Chagmat (Levels 1-4) | Deva | Smile! You are on fantasy camera! | The Bandit Kingdoms | Bandit |
Point of View: The Humanoids | Campaign design: Plan before you play | Money: For the sake of change | FSS: The Barbarian | WG: Events of the Eastern and Southern Flanaess |
LTH: Charisma | - | - | - | Dragon |
Plan before
you play
Think it over, then map
it out
by Ed Greenwood
All too often in AD&D™
campaigns run
by novice DMs, the world
outside
the
dungeon is neglected or ignored altogether,
serving only as a universal
trading
post and safe resting place.
Most of
the scope that the AD&D
game offers is
thus lost; many such campaigns
grow
dull (despite the DM’s frantic
attempts to
introduce more terrible
monsters and
more enticing treasures)
and die.
The traditional advice handed
to a novice
DM who realizes what is
happening
(or fated to happen) to
his game, is: pick
up the WORLD
OF GREYHAWK™ Fantasy
World Setting or The City
State of the
World Emperor by Judges
Guild, or a
similar product, and “do
it that way.”
This approach can mean failure
for the
poor DM if one of the players
has access
to the same material, or
if the party begins
to go off on a tangent into
an AREA or
topic not covered by the
role-playing aid
— and in any case the USE
of such products
limits the variety
of play, landing
the DM back in the same
situation once
the players “use up” or
grow bored with
the module. None of these
products tell
the DM how to set play in
motion, or how
to build in contacts and
activities to give
the party a variety of things
to do.
Len Lakofka, in his columns
in issues
#39
and #48 of DRAGON™ Magazine,
has taken the traditional
route of advising
how much and what type of
treasure
and monsters should be thrown
at the
fledgling party, and doing
this correctly
is indeed essential to the
creation of a
long-lived, balanced campaign.
But many
DMs give their players a
feeling of being
lockstepped through a sequence
of contrived
events, a single carrot
held ever
before their noses, with
blank emptiness
on either side. That is,
the players have
only one course to take
in all circumstances,
either because the DM is
forcing
the players into certain
actions by
having his world act upon
them (i.e., “ten
assassins suddenly ambush
you,” or
“there’s an umber hulk between
you and
the exit, and it’s advancing,”
or “the king
sends for you and orders
you to go forth
and slay the bandit lord
— bring his head
back in ten days or be hunted
and slain
by the royal soldiers”)
rather than allowing
them — the exceptional heroes,
remember?
— to act upon the world.
Such “you must do this”
tactics are a
necessary part of any DM’s
bag of tricks,
true— but if the DM uses
them constantly,
players tend to get fed
up, and the
campaign proves short-lived.
Many DMs
have no problem adding depth
to their
games, but this is written
for those who
like a guiding hand or are
looking for
new ideas. One DM I know
runs a “roleplaying
first and foremost” campaign
set
in a desert city. We’ve
had great fun playing
on nights when no character
drew a
sword and no dice were rolled;
we merely
bargained and dealt with
others in the
city, following up many
mysteries and
intrigues. When violence
does occur in
such a game environment,
it is memorable
and not humdrum hacking,
the way
campaign play should be.
Setting up such a campaign
is simple
— but it is a long task.
Take the time; it
(or the lack of it) will
show. First, list the
settings, characters, and
situations you
want to include in play.
Then put them
on a map. Consult geography
texts if
you’re unsure about the
positioning of
geographical features. The
simple rules
of thumb to remember are:
rivers run
from mountains to sea, the
largest cities
are found where navigable
rivers and sea
meet, and fortresses or
cities are also
constructed at other strategic
locations
(mountain passes, bridges
or fords of
wide or deep rivers on important
travel
and trade routes, and good
harbors along
the seacoast not adjacent
to a river).
Good agricultural land is
necessary to
support large cities and
a high standard
of living. The supply of
raw goods, particularly
metals, also governs the
standard
of living and the prices
of everything
the characters must buy.
Once you have a map, trade
routes
(and from them, political
forces) are immediately
apparent, and the character
of
your world is thereby established.
Then
a host of modifying factors
(such as traditions
and past political history,
racial
distribution, and religious
beliefs) must
be added. The easiest way
to illustrate
this is with a sample; see
the map accompanying
this text.
Crude, eh? It can be prettied
up later,
as Gollum would say. The
letters stand
for regions (kingdoms, if
you prefer)
governed from large coastal
(port) cities
(the triangles). Each can
be described
simply:
A (which we’ll call
Alut; pronounced aloot) is a country of
fishermen and artisans;
old, superior, and with visions of building
an empire, but low on resources.
