kurgan@athena.mit.edu (Andrew R Twyman) 2nd-Ed. OA Rules
        I had several requests for my conversion of the Oriental Adventures
rules to 2nd-Edition AD&D, after I offered them in reply to the monk
thread. I'm sorry that I didn't post it sooner, but I had to wait until my
PC, which contained the hard drive holding the files, arrived from it's
summer storage. Please note that I haven't looked at these rules for a while
so some things could use improvement. They are an ongoing project, though,
so please tell me any suggestions or problems that you might have. So here
they are, a bit late, but hopefully valuable nonetheless.

                           =====================
                           |Oriental Adventures|
                           =====================

        At the beginning of last summer I got the OA hardback, and decided
that I would be a lot better off if I could play OA under the 2nd-Edition
AD&D rules. So, I decided to go through all of the basics and make the
conversions. What follows is my conversion of the OA rules to 2nd-Edition.
This is not a replacement for the OA hardback (since I reference it for many
spells, proficiencies, abilities, etc.), but simply a summary of the main
rules, simplified and with the ability to include some non-OA classes (such
as Psionicists and Specialty Priests). Do not try to use these rules without
the OA hardback, as many of them are not understandable without their
explanations in the hardback, which I have omitted here in order to save
typing time. I have also found these rules to be a useful source when one
needs to find rules or info in a hurry. Any rules here pre-empt the ones in
the OA hardback, and any rules not included here default to those listed
in 2nd-Edition AD&D, or when absent or unsuitable there, to those in the OA
hardback. For instance, all weapons and equipment are taken from the OA
hardback, while all spells are taken from the 2nd-Edition materials,
excepting those not included there (listed later). The notable exception
was that I kept the OA proficiency system, since it is necessary for the
martial arts system to work. I did, however, blend the actual proficiencies
between OA and the 2nd-Edition system. The order of preference for the 
source of proficiencies is mostly the same as that for rules as stated
above. I have included a list of useable proficiencies, in the OA
categories.
        These rules have been given a lot of thought, but very little
playtesting. I invite anyone to email me (kurgan@mit.edu) to make comments
or suggestions, to point out mistakes, or to show me any different or
additional rules that they have come up with. I hope to improve these rules
over time, so any help would be appreciated. My goal is simply to allow
those who are interested to continue playing OA despite T$R's lack of support
of it.
        I included comments with each section to describe what it contains
and how I came up with it. Feel free to alter or discard any rules in here.
After all it's your game, not mine, an you know what's best. The sections
are, a listing of character classes and their abilities , a listing of
proficiencies, a list of martial arts special maneuvers, sample martial arts
styles, and a listing of oriental spells.

                              Oriental Classes
                             ==================

        Each class here is pretty much a summary of the class specifications
in the OA hardback, with rules governing the use of any abilities which don't
work under 2nd-Edition AD&D. PC races are as listed in the OA hardback. The
experience tables in particular are un-playtested, and may allow characters
to advance in power faster than their western counterparts. Again feel free
to alter them, and mail me with any comments that you have.
        Note: Priest and Wizard spell advencement tables above 20th level can
be found in Forgotten Realms Adventures, Dragon Kings (DarkSun), and perhaps
in other sources.

Class Ability Requirements: (Min:XP Bonus)
--------------------------

Class           Str     Dex     Con     Int     Wis     Cha     Alignment

Barbarian       15      14      15      --      <16     --      Non-Lawful
Bushi           9:14    8       8       --      --      --      Any
Kensai          12      14:14   --      --      12:14   --      Lawful
Monk            15      15      11      --      15      --      Lawful
Ninja           --      14      --      15      --      14      Non-Good
Priest                              Varies                      Any
Psionicist      --      --      11:14   12      15      --      Non-Chaotic
Samurai         13      --      13      14      13      --      Lawful
Shukenja        9       --      9:15    --      12:15   --      Good
Sohei           13:15   --      10      --      10:15   --      Lawful
Wu Jen          --      --      --      13:15   --      --      Non-Lawful
Yakuza          11      15      --      15      --      16      Lawful

Racial Level Limits:
-------------------

Class       Korobokuru      Hengeyokai        Human         Spirit Folk

Barbarian       10              --              U               --
Bushi           U               U               U               U
Kensai          --              6               U               9
Monk            --              --              17              17
Ninja           --              --              U               --
Priest          9               8               U               11
Psionicist      8               7               U               7
Samurai         6               --              U               12
Shukenja        --              8               U               --
Sohei           --              --              U               --
Wu Jen          7               9               U               --
Yakuza          10              --              U               --

Classes:
-------

__________
Barbarian| (Warrior)
~~~~~~~~~~
Level   XP Needed     Hit Dice     Ability
-----   ---------     --------     -------
  1     0               1d12
  2     3,000           2d12       Can use Magical Weapons
  3     6,000           3d12       Can use Magical Potions, +1 save vs. Spell
  4     12,000          4d12       Can use Magical Armor
  5     24,000          5d12       Earns 1/2 XP with Wu Jen or Spirit Folk
  6     55,000          6d12       Can use weapon-like Misc. Magical Items
  7     95,000          8d12       Earns full XP with Wu Jen or Spirit Folk
  8     175,000        8d12+4      Can use Protection Scrolls
  9     335,000        8d12+8      +2 save vs. Spell
 10     650,000        8d12+12     Can summon a Barbarian Horde
 11     1,000,000      8d12+16     +3 save vs. Spell
 12     1,350,000      8d12+20
 13     1,700,000      8d12+24
 14     2,050,000      8d12+28
 15     2,400,000      8d12+32
 16     2,750,000      8d12+36
 17     3,100,000      8d12+40
 18     3,450,000      8d12+44
 19     3,800,000      8d12+48
 20     4,150,000      8d12+52
 21+    +350,000        +4HP

Barbarian Abilities:
                       Back       Detect   Detect
Level Climb%   Hide% Protection% Illusion   Magic
  1     85      25       5           5       30
  2     86      31      10          10       35
  3     87      37      15          15       40
  4     88      43      20          20       45
  5     89      49      25          25       50
  6     90      56      30          30       55
  7     91      63      35          35       60
  8     92      70      40          40       65
  9     93      77      45          45       70
  10    94      85      50          50       75
  11+   +1%     +8%     +5%         +5%      +5%
Max%    95      95     100          75       90

Requirements: Str 15, Dex 14, Con 15, Wis<16
Prime Requisites: None
Races: Human, Korobokuru
Alignment: Non-Lawful
Combat/Saves: Warrior/Warrior

Birth Table? Yes
Family? Yes
Base Honor: Family
Starting Money: d6 tael/ch'ao & d100 yuan

Initial Proficiencies: 9
Proficiencies per Level: 1/3
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-6       1/1
                Level 7-12      3/2
                Level 13+       2/1

Armor Use:      Any
Shield Use:     Any
Weapon Use:     Any

Abilities/Bonuses:
-Con Bonus: No standard Con Bonus. +2HP/Level for each Con point over 14.
-Climb: Cliffs & Trees. 1/2 chance for smoother surfaces.
-Hide: In natural Surroundings. 1/2 chance in unfamiliar terrain.
-Surprise: 3/6 chance to surprise an opponent. Surprised only on a 1.
-Back Protection: Negates Back-Attack and Backstab modifiers, and gives a
        free attack at the end of the round.
-Leaping and Springing: Standing start - 10ft forward, 3ft back, 3ft up
                        Running start - 15+d6ft forward, 4ft+d4x6in up
-Detect Illusion: Requires 1r of concentration.
-Detect Magic: Requires 1r of concentration. Does not detect Illusions.
-Leadership: Level is added to Cha when dealing with barbarians of the same
        tribe or region.
-Healing: Heal at twice the normal rate.

Restrictions/Penalties:
-Hatred of magic: Gain little or no XP for adventuring with Wu Jen or
        Spirit folk until high levels. Gain no XP for finding magic
        items, but full XP for destroying them.

______
Bushi| (Warrior)
~~~~~~
Level   XP Needed     Hit Dice     Pick Pockets %
-----   ---------     --------     --------------
  1     0                d10            22
  2     1,750           2d10            24
  3     3,500           3d10            26
  4     7,000           4d10            28
  5     16,000          5d10            30
  6     35,000          6d10            32
  7     65,000          7d10            34
  8     130,000         8d10            36
  9     260,000         9d10            38
  10    520,000        9d10+3           40
  11    780,000        9d10+6           42
  12    1,040,000      9d10+8           44
  13    1,300,000      9d10+12          46
  14    1,560,000      9d10+15          48
  15    1,820,000      9d10+18          50
  16    2,080,000      9d10+21          52
  17    2,340,000      9d10+24          54
  18    2,600,000      9d10+27          56
  19    2,860,000      9d10+30          58
  20    3,120,000      9d10+33          60
  21+   +260,000        +3HP            +2%

