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Elves of Mystara - Elven Class Variants

by Craig Antoun from Threshold Magazine issue 10

Elves of Mystara

Elf Class Variants and Sub-Classes for BECMI/Rules Cyclopedia D&D

by Craig Antoun (Irondrake)


Introduction

In the earliest editions of the Dungeons & Dragons Role-Playing Game, the races of dwarves, elves, and halflings were treated as individual character classes, limited to one option based upon their race. Thus, dwarves and halflings held a similar function as fighters, while elves held a role as dual-classed fighters and magic-users. Human player characters, on the other hand, were able to choose from amongst four class professions: cleric, fighter, magic-user, or thief. This simplified character class system worked well overall, but the race as class feature often left many players desiring more options for their demi-human characters.



Over the years, official D&D sourcebooks for the Mystara campaign setting have introduced a few variations on the standard demi-human classes, including the elf wizard1, dwarf cleric2, halfling master3, and even the shadow elf shaman4. Using these official class variants as design templates, I have created additional class options for demi-human characters, expanding the race as class feature of the game.



This article explores elven class variants within the game mechanics presented in the Dungeons & Dragons Rules Cyclopedia5. These class variants can easily be adapted for use with B/X D&D6, Labyrinth Lord, and Dark Dungeons rule sets. Additionally, this article also takes a look at elven sub-classes presented in previous canon and fanon works.


The Elves of Mystara

Of all Mystara’s demi-human races, the elven race is by far the most versatile with regard to adventuring classes. While not as prevalent in elven clans as traditional fighter/magic-users, elven clerics, druids, magic-users, thieves, and warriors do exist. In addition, the standard elf class may, at higher levels, transition into several sub-classes, including the avenger, druidic knight, knight, paladin, and wizard.




Elven Racial Abilities

As detailed in the D&D Rules Cyclopedia, all elves have the following racial abilities: infravision 60’; enhanced secret and hidden door detection; immunity to ghoul paralysis; and an ability to understand and speak several additional languages— elf, orc, gnoll, and hobgoblin. Upon reaching 1,600,000 experience points, elves gain a resistance to breath weapons, automatically taking half damage from all breath attacks; which a successful saving throw reduces to one-quarter damage. Elves also have an average lifespan of 800 years.


Martial Training

Within elven culture, martial arts are so valued, every child is taught from a young age the ways of the warrior. Training encompasses a wide range of weaponry during the first several decades of an elf’s young life, granting them a general knowledge of all weapons.



Innate Magical Ability

Elves have innate magical ability, allowing them to cast spells unhindered while wearing armor. Combined with their formative martial training, the majority of elves tend toward the fighter/magic-user class. There are elves, however, choosing to overlook their racial affinity with magic, electing instead to pursue other professions, such as cleric, druid, thief, and warrior.


Level Limitations

Elves, regardless of their class, are limited in advancement to 10th level. This limitation is balanced by their special racial abilities, extraordinary saving throws, superior fighting skills, and basic weapon mastery in all weapons not restricted by class.



Although elves are limited to 10th level in their chosen class profession, they may continue to improve in combat ability by training with humans. These increased combat skills are represented in attack ranks which are achieved as the elf continues to earn experience points.



Nonetheless, a select few elven classes are able to progress beyond the 10th level, but in spellcasting ability only. These additional levels are known as “magic” levels, and only the elf magic-user and elf wizard classes are capable of this accomplishment.


[Sidebar: D&D Rules Cyclopedia Errata]

The following errata7 pertains to the elf class presented in the Dungeons & Dragons Rules Cyclopedia.

Hit Dice

Boxed text in the Rules Cyclopedia, Page 25, indicates an elf gains +1 hit point at 10th level. This is incorrect, and should read an elf gains +2 hit points at 10th level, as indicated in both the D&D Expert and Companion rule sets.

Detection

Accidently omitted from the Rules Cyclopedia, Page 25, an elven character can detect secret and hidden doors on a roll of a 1-2 on a d6. This ability is explained on Page 147.

Elf Spell Progression

The elven spell progression chart in the Rules Cyclopedia, Page 26, was erroneously copied from the magic-user class located on Page 19. The correct spell progression is detailed on Table 1, and is also found in both the D&D Expert and Master rule sets.


Table 1 – Elf Spell Chart

Elf

Spells / Level

Level

1

2

3

4

5

1

1

-

-

-

-

2

2

-

-

-

-

3

2

1

-

-

-

4

2

2

-

-

-

5

2

2

1

-

-

6

3

2

2

-

-

7

3

3

2

1

-

8

4

3

2

2

-

9

4

4

3

2

-

10

5

4

3

2

1

<Elf spell chart should be included in grey box area.>


Elf Cleric

Elves who follow this holy path are religious crusaders for their Immortal patron, using their clerical teachings to tend to the spiritual needs of their elven brethren while employing their martial ability to combat physical threats to those under their Immortal’s protection.


Though customarily honoring elven Immortals, worshiping non-elven patrons is not unheard of, especially within elven communities bereft of a Tree of Life.


It should be noted that elven clerics of the Immortal Ilsundal, though treated with equal reverence, do not perform the same function or ceremonies within the clan as Treekeepers, nor are they able to harness elven magic granted to the Treekeepers by Ilsundal.


