Dragon 114


 
 
The Witch Graveyards Elven cavalier Many kinds of money The ecology of the remorhaz
Combined generation Training: Class struggles It's a hit: but where? High-tech hi-jinks Dragon

 


THE WITCH: Revised and Expanded NPC Class (114.8)
Followers, hirelings, and apprentices (114.10)
High Secret Orders (114.10)
Witches' special abilities (114.10)
Brew poisons and narcotics (3rd level) (114.10)
Brew truth drug (4th) (114.10)
Brew love potion (5th) (114.10)
Manufacture potions and scrolls (6th) (114.12)
Candle magic (7th) (114.12)
Use all magical scrolls (9th) (114.12)
WITCHES EXPERIENCE TABLE (114.12)
Acquire familiar (10th) (114.13)
Manufacture magical items (12th) (114.13)
Brew flying ointment (13th) (114.13)
Manufacture control doll (15th) (114.13)
Manufacture permanent magical items (16th) (114.13)
Fascination (17th) (114.13)
Longevity (20th) (114.14)
Limited Wish (21st) (114.14)
Shape Change (22nd) (114.14)
WITCHES SPELL LIST (114.14)
General notes on spells (114.14)
Spell descriptions and explanations (114.16)
Charm Man I (w1) (114.16)
Control Vapor (w1) (114.16)
Cure Wounds (w1) (114.16)
Give Wounds (w1) (114.16)
Magic Disk (w1) (114.16)
Minor Quest (w1) (114.16)
Read Languages (w1) (114.16)
Reflected Image (w1) (114.16)
Seduction I (w1) (114.16)

Charm Man II (w2) (114.16)
Nature Call (w2) (114.16)
Pacify (w2) (114.16)
Pit (w2) (114.18)
Seduction II (w2) (114.18)
Speak in Tongues (w2) (114.18)

Calm (w3) (114.18)
Comfort (w3) (114.18)
Dissipate Vapor (w3) (114.18)
Mystic Rope (w3) (114.18)
Phantom Light (w3) (114.18)
Plant Entrapment (w3) (114.18)
Seduction III (w3) (114.18)

Control Fluid (w4) (114.18)
Seduction IV (w4) (114.19)
Shock (w4) (114.19)
Wall of Water (w4) (114.19)

Charm Animal (w5) (114.19)
Immunity (w5) (114.19)
Oracle (w5) (114.19)
Seduction V (w5) (114.19)
Spirit (w5) (114.19)
Weakness (w5) (114.19)

Cancel Life Level (w6) (114.19)
Evaporate Fluids (w6) (114.19)
Vision Crystal (w6) (114.19)
Wards of Defense (w6) (114.19)
Worship (w6) (114.19)

Call Spirit (w7) (114.19)
Control Lycanthrope (w7) (114.20)
Control Undead (w7) (114.20)
Love (w7) (114.20)
Seduction VII (w7) (114.20)

Charm Man III (w8) (114.20)
Death (w8) (114.20)
Dispel Enchantment (w8) (114.20)
Mass Polymorph (w8) (114.20)
Rusting Touch (w8) (114.20)
Seduction VIII (w8) (114.20)
Summon Daemon/Demon/Devil (w8) (114.20)
Temporary Resurrection (w8) (114.20)
Wasting (w8) (114.21)
Youth (w8) (114.21)

Banish (wHSO) (114.21)
Circle of Blindness (wHSO) (114.21)
Combine (wHSO) (114.21)
Disintegrate Flesh (wHSO) (114.21)
Intensify (wHSO) (114.21)
Paralyzing Pit (wHSO) (114.21)
Reflection (wHSO) (114.21)
Seek (wHSO) (wHSO) (114.21)
Solidify Air (wHSO) (114.21)
Vaporize (wHSO) (114.21)
Volcanic Circle (wHSO) (114.21)
Weight Concentration/Dilution (wHSO) (114.21)


