recursal/Fanatic-Fandom huggingface dataset:
Agra's Ambush (Wizard Spell)

This spell is used against psionic opponents. When cast, it creates a mental trap in the subject's mind. An unwilling recipient of this spell is allowed a saving throw vs. spell to prevent Agra's ambush from being set in its mind.

This trap instantly discharges upon any psionic contact or attack, as well as mind-contacting spells such as ESP and telepathy. The trap causes 1d4 hit points of damage, plus 1 point per level of the caster to the initiator of the contact, save vs. spell for half damage.

The material component is some roughly ground glass, which must be sprinkled in a circle around the recipient.

Notes: Uncommon or rare for mentalists and psionic spellcasters: otherwise very rare, (Updated from POLYHEDRON Newszine.)
Acrobat (Character Kit)

An **acrobat** is a general term for performers of amazing physical feats. These include jugglers, tumblers, jesters, and tightrope-walkers. Whatever their specialty, these characters make a living by entertaining others. Acrobats often travel in groups or with circuses or carnivals. These shows wander from town to town and castle to castle. All levels of society wish to be entertained. As such, successful acrobats find themselves in much demand.

A life on the road is not an easy one, however, and many acrobats often turn to other avenues to make money. Their dexterous skills make them valuable adventurers, especially if some larceny or petty theft is involved.

**Social ranks:** Acrobats most often occupy the middle tier of a society. Most lower-ranked members of a society have not the time to develop skills, like those of the acrobat. They must concentrate on putting food on the table. Roll 2d6 to determine an acrobat's social rank at the campaign's beginning.

 9–12

**Requirements:** To take this kit, a character must have a minimum Dexterity/Balance of 14 and a minimum Strength/Stamina of 12. The acrobat kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three).

**Weapon proficiencies:** Small, light weapons are preferred by acrobats, as bulky or heavy ones would hinder their agile maneuvers. Suggested weapons include the knife, dagger, short sword, club, and hand axe. Thrown weapons and those with long hafts or handles also are common choices among acrobats, as the weapons can be used to juggle or pole-vault. These weapons include: quarterstaff, dart, javelin, and spear.

**Recommended nonweapon proficiencies:** Disguise, juggling, jumping, musical instrument, tightrope-walking, and tumbling.

**Equipment:** Acrobats prefer to be lightly armed and armored to allow for the fullest range of movement.

**Recommended traits:** Ambidexterity, double-jointed, glibness.

**Benefits:** If unarmored, acrobats receive a +2 bonus to tumbling, tightrope-walking, and jumping proficiency checks. In addition, they gain a +2 bonus to Armor Class versus hurled missile weapons—provided they have room to dodge the attack and are not otherwise prevented from moving freely.

**Hindrances:** Any acrobat who wears armor heavier than studded leather (AC 7) suffers a –1 penalty to tumbling, tightrope-walking, and jumping proficiency checks per point of armor class better than AC 7. For example, an acrobat wearing chain mail—AC5—suffers a –2 penalty. Note that Dexterity or magical bonuses to Armor Class do not increase this penalty. An acrobat wearing studded leather armor, a *ring of protection +2*, and having a 15 Dexterity would incur no penalty despite his AC 4 rating.

**Wealth:** Acrobats receive the normal amount of starting cash appropriate to their class.
Al-Azid's Ghostly Palace (Magic Artifact)

## Al-Azid's Ghostly Palace

This huge palace of fine white marble and slender minarets is magically linked to the Ethereal Plane. It can be called into existence from that plane by the owner of the magical key to the palace's front gate. The owner of the key can summon the *ghostly palace* whenever needed, though it is only visible at night, when its walls shine in the darkness. By day the palace is invisible from the outside, though once inside, visitors can see its features easily.

The chambers within are well appointed, and gentle fountains play. Invisible musicians strum soothing tunes, and unseen servants take care of whatever cleaning, cooking, and menial chores the owner demands with a clap of the hands.

*Al-Azid's ghostly palace* is also subject to a curse, cast by Al-Azid to prevent others from enjoying his mansion after his death. Whoever bears the key that opens its doors is perpetually haunted by an invisible stalker.
Abi-Dalzim's Horrid Wilting (Wizard Spell)

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving throw, with success indicating half damage.

This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.

The material component is a bit of sponge.