Requirements: Str 9, Dex 8, Con 8
Prime Requisites: Str (14)
Races: Any
Alignment: Any
Combat/Saves: Warrior/Warrior

Birth Table? Yes
Family? Choice
Base Honor: Family or 10
Starting Money: d4 tael/ch'ao & 2d100 fen

Initial Proficiencies: 4
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-5       1/1
                Level 6-10      3/2
                Level 11+       2/1

Armor Use:      Any
Shield Use:     Any
Weapon Use:     Any

Abilities/Bonuses:
-Weapon Specialization: Must be chosen when created.
-Nimbleness: -1 AC per 5 levels.
-Cheap Deals: Chance to find free or half-price items.
                20%     Village
                25%     Medium Village
                30%     Large Village
                40%     Small Town
                60%     Large Town
                90%     City
-Pick Pockets: Cash only. Max 95% chance. Roll of 95 or higher indicates 
        discovery.
-Ki Power: 1/day        By entering a fight with a fierce kiai, level is
                raised by two. Better THAC0, AC, Saves, HPs, etc. Lasts
                for 1t.
-Optional: If starting equipment is bought before the start of gameplay, the
        DM can allow the bushi to spend less money on equipment due to his
        ability to find it free or at half price. 75% price can be a good
        rule of thumb.

_______
Kensai| (Warrior)
~~~~~~~
Level   XP Needed     Hit Dice          Ability
-----   ---------     --------          -------
  1     0                d10      
  2     2,500           2d10
  3     4,600           3d10
  4     8,400           4d10            Meditation
  5     18,500          5d10
  6     37,000          6d10            1/6 Surprise
  7     74,000          7d10            Two Weapons, Fear
  8     140,000         8d10
  9     275,000         9d10            d6 Pupils
  10    550,000        9d10+3
  11    825,000        9d10+6           Whirlwind Attack
  12    1,100,000      9d10+9
  13    1,375,000      9d10+12
  14    1,650,000      9d10+15
  15    1,925,000      9d10+18
  16    2,200,000      9d10+21
  17    2,475,000      9d10+24
  18    2,750,000      9d10+27
  19    3,025,000      9d10+30
  20    3,300,000      9d10+33
  21+   +275,000        +3HP

Kensai Bonuses With Specialty Weapon/Style:

Level   Initiative      AC    Damage  To Hit
  1        -1           0       0       0
  2        -1           0       +1      0
  3        -1           -1      +1      +1
  4        -2           -1      +1      +1
  5        -2           -1      +2      +2
  6        -2           -2      +2      +2
  7        -3           -2      +2      +2
  8        -3           -3      +3      +3
  9        -4           -3      +3      +3
  10       -4           -4      +4      +4
  11       -5           -4      +4      +4
  12+      -5           -4      +5      +5

Requirements: Str 12, Dex 14, Wis 14
Prime Requisites: Dex (14), Wis (14)
Races: Human, Hengeyokai, Spirit Folk
Alignment: Lawful
Combat/Saves: Warrior/Warrior

Birth Table? Yes
Family? Yes
Base Honor: Family
Starting Money: d4 ch'ien & d10 tael/ch'ao

Initial Proficiencies: 3
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round:  Level 1-3       1/1
                Level 4-7       3/2
                Level 8-14      2/1
                Level 15+       5/2

Armor Use:      None
Shield Use:     None
Weapon Use:     Any

Abilities/Bonuses:
-Free proficiency in Specialty Weapon/Style.
-Base AC of 23-Dex.
-Ki Power: Level/day    Declared before roll to hit. Causes Specialty
                Weapon/Style to do maximum damage on one hit.
-Psychic Duels: +2 bonus vs. Non-Kensai.
-Immunity to fear.
-Double XP for defeating another Kensai in a duel. (once per level per
        opponent)
-4th Level - Meditation: Twice as restful as sleep. Still aware of 
        surroundings.
-6th Level - Surprise: The Kensai is surprised only on a 1 on a d6.
-7th Lecel - Two weapons: Has the effect of free Ambidexterity and Two-Weapon
        style specialization.
-7th Level - Fear: At will, fear is caused in creatures of 1HD or less who  
        fail save vs. Breath Weapon.
-11th Level - Whirlwind Attack: Requires all Ki Power for the day. Allows
        simultaneous attack with Specialty Weapon/Style of all opponents
        within a 10ft radius.

Restrictions/Penalties:
-Only one starting proficiency can be used for proficiency in a second weapon
        all other starting proficiencies must be peaceful.
-Cannot use weapon specialization, although style specialization is allowed.
-Cannot use magical Specialty Weapons.
-1/2 XP for opponents defeated using any non-Specialty Weapon/Style.
-Practice: 2h per day. Missing hours must ba made up at the rate of 2 extra
        hours per day before level advancement.
-Duel Challenges: At each level, 10% x new Level chance to be challenged to a
        duel.
-Duels: 10th level and beyond, must win a duel to gain a level.
-Loss of Status: If the Kensai's honor ever falls below his family's, he
        becomes a Bushi of the same level. He keeps old abilities but gains
        no new Kensai abilities.

_____
Monk| (Rogue)
~~~~~
Level   XP Needed     Hit Dice          Title
-----   ---------     --------          -----
  1     0               2d4             Novice
  2     2,000           3d4             Initiate
  3     4,200           4d4             Brother
  4     8,800           5d4             Disciple
  5     19,800          6d4             Immaculate
  6     41,800          7d4             Master
  7     86,000          8d4             Superior Master
  8     175,000         9d4             Master of Dragons
  9     305,000         10d4            Master of the North Wind
  10    435,000         11d4            Master of the West Wind
  11    610,000         12d4            Master of the South Wind
  12    830,000         13d4            Master of the East Wind
  13    1,100,000       14d4            Master of Winter
  14    1,550,000       15d4            Master of Autumn
  15    2,000,000       16d4            Master of Summer
  16    2,450,000       17d4            Master of Spring
  17    2,900,000       18d4            Grand Master of Flowers

