ADVANCED DUNGEONS & DRAGONS®
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