**Notes:** Rare (ToM).

## High-Level Campaign Book Text

*Abi-Dalzim’s Horrid Wilting:* The maximum damage is 16d8.
Agitate Wounds (Wizard Spell)

By means of this spell, the caster can affect a creature that has been wounded by an edged weapon. This spell reopens bound wounds (or causes unbound wounds to bleed severely), inflicting 2d6 points of damage. One who rolls a successful saving throw vs. spell suffers no fur­ther damage from this spell. If the saving throw fails, however, the victim suffers 1d3 additional points of damage per round until the wound is dressed and bound (or bound again, as in the case of reopened wounds). Creatures without blood, such as skeletons, are unaffected by this spell, as are those with regeneration abilities and those under the effects of a periapt of wound closure or similar magic.

The material component for this spell is a pinch of salt.

Notes: Uncommon for necromancers: other­wise rare. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell.
Acorn of Wo Mai (Magic Artifact)

## Acorn of Wo Mai

The *acorn of Wo Mai* is a large lead vessel, dull gray in color. As its name suggests, it is fashioned to look like an enormous acorn, almost 3 feet in height. Two golden bands, inscribed with arcane characters, encircle it from bottom to top, where they meet under a large seal of a dragon coiled around a sword. Although it appears to be tremendously heavy, the artifact can be carried by a strong individual with ease. It sometimes makes faint thumping noises, and is warm to the touch.

According to ancient eastern legend, the *acorn* *of Wo Mai* is the prison of a powerful fiend who once ruled and terrorized a great empire at the edges of the eastern lands. The fiend was summoned by war-wizards but escaped their control. Hearing of the fiend's cruelties, the great Wo Mai challenged it to battle. They fought long, the fiend confident, for its life force was hidden far away, and it could not be slain. When Wo Mai discovered this, he bound the fiend in irons that it could not break. Next, he and his companions shaped the acorn, imprisoned the fiend inside, and brought the prize back to the imperial court. When the court fell to barbarian invaders, the acorn was lost.

The acorn is best used if allowed to fall into the hands of the player characters, since its powers (and curse) can create many role-playing opportunities. The PCs could find the acorn as part of a treasure trove, or wrest it from another victim over whom the fiend has gained control. The fiend seeks to seduce a PC to his aid, all the time stressing the need for secrecy. Should it be successful, the fiend manipulates the character and even the entire party into freeing it. Should any PC oppose it, the fiend does its best to turn the others against the enemy.

To rid themselves of this artifact, the PCs should find some way to bury the acorn away, preferably forever, or they could carry it to the lower planes and open it, trapping the fiend in its own plane.

**Invoked Powers:** The fiend within the acorn provides good advice (Int 20), telepathically providing answers to questions posed by its owner. It grants the ability to *polymorph any object* (1/day).

**Random Powers:** Three from the **Artifact Table 1-16: Minor Powers.**

**Curse:** The fiend trapped within the acorn is an evil demigod and craves its release more than anything else. It is aware of its surroundings, particularly the life forces of creatures nearby, and uses its powers (and advice) to persuade its owner to free it from its prison. Once freed, of course, it rewards its former master with death.

**Suggested Means of Destruction:**

* The seal must be broken with a +5 weapon upon the throne of the Emperor.
* The inscribed characters on the golden bands must be erased.
* It must be cast into a volcano of Carceri.
Air Spores (Magic Air Spores)

## Air Spores

**Air Spores:** Rumors indicate that the famed wizard Mordom created these odd, pollenlike spores. Only a few mages know how to make them today. *Air spores* that still exist are usually sequestered as specimens of study in the labs of powerful wizards.

When *air spores* are ingested by a creature, the spores work their way into the creature's lungs. There they grow, reproduce, and die. While living out their lives, they create oxygen that the host body can use to breathe when deprived of oxygen from the environment. The spore colony can live for 2d4 days.

In a normal environment, the spores hinder the character's normal respiration, causing all Constitution checks to be made with a -4 penalty. Fortunately, 12 hours of breathing in a normal environment for each day the spores were used will clear the lungs of the colony.
Airy Earth (Wizard Spell)

Developed specifically for use on the Inner Planes, this spell turns normal earth (rock, dirt, sand, mineral, and so on) into a less dense, breathable substance. Anyone within the area of effect is able to breathe even if completely "submerged" within rock or soil. This spell not only permits all air-breathing creatures within the radius of the spell to survive without suffocating, but it allows them to move slowly as if swimming through the earthy medium. The rate of movement depends on the type of earth:

 Rock | 1 per round

If characters within an airy earth spell attempt complicated maneuvers such as combat strikes, the DM should treat the situation as though the characters are underwater. Earthbased creatures, such as elementals, kharga, and xorn are not hindered or affected by this spell.