B (Barsheba) has
rich mines in the mountains far to its north.
C (Cluf), the “caravan
city,” raises good horses (or equivalent
beasts of burden) in its
provinces.
D-1 is desert; harsh,
vast, and unable to support life. The
nomads sometimes encountered
here use ruined desert cities
as bases, but live in the
steppes far to the north of Cluf.
D-2 is Darshin, a
rocky island with little agriculture of its own,
but a strategic location.
E (Emmersea) is a
relatively new land built on the ruins of an
earlier civilization; the
scene of much old magic and odd
events.
F (Famairal) is a
land of successful farmers; rich in produce,
poor in lumber and metals.
G-1 (Geldorn) is
a wild, rocky country of fishermen, necessarily
a naval power. Its interior
is a savage country, but many
enter to seek the gems found
in the mountains far to the south.
G-2 (Ghed) is an
island currently held by Geldorn.
From these few threadbare
descriptions,
we can build in forces of
activity;
the tensions, trade, and
interests which
are the life of any world.
The sea and the
desert are the two natural
obstacles to
trade, and so there is an
important overland
caravan route between Cluf
and
Emmersea — imperiled by
the nomads,
of course. There is also
naval trade: Darshin,
because of its location,
is the foremost
sea power, but it is weak
in resources
and needs goods from the
other cities
to survive. Alut is also
hungry for resources,
has a good port, and desires
to
expand over “the barbarian
kingdoms.”
Said kingdoms (D, E, F,
and G) aren’t too
pleased at the idea; Geldorn,
in fact,
fears both Alut and Darshin,
and heavily
guards the isle of Ghed
to preserve its
naval power and independence.
Geldorn
is at the very end of the
horseshoeshaped
caravan route, is valued
for its
gems, and is not a country
suited for
overland travel.
Politics (social mores)
and codes of
conduct are matters best
dealt with in
detail at another time,
but at a glance one
can see that the government
of Alut
would be a matter of pompous
trappings
and hallowed traditions,
that of Barsheba
would be close-armed force
to guard
the mineral wealth of the
country, that of
Famairal would be the most
easy-going
by virtue of a widely accepted
code of
behavior (to wit, the necessary
tasks and
customs of farming the land),
and those
of Cluf and Emmersea would
be the most
open and tolerant due to
their “crossroads”
aspect, perhaps having only
a
“Trader’s Code” of some
sort.
Darshin and Geldorn will
probably be
armed camps; the strategic
importance
of Darshin means its independence
would last only as long
as its navy was
the most formidable on the
seas. This
warlike stance is balanced
against the
fact that the isle requires
goods from the
other countries to survive,
and by the
fact that the pirates and
the navies of all
the other countries could
in combination
defeat it, if Geldorn attempted
any conquests.
As it is, there is strife
between the
Darshin trading vessels
(who charge
trade rates to the other
countries of sufficient
amount to maintain the existence
of overland trade) and those
of Alut, who
are trying for a share of
cargo-carrying
fees — and between both
of these and
the pirates of the isle
of Ghed, who are
preying on both navies and
keeping
them both too weak to defeat
the other.
(If one did achieve supremacy,
it would
of course then turn and
crush Ghed.)
A lively situation for adventuring,
and
two countries in particular
seem ideal
sites for a party of adventurers:
Geldorn,
with a government whose
reach and attention
is turned outward and not
into
the wild (monster-populated)
interior,
and with gems to be found
which lure
adventurers, merchants,
and even official
agents from all countries;
and Emmersea,
a land of small villages
or dales
lightly governed by merchant
lords. Of
necessity (so as to not
discourage trade),
government and law enforcement
in
Emmersea will be light.
Emmersea’s terrain
of small valleys makes for
a choice
of trade routes within the
country, adventurers’-
type terrain, which can
support
small settlements easily
handled by
a DM. The fact that the
country is marked
with the ruins of earlier
civilizations provides
a setting for (and a market
for the
rewards of) adventuring.
If agriculture is
crowded into the valleys
and the slopes
around the valleys are heavily
wooded,
Emmersea has an exportable
good:
lumber for the wagonmakers
of Cluf and
the shipyards of Darshin,
and a need for
textiles and other goods
possible only
when agricultural land is
plentiful and
good.
Aside from the acknowledged
authority
of the governments, there
will be many
other power groups in this
world. The
merchants not governing
Emmersea and
Cluf are one such group
— or, more
probably, they comprise
many groups.