Elven clerics are commonly found within the Alphatian Empire, Confederated Kingdom of Robrenn, Kingdoms of Ghyr and Wendar, Norwold, the Northern Wildlands, and kingdoms of the Western Alliance. While rare within the nations of the Known World, elven clerics can originate in these countries as well.



Elf Cleric Class Details


Prime Requisite: Wisdom.

Other Requirements: Intelligence score of 9 or more.

Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.

Hit Dice: 1d6 per level up to 9th level. At 10th level +2 hit points, and Constitution adjustment no longer applies.

Maximum Level: 10th

Saving Throws: As Elf of equivalent level.

THACO: As Cleric of equivalent level.

Alignment: Any.

Armor: Any. Shield permitted.

Weapons: No edged or pointed weapons, unless permitted by Immortal patron; all others permitted.

Special Abilities: Clerical spells; Turning Undead; at 1,600,000 XP take half damage from breath weapons; infravision; extra languages (elf, gnoll, hobgoblin, orc); 1 in 3 chance to detect secret and hidden doors; immunity to ghoul paralysis.

Weapon Mastery: Basic mastery in all weapons not restricted to clerics. Gain additional weapon choices as a standard elf.

Skills: Required to take Ceremony, Tracking, and Treewalking at 1st level.


Special Abilities


Turning Undead

Elven clerics function as regular human clerics with regards to turning undead, and turn undead as a cleric of equivalent level.


Clerical Spells

Starting at 2nd level, the elf cleric can memorize and cast clerical spells.


Higher Experience Levels


When an elf cleric reaches Name level (9th), he is called a patriarch (if male) or matriarch (if female).


Further Advancement

After reaching maximum level (10th), elf clerics may continue to improve their combat ability with attack ranks, although their ability to cast clerical spells and turn undead cease to progress beyond this point.


<Reference marker directing reader to see Table 4 in the Appendix>


Elf Druid

For elves who desire the company of the trees more than the friendship of their companions, the path of the druid9 beckons. Due to their incredible warrior skills coupled with their affinity for nature, elves make exceptional druids.


Elven druids function in the same manner as a normal human druid, and gain all of the same special abilities of the class10.


Druids of elven origins may be found anywhere in Mystara, but are particularly prevalent in Alfheim, the Kingdom of Eusdria, and the Confederated Kingdom of Robrenn.


Elf Druid Class Details


Prime Requisite: Wisdom.

Other Requirements: Intelligence score of 9 or more.

Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.

Hit Dice: 1d6 per level up to 9th level. At 10th level +2 hit points, and Constitution adjustment no longer applies.

Maximum Level: 10th

Saving Throws: As Elf of equivalent level.

THACO: As Elf of equivalent level.

Alignment: Neutral.

Armor: Leather armor, scale mail if constructed from natural materials. Shield permitted if made only of wood and leather.

Weapons: Blowgun, club, dagger, hand axe, mace, spear, staff, war hammer, and sling. Weapons must be made with no metal.

Special Abilities: Clerical and druidic spells; at 6th level gain speak with animals ability; at 10th level becomes immune to poison; at 1,400,000 XP may use cauldron as a crystal ball; at 1,600,000 XP take half damage from breath weapons; at 2,500,000 XP gain shapechange ability; infravision; extra languages (elf, gnoll, hobgoblin, orc); 1 in 3 chance to detect secret and hidden doors; immunity to ghoul paralysis.

Weapon Mastery: Basic mastery in all weapons not restricted to druids. Gain additional weapon choices as a standard elf.

Skills: Required to take Ceremony, Nature Lore, Tracking, and Treewalking at 1st level. Next available skill choices should include Healing, Snare, and Survival.


Special Abilities


Druidic Spells

Starting at the 2nd level of experience, the elf druid can memorize and cast both clerical and druidic spells.


Elven druids can cast any spells that clerics can except for those which affect good or evil (protection from evil or dispel evil, for example).


Druids also gain access to the following magic-user and elf spells (although they are treated as normal druid spells)11.


1st level – precipitation (from GAZ5 The Elves of Alfheim)

watcher (from GAZ5 The Elves of Alfheim)

2nd level – entangle

3rd level – clairvoyance (animals only)

4th level – growth of plants

hallucinatory terrain (outdoors)

5th level – charm plant (7th level M-U spell)

transmute rock to mud (GAZ5 The Elves of Alfheim)


Speak with Animals

At 6th level the elf druid gains the ability to speak with animals12 as the mystic ability. The druid may speak with any normal or giant animal as often as desired; animals understand the speech and she understands theirs, though no animal is forced to talk to her.


Immune to Poison

Upon reaching 10th level the elf druid becomes immune to all forms of natural poison.


Cauldron Scrying

At 1,400,000 XP (attack rank F) the elf druid can use her cauldron as a crystal ball.


Shapechange

When reaching the Circle of Nine at 2,500,000 XP (attack rank K), an elf druid can create a magical torc used by that druid alone. It allows the elf druid to shapechange into any non-magical woodland animal. The elf druid can do this at will, back and forth, any reasonable amount of equipment appearing with the elf druid when regaining her normal shape.


Higher Experience Levels


Elf druids at Name (9th) level or above receive the title of druid, whether male or female.