The globe is centered on and moves with the caster. Uniquely, this spell has only material components. Thus, even if a caster cannot move or speak, he can cast the spell simply by willing it. The material components, a pinch of salt and a drop of acid, are consumed at that time. Airy earth is effective only on the Elemental Planes.
Abandoning a School (CWH)

With the DM's permission, it is possible for a wizard to abandon a specialty, but the restrictions and penalties for doing so are severe

## Mages

Mages cannot abandon their careers to become specialists. Once a wizard decides to become a mage, he must remain so for the duration of his career

## Specialists

Any specialist can abandon his school, but only to become a mage. A specialist cannot become a specialist from a different school. A specialist's decision to abandon his school to become a mage is permanent—under no circumstances can he again become a specialist of his original school. A specialist keeps all of the spell bonuses that he had prior to his conversion, but receives no more bonus spells after he abandons his school to become a mage. He loses all saving throw bonuses at the time of his conversion (for instance, he no longer receives a +1 bonus when making saving throws against spells of his former specialty that are cast by other wizards).

Once he abandons his school, a former specialist's chances of learning new spells are affected as follows:

* When attempting to learn a spell of his former specialty, he no longer receives a bonus (e.g., an illusionist who abandons his school no longer receives a +15 percent bonus when attempting to learn illusion spells).
* When attempting to learn spells from other schools, he still suffers a penalty (e.g., an illusionist who abandons his school still has a -15 percent penalty when attempting to learn spells from the schools of alteration, greater divination, enchantment/charm, and conjuration/summoning).
* When attempting to learn spells from schools in opposition to his former specialty, his chance is computed according to the following formula:

Percent chance =  1⁄2 (base chance to learn a spell -15 percent)

For instance, a former necromancer with an Intelligence of 13 wants to learn an illusion spell. Since necromancy is one of the schools that was in opposition to his former school, his chance to learn the spell is  1⁄2 (55-15), which equals 20 percent.
Aerial Anchor (Magic Anchor)

*See also Aerial Anchor II (Magic Anchor).*

## Aerial Anchor

This 3-inch-long, miniature golden anchor needs only a thread or string as a cable. When dropped from any flying device or creature, it keeps the creature or object steady at a point in the air, despite air movements or storms of any kind. It can also be thrown upward and commanded to secure itself where it stops, and cannot be moved until the command to release is given. Normal thread or string used as its cable supports up to 3,000 pounds of weight for as long as the user can hold on (approximately one hour per point of Strength).
A Word of Warning(PPO)

The chant in this booklet and CD is treated as coming from sources in the Outlands. Some of it might be misguided, misinformed, or just plain wrong. What's more, the DM can modify or ignore material to suit his own PLANESCAPE campaign. Players who slavishly follow the information in the booklet or CD shouldn't flap their bone-boxes if their characters get stuck in a bind. Pointing to a reference in this product doesn't overrule a DM's decision, berk. As far as the planes are concerned, let the Clueless beware, and pity the poor sod who treats the chant as the absolute truth.
Admundfort, Ring of Leadership (Magic Ring)

## Admundfort, Ring of Leadership

This silver ring was created by a wizard in the service of the Knights of the Shield. The ring is traditionally given to rangers and paladins of at least 9th level, in return for loyal friendship or unexpected favor.

The ring allows a fighter to attract twice as many men-at-arms as normal as followers. The ring also gives a +25% bonus to the loyalty of such followers. If a fighter loses the ring, he or she retains the followers, but no longer receives the loyalty bonus. Functions once in a character's lifetime.
Airboat (Wizard Spell)

*See also Airboat (Item).*

This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).

Although the **airboat** is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour).

The caster maintains total telepathic control over the *airboat's* speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.

**Notes:** Common for Air mages; uncommon for others (ToM).
Affect Normal Fires (Wizard Spell)

This spell enables the wizard to cause nonmagical fires—from as small as a torch or lantern to as large as the area of effect—to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.

The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

**Notes:** Common spell (PHB)
Air Elemental

*For other Elementals, see Elemental.*

## Monstrous Compendium Entry

Elemental Air & Earth art from 2nd Edition Monstrous Manual

**Air elementals** can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.

## Combat

While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental's mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.

The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone.

This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.
Accelerate (Psionic)

Some psychometabolists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for as long as he maintains this power. The psionicist's movement and rate of attack are doubled, and he gains a —2 bonus to initiative rolls while the power is in effect

Spellcasting and psionics use are not speeded up by this power, although this ability can be used to counter a magical slow effect. After the psionicist stops maintaining accelerate, he must rest for a number of rounds equal to the time he was accelerated, doing nothing but catching his breath. He does not suddenly age a year as the recipient of a haste spell would.