Monk Abilities:
AWD = Additional Weapon Damage
AMAA = Additional Martial Arts Attacks
AMAD = Additional Martial Arts Damage

Level  AC  Move   AWD  AMAA  AMAD  Surprise%  ESP Chance. Charm Res.
  1    10   15" -    --    --     Normal     Normal       Normal
  2    9    16" +1    --    --       32       Normal       Normal
  3    8    17" +1    --    --       30       Normal       Normal
  4    7    18" +2    1/4   --       28         30         Normal
  5    7    19" +2    1/4   +1       26         28         Normal
  6    6    20" +3    1/2   +2       24         26         Normal
  7    5    21" +3    1/2   +2       22         24         Normal
  8    4    22" +4    1/2   +1d      20         22         Normal
  9    3    23" +4    1/1  +1d+1     18         20           50
  10   3    24" +5    1/1  +1d+2     16         18           45
  11   2    25" +5    3/2  +1d+2     14         16           40
  12   1    26" +6    3/2   +2d      12         14           35
  13   0    27" +6    3/2   +2d      10         12           30
  14   -1   28" +7    2/1  +2d+1      8         10           25
  15   -1   29" +7    2/1   +3d       6          8           20
  16   -2   30" +8    3/1  +3d+1      4          6           15
  17   -3   32" +8    3/1   +4d       2          4           10

Requirements: Str 15, Dex 15, Con 11, Wis 15
Prime Requisites: None
Races: Human, Spirit Folk
Alignment: Lawful
Combat/Saves: Rogue/Rogue

Birth Table? No
Family? No
Base Honor: No Honor
Starting Money: 4d10 yuan & 2d100 fen

Initial Proficiencies: 5
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round: 1/1 (Except Martial Arts)

Armor Use:      None
Shield Use:     None
Weapon Use:     martial arts (any), axe (hand), bokutoh, chijiriki,
                crossbow (any), dagger, daikyu, halberd, javelin, kama,
                kusari-gama, lasso, naginata, parang, spear, trident

Abilities/Bonuses:
-Monk Skills: Base Scores
                Climb Walls:            60%                
                Find/Remove Traps:      10%                
                Hear Noise:              5%               
                Hide in Shadows:         5%                
                Move Silently:          10%                
                Open Locks:             15%
        50 Points to add at first level.
        25 Points to add at each level after first.
        All adjustments apply. Maximum unadjusted chances of 95%.
-Free Missile Deflection and Arrow Cutting special maneuvers.
-Armor class improves with level as shown. If a Martial Arts style is used
        the bes AC is used.
-Free Martial Arts style and 2 of its special maneuvers.
-Ki Power: Level/day   Magic Resistance. Allows no effect from magic on a
                successful save (only if one is allowed).
-3rd Level - Speak With Animals: Allows communication with any animal of
        Int 1 or greater.
-4th Level - Falling: Can fall up to 20 feet and take no damage if within
        1ft of a wall or vertical surface.
-4th Level - ESP Protection: ESP spells and Psionic contact have a small
        chance of success (see table). Failed attempt meets a closed mind.
-5th Level - Immunities: Immunity to disease and unaffected by haste and slow
        spells.
-6th Level - Falling: Can fall up to 30 feet and take no damage if within 
        4ft of a wall or vertical surface.
-6th Level - Cataleptic State: Feign Death for up to Level x2 turns.
        The Monk is oblivious to his surroundings in this state, and thus
        state duration before entering it.
-7th Level - Healing: 1/day. Heal self for d4+ 1/level starting at 7th.
-8th Level - Speak With Plants: Plants can react in simple ways such as
        parting bushes, untangling thickets, etc.
-9th Level - Improved Ki Power: Allows 1/2 damage (damaging spells only)
        always, and still no effect on a successful save.
-9th Level - Charm Resistance: Resistance to Charm, Hypnosis, Suggestion,
        etc. spells as shown.
-10th Level - Psionic Defense: The Monk defends against telepathic and mind
        blast attacks as if he had an Int of 18.
-11th Level - Total immunity to all types of poisons.
-12th Level - Immunity to Geas and Quest spells.
-13th Level - One free Martial Arts special manuever of the player's choice.

Restrictions/Penalties:
-Bonuses: No Str to hit or damage bonuses. No Dex AC Bonuses.
-Religion and Calligraphy Proficiencies must be taken at character creation.
-Cannot keep more money than necessary.
-Can never own horses or property.
-Can only own 2 magical weapons and 3 other magic items.
-Excess treasure/magic must be given to NPC religious institutions.
-Can use only OA Monk magic items, magical rings, and magic items useable by
        Thieves.
-Monks generally do not leave old magic items for new ones, but will keep
        using old ones untill they are unuseable.
-Cannot have henchmen or hirelings until 6th level. Hirelings can only be
        hired on a one adventure basis.
-Disobedience to monastary superiors results in being barred temporarily
        from monastary.
-Duels required to gain levels beyond 8th (see OA).
-No advancement beyond 17th Level.