Druidic Homes

At 9th level or higher an elf druid may build a special home deep in the forest she protects. This druidic home13 must pleasingly blend with its surroundings, usually a natural site of great beauty. Typical locations are within great tree hollows, on the edges of quiet vales, or behind rushing waterfalls.


Once the druidic home is completed, the elf druid will develop a friendship with the animals of the forests (birds, rabbits, squirrels, foxes, bears, etc.). All normal animals within five miles of the druidic home will be friendly toward the druid dwelling there. Animals will be able to warn of approaching strangers, carry news of events, deliver short messages to nearby places, etc. In return for these services, the animals will expect the elf druid to help and protect them from unnatural dangers.


Further Advancement

Upon achieving 10th level, the elf druid has reached her maximum spellcasting ability. However, her combat abilities will continue to improve past 10th level with attack ranks, making her a powerful druidic warrior.


The Circle of Nine

Per region there are only nine druids of 30th level (usually referred to as the Circle of Nine14), seven of 31st level, five of 32nd level, four of 33rd level, three of 34th level, two of 35th level, and one of 36th level (the Great Druid). An elf druid who reaches 2,500,000 XP (attack rank K) is the equivalent to a 30th level human druid, making her eligible to join the Circle of Nine.


Unless there is a vacant spot among the Circle of Nine (at 30th level or above), the druids eligible to fill that position must compete with each other to advance in levels. The druids do so by inventing new druidic spells or potions, or furthering the druidic cause during quests, by returning a long-lost relic to the grove, etc. All the druids from the Circle of Nine and above (except the petitioners) vote for the best achievement during a special gathering in the forest.


Alternatively, a druid of 30th level may challenge one of the nine 30th level druids; they will only fight with magic and unarmed combat, as weapons are not allowed. If the challenging druid loses, she is reduced to 29th level, or in the case of an elf druid, she is reduced to attack rank J, losing enough experience points that she is 1 experience point short of 30th level (or again, in the case of the elf druid, attack rank K). Once she’s regained 30th level, she may try again, but cannot issue another challenge until three months have passed since her first challenge.


For each 100,000 XP gained after attack rank K, the elf druid is considered one level higher for the purpose of determining the human druid equivalent. Thus, an elf druid who attains a total of 3,100,000 XP is equal to a 36th level human druid (the Great Druid).


<Reference marker directing reader to see Table 4 in the Appendix>


Elf Magic-User

Elf magic-users are elves who focus solely on their magical studies in order to progress their magical spellcasting ability beyond that of a normal elf. Due to their long life spans, elf magic-users, like all elves, receive martial training, but theirs is limited to the choice weapons of the magic-user.


As elves are not hindered in their spellcasting by the wearing of armor, elven magic-users may, if they wish, don armor and wield a shield to protect themselves.


Elven magic-users may be found anywhere, but are very common in the Alphatian Empire, the Principalities of Glantri, the Kingdoms of Ghyr and Wendar, the Northern Wildlands, and the kingdoms of the Western Alliance.


Elf Magic-User Class Details


Prime Requisite: Intelligence.

Other Requirements: Intelligence score of 9 or more.

Experience Bonus: 5% for Intelligence 13-15, 10% for Intelligence 16-18.

Hit Dice: 1d4 per level up to 9th level. At 10th level +2 hit points, and Constitution adjustment no longer applies.

Maximum Level: 10th

Saving Throws: As Elf of equivalent level.

THACO: As Thief of equivalent level.

Alignment: Any.

Armor: All; shields permitted.

Weapons: Blowgun, dagger, net, sling, staff, and whip.

Special Abilities: Magical spells; at 1,600,000 XP take half damage from breath weapons; infravision; extra languages (elf, gnoll, hobgoblin, orc); 1 in 3 chance to detect secret and hidden doors; immunity to ghoul paralysis.

Weapon Mastery: Basic mastery in all weapons not restricted to magic-users. Gain additional weapon choices as a standard elf.

Skills: Tracking and Treewalking required at 1st level.


Special Abilities


Magical Spells

Elf magic-users use magical spells just as human magic-users do, and can achieve a greater level of mastery with them than a normal elf. The elf magic-user chooses his spells from the same spell list available to human magic-users, and does not have access to the elven magical spells taught by the Immortal Ilsundal’s Treekeepers.


Higher Experience Levels


At Name (9th) level, an elf magic-user is called a wizard (if male) or maga (if female). Also at Name level, an elf magic-user may create magical items.


Further Advancement

Upon reaching 10th level, the elf magic-user’s combat abilities stagnate and will no longer advance as he concentrates fully on progressing his spellcasting beyond his maximum level limit. This feat is possible due to the strong affinity with magic possessed by all members of the elven race. Experience points earned past the 10th level are applied to gaining magical spellcasting levels only. Thus, while the elf magic-user’s magical spellcasting ability increases with each new ‘level,’ his fighting ability is frozen at 10th level and will never increase.


Increased Spell Damage

As an elf magic-user gains magic levels past the 10th level, the amount of damage inflicted by damage-causing spells increases as well, just as it does for a normal human magic-user. For example, an elf magic-user of magic level 16 can inflict 16d6 damage with a fireball spell.