*Power Score:* The psionicist's movement and attacks are tripled, and he automatically strikes first in any melee round.

*20:* The psionicist suffers Id4 damage and must save versus death or pass out for 3d10 rounds.
Airboat

Disambiguation page for AirboatThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Airboat** may refer to:

* Airboat (Item) - Magic Boat
* Airboat (Wizard Spell) - Wizard Spell
Agannazar's Scorcher (Wizard Spell)

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one creature or object of the caster's choice. That target will be hit by this flame for 3-18 points of damage in the first round and 3-18 points the following round, if it remains within the spell's range. The target has no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.

Other creatures in the path of the flame jet can make a saving throw vs. spell to avoid 2-16 points of fire damage. A successful saving throw reduces this to 1-8 points of damage.

The caster cannot perform other actions the during the second round of the spell or discontinue the spell until it has run its course. If the target moves more than 20 yards away from the caster or takes shelter behind some large, fireproof object in the second round, the flame jet will remain directed toward its original target, even though no further damage can be caused.

Like the burning hands spell, this spell will ignite readily flammable material in its path.
Agrutha

## Monstrous Compendium Entry

**Agrutha** are huge, brutish versions of the normal lizard man. They have the snouts, powerful jaws, thick scales, and lashing tails of their animal ancestors, plus a pair of stubby legs and long, apelike arms. Agrutha ordinarily stand almost 8 feet tall and are hugely muscled. They wear no clothing and carry only what they need for the moment.

## Combat

Agrutha prefer to attack by ambush. Like normal alligators on the hunt, they submerge themselves up to their eyes in muddy water and wait for a chance to spring. While doing this they can easily pass for logs or regular alligators to the casual eye. Though usually sluggish, agrutha are capable of short, sudden bursts of speed. Despite their size, they have a good chance of catching anybody by surprise who is not looking out for them. If enraged or unable to ambush, agrutha charge headlong into the midst of their enemies, bellowing the whole time.

Agrutha fight with their massive fists and a crushing bite. If attacked from behind or given enough room, they swing their tails around for 1-10 points of damage. Agrutha occasionally use weapons, preferably crude spears or clubs they made themselves, or else finer weapons taken from past opponents. Agrutha have a natural 18/76 Strength, which gives them a +2 attack bonus and a +4 damage bonus to weapon attacks.

A group of seven or more includes a tribal alpha leader with maximum hit points and 18/00 Strength. The leader usually (75% chance) has a weapon. If the tribe is large enough to have an alpha, there is a 25% chance that a shaman is in the group. Agrutha shamans are usually 1st or 2nd level and are never higher than 3rd unless they are player characters.

## Habitat/Society

Agrutha live in the deepest marshes and swamps. They ordinarily associate in loose tribes, staking out a territory lake, riverbed, or similar place. The tribal alpha is the biggest and strongest agrutha in the area. Even if they are a part of a tribe, agrutha lend to hunt singly or in pairs. Females lay eggs once a year in 2-3 egg clusters. They dig a large hole out of the mud in a secluded spot and line it with reeds and branches, The females fiercely protect the eggs and young until they have grown enough to fend for themselves. They stay in the nest, letting the males hunt for them, and they gain a +2 attack and damage bonus while defending the nest.

Because they live in the same areas and have similar outlooks, agrutha are the most likely of all the sub-species to associate with common lizard folk. If the two peoples live close to each other, there is a good possibility the agrutha hunt and protect the territory along side their smaller cousins. Lizard kings and leaders enjoy using them as berserker shock troops.

## Ecology

Agrutha eat the meat of whatever animal gets close enough to them while they are hunting, including humans. They will not, however, go out of their way to attack settlements unless they are goaded into doing so by other lizard folk. They typically subsist on deer, fish, bears, and whatever else they can gel their jaws on.
Absorption (Wizard Spell)

This spell enables the caster to absorb and redi­rect magical energy, up to ten spell levels. The incoming spell is nullified and its energy is stored for later use. Any type of spell can be absorbed, except for the following: area spells not targeted directly at the caster, touch attack spells, and the effects of magical devices. Priest spells, any spell scroll, and any spell-like ability use can be absorbed.

At any time during the spell's duration, the caster can expend stored energy to cast a cur­rently memorized spell, without wiping it from his memory. This has a casting time of 1. For example, a wizard absorbing a feeblemind spell (5th level) releases a lightning bolt (3rd level), has two levels of energy available, and can absorb five more levels of spell energy before the capac­ity of the spell is completely used. Unused energy and storage capacity are lost when the spell ends.