______
Ninja| (Rogue)
~~~~~~
Level   XP Needed     Hit Dice
-----   ---------     --------  Pole Vault (ft)   Fall (ft)   Backstab
  1     0                d2           8             0            x2
  2     3,000           2d2           9             0            x2
  3     6,000           3d2           9.5          10            x2
  4     11,000          4d2          10            15            x2
  5     22,000          5d2          10.5          20            x3
  6     44,000          6d2          11            25            x3
  7     88,000          7d2          11.5          30            x3
  8     175,000         8d2          12            35            x3
  9     360,000         9d2          12.5          40            x3
  10    700,000        9d2+1         13            45            x4
  11    1,000,000      9d2+2         13.5          50            x4
  12    1,300,000      9d2+3         14            55            x4
  13    1,600,000      9d2+4         14.5          60            x4
  14    1,900,000      9d2+5         15            65            x4
  15    2,100,000      9d2+6         15.5          70            x4
  16    2,400,000      9d2+7         16            75            x4
  17    2,700,000      9d2+8         16.5          80            x4
  18    3,000,000      9d2+9         17            85            x4
  19    3,300,000      9d2+10        17.5          90            x4
  20    3,600,000      9d2+11        18            95            x5
  21+   +300,000        +1HP        +.5ft         +5ft           x5  

Requirements: Dex 14, Int 15, Cha 14
Prime Requisites:  None
Races: Human
Alignment: Non-Good
Combat/Saves: Other Class/Rogue

Birth Table? As Other Class
Family? Yes (Ninja Clan)
Base Honor: As Other Class
Starting Money: As Other Class plus d2 ch'ien

Initial Proficiencies: 2              ~~|
Proficiencies per Level: 1/3            |
Non-Proficient Weapon Penalty: -4       |--For Ninja Weapons
Attacks/Round:  Level 1-6       1/1     |       only.
                Level 7-14      3/2     |
                Level 15+       2/1   __|

Armor Use:      leather, padded, leather scale, chain, plus any other armor
                allowable to the other Class (armor may limit the use of
                Ninja abilities)
Shield Use:     As other Class
Weapon Use:     As other Class plus Ninja Weapons

Abilities/Bonuses:
-Split Class: All Ninjas must also be a Bushi, Psionicist, Sohei, Wu Jen, or
        Yakuza. Experience are divided between classes at the DM's
        discretion. Each hit die for the other class is halved, rounding up.
        Con bonuses are given normally to the other class.
-Ninja Skills: Base Scores
                Climb Walls:            60%                
                Disguise:               10%                     
                Escape:                  5%                
                Find/Remove Traps:      10%                
                Hide in Shadows:         5%
                Move Silently:          10%
                Open Locks:             15%
                Pick Pockets:           20%
                Tightrope Walk:         10%
        80 Points to add at first level.
        40 Points to add at each level after first.
        All adjustments apply. Maximum unadjusted chances of 95%
-Pole Vault: Requires a 30ft running start and a pole at least four feet
        longer than the Ninja is tall, and that the character wear no metal
        armor. The distance shown is the maximum height that can be vaulted
        to. If trying to land atop an obstacle, reduce the height by 1ft.
        If vaulting for distance rather than height, the maximum distance
        is equal to twice the length of the pole.
-Fall: If the Ninja is wearing no metal armor other than chainmail, is
        within reach of a vertical surface that can slow his fall, and falls
        the distance shown or less, he can take no damage. For greater
        distances, full damage is suffered.
-Backstab: On a successful back attack upon a humanoid (at +4 to hit) the
        damage done is multiplied by the backstab multiplier.
-Assasinate: This skill should be handled as the DM sees fit. The
        Assasination table in the 1st-Edition DMG can be used, or the DM can
        make his own calls.
-Ki Power #1: 1/day      The Ninja can hold his breath for a number of rounds
                equal to his Ninja level.
-5th Level - Ki Power #2: Level/day     The Ninja can walk on smooth water
                for 5ft per Ninja Level at a speed of 30ft/r. Concentration
                is broken if the Ninja is injured in any way while using
                this power.
-12th Level - Ki Power #3: 1/day        After spending 3 rounds concentrating
                (the power for the day is lost if the Ninja is interrupted
                or attacked), the Ninja can wals through 1ft per Ninja
                level of wall or obstacle in 1r. If not through the obstacle
                at the end of the round, the Ninja dies in it.

Restrictions/Penalties:
-Disobedience to the Ninja family is punished by death.
-The Ninja must retain his honor above his family's or be killed by the clan.
-Any ninja without a family (usually with his family close on his heels) is
        a Nukenin, and requires twice the normal amount of experience to
        advance as a Ninja. The other class is unaffected.
-A Ninja can never reveal his true identity, not even to PCs. He can be
        known to be a Ninja by those he is working with, but will keep his
        true identity a secret.

_______
Priest| (Priest)
~~~~~~~                                       
(This class allows the use of specialty priests in OA. The DM may
create his own deities and priesthoods, or use those of the Chinese and
Japanese mythoi in Legends & Lore. Any specification marked as "varies" must
be specific to the specialty priesthood.)
                                                (As in PHB)
Level   XP Needed     Hit Dice    Spells:    Req. Wis -->  17  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7
  1     0                d8             1   -   -   -   -   -   -
  2     1,500           2d8             2   -   -   -   -   -   -
  3     3,000           3d8             2   1   -   -   -   -   -
  4     6,000           4d8             3   2   -   -   -   -   -
  5     13,000          5d8             3   3   1   -   -   -   -
  6     27,500          6d8             3   3   2   -   -   -   -
  7     55,000          7d8             3   3   2   1   -   -   -
  8     110,000         8d8             3   3   3   2   -   -   -
  9     225,000         9d8             4   4   3   2   1   -   -
  10    450,000        9d8+2            4   4   3   3   2   -   -
  11    675,000        9d8+4            5   4   4   3   2   1   -
  12    900,000        9d8+6            6   5   5   3   2   2   -
  13    1,125,000      9d8+8            6   6   6   4   2   2   -
  14    1,350,000      9d8+10           6   6   6   5   3   2   1
  15    1,575,000      9d8+12           6   6   6   6   4   2   1
  16    1,800,000      9d8+14           7   7   7   6   4   3   1
  17    2,025,000      9d8+16           7   7   7   7   5   3   2
  18    2,250,000      9d8+18           8   8   8   8   6   4   2
  19    2,475,000      9d8+20           9   9   8   8   6   4   2
  20    2,700,000      9d8+22           9   9   9   8   7   5   2
  21+   +225,000        +2HP                    See FRA

Requirements: Wis 9
Prime Requisites: Wis (16)
Races: Varies
Alignment: Varies
Combat/Saves: Priest/Priest

Birth Table? Choice
Family? Choice
Base Honor: Varies
Starting Money: d10 tael/ch'ao & 5d10 yuan

Initial Proficiencies: 6 
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round: 1/1

Armor Use:      Varies
Shield Use:     Varies
Weapon Use:     Varies

Abilities/Bonuses:
-Rituals: Any Priest can perform the rituals of the Shukenja (see OA)
Other Abilities/Bonuses as Specialty Priesthood
-Can take a Meditation proficiency without any Martial arts style. 
Additional Abilities As Specialty Priesthood

