Rules Changes Rule Modifications in Agnor's Realm




These are the changes to the AD&D game that I have have made for my gaming world. Eventually, I hope to put the entire world on this site.





* All wizards must choose a school specialization. There is a 10% chance that an individual has the mental capacity to overcome his patterns of thought and therefore become a mage.

The reasoning behind this is that each person's mind functions in a different way. Our thought patterns are our own, thus making each person magically talented in a different way. (As with David Edding's Belgarion, Belgarath, etc.)

If a player becomes overwhelmed with the choices, he can opt to roll randomly on table 1.

Table 1: Random Wizard School Specialization
Roll (1d10)Specialization
1Abjuror
2Enchanter
3-4Illusionist
5-6Transmuter
7-8Conjuror
9Invoker
10Necromancer

Spell Weaving

All wizards must make a 1D100 roll during the creation of their characters to determine if they are born with The Gift, and are thus capable of excercising it's benefits. There is a 5% base chance. This is modified by the following:

Please note that I use a slightly modified version of a set of spell weaving rules found on the net. Click here to view/download the original version.

This page will be finished once I find the time.