If an incoming spell exceeds the remaining capacity of the absorption spell, the caster gains a +2 bonus to his saving throw for each incom­ing spell level that is absorbed, even against spells that normally allow no saving throw. A roll of 1 always fails, regardless of the total of the modifiers.

The caster can voluntarily suppress the absorp­tion for a round in order to receive beneficial spells, but cannot absorb hostile spells in that round.

The spell requires an amulet worth at least 1,000 gp, which must be kept on the caster's per­son for duration of the spell. The amulet glows when spell energy is stored. It can be reused.

Notes: Very rare. (Updated from Polyhedron Newszine.)
Acid Rain (Wizard Spell)

*For other Acid Rain Spells, see Acid Rain.*

This spell will cause a sheet of corrosive acid to fall from the sky (actually, it will appear 10 feet over the target spot). All creatures or objects underneath will be subject to its effects. The acid will corrode wood, metal, cloth, and flesh. The initial inundation will cause 1d6 damage per level (with a maximum of 10d6). A successful saving throw will cause half damage, and adds +1 to subsequent saving throws. All items exposed to the acid must also save. If a magical item saves successfully, no further saving throws are necessary. Armor loses one point of Armor Class per round. If it loses all of its points, it disintegrates and falls to the ground. Weapons lose one point per round. The number of points is determined by size (large: 3, medium: 2, small: 1). When all points are gone, the weapon is too weak to use in combat. All damage done to items (other than loss of magical properties), can be repaired with a mend or the like, unless the item was destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent damage can be avoided if victims immerse themselves in water, to wash off the acid.

The material components of this spell are rain water and sulphur.

Notes: Rare spell.
Accelerate Plant Growth (Wizard Spell)

When this spell is cast, it manipulates time to accelerate the aging of plants. This does not allow them to grow beyond their natural size. The area of effect is up to a maximum of 100 square feet per caster's level, and the spell can affect either all plant life or be limited to only one type of plant in that area. The caster can accelerate the growth of plant life by up to one month per level.

The actual amount of aging (to the nearest week) must be decided before the spell is cast. Aging occurs at a rate of one month per turn. If the normal cycle of the plant is exceeded (for a seasonal crop or biannual flower), the plant life withers and dies. This spell is in high demand when early winters or harsh summers threaten crops.

A material component is necessary only if the caster wishes to affect one type of plant. A sample of that plant type is then required.

The reverse of this spell, reverse plant growth, cannot bring back plants that have completely died. It can reverse the aging of live plants by up to one month per level of the chronomancer, the total age reversed being set before the spell is cast. Reverse aging occurs at a rate of one month every two turns. A popular use is to get second harvests, but this can be done only with plants that exist year-round (fruit trees, berry bushes). The same rule on material components applies.

Notes: Common for chronomancers; otherwise very rare.
Agoraphobic (Enhancement)

## Agoraphobic\*

This weapon is the exact opposite of the claustrophobic weapon. It must be talked or forced out of its scabbard. Once it is out, it fights like a normal magical item but causes double damage in order to get back into its scabbard as quickly as possible, (fits wielder is struck in combat, there is a percentage chance equal to the number of points of damage sustained that the weapon will take advantage of the situation and escape into the security of the scabbard.

If the wielder does not fight during a round, he or she must do nothing but concentrate on keeping the weapon out of its scabbard, otherwise it will return to where it feels safe. Note- that concentration does not preclude using the weapon's special abilities.

When the agoraphobic weapon result is rolled on the Random Item Chart, the DM should roll another effect and combine the results.
Air (WSC)

* Schools of Effect Spell List (WSC)

## Air

**Barred:** Earth elementalists

**Common** spells are listed first, in SMALL CAPS. **Uncommon** spells are in normal type. **Rare** spells are *italicized*. **Very rare** spells are screened   . The "#" mark means check that spell's Notes section. An asterisk (\*) means the spell is restricted to a specialist wizard.

### 1st Level

* FEATHER FALL
* WALL OF FOG
* Lasting Breath
* *Control Vapor*
* *Mordenkainen's Protection from Avians*
* *Murdock's Feathery Flyer*
* *Otiluke's Bubbling Buoyancy*

### 2nd Level

* FOG CLOUD
* STINKING CLOUD
* WHISPERING WIND
* Filter
* Mist Magic
* Protection from Birds
* Ride the Wind
* Zephyr

* Darsson's Cooling Breeze
* Odeen's Magic Cloud

### 3rd Level

* CLOUDBURST
* GUST OF WIND
* WATER BREATHING
* Airbolt
* Ball Lightning
* Dispel Fog
* Eagle Vision
* Ground Fog
* Hold Vapor
* Improved Whispering Wind
* *Alamir's Fundamental Breakdown*
* *Skywrite*

