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Mystic and Savant classes 1

The document introduces two new classes for Advanced Dungeons & Dragons, the Mystic and the Savant, originally proposed by Gary Gygax but never implemented. The Mystic is a sub-class of clerics focused on divination and detection, with unique spells and abilities, while adhering to specific alignment and equipment restrictions. This part of the article includes detailed tables for experience points, hit points, and spells available to the Mystic class.

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0% found this document useful (0 votes)
21 views18 pages

Mystic and Savant classes 1

The document introduces two new classes for Advanced Dungeons & Dragons, the Mystic and the Savant, originally proposed by Gary Gygax but never implemented. The Mystic is a sub-class of clerics focused on divination and detection, with unique spells and abilities, while adhering to specific alignment and equipment restrictions. This part of the article includes detailed tables for experience points, hit points, and spells available to the Mystic class.

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ffarris135
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Four new “Gygaxian” classes for your AD&D® game!

Part One – Mystic and Savant


By David Prata
Back in 1982, in Dragon Magazine No. 65, Gary Gygax told readers of new classes under
consideration for inclusion in an expansion of the Advanced D&D game system. The Mystic,
the Savant, the Mountebank, and the Jester, as envisioned by Gary Gygax, never saw the light
of day. In two articles, DM Prata presents what those classes could have been along with
tables and details to fully integrate them into your campaign! Here, in part one, are the Mystic
and the Savant.

The Mystic
This sub-class of clerics is concerned more awarded to him or her by the Dungeon
with prediction and detection than are other Master. As with standard clerics, the mystic
sorts of clerics. All mystics are of good has the ability to turn undead. Mystics must
alignment, although they may be chaotic, be of good alignment, though they may be
neutral, or lawful within the good alignment. lawful, chaotic, or neutral in approach. They
As with other sorts of clerics, mystics have use the cleric’s matrices for attacks and
seven levels of spells, but most focus on saving throws.
divination or detection. However, new spells,
Beginning at the 4th level of experience,
some very powerful, are available to them.
mystics may read languages as thieves of
Unlike other clerics, mystics are forbidden
equivalent level. Similarly, at 10th level they
armor and many arms, even though the
may read scrolls of spells normally reserved for
cleric prohibition on edged weapons is lifted.
other classes, but only those containing spells
The principal attribute of a mystic is wisdom. available to a mystic upon achieving a
As seers and diviners, they must have a sufficient level of experience. (For example, a
minimum wisdom of 13 and an intelligence of 10th-level mystic may read a magic-user’s
9. If the mystic’s wisdom ability is greater than astral spell from a scroll, but not magic missile
15, the character adds 10% to experience or fireball.) Unlike thieves, their understanding

MYSTICS (CLERICS) TABLE I

8-Sided
Dice for
Experience Experience Accumulated Level
Points Level Hit Points Title
0—2,750 1 1 Postulant
2,751—5,500 2 2 Almoner
5,501—10,000 3 3 Preacher
10,001—24,000 4 4 Officiant
24,001—47,500 5 5 Minister
47,501—98,000 6 6 Chaplain
98,001—200,000 7 7 Proctor
200,001—350,000 8 8 Magister
350,001—700,000 9 9 Dean
700,001—1,050,000 10 9+2 Dean (10th level)
1,050,001—1,400,000 11 9+4 Dean (11th level)
350,000 experience points per level for each additional level beyond the 11th level.
Mystics gain 2 h.p. per level after the 9 th level.

Footprints -- Page 2 -- Number 11


of such spells is perfect; however, the which they can carry on their persons and/or
standard chance of spell failure applies if the place upon their mounts; all excess must be
mystic attempts to cast a spell of a higher donated to a worthy communal or
level than he is normally entitled. institutional cause (but never to another
player character) (cf. Ranger). Although
Mystics can employ those magic items
mystics do not automatically attract followers,
permitted to regular clerics, with the they otherwise conform to the cleric class
exception of weapons and armor. At 10th
when and if they construct religious
level, they may also employ crystal balls. strongholds.
They may only own those goods and treasure

SPELLS USABLE BY CLASS AND LEVEL—MYSTICS (CLERICS)

