Rules Changes
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.
Roll (1d10) Specialization 1 Abjuror 2 Enchanter 3-4 Illusionist 5-6 Transmuter 7-8 Conjuror 9 Invoker 10 Necromancer
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.