Restrictions/Penalties:
As Specialty Priesthood

___________
Psionicist| (Psionicist)
~~~~~~~~~~~
Level   XP Needed     Hit Dice     Psionics:    (As in CPsiHB)
-----   ---------     --------        Disc. Sci. Dev. Def. Modes
  1     0                d6             1       1       3       1
  2     2,200           2d6             2       1       5       1
  3     4,400           3d6             2       2       7       2
  4     8,800           4d6             2       2       9       2
  5     16,500          5d6             2       3       10      3
  6     30,000          6d6             3       3       11      3
  7     55,000          7d6             3       4       12      4
  8     100,000         8d6             3       4       13      4
  9     200,000         9d6             3       5       14      5
  10    400,000        9d6+2            4       5       15      5
  11    600,000        9d6+4            4       6       16      5
  12    800,000        9d6+6            4       6       17      5
  13    1,000,000      9d6+8            4       7       18      5
  14    1,200,000      9d6+10           5       7       19      5
  15    1,500,000      9d6+12           5       8       20      5
  16    1,800,000      9d6+14           5       8       21      5
  17    2,100,000      9d6+16           5       9       22      5
  18    2,400,000      9d6+18           6       9       23      5
  19    2,700,000      9d6+20           6       10      24      5
  20    3,000,000      9d6+22           6       10      25      5
  21+   +300,000        +2HP

PSP Recovery:
Physical Activity:      PSPs Recovered/hour     PSPs Recovered/turn
Hard Exertion                   0                       0
Walking/Riding                  3                       1/2
Sitting/Resting/Reading         6                       1
Sleeping/Meditating             12                      2

Requirements: Con 11, Int 12, Wis 15
Prime Requisites: Con (16), Wis (16)
Races: Any
Alignment: Non-Chaotic
Combat/Saves: Psionicist/Psionicist

Birth Table? Choice
Family? Choice
Base Honor: Family or 15 
Starting Money: d6 tael/ch'ao & 4d10 yuan & 2d100 fen

Initial Proficiencies: 5
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round: 1/1

Armor Use:      haidate, hara-ate, haramaki, hide, jingasa, leather,
                leather scale, padded, studded leather
Shield Use:     buckler, gunsen
Weapon Use:     axe (hand/throwing), blowpipe, bow (short), chu-ko-nu,
                crossbow (light), chain, chopsticks, club, dagger, dart,
                fang, hankyu, gunsen, jitte, jo stick, kama, kau sin ke,
                kiseru, mace, nunchaku, sai, shaken, shuriken (any),
                siangkam, sling, sword (short), tui-fa, wakizashi

Abilities/Bonuses:
-Psionics: As per The Complete Psionics Handbook.
-Closed Mind: As all Psionicists.
-Mental Resistance: +2 save vs. Enc/Cha magic, etc.
-Can take a Meditation proficiency without any Martial arts style.
        Meditation gives the same PSP gain as sleep.
-Psychic Duels: +5 bonus vs. non Psionicists

________
Samurai| (Warrior)
~~~~~~~~
Level   XP Needed     Hit Dice     Damage Bonus
-----   ---------     --------     ------------
  1     0                d10             0
  2     2,300           2d10            +1
  3     4,600           3d10            +1
  4     9,200           4d10            +1
  5     16,500          5d10            +2
  6     33,500          6d10            +2
  7     69,000          7d10            +2
  8     125,000         8d10            +3
  9     220,000         9d10            +3
  10    375,000        9d10+3           +3
  11    610,000        9d10+6           +4
  12    925,000        9d10+9           +4
  13    1,200,000      9d10+12          +4
  14    1,475,000      9d10+15          +5
  15    1,750,000      9d10+18          +5
  16    2,025,000      9d10+21          +5
  17    2,300,000      9d10+24          +6
  18    2,575,000      9d10+27          +6
  19    2,850,000      9d10+30          +6
  20    3,125,000      9d10+33          +7          
  21+   +275,000        +3HP         +1/3 Levels

Requirements: Str 13, Con 13, Int 14, Wis 13
Prime Requisites: None
Races: Human, Spirit Folk, Korobokuru
Alignment: Lawful
Combat/Saves: Warrior/Warrior

Birth Table? Yes (+10, unless Korobokuru, in which case the player must find
Family? Yes             a sponsor and begins at Lower Upper Class)
Base Honor: Family
Starting Money: 2d6 ch'ien & d10 tael/ch'ao

Initial Proficiencies: 5
Proficiencies per Level: 1/1
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-4       1/1
                Level 5-8       3/2
                Level 9+        2/1

Armor Use:      Any
Shield Use:     Any
Weapon Use:     Any

Abilities/Bonuses:
-Two Specializations: A Samurai can specialize in both the Katana and the
        Daikyu.
-Ki Power: Level/day    With a kiai (shout), the Samurai can raise his
                Strength to 18(00) for 1r.
-Damage Bonus: The Samurai has the bonus shown on the table to all rolls for
        damage.
-3rd Level - Surprise: The Samurai is surprised only on a roll of 1 on a d6.
-5th Level - Immunity to Fear.
-6th Level - Fear: At will, fear is caused in creatures of 1HD or less who  
        fail save vs. Breath Weapon.
-7th Level - The Samurai starts to be offered responsibillities by his
        daimyo (see OA).

Restrictions/Penalties:
-Specialization: The Samurai must specialize in Katana when created. The
        Samurai can specialize only in Katana and Daikyu.
-Proficiencies: By 2nd Level the Samurai must have the Riding proficiency.
        By 3rd Level the Samurai must have proficiency with the Daikyu. By
        6th Level the Samurai must have proficiencies in Calligraphy,
        Painting, and Poetry.
-Honor: A Samurai must follow the code of Bushido, and maintain his honor
        above a specific point or become Ronin. Ronin can still advance as
        Samurai, but require twice the normal amount of experience. Ronin
        can become Samurai again, with the same daimyo or another one.

_________
Shukenja| (Priest)
~~~~~~~~~                                       (As in PHB)
Level   XP Needed     Hit Dice    Spells:    Req. Wis -->  17  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7
  1     0                d6             1   -   -   -   -   -   -
  2     1,500           2d6             2   -   -   -   -   -   -
  3     3,500           3d6             2   1   -   -   -   -   -
  4     6,400           4d6             3   2   -   -   -   -   -
  5     12,800          5d6             3   3   1   -   -   -   -
  6     25,500          6d6             3   3   2   -   -   -   -
  7     50,000          7d6             3   3   2   1   -   -   -
  8     100,000         8d6             3   3   3   2   -   -   -
  9     200,000         9d6             4   4   3   2   1   -   -
  10    400,000        9d6+1            4   4   3   3   2   -   -
  11    600,000        9d6+2            5   4   4   3   2   1   -
  12    800,000        9d6+3            6   5   5   3   2   2   -
  13    1,000,000      9d6+4            6   6   6   4   2   2   -
  14    1,200,000      9d6+5            6   6   6   5   3   2   1
  15    1,400,000      9d6+6            6   6   6   6   4   2   1
  16    1,600,000      9d6+7            7   7   7   6   4   3   1
  17    1,800,000      9d6+8            7   7   7   7   5   3   2
  18    2,000,000      9d6+9            8   8   8   8   6   4   2
  19    2,200,000      9d6+10           9   9   8   8   6   4   2
  20    2,400,000      9d6+11           9   9   9   8   7   5   2
  21+   +200,000        +1HP                     See FRA

Requirements: Str 9, Con 9, Wis 12
Prime Requisites: Con (15), Wis (15)
Races: Human, Hengeyokai
Alignment: Good
Combat/Saves: Priest/Priest

Birth Table? No
Family? No
Base Honor: 20
Starting Money: d5 tael/ch'ao & 2d10 yuan & d100 fen

Initial Proficiencies: 6
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round: 1/1

Armor Use:      leather, padded, hara-ate, haramaki, jingasa, studded leather
Shield Use:     None
Weapon Use:     axe (hand), bo stick, boku-toh, chain, gunsen, jitte,
                jo stick, kama, kiseru, sai, sling, sling staff, spear,
                tetsubo, three-piece rod, tui-fa

Abilities/Bonuses:
-Priest Spells: Spheres = All, Animal, Astral, Charm, Combat, Creation,
        Divination, Healing, Necromancy (no reverses), Plant, Protection,
        Summoning, Sun, Thought, Weather, Law or Chaos or neither (if NG)
        (Additionally, Shukenja can cast the 7th Level Holy Word spell from
        the Combat sphere). All modifiers and bonus spells apply.
-Rituals: The Shukenja can perform various rituals, some of which have
        specific effects (see OA).
-Meditation: Twice as restful as sleep. Still aware of surroundings.
-Ki Power: Level/day    Declared before the die is rolled, the Shukenja can
                gain a +3 on any saving throw.
-Self Defense: Free proficiency in one style of martial arts.
-Extra XP: 100XP per level of cure, heal, etc. spells used to aid NPCs or
        creatures not associated with the party.

Restrictions/Penalties:
-Only 2 initial proficiencies can be weapon proficiencies.
-Non-violence: The shukenja gains 1/2 XP for defeating enemies. They gain
        full XP for defeating evil spirits.
-Poverty: Shukenja are sworn to poverty, and gain XP only for treasure
        donated to charity or the poor.
-Rules: Failure to follow these roles results in punishments (loss of spells,
        loss of honor, special pennance, etc.)
        -Cannot eat meat.
        -Must avoide immoderate drinking and eating.
        -Must avoid violence (especially killing) wherever possible.
-Certain religions may have other specific rules or restrictions.

______
Sohei| (Priest)
~~~~~~
Level   XP Needed     Hit Dice    Spells:
-----   ---------     -------- Level:   1       2       3       4  
  1     0                d10            -       -       -       -
  2     2,250           2d10            -       -       -       -
  3     4,500           3d10            -       -       -       -
  4     7,900           4d10            -       -       -       -
  5     15,000          5d10            -       -       -       -
  6     28,000          6d10            1       -       -       -
  7     56,000          7d10            1       1       -       -
  8     110,000         8d10            2       1       -       -
  9     200,000         9d10            2       2       -       -
  10    425,000        9d10+2           2       2       1       -
  11    650,000        9d10+4           3       2       1       -
  12    875,000        9d10+6           3       2       2       -
  13    1,100,000      9d10+8           3       3       2       -
  14    1,325,000      9d10+10          3       3       3       -
  15    1,550,000      9d10+12          3       3       3       1
  16    1,775,000      9d10+14          3       3       3       2
  17    2,000,000      9d10+16          4       3       3       2
  18    2,225,000      9d10+18          4       4       3       2
  19    2,450,000      9d10+20          4       4       4       3
  20    2,675,000      9d10+22          5       4       4       3
  21+   +225,000        +2HP                      See OA