Magic Item Creation

An elf magic-user who attains 9th level may create magical items, just as a normal human magic-user can. When attempting to create magic items, the elf magic-user uses his magic level instead of his regular elf level when calculating the success chance.


<Reference marker directing reader to see Table 5 in the Appendix>



Elf Thief

While elf thieves are not unknown among their kind, few elves turn to this path, so these unusual individuals are few and far between. In large human cities elven thieves find that their burglary skills and quick wits allow them to survive and pull in a profit in trades that are less than respectable.


An elf’s infravision, long life span, and keen skill as a warrior provide them with an extraordinary edge in the profession of thief.


Although elven thieves can be found most anywhere, they are very rare in elven communities, and more likely to inhabit regions with large human populations, such as the Empire of Thyatis, the Republic of Darokin, and Alphatia.


Elf Thief Class Details


Prime Requisite: Dexterity.

Other Requirements: Intelligence score of 9 or more.

Experience Bonus: 5% for Strength of 13 or better and Dexterity of 13-15, 10% for Strength of 13 or better and Dexterity of 16-18.

Hit Dice: 1d6 per level up to 9th level. At 10th level +2 hit points, and Constitution adjustment no longer applies.

Maximum Level: 10th

Saving Throws: As Elf of equivalent level.

THACO: As Thief of equivalent level.

Alignment: Any.

Armor: Leather armor only; shield not permitted.

Weapons: Any missile weapon; any one-handed melee weapon.

Special Abilities: At 1st level Open Locks, Find Traps, Remove Traps, Climb Walls, Move Silently, Hide In Shadows, Pick Pockets, Hear Noise, and Backstab; at 2nd level can cast magic-user spells from scrolls; at 4th level Read Languages 80%; at 8th level Sniping: at 1,600,000 XP take half damage from breath weapons; infravision; extra languages (elf, gnoll, hobgoblin, orc); 1 in 3 chance to detect secret and hidden doors; immunity to ghoul paralysis.

Weapon Mastery: Basic mastery in all weapons not restricted to thieves. Gain additional weapon choices as a standard elf.

Skills: Tracking and Treewalking required.


Special Abilities


Thief Abilities

Like a human thief, elven thieves have several special abilities collectively called thief abilities15. Due to their elven heritage, elf thieves apply racial adjustments to all thieving abilities as detailed in Table 2.


Table 2 – Elf Thief Racial Adjustments

Thief Ability

Adj.

Open Locks

-5%

Find Traps

+0%

Remove Traps

+0%

Climb Walls

+0%

Move Silently

+5%

Hide In Shadows

+10%

Pick Pockets

+5%

Hear Noise

+5%


Note: These racial adjustments have already been factored into the thief ability percentile scores found on Table 6 – Elf Thief Experience Table in the Appendix.

Backstabbing

If an elf thief can sneak up on a victim, completely unnoticed, the elf thief may backstab – if she is using a one-handed melee weapon, she may strike at particularly vulnerable points of her target’s body.


When backstabbing, the elf thief gains a bonus of +4 on the attack roll; if the target is hit, the damage done is twice normal (roll the damage for the weapon, multiply the result by two, and then add any pertinent modifiers).


If the intended victim sees, hears, or is warned of the elf thief’s approach, the elf thief’s attack is not a backstab; it is an ordinary attack, doing the damage appropriate for the weapon used.


When no battle is in progress, a backstab attempt may require a Move Silently ability check.


Cast Spells from Magic-User Scrolls

At 2nd level, an elf thief gains the ability to cast magic-user spells from spell scrolls. Due to an elf’s innate affinity with magic, there is no chance of the spell backfiring as there is when a human thief attempts to cast a spell from a scroll.


Read Languages

When the elf thief reaches 4th level, she gains an 80% chance to read any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings such as glyphs and wards). If she tries but fails to read a piece of writing, she must gain at least one experience level before trying to read it again.


Sniping

At 8th level, elven thieves gain the sniping ability. Sniping is a ranged attack at an unsuspecting target within 30 feet (30 yards outdoors). The elf thief gains a bonus of +4 on the attack roll; if the target is hit, the damage done from the ranged weapon is twice normal (roll the damage for the weapon, multiply the results by two, and then add any pertinent modifiers).


If the intended victim sees, hears, or is warned of the elf thief’s presence, the elf thief’s attack is not a sniping attack.


When no battle is in progress, a sniping attempt may require a Move Silently ability check for the elven thief to get within range.


Higher Experience Levels


When an elf thief reaches Name (9th) level, she is called a master thief (whether male or female).


Further Advancement

Upon achieving 10th level, the elf thief has reached her maximum skill in thieving ability. The elf thief’s combat abilities, however, will continue to improve past 10th level with attack ranks.


<Reference marker directing reader to see Table 6 in the Appendix>


Ability Bonus/Penalty Adjustments

In the author’s D&D campaign, ability scores have an effect on thief abilities in order to create more diversity amongst members of the thief class, as well as to provide additional support to the low percentile chances of the skills. As the elf thief is limited to 10th level in thieving abilities, players may find this optional system beneficial for that class, as well as all classes that use thief abilities (thief, rake, mystic, and bard).


Each of the thief abilities are modified by the corresponding ability score (see Table 3). Add or subtract to each thief ability the appropriate ability score modifier multiplied by five (i.e. +1 gives +5%, +2 gives +10%, and +3 gives +15%). Remember, low ability scores will adversely affect thief abilities as well.