Mystic Spell Level


Level 1 2 3 4 5 6 7
1 2 - - - - - -
2 3 1 - - - - -
3 3 2 - - - - -
4 4 3 1 - - - -
5 4 4 2 - - - -
6 4 4 3 1 - - -
7 4 4 3 2 - - -
8 4 4 4 3 1 - -
9 5 5 4 3 2 - -
10 5 5 4 4 3 1* -
11 6 5 5 4 3 2 -
12 7 6 6 4 3 3 -
13 7 7 7 5 3 3 -
14 7 7 7 6 4 3 -
15 8 8 8 6 5 3 1**
16 8 8 8 7 6 4 2
17 9 9 9 7 6 4 2
18 9 9 9 8 7 5 2
19 9 9 9 8 7 5 3
20 9 9 9 9 8 6 3
21 9 9 9 9 9 7 3
22 9 9 9 9 9 7 4
23 9 9 9 9 9 8 4
24 9 9 9 9 9 9 4
25 9 9 9 9 9 9 5
26 9 9 9 9 9 9 5
27 9 9 9 9 9 9 6
28 9 9 9 9 9 9 7
29 9 9 9 9 9 9 8
* Usable only by mystics of 17 or greater wisdom
** Usable only by mystics of 18 or greater wisdom

Footprints -- Page 3 -- Number 11


SPELL TABLES FOR MYSTICS (Clerics)

Number 1st Level 2nd Level 3rd Level


1 Ceremony Augury Cloudburst
2 Combine Create Water Continual Light
3 Command Cure Light Wounds Cure Blindness
4 Detect Charm Detect Poison Cure Disease
5 Detect Disease Detect Snares & Pits Death’s Door
6 Detect Evil Enthrall Detect Curse
7 Detect Life Holy Symbol Detect Illusion
8 Detect Magic Identify Detect Invisibility
9 Endure Cold/Heat Know Alignment Detect Lie
10 Find Traps Locate Animals Divination
11 Invisibility to Undead Locate Object ESP
12 Light Messenger Feign Death
13 Magic Stone Predict Weather Glyph of Warding
14 Penetrate Disguise Resist Cold Hold Person
15 Portent Silence 15’ Radius Locate Plants
16 Precipitation Slow Poison Negative Plane Protection
17 Protection From Evil Snake Charm Remove Paralysis
18 Purify Food & Drink Speak With Animals Resist Fire
19 Remove Fear Warning Speak With Dead
20 Sanctuary Withdraw Wyvern Watch

Number 4th Level 5th Level 6th Level 7th Level


1 Clairaudience Animate Dead Aura Animate Object
2 Clairvoyance Atonement Blade Barrier Astral Spell
3 Commune Commune With Cure Critical Control Weather
Nature Wounds
4 Create Food & Consequence Dismissal Earthquake
Water
5 Cure Serious Dispel Evil Etherealness Exaction
Wounds
6 Dispel Magic Find the Path Forbiddance Regenerate
7 Exorcise Flame Strike Heroes’ Feast Restoration
8 Imbue With Spell Giant Insect Legend Lore Resurrection
Ability
9 Neutralize Poison Golem Lower Water Reverse Time
10 Protection From Magic Font Speak With Succor
Evil 10’ Radius Monsters
11 Remove Curse Plane Shift Spirit Self Vision
12 Speak With Plants Quest Word of Recall Wind Walk
13 Spell Immunity Rainbow
14 Tongues Raise Dead
15 True Seeing Sticks to Snakes
16 Wizard Sight Stone Tell

Footprints -- Page 4 -- Number 11


MYSTIC SPELLS

First Level Spells of automatically noticing any trap or hidden


danger (including invisible opponents) within
Detect Disease (Divination) the area of effect. The chance of success for
hiding in shadows and moving silently is
Level: 1 halved for any opponent within the area of
Components: V, S, M effect. Only the spell recipient notes the
Range: 1” various warnings given by this spell. It is his
Casting Time: 1 round decision whether to notify other members of
Duration: 1 round/level his group. The material component for this
Saving Throw: None spell is a small metal figure sprinkled with the
Area of Effect: One hit die of creatures/level dust of a crushed pearl.

Explanation/Description: This spell reveals Third Level Spells


whether a creature (or object) carries a
disease, normal or magical. Each object is Detect Curse (Divination)
considered as equivalent to a 1 hit die
creature for the purposes of the spell. In Level: 3
addition, the caster has a 10% chance per Components: V, S, M
level of identifying the exact type of disease. Range: 3”
The material component for this spell is a twig Casting Time: 1 round
or small branch from any tree. Duration: 1 round/level
Saving Throw: None
Second Level Spells Area of Effect: 1” x 3” path

