From Novice to Master: Mastering the Skills in the Tome of Sufficiently Evolved Magical Abilities

By admin

A tome of sufficiently evolved magical abilities serves as a comprehensive guidebook for those seeking to enhance their magical prowess. This invaluable resource contains a wealth of knowledge on a wide range of magical practices, including spells, rituals, and enchantments. Written by renowned wizards and sorcerers, its pages are filled with the secrets of harnessing and controlling mystical energies. **One of the main focuses of this tome is the concept of evolution of magical abilities.** It delves into the idea that magical powers are not static but can be developed and strengthened over time. The tome provides insights into the different stages of magical evolution and offers practical advice on how to progress through these stages.


Also, I think maybe it gives fungus as a locked tree? If I'm remembering that right it should give it as an unlocked tree since it doesn't work on non-wilders without it. Possibly it doesn't work without it at all. I don't know since I can't stand to play summoners and the other wilders have fungus naturally.

Pulling most of the mindpower multipliers out of the antimagic tree for pure skill scaling would probably help a lot in making it less of a shoe in for the robed mindpower classes and less useless for the warriors and rogues. Maybe I overlooked it in the manuals but, other than the mention of wishes which also aren t really explained so if someone could tell me more about them, thanks , there doesn t seem to be talk on how one can raise their ability scores.

Tome of sufficiently evolved magical abilities

The tome provides insights into the different stages of magical evolution and offers practical advice on how to progress through these stages. From novice practitioners to advanced wizards, everyone can benefit from the teachings within this tome. It starts with the very basics of magical theory and gradually builds upon them, leading the reader towards more complex and refined magical abilities.

Dragonsfoot

Maybe I overlooked it in the manuals but, other than the mention of wishes(which also aren't really explained so if someone could tell me more about them, thanks), there doesn't seem to be talk on how one can raise their ability scores. I know they can be modified by items but are there other ways? The one in particular I'm wondering about is raising one's ability scores through leveling. Is that an option in AD&D or are ability scores only raised through item modifiers and wishes?

LibraryOgre Elder Deity of Dragonsfoot
Posts: 18623 Joined: Fri Sep 08, 2006 2:36 am Location: San Antonio, TX Contact:

Re: Raising ability scores

Post by LibraryOgre » Sun Jul 06, 2008 11:47 pm

2nd edition doesn't really get into raising ability scores; the DMG has a little bit about the wish aspect, but you can't really do it BtB.

I've considered using rules similar to the Cavalier from 1st edition's Unearthed Arcana. In my version, every character can raise 3 scores. They must include their prime requisites; otherwise, they can choose them. At 1st level, you roll % for each score you are improving. At each subsequent level, you get 2D10 points added to each attribute. You can continue up to your racial maximum.

*It isn't realism, it's verisimilitude. seeming true within the the game world.
*"That's how we're gonna win. Not fighting what we hate, saving what we love." - Rose Tico
*I'm more Pratchett than Tolkien.
*Attack rolls are just skill checks.
*Happiness is a long block list.

Matthew- Elder Deity of Dragonsfoot
Posts: 25326 Joined: Sat Jan 06, 2007 6:09 pm Location: Kanagawa, Japan Contact:

Re: Raising ability scores

Post by Matthew- » Sun Jul 06, 2008 11:49 pm

There is no option for doing that in Advanced Dungeons & Dragons; the Cavalier Class from 1e is the one exception, and generally thought to be a broken one at that. Magic Books, Wishes, and DM fiat are basically the only ways to increase them, though age categories also impact on Attributes.

Honestly, I think it would be a bad idea to link attribute scores to experience levels (indeed, I think it is a bad idea in D20).