Table 3 – Thief Ability Modifiers

Thief Abilities

Ability Score

Open Locks

INT

Find Traps

INT

Remove Traps

INT

Climb Walls

DEX

Move Silently

DEX

Hide In Shadows

DEX

Pick Pockets

DEX

Hear Noise

WIS

<This chart should be included in grey box area.>


Elf Warrior

As all elves are trained in martial combat, the elf warrior is one of the core classes of the elven race. They have knowledge in the use of all weapons both hand-to-hand and ranged, and may wear any type of armor. In battle, elf warriors are graceful and deadly experts, often employing a superior strike-and-dodge technique of combat.


Elf warriors are not uncommon in any region populated by elven communities, and are quite prevalent in the northern realms of Ghyr, Wendar, Norworld, the Northern Wildlands, and the kingdoms of the Western Alliance.


Elf Warrior Class Details


Prime Requisite: Strength.

Other Requirements: Intelligence score of 9 or more.

Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.

Hit Dice: 1d6 per level up to 9th level. At 10th level +2 hit points, and Constitution adjustment no longer applies.

Maximum Level: 10th

Saving Throws: As Elf of equivalent level.

THACO: As Elf of equivalent level.

Alignment: Any.

Armor: All; shields permitted.

Weapons: Any.

Special Abilities: Fighter Maneuvers (Lance Attack, Set Spear vs. Charge); at 650,000 XP Fighter Combat Options; at 1,600,000 XP take half damage from breath weapons; infravision; extra languages (elf, gnoll, hobgoblin, orc); 1 in 3 chance to detect secret and hidden doors; immunity to ghoul paralysis.

Weapon Mastery: Basic mastery in all weapons. Gain additional weapon choices as a standard elf.

Skills: Tracking and Treewalking required.


Special Abilities


Fighter Maneuvers

Elf warriors know the fighter maneuvers Set Spear vs. Attack and Lance Attack at 1st level.


Fighter Combat Options

When the elf warrior’s experience point total reaches 650,000, the character gains the ability to use Fighter Combat Options (disarm, parry, and smash). Multiple attacks are also gained at 650,000 experience points, which grants the elf warrior two attacks per round. Three attacks are possible at 2,200,000 experience points.


Higher Experience Levels


At Name (9th) level, an elf warrior is addressed as an Elf Lord (if male) or Elf Lady (if female).


Elf Warrior Sub-Classes

Elf warriors may become avengers, druidic knights, knights, or paladins just as a normal human fighter may (see elven sub-classes later in this article).


If an elf warrior should become any of the above sub-classes before reaching 650,000 XP (but after achieving 9th level), then he will gain access to the Fighter Combat Options immediately.


Further Advancement

After reaching maximum level (10th), elf warriors may continue to improve in combat ability by training with humans. As they continue to accumulate experience points, elf warriors advance in attack ranks, which greatly increases their fighting skill.


<Reference marker directing reader to see Table 7 in the Appendix>


Elf Mage

All elves have an innate affinity with magic. Those elves who follow a different path away from magical spellcasting may return to it at any point before reaching 10th level in their current class by taking a secondary class known as the elf mage.


Becoming An Elf Mage

The elf mage is a special dual class available only to elf clerics, elf druids, elf thieves, and elf warriors. To become an elf mage, the elf must have a minimum Intelligence of 9. As all elves are required to have an Intelligence of 9 or greater when first played, this should not be an issue. But if an elf character has had his Intelligence permanently reduced below 9 before attempting to become an elf mage (either through a curse, wish spell, or other misfortune), then he will fail the requirements of the dual class, and will not have the potential needed to wield magic as his elven brethren.


If the Intelligence score requirement is met, the elf must seek an elven teacher of at least 7th level who can instruct him in the ways of magical spellcasting. The teacher will provide to the student a spellbook that contains two 1st level spells, one of which is the read magic spell. The student may then begin his training.


Experience Bonuses

If the elf mage’s Intelligence score is 13 or greater, he earns a 5% bonus to experience points earned in every adventure for his elf mage class. If his Intelligence is 16-18, he earns a 10% bonus to experience points for his elf mage class.


Level Advancement

The experience points gained by an elf mage must be split between his normal advancement in his main class and the XP needed to advance as a mage. The player can divide these points as he wishes, but the level of the mage can never exceed the regular level of the main class. To become a 1st level elf mage requires 2,000 XP. The character must adventure for a while as his main elf class variant to earn these points; only after he has achieved them is he able to become a 1st level elf mage.


Spells

Upon becoming a 1st level elf mage, the elf may now memorize and cast spells the same as a normal 1st level elf. In addition, the elf may cast spells while wearing armor (as all elves are capable of), can cast spells from magic-user scrolls, and can use magical items normally restricted to magic-users (wands, staves, etc.).


Restrictions

An elf class variant character must choose to take the dual class elf mage before he surpasses 10th level in his main class. If he has not done so before exceeding 10th level, he may never do so. This is due to the elf lingering too long in the profession of his main class, and thus is no longer able to fully embrace the ways of elven magic.