Warning (Divination) Explanation/Description: With this spell, the


mystic has a 5% chance per level of
Level: 2 detecting any cursed item, person, or place.
Components: V, S One man-sized object or one square yard of
Range: Touch area can be checked each round. Once a
Casting Time: 2 segments cursed item has been discovered, the mystic
Duration: 1 turn/level has the same percentage chance of
Saving Throw: None determining the general nature of the curse,
Area of Effect: 1” radius although its precise triggers and effects will
remain a mystery. For example, by scanning
Explanation/Description: This spell heightens a cursed scroll, the mystic could learn the
the awareness and senses of the recipient to curse causes misfortune to the reader, but
danger. The recipient has a 16⅔% lower would not be able to tell that it lowered by 1
chance of being surprised (1–2 chance in 6 the saving throws and “to hit” chances of the
becomes 1 chance in 6, etc.) by events recipient. Each item or area can only be
originating within the area of effect. The checked once by the same mystic, regardless
character still has a normal chance of being of the number of spells he may cast upon it.
surprised by events outside the area of effect, The material components for this spell are a
like missile fire, however. Likewise, the gem of at least 10 g.p. value and a fresh
character cannot be struck from behind, with spray of cherry or plum blossoms.
the same limitations, since the character is
automatically aware of any creature moving
behind him. The character has a 30% chance

Footprints -- Page 5 -- Number 11


Fourth Level Spells Fifth Level Spells

Wizard Sight (Divination) Consequence (Divination)

Level: 4 Level: 5
Components: V, S Components: V, S, M
Range: 0 Range: 0
Casting Time: 4 segments Casting Time: 1 round
Duration: 1 round/level Duration: Instantaneous
Saving Throw: None Saving Throw: None
Area of Effect: Personal Area of Effect: Special

Explanation/Description: Upon completion of Explanation/Description: This spell allows the


this spell, the caster’s eyes glow blue, and he mystic to determine how one recent event fits
is able to see the magical auras of spell into the “grand scheme”. By casting this spell,
casters and enchanted objects. Only the the mystic can determine whether the
auras of things visible to the caster are seen; sequence or situation that gave rise to the
this spell does not grant the mystic the ability specific event is complete or whether it is
to see invisible objects, nor does it give him X- ongoing; whether it was a significant or
ray vision. This spell does not reveal the insignificant event in the larger picture; or
presence of good or evil or reveal alignment. whether it will continue to have repercussions
While wizard sight is in effect, a mystic is able for the participants. Using his knowledge of
to see whether someone is a spell caster and the circumstances, the DM communicates
whether that person is a cleric, a magic-user, these facts to the caster’s player. This
or both. He can sense if a non-spell caster “arcane message” is normally straightforward
has the potential to learn and cast spells (e.g., and easy to understand, but in the case of
whether a ranger will someday gain the highly complex circumstances, the message
ability to cast a spell). Although a spell might be cryptic. In either case, the message
caster’s level cannot be discerned, the mystic will always be truthful. As an example,
can see the intensity of a spell caster’s aura consider a mystic and his party who are on a
and guess at the individual’s magical power holy quest to retrieve an item of power. On
(dim, faint, moderate, strong, overwhelming). the way to the location of this item, the party
This can be extremely ambiguous even when is ambushed by evil creatures from the Inner
a mystic has some method of comparison; Planes but manages to defeat them.
the DM might announce that a subject’s Concerned that these creatures might be
intensity is roughly equivalent to that of a outlying guards protecting the item of
companion, or he might announce that a interest, the mystic casts consequence,
subject’s aura is the strongest the mystic has hoping for guidance. The DM knows that
ever encountered. An object’s magical these creatures have nothing to do with the
abilities cannot be discerned, but both the quest; the encounter was coincidental.
fact that it is magical and the type of magic However, the surviving monsters will soon be
(abjuration, alteration, etc.) are obvious. The returning with reinforcements to avenge their
mystic can see the intensity of an item’s dead. Therefore, the DM tells the mystic’s
magical aura and guess at its power, but player, “To your goals these have no place,
cannot tell whether a magical item is cursed. but still they can cause more woe.” Casting
this spell “taints” subsequent castings of the
same spell within a 24-hour span. A second
attempt within this period always results in the
same message as the first, regardless of the
true situation. If a second mystic casts the

Footprints -- Page 6 -- Number 11


spell within 24 hours of another casting, he Etherealness (Alteration)
receives an accurate reading. The material
components are three special coins or dice Level: 6
made of platinum (total value of at least Components: V, S
1,000 gp), which the mystic tosses in his hand Range: 0
while concentrating on the spell. The coins or Casting Time: 1 segment
dice are not consumed in the casting. Duration: 1 hour/level
Saving Throw: None
Sixth Level Spells Area of Effect: Special