### 4th Level

* SOLID FOG
* Elemental Control
* Elemental Turning
* Protection from Elementals, 10' Radius
* Protection from Gas, 5' Radius
* Wind Breath

* Hailcone

### 5th Level

* AIRY WATER
* CLOUDKILL
* CONJURE ELEMENTAL
* CONJURE ELEMENTAL-KIN
* *Calm Wind*
* *Ozone Cloud*

### 6th Level

* DEATH FOG
* EVAPORATE FLUID
* SOLID FOG

### 7th Level

* CONJURE GREATER ELEMENTAL
* Command Element
* Neutralize Gas
* Suffocate
* Summon Wind
* *Cyclone Chariot*

### 8th Level

* AIRBOAT
* INCENDIARY CLOUD
* Airball
* *Air Spiral*

### 9th Level

* Elemental Aura
* Windwar
Adding New Proficiencies (DMG)

The proficiency lists in the Player's Handbook are extensive, but not comprehensive. The proficiencies given are the ones that characters will most commonly want or need, and those that have significant, specialized effects worthy of explanation. DMs and players will certainly think of proficiencies they'd like to add.

Wherever the idea for a new proficiency comes from, the DM is the person who decides whether to include it in the game and what its effects are. This is not a decision for the players, although they can offer suggestions and advice. Only after a new proficiency is approved by the DM can it be used in play.

One important factor to remember is that no proficiency should be beyond the science and technology of the age. There's no proficiency on the list that allows a character to build a gasoline engine, and with good reason. A gasoline engine is far beyond the pseudo-medieval society presented in the AD&D game.

At the same time, this is a fantasy game filled with magical effects and strange powers. With magic, it is not impossible to have outlandish and amazing proficiencies if players and DMs want them. They may have a serious effect on the game, however, and must be carefully considered.

The majority of new proficiencies are going to be those related to trades. Most of these have a very minor game effect, if any at all. They give the character specialized knowledge, but it is up to the player to make some use of it.

A character with the skills of a glazier (glass-maker) does not gain a great advantage. Although, if necessary, he could support himself by making small glass vials and other items for local mages and adventurers. Still, there might come a day when knowledge of glass and glass-making becomes vital to the success of an adventure. A clever player is always looking for a way to turn knowledge to his advantage.

When a player proposes a new proficiency, have him prepare a description of what the proficiency entails and allows. Then consider what the character could gain from it. This is not to say that the player is trying to pull a fast one (some will, but give them the benefit of the doubt). Instead, it is useful to imagine ways the proficiency could be abused. If something horrible or game-busting comes to mind, fix it. Never allow a proficiency into the game if it seems too powerful.

Make whatever changes are necessary in the description and then offer it to the player. If he still likes it (after all the secret powers are stripped out), introduce it into the game and have fun. Sometimes the only thing that can be kept is the name of the proficiency. Don't be distressed by this. Most players will be satisfied with DM changes, content simply to contribute something to the game.
Air Lens (Priest Spell)

By means of this spell, the priest creates a mag­ical lens high in the air, with which he can direct intensified rays of the sun against his enemies. The caster must be in the sunlight for the duration of the spell. Once cast, the priest can attack with the lens twice per round, against one or two creatures within range of the spell. Attack rolls are made for each attack, and the priest suffers no nonproficiency penalty. Targets under cover receive bene­fits for both cover and concealment. Each hit inflicts 2d6 points of damage. Creatures resistant to heat or fire take only half damage.

The spell can be used to ignite flammable ma­terials. When doing so against non-mobile targets, no attack roll is necessary - any normally com­bustible materials (cloth, wood, paper, and so on) ignite. Personal equipment can be targeted, but the priest must, make a successful attack roll with a -4 penalty. If hit, the article of equipment ignites; burning clothing inflicts 1d6 points of damage for 1d6 rounds or until discarded. Burning shields become useless. The flames so created are not magical and can be extinguished normally. Magical darkness can negate the effects of this spell, magical shade reduces damage by half.

The material component for this spell is a small, round piece of glass.

**Notes:** Common for priests from the Dark Sun setting; otherwise, very rare.
Abandoning a Kit (CFH)

Sometimes it happens that a character is created with a Warrior Kit and circumstances later force him to reconsider his character's role. For example, a Noble Warrior could become disgusted with the corruption and excesses of his class and decide to renounce his ties to the nobility. Or, a Savage could become increasingly comfortable with the civilized world and increasingly uncomfortable with his savage kin. In such a case, the player should think about *abandoning* the Warrior Kit.