In addition, a dual class elf mage must attain 10th level as a mage before advancing beyond 10th level in his main class. As stated above, the elf mage class may never exceed the regular level of the main class. But the two classes should be equal in level before the elf advances beyond the 10th level by gaining attack ranks.


If the elf character wishes to advance beyond the 10th level with attack ranks before his mage class has reached 10th level, he may do so, but at a cost. Once the elf character advances beyond his main class’s 10th level maximum, his mage class stops advancing, and will forever remain at its current level. For example, a 10th level elf thief/6th level elf mage who advances to attack rank B in his main class will have his mage class forever locked at 6th level. This is due to the elf character abandoning his magical studies in order to push himself past his main class’s level maximum by focusing solely on his martial combat training.


Elf mages may only rise to 10th level in magical spellcasting ability. They may never increase their spellcasting power beyond the 10th level as elf magic-users and elf wizards can. This is due to their magical training being secondary to their main class abilities.


Elf Warrior/Mage

If an elf warrior should become a dual class elf mage, there is a special rule that applies. Once the two classes are the same level, the character must convert over to the standard elf class (fighter/magic-user). The player should add together the experience point totals for each class, and apply the total to the standard elf experience table.


For example, a 5th level elf warrior decides to pick up the elf mage dual class. After earning 2,000 XP he becomes a 5th level elf warrior/1st level elf mage. As he continues to adventure he splits his earned experience between the two classes. Eventually both his elf warrior class and elf mage class are 9th level. Since both classes are of equal level, he adds together the experience earned in both classes into one total. Thus he adds 240,000 XP from his elf warrior class to the 200,000 XP earned from his elf mage class. Together this equals 440,000 XP. When applied to the standard elf experience table, this places him over the minimum requirement to become a 9th level elf. The character now advances forward in the standard elf class.


<Reference marker directing reader to see Table 8 in the Appendix>


Other Elf Class Variants: Elf Bard

The option of the elf bard was first presented in the article The Bard: A Revitalized Class for the OD&D Game16 from OD&Dities issue #11 (December 2003). If interested in using the bard as an elf class variant, implement the following changes:


Elven Sub-Classes

There are several sub-classes available to the standard elf character class. These include the avenger, druidic knight, knight, paladin, and wizard. All of these sub-classes may be transitioned into by a standard elf character at 9th level, save for the elf wizard, which is accessible at 10th level.

Elf class variants (bards, clerics, druids, magic-users, and thieves) may never transition into any of these sub-classes, except for elf warriors, who are barred only from the elf wizard sub-class.


Elven Paladins/Avengers


Upon reaching 9th level, an elf may become a paladin (if Lawful) or an avenger (if Chaotic), just as a normal human fighter may17. The elf must swear fealty to a church, and once accepted, begins a brief training period to acquire the abilities of a divine warrior18. When this training is completed, the elf gains the abilities, restrictions, and obligations specific to paladins and avengers; this includes clerical spellcasting if the elf has a Wisdom score of 13 or greater.

The elf retains all normal elven abilities, including attack ranks, special defenses, and magical spellcasting. He continues to use the Elf Experience Table for advancement, with each new attack rank becoming the equivalent of one new experience level for purposes of determining clerical turning and spellcasting. To calculate the clerical level of an elven paladin or avenger, divide the equivalent level by three and round down. For example, an elven paladin of attack rank J (16th level equivalent) would be able to turn undead and cast clerical spells as a 5th level cleric. Note that the highest clerical level an elven paladin or avenger may achieve is 6th level at attack rank M.

An elf who has not become a paladin or avenger before reaching attack rank F may never become one, as they have lingered too long in the ways of magic and profane warfare, and thus can no longer faithfully embrace the ways of the church.


Magical Spellcasting Loss

Elven paladins and avengers who are able to wield clerical magic (by having a Wisdom score of 13 or greater) will lose some of their magical spellcasting ability as they advance in their new class. This is due to the effects of time spent studying clerical scriptures, meditating, and praying, which inevitably replaces the elf’s efforts to study and maintain knowledge of the more powerful magical spells.

Upon gaining 2nd level clerical spells at attack rank E, the elf loses the ability to cast 5th level magical spells. At attack rank K, the elf gains 3rd level clerical spells, but loses access to 4th level magical spells. This will leave elven paladins and avengers of attack ranks K through M with the ability to cast up to 3rd level magical and clerical spells.


Fighter Combat Options

If the elf should become a paladin or avenger before reaching 850,000 XP (but after achieving 9th level), then he will immediately gain access to the Fighter Combat Options (disarm, parry, and smash).


General Skills

Elven paladins and avengers are required to take Ceremony as their next available skill choice if they do not already possess the skill.


Elven Druidic Knights


A Neutral traveling elf may become a druidic knight19. To do so, the elf must have adopted the philosophy of the druids prior to reaching 9th level, and must swear fealty to a prince, king, or emperor faithful to the ways of the druids. The Confederated Kingdom of Robrenn is the only kingdom that druidic knights are known to exist.


In addition to all the obligations and advantages common to knights, the druidic knight must assist any woodland being asking for help with two exceptions: He does not have to help creatures opposed to the druidic philosophy and goals; and if the druidic knight is on a mission for a higher authority (such as a quest, serving a duke, etc.), he may offer only a small amount of help. Assistance never involves the donation of money or items, only the offering of personal services for a short time.