Aura (Divination) Explanation/Description: By means of this


spell, the mystic and up to six other creatures
Level: 6 joined by linked hands become ethereal
Components: V, S (along with their equipment). While ethereal,
Range: 0 the group need not stay together. The
Casting Time: 1 round group’s presence can be detected only by
Duration: 1 turn detect invisibility, true seeing, or similar spells
Saving Throw: None and effects. No physical or magical attack
Area of Effect: 1 mile diameter/level can affect them, unless their assailant is
ethereal as well (although some monsters,
Explanation/Description: This spell allows the such as the basilisk, have gaze weapons
mystic to read the aura of an area, whose power extends into the Ethereal
determining the basic alignment and Plane). The spell recipients are actually in the
magical tendencies of most of the inhabitants Border Ethereal and can still perceive their
and items in the area. When cast, an aura physical surroundings, but the world appears
appears over every dwelling or structure gray, misty, and indistinct to them. Note that
within the area of effect indicating whether as ethereal creatures can perceive the
most or the principal occupant is good, evil, physical world here, a character could scout
lawful, neutral, or chaotic. In addition, areas out his surroundings or make good an escape
with a high concentration of magic are also through the safety of the Border Ethereal. The
revealed. For example, the mystic casts this mystic and his companions may remain in the
spell while standing on a hill overlooking a Border Ethereal for up to one hour per level;
village. Each of the houses in the village when the spell expires, they return to normal
begins to glow, indicating the primary nature existence, although the mystic can choose to
of the inhabitants. Thus, the mystic is able to end the spell before its full duration. The
note the homes of good people, evildoers, mystic also has the option of moving himself
and lawful types. Temples and shrines have a or the group from the Border Ethereal into the
magical glow because they are more Deep Ethereal, in which case they remain
predisposed to magic than other areas. ethereal when the spell ends. In this case, he
Likewise, haunted and cursed areas have an will have to use this spell again or find another
appropriate aura. The aura even appears way back in order to return to his home
over dwellings within the area of effect that plane.
the caster cannot directly see — a faint glow
over the treetops might indicate a hut or
cave deep in the woods.

Footprints -- Page 7 -- Number 11


Spirit Self (Alteration) Seventh Level Spells
Level: 6 Reverse Time (Alteration)
Components: V, S, M
Range: 0 Level: 7
Casting Time: 3 segments Components: V, S, M
Duration: 3–12 rounds Range: 3”
Saving Throw: None Casting Time: 7 segments
Area of Effect: 24” radius Duration: 1d4 rounds
Saving Throw: Neg.
Explanation/Description: This spell allows the Area of Effect: One creature
mystic to send his spirit outside his body while
maintaining some semblance of life in the Explanation/Description: This spell is similar to
physical body. When the spell is cast, the the 9th-level magic-user spell time stop.
mystic’s spirit invisibly separates itself from the When reverse time is cast, time stops within a
body and is free to move around. The body 3” diameter of the subject. All creatures and
does not fall into a trance, but assumes a items in the area of effect stand motionless,
type of half-awake state. The mystic (in spirit rivers stop running, and arrows hang
form) can instruct the body to take simple suspended in the air. Any creature, person, or
actions such as walk, converse, or eat while object entering the area of effect is likewise
he does other things in spirit form. The body frozen in time. Unless he is the subject of the
behaves as if in a daze. The spirit form of the spell, the caster is affected if he is within the
mystic retains the ability to cast spells, area of effect. An unwilling subject is allowed
although doing so instantly forces the return a saving throw vs. spell; if successful, the spell
of the spirit form to the body. The spirit form is is immediately negated. Otherwise, the
considered to be “enchanted or conjured” victim is forced to relive all the actions taken
for the purposes of protection from evil spells. in the previous 1d4 rounds in reverse.
Damage taken by the body or the spirit is Beginning with the most recent round, the
subtracted from the hit points of the mystic. If subject moves backward, arrows fired by the
the body is destroyed, the mystic is slain. If subject return to his bow, and so on. All
the body is moved beyond the area of effect, effects of these actions are negated. At the
the mystic is unable to return to it. If the spirit end of the spell’s duration, normal time
form does not return to the body before the resumes and all creatures immediately
end of the spell’s duration, it is trapped continue their activities, picking up right
outside the body. The mystic’s body falls into where they had stopped. While time has
a catatonic state while the spirit must wander been reversed for the target, the others in the
aimlessly. With the expiration of the spell, the area of effect recall the events of the now-
character loses the ability to cast spells in reversed time. Consider the following
spirit form. The material component for this example: A party is battling a spell-casting
spell is the mystic’s holy symbol. red dragon. In the first round, the dragon
breathes fire, roasting the party’s magic-user.
The rest of the group attacks and injures the
dragon. On the second round, the dragon
bites and kills the group’s thief. More
damage is caused to the beast, but it is still
alive in the third round, when it uses magic
missile to kill the ranger. At this point, the
mystic casts reverse time on the beast.
Fortunately, it fails its saving throw and is
forced to reverse the last four rounds. While