It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

Elayne High Avatar of Dragonsfoot
Posts: 797 Joined: Mon Mar 19, 2007 10:35 am

Re: Raising ability scores

Post by Elayne » Mon Jul 07, 2008 12:40 am

Age also caused some boost (and minuses) in ability score, in 2ed, btb. "Survival is its own reward"

SBLaxman Greater Deity of Dragonsfoot
Posts: 11567 Joined: Mon Jun 02, 2008 2:44 am Location: Maryland

Re: Raising ability scores

Post by SBLaxman » Mon Jul 07, 2008 2:37 am

There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.

I've used the 3e +1/x ability adjustment for 2e, just modified.

a) You can't raise an ability over your racial max (18 for humans)
b) Prime requisite first, then by choice if PR is maxed.
c) Acquired at milestone (e.g. Major adventure arc completion), not at 4th/8th/etc level.. though it usually ends up roughly the same

That is all house-rule though, it's not btb at all

Gerard Lennor, 9th Level Druid (TN, Age 20, 5'10", 170 lbs)

Jorghnassen Envoy of Dragonsfoot
Posts: 289 Joined: Sat Jul 15, 2006 2:38 pm Location: The Realm of Ideas

Re: Raising ability scores

Post by Jorghnassen » Mon Jul 07, 2008 3:08 am

SBLaxman wrote: There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.

You mean tomes (a book) not tombs (a coffin or final resting place). But you can only use them once (unless you're playing BG1 and restarting the adventure with the same character). Wishes can get you up a point at a time, up to 16 I think. Some magic items give you temporary boosts if you wear them, others may be more permanent (mixing potions has a small chance of doing that, though it's more likely to have other effects: if you get a spoon of mixing (from the Complete Wizard), you increase the chance of a positive or permanent effect).

Jack Daniel Avatar of Dragonsfoot
Posts: 461 Joined: Wed Apr 04, 2007 5:05 pm

Re: Raising ability scores

Post by Jack Daniel » Mon Jul 07, 2008 3:29 am

I like to allow PCs to raise one ability score by one point (or exceptional Strength category, if applicable) at every seventh level above the 1st (so ability raises come at 8th, 15th, 22nd, and 29th levels). It gives the players some sense of inherent improvement, without ever unbalancing anything too much.

SBLaxman Greater Deity of Dragonsfoot
Posts: 11567 Joined: Mon Jun 02, 2008 2:44 am Location: Maryland

Re: Raising ability scores

Post by SBLaxman » Mon Jul 07, 2008 4:02 am

Jorghnassen wrote:

SBLaxman wrote: There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.

You mean tomes (a book) not tombs Yup, bad misspelling there. thanks for the catch Gerard Lennor, 9th Level Druid (TN, Age 20, 5'10", 170 lbs) Ryan Site Demi-Lich
Posts: 979 Joined: Mon May 20, 2002 10:18 am Location: UK

Re: Raising ability scores

Post by Ryan » Mon Jul 07, 2008 10:23 am

I do something similar to jack. I generally start the player stats off lowish and give them another point to spend at 3rd,7th,13th and 21st. It gives an aging/skill increase representation and lets them get up to those heroic proportions at higher levels.

Author: Relics of the Veil: Corruption
http://www.amazon.co.uk/Relics-Veil-Cor . an+coombes
Read up to chapter 3 in the preview

Dragonsfoot
Editor : Monstrous Tome 1 & 2

Footprints issue
11- Ki-Mancer (class), 12- The Whipcord (creature), 16- The Urban (class), 18- A Riddle, 23 - A Digest Alchemical

Spell Library
128 spells- search Relics in source search

Maliki Greater Deity of Dragonsfoot
Posts: 12579 Joined: Sat Sep 18, 2004 9:18 pm Location: Western Maryland

Re: Raising ability scores

Post by Maliki » Mon Jul 07, 2008 1:03 pm

As others have mentioned, the raising ability scores, at certain levels was a 3E mechanic. You could use that, or one of the house-ruled systems mentioned here. I don't see where it would cause any major problems to the game, and it does give the PCs a feeling of improvement, above advancing in levels.