Requirements: Str 13, Con 10, Wis 10
Prime Requisites: Str (15), Wis(15)
Races: Human
Alignment: Lawful
Combat/Saves: Priest/Priest

Birth Table? No
Family? No
Base Honor: 15
Starting Money: d10 tael/ch'ao & 4d10 yuan

Initial Proficiencies: 4
Proficiencies per Level: 1/3
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-6       1/1
                Level 7-12      3/2
                Level 13+       2/1

Armor Use:      Any
Shield Use:     None
Weapon Use:     Any except blowpipe, katana, needle, nekode, shakem,
                shikomi-zue, shuriken (any)
Abilities/Bonuses:
-Weapon of Choice: One weapon may be chosen at creation. The Sohei has +1 to
        hit and damage with that weapon.
-3rd Level - Ki Power: 1/day    For 1 turn, -1AC, +3" movement, +1th, +1d,
                        +1 save, can dodge or deflect missile weapons on a
                        successful save vs. Breath Weapon.
-5th Level - Final Word: The Sohei can continue fighting (with +2 th & d)
        until he reaches -10HP. At -10HP, or when his enemy is defeated, he
        collapses (unconscious or dead, depending on death's door rules).
-6th Level - Priest Spells: Spheres = All, Animal (minor), Combat,
        Divination, Healing (Except Cure X Wounds, Fortify, and Neutralize
        Poison), Law, Protection, Guardian (minor), Wards (minor)
        (Additionally, Sohei can cast the 5th Level Mental Strength spell
        from the sphere of Thought)  All modifiers and bonus spells apply.
-6th Level - Duties: The Sohei begins recieving duties and powers from his
        monastary (see OA).

Restrictions/Penalties:
-Recieves 1/2 XP for defeating foes unless it is in the service of his
        monastary.
-Rules: -Cannot eat meat (fish is allowed).
        -Must refrain from excesses of personal behavior.