Footprints -- Page 8 -- Number 11


everyone else freezes, the dragon goes into encountering the party for the first time. The
reverse. The magic missiles zoom back to the party is immune to surprise, since it was
dragon (and it regains the ability to cast that fighting the beast previously. All damage
spell), it “unbites” the thief (removing that suffered by the dragon remains, since these
damage from the character), and then actions were caused by the group and not
inhales its fiery breath (leaving the roasted the beast. The material component is an
magic-user alive and uncooked). The dragon etched silver arrow bent into a circle. The
is then reversed through one more round — arrow must be no more than 3 inches long
the round before it encountered the party. and worth no less than 500 g.p.. The arrow is
The spell then ends and actions resume. The destroyed in the casting.
dragon must now roll for surprise since it is

The Savant
This sub-class of magic-user specializes in To be a savant, a character must have a
knowledge, understanding, and arcane minimum intelligence of 13 and a minimum
subjects. Thus savants, as do mystics, possess wisdom of 12. If both of these major attributes
a fair range of detection spells. In addition to exceed 15, a savant gains a 10% bonus to
the standard spells, savants may employ a earned experience. Savants may be of any
number of new magics. Savants can use alignment. They make attacks and saving
some spells common only to other spell- throws as magic-users.
casting classes, and, at higher levels, savants
can read and employ scrolls of all sorts. Beginning at the 4th level of experience,
savants may read languages as thieves of
Because of the scholarly aspects of this sub-
equivalent level. At 10th level, they may read
class, elven and half-elven savants are able
scrolls of spells belonging to any class. Unlike
to progress several levels higher than if they
thieves, their understanding of such spells is
were normal magic-users. Multi-classed elves
perfect; however, if a savant attempts to cast
and half-elves may substitute the savant sub-
class in any magic-user multi-class a spell of a higher level than he is normally
entitled to cast, the standard chance of spell
combination.
failure applies.
SAVANTS (MAGIC-USERS) TABLE I

4-Sided
Dice for
Experience Experience Accumulated Level
Points Level Hit Points Title
0—2,750 1 1 Tutor
2,751—5,500 2 2 Instructor
5,501—10,000 3 3 Pedagogue
10,001—24,000 4 4 Teacher
24,001—47,500 5 5 Headmaster
47,501—98,000 6 6 Assistant Professor
98,001—200,000 7 7 Professor
200,001—350,000 8 8 Philosopher
350,001—700,000 9 9 Sage
700,001—1,050,000 10 10 Savant
1,050,001—1,400,000 11 10+1 Grand Savant
1,400,001—1,750,000 12 10+2 Grand Savant (12th level)
350,000 experience points per level for each additional level beyond the 12th level.
Savants gain 1 h.p. per level after the 10 th level.

Footprints -- Page 9 -- Number 11


Savants may employ the same magic items class limitations, except for prohibited
as regular magic-users. However, upon weapons and armor. Savants may
attaining the 12th level of experience, a compound potions and scribe magic scrolls in
savant may use any magic item regardless of the same manner as magic-users.
SPELLS USABLE BY CLASS AND LEVEL—SAVANTS (MAGIC-USERS)

Savant Spell Level


Level 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 2 1 - - - - - - -
3 3 2 - - - - - - -
4 4 3 1 - - - - - -
5 4 3 2 - - - - - -
6 4 3 2 1 - - - - -
7 4 3 3 2 - - - - -
8 4 4 3 2 1 - - - -
9 4 4 3 3 2 - - - -
10 5 4 4 3 3 - - - -
11 5 5 5 4 3 1 - - -
12 6 6 6 4 3 2 - - -
13 6 6 6 5 4 2 1 - -
14 6 6 6 5 5 2 1 - -
15 6 6 6 6 5 3 2 1 -
16 7 7 7 6 5 3 2 1 -
17 7 7 7 6 6 4 2 1 1
18 7 7 7 6 6 4 3 2 1
19 7 7 7 7 6 5 3 2 1
20 7 7 7 7 7 5 3 2 1
21 7 7 7 7 7 6 4 2 2
22 7 7 7 7 7 6 4 3 2
23 7 7 7 7 7 7 4 3 2
24 7 7 7 7 7 7 5 3 3
25 8 8 8 8 7 7 5 3 3
26 8 8 8 8 8 8 5 3 3
27 8 8 8 8 8 8 6 3 3
28 8 8 8 8 8 8 7 3 3
29 8 8 8 8 8 8 7 4 3