Making slackers look like overachievers since 2004

Fear the Flumph!

garhkal Titan of Dragonsfoot
Posts: 79367 Joined: Fri Apr 30, 2004 9:39 pm Location: Reynoldsburg, Columbus ohio Contact:

Re: Raising ability scores

Post by garhkal » Mon Jul 07, 2008 3:29 pm

The house rule i use for it is not a flat point/percent per level (or groups), but based on what you have spent. Each of the 6 stats has a corrisponding weapon (for the physical stats) or non weapon (for the other 3) proficiency tied to it. Each slot spent on that WP/NWP gives you 10% per level to that stat, and once you hit 100% you gain a full point. I allow 1 point above racial max with this, but it is on ONE stat that you specify when you start. no changing your mind.

Confuscious sayeth, don't wash cat while drunk! Nama-skar Avatar of Dragonsfoot
Posts: 445 Joined: Tue Jun 24, 2008 9:08 am Location: Pocatello, ID

Re: Raising ability scores

Post by Nama-skar » Mon Jul 07, 2008 3:49 pm

Elayne wrote: Age also caused some boost (and minuses) in ability score, in 2ed, btb.

I had forgotten about that little rule. I don't think I've ever been with a group that used it. There are some modules that gave a boost to a stat by some magical means and don't forget the Deck of Many Things- always a party favorite!

A DM we had with us a while back allowed for the chance of a stat gain. At each new level, 3d6 were rolled against the stat you wanted to raise. If you rolled higher than the stat, it went up 1 point. Could not roll if stat was 18 or higher.

Recently, I have been going with +1 to any stat at 4th, 8th, 12, etc.. but, never higher than racial max. unfortunately, we've not had a campaign last long enough for chars to get to 12th.

Toric Envoy of Dragonsfoot
Posts: 170 Joined: Wed Sep 19, 2007 4:00 am

Re: Raising ability scores

Post by Toric » Tue Jul 08, 2008 10:22 am

In my new campaign that is starting up this Friday night, I'm not sure if I want to allow ability score increases at certain time or set levels. I'm certain my players would appreciate it but I'm not sure it feels right for AD&D. I have to consider this one carefully before I adopt something similar.

BlackBat242 Deity of Dragonsfoot
Posts: 6663 Joined: Wed Jul 04, 2007 12:05 am Location: Gryphon's Lair (formerly Draca Mor), Artemisia

Re: Raising ability scores

Post by BlackBat242 » Wed Jul 09, 2008 4:44 am

Here is something I am going to try:

Increasing Ability Scores

Background
While a Character’s ability scores are usually raised through Magic Items or Wishes, they can also be raised through training and the general growth one experiences during a lifetime of work, study, and adventuring.
To allow for this, a character may choose to divert some of the experience he/she has gained to increase ability scores, rather than to increase his/her level.

Conversion of Experience
All Abilities may be raised only one point at a time, but more than one Ability may be raised at the same time. However, the required X.P. must be spent for each Ability increased. there are no "package discounts".

Physical Abilities (Strength, Dexterity, Constitution) are raised at the following rate:
Initial increase = 1,000 Experience Points (X.P.)
2nd increase = 2,000 X.P.
3rd increase = 4,000 X.P.
4th increase = 12,000 X.P.
5th increase = 36,000 X.P.
6th increase = 72,000 X.P.
Exceptional Strength (% rating) raises are block by block as per the table in the PHB (roll for exact % number within the block).

Mental Abilities (Intelligence, Wisdom, Charisma) are raised at the following rate:
Initial increase = 2,000 Experience Points (X.P.)
2nd increase = 4,000 X.P.
3rd increase = 8,000 X.P.
4th increase = 24,000 X.P.
5th increase = 72,000 X.P.
6th increase = 144,000 X.P.

Note that such increases can only be accomplished instead of a level increase. the X.P. for the ability increase(s) are used first, and the level increase occurs only if sufficient X.P. remain.
No further ability increases may occur until sufficient X.P. are accumulated to reach the next level total.