Others will be rebels, opponents
of the
governments of all types
— perhaps
giants or the goblin races
in the mines
and mountains of Barsheba,
having been
pushed out by men and angry
about it.
Religious groups — some
allied to the
local government, some opposed
— are
other sources of power; so
are the intellectuals,
philosophers and inventors,
particularly when technology
and progress
is not sponsored or favored
by the
state.
Technology, religion, and
accepted
authority (laws, customs,
and tradition)
will provide much of the
impetus, directions,
and limitations on adventure
for
the players; the DM must
take care with
the development of these
things and
concepts. The restrictive
tenets of a religion,
for example, can affect
trade. If
Geldorn embraces the druidic
faith, it
will not be the scene of
legal logging
operations, nor will its
borders likely be
open to those carrying lumber
or caged
wild animals being transported
over land
or sea.
Much of the activity of
the campaign
will come from the ongoing
struggles between
various power groups; for
example,
the G and D series AD&D
modules
put out by TSR Games depict
a world of
various groups (ogre magi,
the hill giants,
frost giants, fire giants,
kuo-toa, illithids,
Lolth-worshipping and elemental
godworshipping
drow nobles) all cooperating
to a degree, and at the
same time
vying for supremacy. A party
will unavoidably
make allies and enemies
as
they take action in the
midst of such conflict,
and members of the party
may even
join (opposing?) groups
and find themselves
directly involved.
The DM should also determine
the
prevalence and nature of
the ruins of
previous civilizations.
Not only are these
necessary for the location
of artifacts
(many of which, the DMG
tells us, are of
construction and origin
now unknown)
and as a justification for
the existence of
“dungeons,” but they can
possess a fascinating
aura of grand mystery. As
players
of the GAMMA WORLD™ game
know,
exploring the leavings of
the past is dangerously
alluring —and players in
more
medieval-style AD&D
settings usually
enjoy burial sites, stone
circles, and the
like. Secret (evil, or opposed
to the accepted
— state? — religion) cults
can
worship at such places,
and treasure can
be hidden there; both are
often hinted at
by local legends of magic,
apparitions,
and otherwise strange doings.
In our sample world, Emmersea
is the
chief locale for such ruins
and old landscapes,
although ruins can be placed
in
any wild areas (such as
Geldorn’s interior,
the desert, and the mountains
in all
countries), and such areas
would logically
be populated by various
non-human
races and creatures. Alut
might have artifacts
preserved in its great towers
and
tombs, but these would be
rare in Barsheba,
Cluf, and Famairal, where
magic
items would long since have
been found
and destroyed or carried
off.
Yet another factor can be
added to a
world: that of “other-world
connections.”
Connections with other planes
and other
“worlds” (parallel Prime
Material planes)
allow a DM to use many monsters
and
characters (such as those
found in this
magazine’s Giants In the
Earth column),
and limited experiments,
such as characters
from futuristic and modern
settings,
that otherwise could not
be justified.
The presence of an “other
world”
gives the DM ample justification
to end,
or retract, elements that
don’t add fun to
play, or that threaten the
balance and/or
cohesiveness of the campaign.
In my own “Forgotten Realms”
campaign,
similarities between the
world we
all live in and the AD&D
fantasy world
(such as chronology, fighting
tactics,
and legends of beasts such
as dragons
and vampires) are all accounted
for by
the existence of connections
between
the two worlds. These connections
were
once well and often used,
but are now
largely forgotten (hence,
“Forgotten
Realms”) by those on our
side (uh, that
is, this side, the modern
one, with the
progress and pollution and
such...). But
some few quietly walk our
earth who
know the Realms well. .
. .
Control of the means of
interplanar
travel (see the AD&D
Players Handbook,
Dungeon Masters Guide, and
my article
on gates from issue #37
of DRAGON
Magazine, reprinted in the
BEST OF
DRAGON™ Vol. II collection,
for details)
will be of immense strategic
importance,
and all who know of them
will join in, or
at least take sides in,
the struggle to control
the “gates” and gate mechanisms
at
some point. One idea for
a long-lasting
campaign is that of a powerful
mage or
group of beings opening
up, re-opening,
destroying and creating
a group of gates
between various alternate
Prime Material
planes and the Outer Planes,
using
these as bridgeheads for
invasions of
creatures from these other
planes, in the
same manner as Lolth is
expanding into
the mountainous, icy world
in AD&D
module Q1, Queen of the
Demonweb
Pits. A party could find
such a group to
be a numerous, widespread,
and powerful
foe which could work behind
many
day-to-day events and adventures.