Footprints -- Page 10 -- Number 11


ACQUISITION OF SAVANT SPELLS
Savants, like magic-users, begin with a limited book of spells. These spells are divided into three
groups; one from each group will be known by the beginning savant. The savant always has
read magic and detect magic. The spell groupings are:
Offensive Spells Defensive Spells Misc. Spells
1. Burning Hands Affect Normal Fires Comprehend Languages
2. Enlarge Dancing Lights Detect Phase
3. Firewater Feather Fall Detect Secret Passages &
Portals
4. Friends Hold Portal Divining Rod
5. Grease Jump Erase
6. Light Protection From Evil Identify
7. Shocking Grasp Shield Mending
8. Sleep Spider Climb Message
9. Taunt Ventriloquism Write
0. (choose) (choose) (choose)

ACQUISITION OF CANTRIPS, SAVANTS


All of the cantrips that can be learned and employed by regular magic-users, save for the
personal cantrips are available to savants. In addition, savants can learn and employ from 2–
5 minor illusion cantrips, none of which are available to regular magic-users. Except where
otherwise indicated, all properties pertaining to magic-user cantrips likewise apply to those
employed by the savant class.
The number of magic-user cantrips available to savants in each category is as follows:
Useful cantrips: One per point of intelligence
Reversed cantrips: 2–8 Person-affecting cantrips: 2–8
Legerdemain cantrips: 3–6 Haunting-sound cantrips: 4–7

Footprints -- Page 11 -- Number 11


SAVANTS (Magic-Users)
Number 1st Level 2nd Level 3rd Level
1 Affect Normal Fires Audible Glamer Augury
2 Alarm Bind Blink
3 Burning Hands Charm Person Cloudburst
4 Comprehend Languages Clairaudience Continual Light
5 Dancing Lights Clairvoyance Detect Charm
6 Detect Evil Darkness 15’ Radius Detect Illusion
7 Detect Magic Deeppockets Detect Life
8 Detect Phase Detect Invisibility Dispel Magic
9 Detect Secret Passages Detect Poison Explosive Runes
& Portals
10 Divining Rod Detect Snares & Pits Feign Death
11 Enlarge Fools Gold Find Traps
12 Erase Forget Flaming Sphere
13 ESP Invisibility Fly
14 Feather Fall Irritation Gust of Wind
15 Firewater Knock Haste
16 Friends Know Alignment Hold Person
17 Grease Levitate Hypnotic Pattern
18 Hold Portal Locate Animals Infravision
19 Identify Locate Object Invisibility 10’ Radius
20 Jump Magic Mouth Item
21 Light Mirror Image Locate Plants
22 Melt Penetrate Disguise Magic Mirror
23 Mending Portent Phantasmal Force
24 Message Predict Weather Protection From Normal
Missiles
25 Precipitation Preserve Pyrotechnics
26 Protection From Evil Protection From Cantrips Rope Trick
27 Read Magic Ray of Enfeeblement Secret Page
28 Run Scare Slow
29 Shield Shatter Stinking Cloud
30 Shocking Grasp Strength Suggestion
31 Sleep Vocalize Water Breathing
32 Spider Climb Wall of Fog Wind Wall
33 Taunt Web
34 Ventriloquism Whip
35 Wizard Mark Wizard Lock
36 Write Zephyr

Footprints -- Page 12 -- Number 11


Number 4th Level 5th Level 6th Level
1 Charm Monster Airy Water Anti-Magic Shell
2 Contact Other Plane Animal Growth Commune With Nature
3 Dig Animate Dead Contingency
4 Dimension Door Avoidance Disintegrate
5 Dispel Illusion Cloudkill Extension III
6 Enchanted Weapon Detect Lie Feeblemind
7 Extension I Distance Distortion Eyebite
8 Fear Divination Geas
9 Fire Charm Dolor Glassee
10 Fire Shield Extension II Globe of Invulnerability
11 Fire Trap Fabricate Guards and Wards
12 Fumble Hold Monster Lightning Bolt
13 Hallucinatory Terrain Legend Lore Lower Water
14 Ice Storm Magic Jar Move Earth
15 Massmorph Passwall Part Water
16 Minor Creation Sending Project Image
17 Minor Globe of Shadow Magic Repulsion
Invulnerability
18 Paralyzation Stone Shape Spiritwrack
19 Plant Growth Telekinesis Stone to Flesh
20 Polymorph Other Teleport Transmute Water to Dust
21 Polymorph Self Transmute Rock to Mud
22 Protection From Evil Wall of Force
10’ Radius
23 Remove Curse Wall of Iron
24 Shout Wall of Stone
25 Stoneskin
26 Tongues
27 Ultravision
28 Wall of Fire
29 Wall of Ice
30 Wizard Eye

