Magic (CBarbH)

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The barbarian divides magic into two categories. The first, homeland magic, includes spells common to his native territory. In game terms, this category includes the low-level clerical spells of the spheres available to barbarians, items that mimic the effects of these spells, and the special items described in Chapter 5 of this book. The second category, outworld magic, comprises the spells and magical items used everywhere else in the world. This category includes high-level clerical spells denied barbarians, all wizard spells, and items that mimic the effects of these spells
Barbarians view homeland magic as a powerful, mysterious, and unexplainable force, much like fire or lightning. A flame somehow improves the taste of meat; an herbal potion somehow grants the ability to fly like a bird. A lightning bolt can split a tree; a gesture can cause a corpse to rise. Wuardly magic is viewed as a horrific omen, and even clerical magic is suspect. Shaman are respected for their powers and mostly feared.
Barbarians recognize that some people have an innate aptitude for manipulating the forces of magic. Just as a certain woman may be skilled at catching fish, her neighbor may have a knack for telling the future. As children, two brothers may show an affinity for horses; by adulthood, the first brother may be skilled at ridmg them, the second at speaking with them.
Skilled spellcasters often rise to positions of power and respect, becoming healers, counselors, and oracles. But even the most revered clerics stand apart from the rest of the tribe, held in awe and even fear by their fellows. Few wish to associate with someone who communes with corpses. Fewer still will cross a man who can cause blindness with a touch.
Though some barbarians may be uncomfortable with homeland magic, they accept it as part of the natural world. Outworld magic, on the other hand, is considered corrupting and unnatural. Though a barbarian might never use a steel sword, he may come to understand its purpose as a combat weapon; after all, he uses similar tools himself. But nothing in his background prepares him for a man who can transform water into dust or launch fireballs from his fingertips. A barbarian sees outworld spellcasters not as men, but as supernatural entities to be scrutinized and avoided, and perhaps destroyed.
==Outworld Wizards and Priests==
Here's how a barbarian might interact with various outworld wizards and priests:
Companions. A barbarian remains wary of all magic-wielding player characters in his adventuring party, regardless of their alignments or personalities. No matter if a PC wizard has intervened on his behalf or even saved his life, a barbarian has a hard time making friends with someone who dabbles in supernatural forces. Nor does the barbarian ever become completely comfortable with displays of outworlder magic. Whenever a PC wizard casts lightning bolt or fireball, the barbarian may shriek in fear or dive for cover. When a mage companion teleports or polymorphs, the barbarian may feel compelled to roll in the dirt to rub off any corrupting emanations, or perform a ritualistic dance to apologize to his gods for witnessing such an act.
Though a barbarian resists their gestures of friendship, in time he may learn to tolerate his wizardly mmpanions. No longer does he insist on sleeping on the opposite side of the river, just in case the mage spontaneously turns into a wolf during the night. No more does he bury the remains of a mage's meal, fearful that the rabbit bones and banana peels will become animated and run after him. And although he rarely solicits a wizard‘s assistance, he may grunt a thanks for a prismatic spray that saves him from a hungry tiger.
Non-player characters. A barbarian reacts to non-player character spellcasters with caution and suspicion. He keeps his distance from an unfamiliar wizard, watching how the wizard interacts with the other members of the party. An open, friendly mage who reassures the party of his benevolent intentions makes the barbarian less anxious. The barbarian then tums his attention to other matters-foraging for food, studying the trees, sniffing the air for interesting odo-while he continues to keep an eye on the mage.
A wizard who insists on showy displays of magic-using dancing lights to frighten away a pesky crow or levitating to pluck an orange from a high limb-is likely to earn the barbarian's animosity. Nor can the barbarian warm up to a wizard who dresses oddly (flowing golden robes, a black cowl that conceals his face), associates with unusual familiars (giant raven, albino rat), or casts spells with a melodramatic flair (raises his arms overhead and shrieks when casting chain lightning, sweeps his hands in broad circles and hisses like a snake when conjuring a flame arrow). Faced with such a spellcaster, the barbarian keeps his weapon in hand and his eyes narrowed, ready to strike. At the first questionable reaction (a PC companion reflexively recoils when the mage conjures a phantom steed) the barbarian may pounce. The barbarian's friends may have to intervene to prevent him from crushing the mage's skull.
In combat, a barbarian of good alignment usually selects an evil spellcaster as his primary target. He won't fight recklessly-a 1st-level barbarian usually isn't foolish enough to take on a 15th-level wizard-but concentrates his attacks against any enemy mage whom he believes he has a reasonable chance to defeat.
==Magical Items==
In most cases, barbarians use only magical items derived from natural materials, such as wood, stone, and animal products. Further, these items should approximate the effects of low-level clerical spells (of spheres available to barbarians), or relate to the barbarian's homeland in some way. For example, a potion of healing is acceptable, as its effects are similar to the cure light wounds spell. A barbarian might use a ring of swimming, as it grants the abilities of a fish, a familiar mature.
