random Effects of Altered Shapes in the Outer Planes
Table 12: Wizard Experience Levels Beyond 20th
Table 13: Wizard Spell Progression Beyond 20th Level
Table 14: Summary of Possible Modifiers for Saving Throws vs. Illusions
Table 15: Library Values Necessary for Spell Research
Table 16: Chromatic Orb Effects
Table 17: Summoned Familiars
Table 18: Conjuritis Results
Table 19: Random Generation of Fantastic Materials
Table 20: Results from the Garden of Jertulth