_______
Wu Jen| (Wizard)                                (As in PHB)
~~~~~~~
Level   XP Needed     Hit Dice Spells: Req. Int-->  9  10  12  14  16  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7   8   9
  1     0                d4+1           1   -   -   -   -   -   -   -   -
  2     2,250           2d4+2           2   -   -   -   -   -   -   -   -
  3     4,500           3d4+3           2   1   -   -   -   -   -   -   -
  4     9,000           4d4+4           3   2   -   -   -   -   -   -   -
  5     20,000          5d4+5           4   2   1   -   -   -   -   -   -
  6     40,000          6d4+6           4   2   2   -   -   -   -   -   -
  7     72,000          7d4+7           4   3   2   1   -   -   -   -   -
  8     110,000         8d4+8           4   3   3   2   -   -   -   -   -
  9     155,000         9d4+9           4   3   3   2   1   -   -   -   -
  10    300,000        9d4+10           4   4   3   2   2   -   -   -   -
  11    640,000        9d4+11           4   4   4   3   3   -   -   -   -
  12    850,000        9d4+12           4   4   4   4   4   1   -   -   -
  13    1,175,000      9d4+13           5   5   4   4   4   2   -   -   -
  14    1,500,000      9d4+14           5   5   5   4   4   2   1   -   -
  15    1,875,000      9d4+15           5   5   5   5   5   2   1   -   -
  16    2,250,000      9d4+16           5   5   5   5   5   3   2   1   -
  17    2,625,000      9d4+17           5   5   5   5   5   3   3   2   -
  18    3,000,000      9d4+18           5   5   5   5   5   3   3   2   1
  19    3,375,000      9d4+19           5   5   5   5   5   3   3   3   1
  20    3,750,000      9d4+20           5   5   5   5   5   4   3   3   2
  21+   +375,000        +1HP                        See FRA

Specialty Wu Jen:
H=Human, He=Hengeyokai, K=Korobokuru, S(B/R/S)=Spirit Folk (Bamboo/River/Sea)

Specialist      School          Races       Requirements  Opposition Schools
Abjurer         Abj             H              Wis 15     Alt & Ill/Pha
Transmuer       Alt             H,He,K         Dex 15     Abj & Nec
Conjurer        Con/Sum         H,He,K         Con 15     GDiv & Inv/Evo
Diviner         GDv             H,He,K         Wis 16     Con/Sum
Enchanter       Enc/Cha         H,He,K,S       Cha 16     Inv/Evo & Nec
Elemantalist
  Air           ElA             H,He,K         None       ElE
  Earth         ElE             H,He,K,S(B)    None       ElA
  Fire          ElF             H,He,K         None       ElW
  Water         ElW             H,He,K,S(R/S)  None       ElF
Illusionist     Ill/Pha         H,He           Dex 16     Nec & Inv/Evo & Abj
Invoker         Inv/Evo         H              Con 16     Enc/Cha & Con/Sum
Necromancer     Nec             H              Wis 16     Ill & Enc/Cha
Wild Mage       Wil             H,He           Int 16     None
        (Note that the elemental system does not agree fully with the OA
        elemental system, but I decided to keep it in order to agree with
        existing rules. Those who wish to be purely Oriental are should
        feel free to create their own earth/metal/fire/water/wood system,
        and tell me about it.)

Requirements: Int 13
Prime Requisites: Int (15)
Races: Human, Hengeyokai, Korobokuru
Alignment: Non-Lawful
Combat/Saves: Wizard/Wizard

Birth Table? No
Family? No
Base Honor: 15
Starting Money: d3 ch'ien & 2d10 tael/ch'ao

Initial Proficiencies: 6
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -5
Attacks/Round: 1/1

Armor Use:      None
Shield Use:     None
Weapon Use:     bo stick, boku-toh, blowpipe, bow (short), chain, dagger,
                dart, gunsen, jitte, jo stick, kiseru, metsubishi, sai,
                shaken, shuriken (any), siangkam, sling, sword (short),
                tui-fa, uchi-ne

Abilities/Bonuses:
-Wizard Spells
-Specialization: Wu Jen can become specialists under the same rules as mages.
        The allowable races, requirements, and opposition schools are shown
        in the table.
-Favored Weapon: At creation, the Wu Jen can choose one favored weapon, and
        he thereafter has a +1 to hit when using that weapon.
-Meditation: Twice as restful as sleep. Still aware of surroundings.
-Ki Power #1: 1/day     +3 initiative for 1 round.
-Languages: The Wu Jen speaks the languages of the Tengu and Oni.
-Reactions: The Wu Jen recieves a +4 on reaction rolls whenb dealing with
        Tengu and Oni.
-4th Level - Ki Power #2: 1/day         One spell of at least three levels
                lower than the Wu Jen's level can be cast at maximum effect.

Restrictions/Panalties:
-Taboos: The Wu Jen has 1 taboo at first level, and gains one more with each
        five levels (i.e. at 6th, 11th, etc.)

_______
Yakuza| (Rogue)
~~~~~~~
Level   XP Needed     Hit Dice
-----   ---------     --------      Investigate%     Area Covered
  1     0                d6             20             1 block
  2     2,000           2d6             24             1 block
  3     4,000           3d6             28             2 blocks
  4     8,000           4d6             32             2 blocks
  5     16,000          5d6             36             3 blocks
  6     30,000          6d6             40             3 blocks
  7     60,000          7d6             44             1 ward
  8     130,000         8d6             48             1 ward
  9     260,000         9d6             52             1 ward
  10    525,000        9d6+2            56             2 wards
  11    800,000        9d6+4            60             2 wards
  12    1,075,000      9d6+6            64             2 wards
  13    1,350,000      9d6+8            68             1 district
  14    1,625,000      9d6+10           72             1 district
  15    1,900,000      9d6+12           76             1 district
  16    2,175,000      9d6+14           80             2 districts
  17    2,450,000      9d6+16           84             2 districts
  18    2,725,000      9d6+18           88             2 districts
  19    3,000,000      9d6+20           92             3 districts
  20    3,275,000      9d6+22           95             3 districts
  21+   +275,000        +2HP            95             Province

Requirements: Str 11, Dex 15, Int 15, Cha 16
Prime Requisites: None
Races: Human, Korobokuru
Alignment: Lawful
Combat/Saves: Rogue/Rogue

Birth Table? Yes (-10) (Determines birth status only, has no effect on family
Family? Yes                     or honor. No Ancestry or Birthrights are
Base Honor: d20+20              rolled.)
Starting Money: d3 ch'ien & 2d10 tael/ch'ao

Initial Proficiencies: 3
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round: 1/1

Armor Use:      leather, padded
Shield Use:     None
Weapon Use:     Any

Abilities/Bonuses:
-Free Gaming proficiency.
-Yakuza Skills: Base Scores
                Hear Noise:              5%           
                Hide in Shadows:         5%
                Move Silently:          10%
                Open Locks:             15%
                Pick Pockets:           15%
        40 Points to add at first level.
        20 Points to add at each level after first.
        All adjustments apply. Maximum unadjusted chances of 95%
-Investigate: Allows the Yakuza to find out secret or uncommon information.
        See OA for more details.
-Contacts: A Yakuza recieves 1 contact for each two experience levels. See
        OA for more details.
-Ki Power: Level/day    Once per round, the Yakuza can reduce the damage of
                an attack on him to 1/2 (round up).
-Reactions: +2 on all reaction rolls except those that involve social status.
-Stipend: The Yakuza recieves 2 ch'ien/level per month from his Yakuza kumi.
-2nd Level - The Yakuza can call for aid from his brethren once per level.
        See OA for more details.

Restrictions/Penalties:
-Tatoos: The Yakuza starts with a small tatoo on his arm. He gains more
        tatoos as he gains levels. See OA for more details.
-Honor: If the Yakuza's honor falls below that of his family, he is cast out
        of his family. He may regain his position, but until he does he is
        treated as a non-person.

                           Oriental Proficiencies
                          ========================

        These are the proficiencies available to Oriental characters. I
decided to maintain the OA proficiency system, as martial arts become almost
impossible to handle without it. Below are tables of the number of initial
proficiencies that characters recieve at creation, and how fast they gain new
proficiencies. Gains are calculated from level 0 (i.e. a Barbarian who gains
1/3 proficiencies per level gains his first new proficiency at level 3). The
proficiencies are divided into groups as in the OA hardback. For those
proficiencies listed in 2nd-Edition, those rules should be used, while only
uniquely Oriental proficiencies should be taken from the OA rules. Some
proficiencies have been renamed (i.e. Gem Cutting to Jeweler, Riding (Land
Based) and Riding (Airborne) to Horsemanship (which applies only to horselike
creatures), etc.) but should be easily recognizable. I have added a few
groups, and the characters to which they are available should be obvious
(Rogue to Yakuza and Ninja, Psionic to Psionicists). The groups to which a
character has normal access is the decision of the DM, as the groups are
based more on social standing and situation than on character class. Of
course, any character can learn any proficiency if he finds a teacher, though
perhaps at double cost. 