Such gates could be placed
in our
sample world in hidden valleys
in the
north of Cluf, for example,
with quiet interplanar
caravan trade taking place;
or
an invading force of monsters
from some
other plane could be issuing
from a gate
in a ruined city deep in
the desert, under
the guidance of lamia. Strange
ships
could be encountered, arriving
at Alut
and Darshin, or washed up
piece by
piece on the remote western
shore of
Geldorn — perhaps coming
from another
plane through a seaborne
gate, perhaps
hailing from a hitherto
unknown
western continent, or the
fabled Far Isles
— if a DM works at it, the
possible directions
he offers the players for
play to
proceed in are almost endless.
A contact with another continent,
for
example, offers enterprising
characters
a chance to found a trading
company
operating between the known
kingdoms
(A-G) and the new continent,
with all the
attendant headaches and
rewards. This
leads us to another topic:
employment.
In law-abiding areas (Alut,
Barsheba,
Darshin, and Famairal),
few free-booting
adventurers are going to
be tolerated. A
visible means of income
is necessary; at
least some of the party
members must
have honest jobs. Too few
DM’s explore
this facet of the game,
preferring instead
freewheeling, fiercely independent
player
characters who live off
the work of others
(the lot of a privileged
few, mostly
hereditary nobles, in the
medieval-technology
societies found in most
AD&D
campaigns).
If a DM lacks the time or
the confidence
to work out a detailed social
situation,
or wishes to utilize commercial
modules
when placing them in his
existing
world would disrupt affairs
greatly, the
“Anchorome campaign” is
a solution.
This campaign, named for
a legendary
island far over the sea
to the west, further
from the mainland than most
sailors ever
dare to go, is simplicity
itself. The party
is provided with — hired,
conscripted,
ordered, or bequeathed —
a ship. This
vessel (if properly maintained)
is adequate
for them to live on, and
to carry a
respectable amount of trade
cargo. Due
to the menace of pirates
or warships, or
because of a storm, or because
rumors
of treasure are eagerly
followed by the
party, the ship is sent
off the normal
trade routes into the unknown.
Play can include a single
voyage, like
that of C. S. Lewis’s Dawn
Treader, or
(like the owners of a Traveller
free trader)
the party can carry on voyages
for
many years, concerned with
trade, continually
provisioning and maintaining
the
ship, avoiding seizure and
shipwreck,
and so on.
The setting (an unknown
sea dotted
with islands) allows use
of all marine
AD&D monsters and many
published
role-playing aids, from
Judges Guild’s
Island Books through D&D®
Module Xl,
the perfectly suitable Isle
of Dread, to
AD&D modules like C1,
S1, and S3. The
island in the A series modules,
modified
somewhat, could also be used.
The DM
merely charts the immediate
vicinity of
the party’s ship, determines
aquatic
monster and ship encounters,
and locates
whatever is desired (from
modules,
magazines, current reading,
and creative
thought) on islands — or
upon the
vast backs of sleeping whales,
for that
matter! When DM or players
tire of the
setting, the DM creates
a nearby continent
or an interplanar gate upon
an island,
and the campaign setting
can shift
overnight.
Whatever the precise campaign
setting,
the success of play depends
upon
the players and the skill
of the DM — in
particular, the care and
extent of the
DM’s work outside of actual
play. A sterling
example of the depth displayed
by a
well crafted, detailed world
— and the
“life” such a world seems
to take on — is
in Tolkien’s Unfinished
Tales. A few
areas of special importance
and concern
in world-making will be
discussed below
and in future articles.
The Dungeon Masters Guide
warns
the DM that time records
must be kept in
any meaningful campaign;
too few DMs
realize this (or bother
to undertake the
work to make it so), or
that this timekeeping
should be extended to the
movements
and activities of all rulers
and other
important NPCs, the locations
of all
active and potential warriors
(particularly
mercenaries), valuable trade
goods,
and the ongoing enactment
of political
policies, orders, encounters
and the
spread of information —
not just to the
training times and monetary
expenditures
of the player characters.
The lure of the lost and
forgotten is an
interest-producing facet
of play well
known to most DMs, at least
on the level
of the hunt for buried treasure.
But few
see the potential of ancient
records, histories,
and tomes of lore as a source
of
hints to treasure location,
clues to the
identity and present whereabouts
of
now-dead (or undead) kings,
magicusers,
and other important individuals,
partial spell or artifact
knowledge, and
background lore.