GRAVE ENCOUNTERS: Creatures that lurk in cemetaries and crypts (114.22)
TYPICAL GRAVEYARD: Dusk (114.22)
TYPICAL GRAVEYARD: Midnight (114.22)
TYPICAL GRAVEYARD: Dawn (114.22)
TYPICAL GRAVEYARD: Subtables (114.23)
    1 - Bat subtable (114.23)
    2 - Demihuman subtable (114.23)
    3 - Lycanthrope subtable (114.23)
    4 - Men subtable (114.23)
    5 - Spider subtable (114.23)
EVIL-ENCHANTED GRAVEYARD: Dusk (114.23)
EVIL-ENCHANTED GRAVEYARD: Midnight (114.23)
EVIL-ENCHANTED GRAVEYARD: Dawn (114.24)
EVIL-ENCHANTED GRAVEYARD: Subtables (114.24)
    1 - Bat subtable (114.24)
    2 - Daemon subtable (114.24)
    3 - Demihuman subtable (114.24)
    4 - Demodand subtable (114.24)
    5 - Demon subtable (114.24)
    6 - Devil subtable (114.24)
    7 - Lycanthrope subtable (114.24)
    8 - Men subtable (114.24)
    9 - Spider subtable (114.24)

THE ELVEN CAVALIER (114.26)
Ability Scores (114.26)
Experience (114.26)
Weaponry (114.27)
Weapons restrictions (114.27)
Rank (114.28)
Riding ability (114.28)
Armor and identification (114.28)
Common class abilities (114.28)
Class attitudes (114.28)
The Elven Chivalric Code (114.30)
The knightly virtues (114.30)

MANY KINDS OF MONEY (114.32)

THE ECOLOGY OF THE REMORHAZ (114.36)
Notes (114.37)

COMBINED GENERATION: Character-creation tables all in one place (114.40)
Table I: STRENGTH (114.40)
Table II: INTELLIGENCE, WISDOM, AND DEXTERITY (114.40)
Table III: CONSTITUTION, CHARISMA, AND COMELINESS (114.40)
Table IV: COMELINESS MODIFIERS (114.42)
Table V: MINIMUM ABILITY SCORES BY CLASS (114.42)

CLASS STRUGGLES: Another look at between-levels training (114.44)
Rating a character's performance (114.44)
Training guidelines (114.44)
New weapon proficiency (114.45)
    Weapon Proficiency Table (114.45)
Weapon specialization (114.45)
New spell level (114.45)
    New Spell Level Table (114.45)
Special abilities (114.45)
TRAINING COST TABLE (114.46)
Self-training (114.47)
Class-by-class enumeration (114.47)

IT'S A HIT -- BUT WHERE?: Tables for monsters with varying ACs (114.50)
The system (114.50)
Extensions (114.50)
Appendix (114.51)
Hit-location tables (114.51)
1. Humanoids (114.51)
2. Lions and Dinosaurs (114.51)
3. Insects (114.51)
4. Beholder, spectator (114.51)
5. Plants (114.51)
6. Chimera, gorgimera (114.51)
7. Giant octopus, giant squid, kraken (114.51)
8. Hydra, thessalhyra (114.51)
9. Tentamort, whipweed (114.51)
10. Achaierai (114.51)
11. Ankheg (114.51)
12. Bulette (114.51)
13. Flail snail (114.51)
14. Flumph (114.51)
15. Forester's bane (114.51)
16. Froghemoth (114.51)
17. Grell (114.51)
18. Remorhaz (114.51)
19. Turtles, sea and snapping (114.51)
20. Wolf-in-sheep's-clothing (114.51)

HIGH-TECH HIJINKS: Using technology in your campaign (114.84)
The question of duration (114.84)
Permanent items (114.84)
Table I: Powered missile weapons (114.86)
Table II: Powered melee weapons (114.86)
Experience point awards (114.86)
Selling technological items (114.90)
The case for technology (114.90)
Magitek (114.90)
Hints for game balance (114.91)
Last words (114.91)
 



 
 

Class Struggles:
Another look at between-levels training
by Mark Kraatz

Rating a character's performance
    When a character is eligible to gain a
level, the DM must rate the character's
performance for the level on a scale of 1 to 4.
This number is arrived at in the same
manner as detailed on page 86 of the DMG.
This value is called the experience rating.
In order to properly evaluate a character's
performance, the DM should do a rough rating
after each session. Then, when the character
is eligible to gain a level, the DM can
assign an experience rating for the character's
overall performance at a certain level
based on these numbers.