Thus, a 2nd level Fighter who wishes to increase his Str from 15 to 16 must wait until sufficient X.P. are gained to reach or pass 4,000 (3rd level). At this time, 1,000 X.P. are subtracted, and applied to raise his Str. If sufficient X.P. are left to still total 4,000 or more, then his level may also be raised.
No further increases to any Ability may occur until the Fighter has accumulated X.P. to reach or pass 8,000 (4th level), when the same process may be used.

Increasing scores from 16 or higher costs twice the above cost, and racial maximums cannot be exceeded by this method.

A Limited Wish or Alter Reality [1st edition 7th level Illusionist] spell can only raise 1 ability score for a limited time. usually less than 24 hours for each spell.
A full Wish [spell, Magical Item, or Genie-kind] can only raise one ability at a time without adverse consequences. One Wish can raise any 1 score to 16 no matter what it was. If the ability is 16 or higher, then a Wish can only raise it 1 point (a strength score of 18 or 18 % is raised to the bottom of the next "block". 18>18/01, 18/45>18/51, etc. The maximum score attainable through this method is a 19.
To raise a score to 20 or higher, direct intervention of a Demi-God or higher is required.

"Carpe Dementia". "Is it Schizoid Paranoia?"

"Yoda of Borg am I! Assimilated shall you be! Futile resistance is, hmm?"

Jon
Vokos [Dwarven fighter] 8th level 1E / Tananda [half-Dryad druidess] 11th level 2E w/1E hybrid

Tome of sufficiently evolved magical abilities

Each chapter focuses on a specific aspect of magic, providing step-by-step instructions, tips, and techniques to master that particular skill. **The tome's emphasis on practical application sets it apart from other magical texts.** Rather than being a mere collection of esoteric theories and ancient texts, it encourages readers to actively engage with the material and put it into practice. Exercises and experiments are included throughout the book to help readers strengthen their magical abilities and gain firsthand experience in the realms of mysticism. One of the remarkable features of the tome is its inclusivity. It covers a wide range of magical traditions and practices, acknowledging that different cultures and individuals may have distinct approaches to magic. By delving into these varied perspectives, the tome fosters a broader understanding of magic and encourages readers to explore diverse paths towards magical growth. In conclusion, the tome of sufficiently evolved magical abilities is a treasure trove of wisdom and guidance for anyone seeking to unlock their full potential as a magician or a sorcerer. Its focus on the evolution of magical abilities, practical application, and inclusivity makes it an invaluable resource for all aspiring wizards. Through its pages, readers can embark on a transformative journey towards becoming masters of the arcane arts..

Reviews for "Summoning Spirits: Necromancy in the Tome of Sufficiently Evolved Magical Abilities"

- Sarah - 1/5 stars - I was very disappointed with this book. I was expecting to learn advanced and powerful magical abilities, but instead, I found the content to be basic and repetitive. The book did not provide any new or advanced techniques that I hadn't already learned from other sources. I feel like I wasted my money on this book and would not recommend it to anyone looking for real growth in their magical abilities.
- John - 2/5 stars - I had high hopes for this tome, but I must say I found it to be quite underwhelming. The information provided was not well organized and lacked depth. I was looking for practical steps and guidance on how to evolve my magical abilities, but this book fell short in delivering that. The examples given were too vague and the explanations lacked clarity. Overall, I was disappointed with the lack of substance and wouldn't suggest wasting your time on it.
- Emily - 2/5 stars - As an experienced practitioner, I found this book to be lacking in originality and depth. The content seemed to be a compilation of common knowledge found in other magical texts. I was hoping for a fresh perspective and unique ideas, but unfortunately, that's not what I found here. It felt like a wasted opportunity to explore new and exciting magical abilities. I would recommend this book only to beginners who are just starting their magical journey.

The Power of Transformation: Shape-Shifting Magic in the Tome of Sufficiently Evolved Magical Abilities

Conquering the Mind: Psychic Abilities in the Tome of Sufficiently Evolved Magical Abilities