To abandon the kit, the player should privately tell the DM his intentions. If the DM has no objections to the abandonment, then it will take place. Unless the choice for abandonment were brought on by a sudden, traumatic event, the DM may have to have some time to work the abandonment into the storyline. Often, in the story, the character doing the abandoning will have to role-play out the situation: Publicly renounce his ties with the others of his Warrior Kit, and then suffer any consequences that might arise. (In Greek mythology, for instance, the Amazon queen Antiope abandoned her former life to stay with King Theseus of Athens... and she later died fighting her former countrywomen when they came after her.)

Once the character abandons his kit, he also abandons all the special benefits and hindrances it provides. Often, those benefits included free Nonweapon Proficiencies or Weapon Proficiencies. The character doesn't *lose* those, but he *must* pay for them from the next free slots he has available to him.

The character may not take another Warrior Kit to replace the one he's abandoned. Once he gives up his Warrior Kit, he's an ordinary Fighter, Paladin, or Ranger for the rest of his playing life.
Absorb Disease (Psionic)

This power lets the psionicist take the disease from another character's body, and absorb it himself. Presumably, the psionicist will then heal himself (using complete healing). This power can absorb magical diseases, but not curses, such as lycanthropy.

*Power Score* - The disease is automatically destroyed by the psionicist's immune system.

*20* - The disease remains in the victim while spreading to the psionicist.
Acid Lash (Wizard Spell)

This spell brings into being a vivid, purple, radi­ant line of magical force projecting from one of the caster's hands. Weightless, it crackles and wavers constantly, yet always projects straight out from the caster's forearm, like a lance. An acid lash is 7 feet in length. It rebounds from solid barriers that restrict its full length, bending in random direc­tions. This poses no harm to the wielder. The caster of an acid lash cannot be harmed by it.

An acid lash can be swept back and forth to strike opponents. It bends around solid bodies that it is pulled through, passing easily. Though most casters employ an acid lash against a single opponent, it can deal damage to any number of foes-or friendly beings for that matter-in certain situations. For example, it can be held across a doorway to harm all who pass through, or thrust directly out at charging foes.

An acid lash has no solidity; it is actually a corrosive field that deals 4d4 points of damage (8d4 to undead). The lash strikes with a THAC0 of 14 because of the ease of striking foes with a sideways, sweeping motion, but even if the lash is cut across a foe and back many times during a round, 4d4 points of damage is all that is dealt to a given being in a single round. The corrosive field is not hampered by armor, but as it is not true acid, it does no harm to armor, other metal, or even leathers.

While employing an acid lash, the caster can­not directly wield any two-handed weapon or any item larger than a dagger (held or thrown) in the other hand, and cannot cast any spell having a somatic component. An acid lash can be ban­ished instantly by a silent act of will if the caster desires.

The material components of an acid lash are at least three drops of any acidic liquid.

Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere.
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Administration (Proficiency)

**Administration:** Many temples own substantial amounts of land and property, wielding power over vast areas. Priests who can manage these lands and turn a tidy profit in the name of the church are always in demand. A character with this proficiency is skilled in the management and accounting of enterprises ranging from the agriculture of an entire province to the vineyards of a single small monastery. He knows how to account for money, plan work, and supervise the collection of taxes or the sale of goods.
Afterclap (Wizard Spell)

This spell allows the caster to duplicate the damage suffered by a single creature within spell range on the previous round. Damage is precisely duplicated in type and amount—in other words, the same damage rolls, saving throws, ability checks, and so on occur in the same way as in the previous round. The damage may have been caused by any source, not just magical attacks.

For example, an evil fighter is struck by two arrows, taking 3 and 4 points of damage, parries a thrust by a ranger with a *sword of sharpness*, is backstabbed by a thief with weakly poisoned dag­ger (missing the saving throw vs. poison and tak­ing 15 points of damage), and takes more 11 points of damage after making his saving throw against a *finger of death* spell, all in the same round that a wizard casts afterclap against him. The next round, the fighter takes another 33 points of damage from the afterclap (3+4+15+11 = 33), in addition to whatever damage his ene­mies inflict.

The material component of an afterclap is a bit of stiff rubber or gum that is pulled until it snaps back.