Weapon Proficiency Table
Weapon Cost/Week
Initial weapon(s) 500 gp each
First additional weapon 500 gp
Second 1,000 gp
Third 2,000 gp
Fourth 4,000 gp
Fifth 8,000 gp
Sixth 15,000 gp
Seventh 30,000 gp
Eighth 50,000 gp

    Any additional weapons beyond the
eighth may be learned at the cost of
50,000 gp per week.

New Spell Level Table
Spells Cost/Week
1st level 500 gp
2nd level 500 gp
3rd level 1,000 gp
4th level 2,000 gp
5th level 4,000 gp
6th level 8,000 gp
7th level 15,000 gp
8th level 30,000 gp
9th level 50,000 gp

TRAINING COST TABLE
                                                                                ...............................................................................Weekly Training Costs............................................................................................................
Gained ability by 
character class
500 1,000 2,000 4,000 8,000 15,000 30,000 50,000
Cavalier - - - - - - - -
    Additional weapon 1, 3 5 7 9 11 13 15 17+
Paladin - - - - - - - -
    Additional weapon 1, 3 5 7 9 11 13 15 17+
    Turn undead 3 - - - - - - -
    New spell level 9,11 13 15 - - - - -
Fighter - - - - - - - -
    Additional weapon 1, 4 7 10 13 16 19 22 25+
Ranger - - - - - - - -
    Additional weapon 1, 4 7 10 13 16 19 22 25+
    New druid spell level 8, 12 16 - - - - - -
    New M-U spell level 9, 13 - - - - - - -
Barbarian - - - - - - - -
    Additional weapon 1, 3 5 7 9 11 13 15 17
Cleric - - - - - - - -
    Additional weapon 1, 5 9 13 17 21 25 29 33+
    New spell level 1, 3 5 7 9 11 16 - -
Druid - - - - - - - -
    Additional weapon 1, 6 11 16 21 - - - -
    New spell level 1, 2 3 6 9 11 12 - -
    Identify plants, animals, pure water & pass without trace 3 - - - - - - -
    Woodland languages 3+ - - - - - - -
    Shape change & immune to woodland charm - 7 - - - - - -
    Hierophant training - - - - - - 17 -
Magic-user - - - - - - - -
    Additional weapon 1, 7 13 19 25 31 37 43 49+
    New spell level 1, 3 5 7 9 12 14 16 18
    Create scrolls & potions  - 7 - - - - - -
    Create magic items - - 12 - - - - -
Illusionist - - - - - - - -
    Additional weapon 1, 7 13 19 25 31 37 43 49+
    New spell level 1, 3 5 8 10 12 14 - -
    Create magic items - - 10 - - - - -
Thief - - - - - - - -
    Additional weapon 1, 5 9 13 17 21 25 29 33+
    Read languages - 4 - - - - - -
    Decipher magic scrolls - - 10 - - - - -
Thief-actobat - - - - - - - -
    Additional weapon - 9 13 17 21 25 29 33+
    Thief-acribat training - 6 - - - - - -
    Decipher magic scrolls - - 10 - - - - -
Assassin - - - - - - - -
    Additional weapon 1, 5 9 13 - - - - -
    Read languages - 6 - - - - - -
    Decipher magic scrolls - - 12 - - - - -
Monk - - - - - - - -
    Additional weapon 1, 3 5 7 9 11 13 15 17+
Bard - - - - - - - -
    Additional weapon 1, 5 9 13 17 21 25 29 33+
    New spell level 1, 4 7 10 13 - - - -
    Additional language 4+ - - - - - - -

The entries on this table represent the level(s) at which a character becomes eligible to acquire a skill that can only be
learned by training. The column in which a particular level number appears indicates the cost, in gold pieces per level per week of
training, for the character to acquire the skill.

Self-training
 
Cavalier 9
Paladin 9
Fighter 13
Ranger 13
Barbarian 9
Cleric 9
Druid 9
Magic-user 9
Illusionist 10
Monk 9

(from left to right)
Dwyndolyn, the Sylvan Elf Warrior
Esgalduin, the Sea Elf Guardian with magic swan shield (mounted and on foot)
Fealor, the Grey Elf Warrior (mounted and on foot)
by Ral Partha