The elven druidic knight functions in the same manner as elven paladins and avengers in regards to retaining all normal elven abilities, including attack ranks, special defenses, and magical spellcasting. He continues to use the Elf Experience Table for advancement, with each new attack rank becoming the equivalent of one new experience level for purposes of determining druidic spellcasting.


Note that druidic knights, just as normal druids, have no power to turn undead.


An elf who has not become a druidic knight before reaching attack rank F may never become one, as they have lingered too long in the ways of magic and profane warfare to follow the path of the druidic warrior.


Detect Danger

An elven druidic knight can detect danger (as per the druidic spell) once per hour, simply by concentrating (the range is 5’ per druidic spellcasting level). The elven druidic knight may not use the ability and attack in the same round.


Druidic Spells

If the elven druidic knight’s Wisdom score is 13 or more, the character can cast druidic spells as if he were a druid of one-third his actual experience level (rounded down). Each new attack rank becomes the equivalent of one new experience level for purposes of determining druidic spellcasting. The spells are from the druidic spell list only, and do not include clerical spells.

Magical Spellcasting Loss

Elven druidic knights who are able to wield druidic magic (by having a Wisdom score of 13 or greater) will lose some of their magical spellcasting ability as they advance in their new class. This is due to the effects of time spent studying druidic rituals, meditating, and communing with nature, which inevitably replaces the elf’s efforts to study and maintain knowledge of the more powerful magical spells.

Upon gaining 2nd level druidic spells at attack rank E, the elf loses the ability to cast 5th level magical spells. At attack rank K, the elf gains 3rd level druidic spells, but loses access to 4th level magical spells. This will leave elven druidic knights of attack ranks K through M with the ability to cast up to 3rd level magical and druidic spells.


Fighter Combat Options

If an elf should become a druidic knight before reaching 850,000 XP (but after achieving 9th level), then he will immediately gain access to the Fighter Combat Options (disarm, parry, and smash).


Armor and Weapons

A druidic knight may not wield metallic weapons nor wear metallic armor and shields. The elf must use leather armor and wooden shields and weapons magically shaped and hardened by the druids. These items are usually lacquered or varnished, and include curvilinear decorations, delicate leaf carvings, and fine scrollwork tooled into the wood. The druidic knight must repay the druids for these precious items, usually in terms of several years of routine service when not called upon by a liege.


General Skills

Druidic knights are required to take Ceremony and Nature Lore as their next available skill choices if they do not already possess them upon becoming a druidic knight.


Hirelings

Druidic hirelings may include demi-humans (especially halflings or elves) and woodland beings. An elven druidic knight cannot have more Hit Dice worth of hirelings than his druidic spellcasting level. In other words, if an elven druidic knight can cast spells as a 3rd level druid, he may not have more than 3 HD worth of hirelings accompany him.


Elven Knights


A traveling elf of any alignment may become an elven knight20.

To gain knighthood, an elf must be at least 9th level, and must swear fealty to a prince, king, or emperor. Elven knights prefer elven monarchs, but otherwise may swear fealty to a human monarch, although the latter is rare. Once the ruler declares the character a knight, that ruler becomes the elven knight’s “liege.” The elven knight follows the same rules, obligations, and restrictions as a normal human knight21.


An elf may become a knight at any point after reaching 9th level, up to and including attack rank M.


Fighter Combat Options

If an elf should become a knight before reaching 850,000 XP (but after achieving 9th level), then he will immediately gain access to the Fighter Combat Options (disarm, parry, and smash).


Elf Wizards


An elf who attains 10th level may decide to become an elf wizard22. Elf wizards are elves who focus solely on increasing their magical spellcasting ability while allowing their martial abilities to languish.


To become an elf wizard, the elf must be a member of a clan that possess a Tree of Life, and receive magical training from the clan’s Treekeeper. Treekeepers teach elven magic23 to their students, which is similar to that of human magic-users, but due to their connection with the Immortal Ilsundal and the Trees of Life, partakes quite a bit of druidic magic.


Elves who learn their magic from the Keeper of the Tree of Life can progress in their magical spellcasting beyond the 10th level of experience, just as fighting elves who learn their martial abilities from humans can progress beyond the 10th level of fighting.


The experience point levels are the same as those for elves increasing their fighting ability, but earned experience points are applied to gaining magic levels only. Thus while the elf wizard’s magical spellcasting increases with each new ‘level,’ his fighting ability is frozen at 10th level and will never increase. In addition, the elf wizard does not gain Fighter Combat Options or multiple attacks.


Increased Spell Damage

As an elf wizard gains magic levels past the 10th level, the amount of damage inflicted by damage-causing spells increases as well, just as it does for a normal human magic-user. For example, an elf wizard of magic level 12 can inflict 12d6 damage with a lightning bolt spell.


Magic Item Creation

An elf wizard who attains 9th level may create magical items, just as a normal human magic-user can. When attempting to create magic items, the elf wizard uses his magic level instead of his regular elf level when calculating the success chance.