Notes: Very rare in the Forgotten Realms setting and for chronomancers; virtually unknown elsewhere.
0-Level Characters (DMG)

The great mass of humanity, elf-kind, the dwarven clans, and halflings, are "0-level" (zero-level) characters. They can gain in wisdom and skill, but they do not earn experience points for their activities. These common folk form the backbone of every fantasy world, doing the labor, making goods, selling cargos, sailing oceans, building ships, cutting trees, hauling lumber, tending horses, raising crops and more. Many are quite talented in the various arts and crafts. Some are even more proficient than player characters with the same training. After all, 0-level characters earn their livings doing this kind of work. For player characters such proficiencies are almost more of a hobby.

For the vast majority of 0-level NPCs you create and use in your game, all you need to know is a name, a personality, and an occupation. When the characters deal with the blacksmith or the innkeeper, there's no need to create ability scores, THAC0, to-hit adjustments, Armor Class, and the like. This does assume, of course, that your player characters don't go attacking every blacksmith and innkeeper in sight. If they do, you need to know a little more about 0-level characters.

## Ability Scores

These range from 3-18. For simplicity, don't worry about racial modifiers for the demihuman races. Racial modifiers to combat, Armor Class, hit points, etc., do apply.

## Proficiencies

At best, a 0-level character will have one weapon proficiency, if that character's profession reasonably allows for it. For example, a blacksmith could be proficient with a warhammer and an innkeeper might be allowed skill with a club (the axe handle under the bar...), but there's little chance a clerk is going to be skilled with any type of weapon.

In nonweapon proficiencies, 0-level characters have as many as are needed (and reasonable) given their profession and age. Thus, a blacksmith might be quite accomplished at the forge, having spent several proficiencies on the slot. Novices and incompetent craftsmen have the bare minimum training and skill. Typical journeymen spend two or three slots on their main skill. Experts and brilliant artists usually devote all their ability to a single proficiency. Masters, who watch over the work of journeymen and apprentices, are normally no more accomplished than journeymen but have additional proficiencies in other business areas.

## Hit Points

The majority of people have from 1-6 hit points. Dwarves and gnomes average from 1-8 hit points. Adjustments can be made for occupation or condition as indicated on Table 10, below.

#### Table 10: 0-Level Hit Points by Title

 Soldier
 Craftsman
 Scholar
 Invalid
 Child
 Youth
Air Spiral (Wizard Spell)

An air spiral spell creates an upright, helix-shaped, revolving staircase in the air. It appears with one of its treads firmly under the caster's feet. The caster can choose to be at the top or bot­tom of the stair, or anywhere in between. The staircase itself can rise or descend at a flying movement rate of 9, Maneuverability Class D, as the caster wills. It revolves in an area 90 feet high and 20 feet in diameter.

Although the air spiral cannot move through solid objects, it can pierce all known magical barri­ers (such as forcecages and prismatic spheres), opening permanent safe-passage holes in them as large as the stair-spiral. A being on the stair could safely pass a barrier, but one clinging to the outside of the stair rail would be subject to the effects of contact with the barrier. When an air spiral strikes an immobile solid object (such as the ground or a wall), it does so gently, in the same way a feather fall spell minimizes the shock of a landing.

All beings who can reach this staircase can stand on it, cling to it, or climb up and down it. While in direct contact with the air spiral, beings can breathe underwater if the stair takes them there, and they are immune to the effects of heat, cold electri­cal discharges (including all sorts of lightning), and all crashing or constricting attacks (including water pressure and spell or monster attacks).

In any round the caster can work only one of these effects, and can affect only one creature.

The caster of the air spiral, whether on the stair or not, can, by force of will, banish any extraplanar crea­ture in contact with the stair instantly hack to its home plane. Such creatures get no saving throw.

The caster can also force any being touching the stair back into its true form, thus, ending any curses, shapechange magics, illusions, and dis­guises of less than demigod power that mask the being's real appearance.

The caster can also make the magic end and the stair vanish at will, or cause it to explode in whirling eddies that occupy the same volume as the spiral, but have the following effects:

They extinguish all flames instantly.

They destroy any air elementals on contact, or they banish any other sorts of creatures from the Plane of Elemental Air back to that plane, and bind them so that they cannot reenter the Prime Material Plane for one lunar cycle (about a month) per level of the caster. (Such creatures can travel freely to and among all other planes if they normally have the ability to do so.)

If they have not been used upon creatures from the Elemental Plane of Air, the eddies inflict 1d12 points of damage plus 1d4 hit points per level of the caster on any other single creature, and force a system shock survival roll upon all beings of 7 or less experience levels or Hit Dice. Failed system shock rolls result in death.

This spell is often collapsed instantly into its whirling eddies aspect by casters seeking to use it only as an offensive weapon or to extinguish flames.

Notes: Rare for Air mages and very rare for others in the Forgotten Realms setting; virtu­ally unknown elsewhere.