Footprints -- Page 13 -- Number 11


Number 7th Level 8th Level 9th Level
1 Banishment Antipathy/Sympathy Astral Spell
2 Charm Plants Binding Crystalbrittle
3 Duo-Dimension Clone Energy Drain
4 Etherealness Demand Imprisonment
5 Find the Path Glassteel Shape Change
6 Forcecage Incendiary Cloud Succor
7 Mass Invisibility Mass Charm Temporal Stasis
8 Phase Door Mind Blank Time Stop
9 Reincarnation Permanency
10 Reverse Gravity Polymorph Any Object
11 Sequester Sink
12 Simulacrum Vision
13 Statue
14 Stone Tell
15 Teleport Without Error
16 Torment
17 Truename
18 True Sight
19 Vanish
20 Volley

SAVANT SPELLS
First Level Spells spaces are also detected, although anything
hidden within remains unseen. Detect phase
Detect Phase (Divination) does not reveal the location of creatures or
objects concealed by magical invisibility or
Level: 1 illusion. Note that detecting an out-of-phase
Components: V, S monster does not necessarily give the caster
Range: 0 the ability to attack it, but creatures such as
Casting Time: 1 segment phase spiders lose any special surprise
Duration: 2 rounds/level bonuses they may receive if they are
Saving Throw: None detected by using this spell.
Area of Effect: 1” path, 6” long
Detect Secret Passages & Portals (Divination)
Explanation/Description: Creatures or objects
that are out of phase — that is, in the Border Level: 1
Ethereal Plane — can be detected by using Components: V, S
this spell. The spell affects a path 6” long and Range: 0
1” wide; any out-of-phase creatures or Casting Time: 1 segment
objects in this area are revealed by soft, Duration: 1 turn
glowing blue outlines visible to anyone in the Saving Throw: None
vicinity. Creatures or effects detected by this Area of Effect: 1” square/level
spell include: phase spiders, ghosts in their
ethereal state, characters or creatures Explanation/Description: This spell enables a
employing oil of etherealness, psionic savant to detect secret doors, compartments,
etherealness or phasing, and similar effects. caches, and similar devices. Only passages,
Doorways or portals to extradimensional doors, or openings that have been

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deliberately constructed so as to escape description, the branch does not react,
detection are detected by this spell — a trap although the caster can move about and
door buried beneath crates in a cellar, an continue to search. The material component
illusionary wall, or an amulet left in a cluttered for this spell is the branch from a ginkgo tree
room would not be detected. The savant or a fruit tree, such as peach, apple, or
affects an area of 10 feet square per level, so lemon. The branch must be shaped like the
a 4th-level savant could search four 10-feet- letter Y, so that the caster can grasp a fork of
square sections of wall, floor, or ceiling. Any the branch in each hand.
doorways or openings detected by this spell
glow softly for one full turn. It is possible that a Seventh Level Spells
savant might not find a secret compartment
in the area of effect if the compartment is Etherealness (Alteration)
behind or under another object, so that its
doorway or opening is completely covered. Level: 7
This spell only detects the doorway or Components: V, S
opening; the savant may have to search for Range: Touch
a mechanism or catch that opens the door. Casting Time: 1 segment
Duration: 1 hour/level
Divining Rod (Enchantment–Divination) Saving Throw: Neg.
Area of Effect: Creature(s) touched
Level: 1
Components: V, S, M Explanation/Description: By means of this
Range: 6” spell, the savant and up to six other creatures
Casting Time: 1 round joined by linked hands become ethereal
Duration: 1 round/level (along with their equipment). While ethereal,
Saving Throw: None the group need not stay together. The
Area of Effect: Special group’s presence can be detected only by
detect phase, true sight, or similar spells and
Explanation/Description: This spell enables effects. No physical or magical attack can
the caster to enchant the branch of a ginkgo affect them, unless their assailant is ethereal
or fruit tree to locate a common item that is as well (although some monsters, such as the
hidden from view. Unlike locate object, the basilisk, have gaze weapons whose power
caster does not need to have a specific extends into the Ethereal Plane). The spell
mental image of a particular item; rather, he recipients are actually in the Border Ethereal
only needs to state the name of the general and can still perceive their physical
type of item he wishes to locate, such as surroundings, but the world appears gray,
buried treasure, edible plants, or fresh water. misty, and indistinct to them. Note that as
However, divining rod will not locate invisible ethereal creatures can perceive the physical
or magical items, nor will it locate items world here, a character could scout out his
protected by obscure object or a similar spell. surroundings or make good an escape
Once the branch is enchanted, the caster through the safety of the Border Ethereal. The
holds the branch with both hands. If the savant and his companions may remain in
desired item is within the range of the spell, the Border Ethereal for up to one hour per
the enchanted branch points in the direction level; when the spell expires, they return to
of the item and gently pulls the caster along. normal existence, although the savant can
The spell is not blocked by lead or any other choose to end the spell before its full
substance. However, if an impenetrable duration. The savant also has the option of
obstacle is reached, such as the ground or a moving himself or the group from the Border
wall, the branch presses against it and stops. Ethereal into the Deep Ethereal, in which
If no item within the spell range matches the case, they remain ethereal when the spell

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ends. In this case, he will have to use this spell touch him, and the subject receives a saving
again or find another way back in order to throw vs. spell to negate the effect. An
return to his home plane. unwilling subject automatically remains in the
Border Ethereal for an amount of time
Unlike the mystic’s version of this spell, the specified by the savant at the time of the
savant can attempt to use etherealness to casting, but up to one hour per caster level.
banish a single unwilling subject. He must When used in this manner, etherealness does
make a successful attack roll in order to not affect the caster, only the subject.