A barbarian may not use any magical items normally forbidden to members of his related character class; a barbarian fighter can't use items forbidden to standard fighters, and a shaman can't use items forbidden to standard clerics. He also avoids metallic items (iron bands of Bilarro), as well as items derived from out world inventions (brazier ofsleep smok, broom of flying, deck of illusions) The DM should decide the acceptability of magical items on a case-by-case basis. When in doubt, he should base his decision on the item's physical form rather than its magical effects; a rod of beguiling might be acceptable if made of bone, but not if made of steel. Some guidelines:
Potions. Because they can be blended from herbs, minerals, and other materials found in remote environments, potions are among the most common magical items used by barbarians. Generally, all the potions, oils, and philters listed in the DUNGEON MASTER Guide may be used by barbarians. (But cultural restrictions still apply; a barbarian wouldn't have much use for an oil ofacid resisfance if acids are unknown in his culture.) A barbarian may balk at containem made of outworld materials like glass and aye tal, but that usually won't prevent him from sampling the contents.
Scrolls, manuals, and tomes. Because barbarians can't read, all magical items whose effects depend on comprehending written words are forbidden.
Jewelry. Barbarians shun rings, necklaces, amulets, and other magical jewelry made primarily of metal. A particular piece may be used if it's made of natural materials (stone, wood, bone, and so on), and the barbarian comes from a culture where hand-crafted jewelry is common. For instance, if craftsmen from his homeland carve elephant or walrus tusks into decorations, a ring of animal friendship made of ivory may be acceptable.
Gems. Magical gems are generally acceptable, except those with garish metallic settings and elaborate embellishments. Most barbarians use a pearl of the sirines or pearl ofwisdom without objection.
Rods, staves, and wands. Rods and staves are generally acceptable if made of wood, ivory, or bone. A barbarian resists using an iron md or a staff bound in steel. Because of their close association with wizards, wands are usually shunned
Clothing. Most barbarians only use magical clothing that resembles garments they normally wear. A barbarian accustomed to bare feet refuses boots, magical or otherwise. He might, however, don a cloak of the manta ray if manta rays are native to his homeland, and if the cloak is made of familiar materials
Weapons and armor. A barbarian generally avoids magical weapons and armor made of metal. Even magical weapons made of natural materialssuch as a wooden club +1 or a dagger +2 constructed from a bone—are highly suspect. For a barbarian to abandon an ordinary weapon in favor of its magical counterpart, special circumstances are usually required. For example:
* He discovers a wooden spear +1 in an abandoned cave. A lightning bolt strikes a tree outside. He interprets the lighting as an omen that he should take up the weapon.
* A beloved elder, dying from battlefield wounds, bequeaths him an axe of hurling made of stone.
* In a dream, his gods reveal the location of an arrow of slaying fatal to mages.
==Unwanted Items==
If a barbarian comes across a magical item he doesn't want, he has several options:
Leave it alone. He walks around it, ignores it, or feigns indifference. Others may do with it as they like.
Give it away. He may pass the item on to a friend or stranger. He may trade it for food. But if the barbarian considers the item to be loathsome or profane-for instance, if it's a metal item that duplicates a wizard spell (like a wand of magic missiles) or was in the possession of an evil mage-he may insist on its destruction.
Get rid of it. Spurred by his conviction that outworld magic is inherently immoral, he may decide to do the world a favor and destroy it. He may physically demolish the item (snap a magical arrow in half, set a scroll on fire, crush a crystal ball with a boulder). Or he may dispose of it in an inaccessible location (push a mirror of life trapping off a cliff, drop a sword +Z into a crevasse, slip a gem of seeing into the mouth of slumbaing dragon).
==Incentive==
Both the DM and the players should keep in mind that a barbarian's aversion to outworld magic is not a rigid requirement, but a general tendency. To encourage good role-playing, consider adopting some or all of the following rules:
* A barbarian earns no experience points foracquiring or using outworld magical items.
* A barbarian earns normal experience points ifhe destroys an outworld magical item insteadof keeping it. For example, a barbarian earns3,500 XP if he hurls a wand ofpuralyzation intothe ocean. The DM may deny this award if theitem belonged to a F'C companion or an NPCof good alignment.
* A barbarian earns 150% of the normal amountof experience points if he slays an evil wizardor priest. (If an evil wizard has an XP value of2,000, a barbarian earns 3,000 XP for destroying him.)
* The DM awards a bonus of up to 200 XP persession if the player role-plays his barbarianas exceptionally superstitious and distrustfdof magic. (The barbarian dives for cover whena wizard casts color spray; he tries to convincean outworlder PC cleric not to use high-levelspells; he refuses to enter a friendly wizard'scastle until he prays to the spirits of his ancestorsfor protection.)
Category:The Complete Barbarian's Handbook