The DM can have great fun
composing
such works, the players
will gain much
from them, and play should
improve.
Too many players find (and
survive the
opening of) books in dungeons
only to
find that they hold yet
another illegible
diary or accountant’s ledger
— or worse
yet, expect from experience
that every
book found will be a spell
book or magic
item (Book, Codex, Grimoire,
Libram,
Manual, or Tome) from the
DMG.
Many DMs miss a great chance
to
spice up play by slighting
an entire character
class: thieves. Too many
thieves
are played as door-openers
and lockpickers
for those rare occasions
when
the swashbuckling blast-and-hackers
who make up the party feel
an attack of
caution — and their thievery
tends to be
either pocket-picking and
corpse-strip-
ping, or of the snatch-and-run
variety.
The DM should ensure that
such performance
carries much risk, but enjoys
only limited success — a
thief who seeks
wealth (and advancement
in levels)
should keep such risky,
bandit-like activities
to a minimum, preferring
instead
careful planning of thefts.
The target
must be watched, specific
tactics devised
to overcome defenses and
obstacles,
escape routes and a location
or
means for the quick disposal
of loot to
avoid discovery be settled
upon — a
stupid or reckless thief
who does not
keep on the move should
be a short-lived
creature, and player characters
are, after
all, supposed to be a cut
above the norm.
Only one more topic is essential
in a
DM’s primer — politics.
Aside from personal
feuds and rivalries, there
is always
a struggle for power surrounding
the government
of any kingdom worth having.
The legitimate king is dead,
perhaps, or
senile —and his three known
sons (plus
another two claimants who
may be illegitimate
sons of the king or only,
however
unwittingly, impostors)
all battle for the
throne; in the political
arena of councils
and by wooing various nobles
or power
groups as patrons, and then
increasingly
by means of daggers in dark
corridors
and bared swords on the
high roads.
The players, as all others
in the land,
must choose sides in this
struggle, and if
their choice is ill they
may fare accordingly.
Such a war of succession
(as illustrated
in Roger Zelazny’s Amber
series,
for example) may go on for
years, as rival
claimants go into hiding,
emerge to win
the throne in a bloody ambush
or midnight
murder, and fall in their
turn to the
next usurper . . . and of
course, a kingdom
so weakened will be inviting
to neighboring
states wishing to expand,
or the nonhuman
tribes who have bided their
time
in the mountains, forests,
and swampy
valleys of the north, waiting
to reclaim
the land that was once theirs.
Many local
officials and minor nobility
will seize this
chance to gain wealth and
power in the
face of uncaring chaos at
the capital, and
these small-scale governors
will rule the
affairs of various small
areas of the kingdom
by the weight of their swordsworn
(men pledged to service).
A royal struggle need not
be so widespread,
however; some such struggles
will never actively pass
beyond the walls
of the palace, such as the
nasty situation
which arises when the monarch’s
eldest
child is female, and a younger
brother
(as the eldest male descendant)
believes
he should have the throne.
If the DM does not favor
large monsters
or wilderness adventuring,
a vast,
complex castle with forgotten
passages
and dungeons (like the fictional
Gormenghast
or Amber) and old, manylayered
intrigue may prove an ideal
dungeon
setting — the players need
never
even see the light of day.
If one thinks a
castle setting limiting,
consider the action
action
in Howard’s Red Nails or
Goldman’s
The Lion In Winter, or the
possibilities,
offered by the half-ruined,
labyrinthine
citadel in Wolfe’s Shadow
of the Torturer.
Understanding why one kingdom
is
stronger than or opposed
to another,
and why one mountain pass
is strategically
important and another not,
is essential
to the DM, if players are
to affect
the status quo without always
coming
into direct contact with
(or becoming)
rulers. An endless diet
of kings and princesses
and wicked nobles reduces
the
excitement and interest
of the trappings
and traditions of power
and, if the DM
can’t come up with alternatives,
dooms a
campaign to increasingly
dull and bland
play.
A good guide for the novice
DM to
judge the depth and interest
of his or her
campaign is to consider
its elements and
events without the players
(and their
characters and deeds). Is
the setting, bereft
of player involvement, still
interesting
enough to be the stuff of
which tales
are made?
If not, something must be
done. And
yet the action of the world
must not be
entirely divorced from the
actions and
interests of player characters
— the play
of the campaign must be
concerned with
them, and the overall tapestry
of events
in the world should be affected
by them,
moreso as the characters
grow in experience
levels and the players in
playing
experience. On the other
hand, the DM
must avoid any tendency
of events to
halt in mid-action when
adventuring
stops, coming to life only
when player
characters walk onstage
to do battle. (I
always thought it odd that
enemies would
lay low at the same time
as player characters
trained or recovered from
wounds,
and that no one fell upon
the unprotected
treasure of player characters
while
they were off training.)