CHARACTER RACE TABLE I: CHARACTER CLASS LIMITATIONS


Racial Stock of Character
Dwarves Elves
Character Class Gr Hl Mt Dk Gr Hi Vy Wl Wd
CLERIC
Mystic no no no yes yes yes yes no yes
MAGIC-USER
Savant no no no yes yes yes yes no yes

Racial Stock of Character


Gnomes Half- Halflings Humans Alignment
Character Class Dp Sf Elves (All) Half-Orcs Requirements
CLERIC
Mystic yes yes yes yes no yes Any good
MAGIC-USER
Savant no no yes no no yes Any

CHARACTER RACE TABLE II: CLASS LEVEL LIMITATIONS

The ability scores given in the left-hand column of each chart pertain to different
characteristics that vary according to the character class. For savants, the score refers to
intelligence; for mystics, wisdom. The level limits for savants may be governed by additional
ability scores beyond the primary one; these special cases are covered in footnotes for each
sub-table where they apply.

TABLE II.B.: GNOMES

Ability Mystic
Score (All)
15 7
16 8
17 8
18 9
19 10
20 12

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TABLE II.C.: ELVES

Mystics Savants
Ability Dark Dark Dark Dark
Score Males Females All Others Males Females Gray High Valley Wood
16 10 U 10 14 7 13 12 13 11
17 10 U 10 151 8 13 13 13 12
18 10 U 10 151 8 13 13 13 12
19 12 U 12 162 10 151 13 151 13
20 12 U 13 18 4 12 162 15 1 162 13
21 12 U 14 21 4 14 18 4 17 3 184 162
22 12 U 14 21 4 14 21 4 204 184 162
1: Wisdom 15 also required.
2: Wisdom 16 also required.
3: Wisdom 18 also required.
4: Wisdom 19 also required.

TABLE II.D.: HALF-ELVES

Ability
Score Mystic Savant
16 10 8
17 10 91
18 10 102
19 12 102
20 13 102
1: Wisdom 15 also required.
2: Wisdom 16 also required.

TABLE II.E.: HALFLINGS

Ability Mystic
Score (All)
16 5
17 7
18 8
19 9
20 10

CHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL LIMIT

Maximum No. of Hit


Class of Character Hit Die Type Dice Spell Ability Class Level Limit
CLERIC
Mystic d8 9 yes none
MAGIC-USER
Savant d4 10 yes none

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CHARACTER CLASSES TABLE II: ARMOR AND WEAPONS PERMITTED

Character Class Armor Shield Weapons Oil Poison


CLERIC
Mystic none none caltrop, dagger, dart, knife, sling, staff yes never
MAGIC-USER
Savant none none caltrop, dagger, dart, knife, sling, staff yes ?

WEAPON PROFICIENCY TABLE

Initial Number of Non-proficiency Added Proficiency in


Class of Character Weapons Penalty Weapons Per Level
CLERIC
Mystic 1 –4 1/5 levels
MAGIC-USER
Savant 1 –5 1/6 levels

ERRATA
GENERATION OF ABILITY SCORES

Method V:

Number of Dice Rolled For:


Class Desired Str Int Wis Dex Con Cha Com
Cleric
Mystic 6 8 9 4 7 5 3
Magic-User
Savant 4 9 8 7 6 5 3

Starting Hit Points for Player Characters

Cleric
Mystic 5
Magic-User
Savant 3

CHARACTER AGE

Humans Table:
Class Age Plus Variable
cleric
mystic 18 + 1d4
magic-user
savant 30 + 2d8

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GAINING EXPERIENCE LEVELS

Training under a higher-level character applies only to characters who are below the “name,”
or nominal upper level, of their class and profession. The name levels for each class are shown
below:

MYSTIC Dean
SAVANT Grand Savant

Characters who have achieved “name” level merely spend game time equal to the number
of weeks indicated by performance in self-conducted training and/or study when advancing
to a new level.

EXPLANATION AND DESCRIPTION OF MAGIC ITEMS

Rod of Resurrection
mystic 1
savant 3

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