<Reference marker directing reader to see Table 9 in the Appendix>


Appendix













Table 8 – Elf Mage Experience Table

 

 

 

Spells / Level

Level

XP


1

2

3

4

5

1

2,000


1

-

-

-

-

2

3,000

 

2

-

-

-

-

3

4,000


2

1

-

-

-

4

8,000

 

2

2

-

-

-

5

16,000


2

2

1

-

-

6

32,000

 

3

2

2

-

-

7

60,000


3

3

2

1

-

8

125,000

 

4

3

2

2

-

9

200,000


4

4

3

2

-

10

300,000

 

5

4

3

2

1



Table 9 – Elf / Elf Wizard Experience Table

 

 

Attack

Spells / Level

Level

XP

Rank

1

2

3

4

5

6

7

8

9

1

0


1

-

-

-

-

-

-

-

-

2

4,000

 

2

-

-

-

-

-

-

-

-

3

8,000


2

1

-

-

-

-

-

-

-

4

16,000

 

2

2

-

-

-

-

-

-

-

5

32,000


2

2

1

-

-

-

-

-

-

6

64,000

 

3

2

2

-

-

-

-

-

-

7

120,000


3

3

2

1

-

-

-

-

-

8

250,000

 

4

3

2

2

-

-

-

-

-

9

400,000


4

4

3

2

-

-

-

-

-

10

600,000

C

5

4

3

2

1

-

-

-

-

(11)

850,000

D*

6

5

3

3

2

-

-

-

-

(12)

1,100,000

E

6

5

4

3

2

1

-

-

-

(13)

1,350,000

F

7

6

4

4

3

2

-

-

-

(14)

1,600,000

G#

7

6

5

4

3

2

1

-

-

(15)

1,850,000

H

8

7

5

5

4

3

2

-

-

(16)

2,100,000

I

8

7

6

5

4

3

2

1

-

(17)

2,350,000

J

8

8

6

6

5

4

3

2

-

(18)

2,600,000

K**

8

8

7

6

5

4

3

2

1

(19)

2,850,000

L

8

8

7

7

6

5

4

3

2

(20)

3,100,000

M

8

8

8

7

6

5

4

4

3

Elves advance up to 10th level then continue on with attack ranks.


 

 











 

Elf wizards advance up to 20th level with magical spell casting only.


 

They do not gain attack ranks, and their hit rolls remain frozen at 10th level.

 











 

* Fighter Combat Options, Multiple Attacks for standard elves only.


 

** Three attacks per round for standard elves only.





 

# Automatically take 1/2 damage from any breath weapon.

 

 

 


1Introduced in GAZ5 The Elves Of Alfheim.

2Introduced in GAZ6 The Dwarves Of Rockhome.

3Introduced in GAZ8 The Five Shires.

4Introduced in GAZ13 The Shadow Elves.

5The Dungeons & Dragons Rules Cyclopedia is a compilation of the D&D Basic, Expert, Companion, and Master rule sets by Frank Mentzer; edited into one volume by Aaron Allston.

6B/X D&D refers to the 1981 D&D Basic rulebook by Tom Moldvay and the 1981 D&D Expert rulebook by David Cook and Steve Marsh.

7Errata provided from http://web.newsguy.com/a_doom/RCerrata/ D&D Rules Cyclopedia and Companion Document by Aaron Oliver.

8The original version of the Elf Cleric was first introduced by Bruce Heard in Dragon Magazine Issue # 178 (February 1992).

9The original version of the elf druid was first introduced by Bruce Heard in Dragon Magazine Issue # 178 (February 1992).

10Several new special abilities of the druid class were detailed by Bruce Heard in Dragon Magazine Issue # 177 (January 1992).

11Druidic spell selection comes from http://web.newsguy.com/a_doom/RCerrata/ D&D Rules Cyclopedia and Companion Document by Aaron Oliver.

12The speak with animals ability comes from http://web.newsguy.com/a_doom/RCerrata/ D&D Rules Cyclopedia and Companion Document by Aaron Oliver.

13The druidic home is identical to elven strongholds as per the Rules Cyclopedia. It is suggested as an option for human druids in http://web.newsguy.com/a_doom/RCerrata/ D&D Rules Cyclopedia and Companion Document by Aaron Oliver.

14The Circle of Nine were detailed by Bruce Heard in Dragon Magazine Issue # 177 (January 1992).

15A full description of each of the thief abilities can be found on page 21 of the D&D Rules Cyclopedia.

16The bard class was first introduced by Bruce Heard in Dragon Magazine Issue #177 (January 1992). The class was further expanded by Geoff Gander, Marco Dalmonte, and Carl Quaif in OD&Dities issue #11 (December 2003) http://www.dragonsfoot.org/files/pdf/ODD11.pdf .

17The original version of the elven paladin and avenger were introduced by Bruce Heard in Dragon Magazine Issue # 178 (February 1992).

18Full details of the paladin and avenger character classes can be found in the D&D Rules Cyclopedia.

19The druidic knight was introduced by Bruce Heard in Dragon Magazine Issue # 177 (January 1992), which is reprinted here in the majority with minor updates.

20The existence of demi-human knights was first briefly mentioned on page 18 of the Player's Companion book of the D&D Companion rules set.

21Full details of the knight character class can be found in the D&D Rules Cyclopedia.

22Elf wizards first introduced in GAZ5 The Elves of Alfheim.

23Full details on elven magic spells can be found in GAZ5 The Elves of Alfheim.