Note that players need not
be made
aware of all the DM’s work
in creating
nearby characters, groups,
and activities.
They can learn what they
will as play
proceeds; indeed, a degree
of mystery
builds interest more than
any other quality
of a campaign. Too much
will frustrate
players, however; the DM
must find
the proper amount, while
bearing in
mind that several small,
simultaneous
mysteries are better than
one Grand
Mystery after another. Mysteries
also
leave a DM room to modify
his campaign
to respond to player desires
and achievements,
and to avoid or explain
a way
around apparent contradictions.
And every long-running campaign
will
have such “gray areas,”
no matter how
intricately developed it
is before the
onset of play; for six days
a DM labors
mightily to create a world
and breathe
life into it, but the world
he creates is
(alas) not perfect, and
by the seventh
day that DM has certainly
earned a
rest....
Psionic Ability | Attack Modes | Defense Modes | Minor disc. | Major disc. |
2-40 | 0 | 0 | 1 | 0 |
41-80 | 1 | 1 | 1-2 | 0 |
61-80 | 1-2 | 1-2 | 1-3 | 0 |
81-100 | 1-3 | 1-3 | 1-4 | 11 |
101-120 | 1-4 | 1-4 | 1-4 | 12 |
121-140 | 1-4 | 1-4 | 1-4 | 13 |
141-160 | 1-5 | 1-5 | 1-5 | 1 |
161-180 | 2-5 | 2-5 | 2-5 | 1 |
181-200 | 2-5 | 2-5 | 2-5 | 14 |
201-220 | 2-5 | 2-5 | 3-6 | 15 |
221-240 | 2-5 | 3-5 | 3-6 | 2 |
241+ | 3-5 | all | 3-6 | 2 |
1 -- only if 4 is rolled for minor disciplines
2 -- only if 3 or 4 is rolled minor disciplines
3 -- only if 2, 3, or 4 is rolled for minor disciplines
MINOR DISCIPLINE | INT | WIS | CHA | NONE | ALL |
Animal Telepathy | 01-02 | 01-03 | 01-04 | 01 | 01-03 |
Body Equilibrium | 03-07 | 04-05 | 05 | 02-03 | 04-05 |
Body Weaponry | 08-11 | 06 | 06-07 | 04-08 | 06-07 |
Cell Adjustment | 12-13 | 07-14 | 08-10 | 09-12 | 08-10 |
Clairaudience | 14-17 | 15 | 11 | 13-14 | 11-14 |
Clairvoyance | 18-20 | 16 | 12 | 15-16 | 15-17 |
Detection of Good or Evil | 21-22 | 17-22 | 13-19 | 17-18 | 18-20 |
Detection of Magic | 23-30 | 23-24 | 20 | 19 | 21-22 |
Domination | 31 | 25-29 | 21-30 | 20-22 | 23-25 |
Empathy | 32-33 | 30-32 | 31-34 | 23-24 | 26-28 |
ESP | 34-39 | 33-35 | 35-37 | 25-26 | 29-32 |
Expansion | 40-43 | 36-38 | 38-40 | 27-39 | 33-36 |
Hypnosis | 44-45 | 39-45 | 41-55 | 40-42 | 37-40 |
Invisibility | 46-54 | 46-52 | 56-58 | 43-50 | 41-45 |
Levitation | 55-56 | 53-55 | 59-60 | 51-60 | 46-48 |
Mind Over Body | 66-68 | 56-67 | 61-66 | 61-70 | 49-53 |
Molecular Agitation | 69-77 | 68-69 | 67-68 | 71-74 | 54-57 |
Object Reading | 78-83 | 70-76 | 69-73 | 75-76 | 58-67 |
Precognition | 84-88 | 77-85 | 74-76 | 77-78 | 68-79 |
Reduction | 89-90 | 86-88 | 77-81 | 79-84 | 80-83 |
Sensitivity to Psychic Impressions | 91 | 89-95 | 82-86 | 85-86 | 84-88 |
Suspend Animation | 92-98 | 96-98 | 87-94 | 87-99 | 89-92 |
(Select one) | 99-00 | 99-00 | 95-00 | 00 | 93-00 |
MAJOR DISCIPLINE | INT | WIS | CHA | NONE | ALL |
Title
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