Character Proficiency Slots:
----------------------------

Class      Initial Prof. Prof. per Level        Non-Prof. Weapon

Barbarian       9                       1/3                     -2
Bushi           4                       1/2                     -2
Kensai          3                       1/2                     -3
Monk            5                       1/2                     -4
Ninja           2                       1/3                     -4
Priest          6                       1/2                     -3
Psionicist      5                       1/2                     -4
Samurai         5                       1/1                     -2
Shukenja        6                       1/2                     -4
Sohei           4                       1/3                     -2
Wu Jen          6                       1/2                     -5
Yakuza          3                       1/2                     -3

Proficiencies:
--------------
        
        Artisan:
Proficiency                    Cost           Ability        Modifier

Armorer                         2               Int             -2
Blacksmith                      1               Str             0
Bowyer/Fletcher                 1               Dex             -1
Brewer                          1               Int             0
Carpenter                       1               Str             0
Cobbler                         1               Dex             0
Civil Engineer                  2               Int             -3
Healer                          2               Wis             -2
Herbalist                       2               Int             -2
Jeweler                         2               Dex             -2
Locksmith                       1               Dex             0
Masseur                         1               Dex             0
Miner                           2               Wis             -3
Navigator                       1               Int             -2
Paper-maker                     1               Wis             -3
Potter                          1               Dex             -2
Seamstress/Tailor               1               Dex             -1
Silk Maker                      1               Dex             -3
Stonemason                      1               Str             -2
Tanner/Leatherworker            1               Int             0
Weaponsmith                     3               Int             -3
Weaver                          1               Int             -1

        Barbarian:
Proficiency                    Cost           Ability        Modifier  

Animal Lore                     1               Int             0
Chanting                        1               Cha             -2
Direction Sense                 1               Wis             +1
Fire Building                   1               Wis             -1
Running                         1               Con             -6
Signaling                       1               Int             -2
Snare Building                  1               Dex             -1
Sound Imitation                 2               Int             -2
Survival                        2               Int             0
Tracking                        3               Int             0
Weather Sense                   1               Wis             -1

        Common:
Proficiency                    Cost           Ability        Modifier  

Agriculture                     1               Int             0
Animal Handling                 2               Wis             -1
Appraising                      1               Int             0
Begging                         1               Cha             0
Cooking                         1               Int             0
Dancing                         1               Dex             0
Endurance                       2               Con             0
Fishing                         1               Wis             -1
Gaming                          1               Cha             0
Horsemanship                    1               Dex             -1
Hunting                         1               Wis             -1
Husbandry                       1               Int             -1
Iaijutsu                        1               NA              NA
Intimidation                    1               Str/Cha         0
Juggling                        1               Dex             -1
Language, Modern                1               Int             0
Local History                   1               Cha             0
Mountaineering                  1               NA              NA
Musical Instrument              1               Dex             -1
Reading/Writing                 1               Int             +1
Reading Lips                    2               Int             -2
Rope Use                        1               Dex             0
Sailing Craft                   1               Dex             +1
Singing                         1               Cha             0
Small Water Craft               1               Dex             +2
Swimming                        1               Str             0
Ventriloquism                   1               Int             -2

        Court:
Proficiency                    Cost           Ability        Modifier  

Ancient History                 1               Int             -1
Astrology                       2               Int             0
Calligraphy                     2               Dex             -3
Etiquette                       1               Cha             0
Falconry                        2               Wis             -2
Flower Arranging                1               Wis             -1
Heraldry                        1               Int             0
Landscape Gardening             1               Wis             -2
Language, Ancient               1               Int             0
Noh                             1               Wis             -3
Origami                         1               Dex             -1
Painting                        1               Wis             -3
Poetry                          1               Wis             -3
Religion                        1               Wis             0
Spellcraft                      1               Int             -2
Tea Ceremony                    2               Wis             -1

        Psionic:
Proficiency                    Cost           Ability        Modifier  

Harness Subconscious            2               Wis             -1
Hypnosis                        1               Cha             -2
Meditation                      1               NA              NA
Medatative Focus                1               Wis             +1

        Rogue:
Proficiency                    Cost           Ability        Modifier  

Fast-Talking                    1               Cha             0
Forgery                         1               Dex             -1
Looting                         1               Dex             0
Observation                     1               Int             0
Trailing                        1               Dex             0
Voice Mimicry                   2               Cha             0

        Weapon:
Proficiency                    Cost           Ability        Modifier  

Ambidexterity                   1               NA              NA
Style Specializations:
  Single-Weapon                 1               NA              NA
  Two-Hander                    1               NA              NA
  Two-Weapon                    1               NA              NA
  Weapon and Shield             1               NA              NA
Weapon Proficiency              1               NA              NA
Weapon Specialization         Varies            NA              NA

                       Martial Arts Special Maneuvers
                      ================================

        This is a complete table of special maneuvers for martial arts styles.
I included some maneuvers from an article in Dragon Magazine #164, but you
are free to omit them if you wish, or if you don't have the magazine. You
should also feel free to create more special maneuvers for your players to
use, as some methods have relatively few. All martial arts are handled by
the rules in the OA hardback. I included some sample martial arts styles
that I created, in case you don't feel like making your own and agree with
my opinion that Karate's three attacks per round is a bit too unbalancing.

Notation Key:
        Level. Maneuver (Hard/Soft,Location)
Locations:      OA = Oriental Adventures
                A1 = Dragon #164 p. 11, "Flying Feet and Lightning Hands"

Kick:                                   Throw:
-----                                   ------
1. Circle Kick (H,OA)                   1. Fall (H/S,OA)
2. Flying Kick (H,OA)                   2. Instant Stand (H/S,OA)
3. Backward Kick (H/S,OA)               3. Hurl (H,OA)
4. Scissors Kick (H/S,A1)               4. Great Throw (S,OA)
                                        5. Crushing Drop (H,OA)
Lock:
-----                                   Vital Area:
1. Choke Hold (H/S,OA)                  -----------
2. Locking Block (S,OA)                 1. Pain Touch (S,OA)
3. Incapacitator (H/S,OA)               2. Stunning Touch (S,OA)
4. Imobilizing (H/S,OA)                 3. Paralyzing Touch (S,OA)
5. Crushing Hug (H,A1)                  4. Distance Death (S,OA)

Movement:                               Weapon:
---------                               -------
1. Feint (H/S,OA)                       1. Weapon Catch (H/S,OA)
2. Prone Fighting (S,OA)                2. Weapon Breaker (H/S,OA)
3. Immovability (S,OA)                  3. Steel Cloth (S,OA)
4. Missile Deflection (S,OA)            4. Arrow Cutting (S,A1)
5. Leap (S,OA)                          5. Throwing Mastery (H/S,A1)
6. Speed (H/S,OA)
7. Slow Resistance (H/S,OA)             Mental and Physical Training:
                                        -----------------------------
Push:                                   1. Meditation (H/S,OA)
-----                                   2. All-Around Sight (S,OA)
1. Concentrated Push (S,OA)             3. Mental Resistance (S,OA)
2. Sticking Touch (S,OA)                4. Blind Fighting (S,OA)
3. One Finger (S,OA)                    5. Ironskin (H,OA)
                                        6. Levitation (S,OA)
Strike:                                 7. Slowed Aging (S,OA)
-------
1. Iron Fist (H,OA)                     Mental and Physical Training II:
2. Crushing Blow (H,OA)                 --------------------------------
3. Eagle Claw (H,OA)                    1. Light Step (S,A1)
4 Double Fist Punch (H/S,A1)            2. Controlled Breathing (S,A1)
                                        3. Pause and Silence (H/S,A1)
                                        4. Quick Strike (H/S,A1)
                                        5. Flowing Water (S,A1)
                                        6. Resuscitation (S,A1)
                                        7. Suppressed Desire (S,A1)

                             Martial Arts Styles
                            =====================

Style:                  Dancing Wind
Requirements:           Dance or Noh Proficiency
Preferred by:           Shukenja, Ladies of the Court
Hard/Soft:              S
Principle Method:       Movement
Body Part:              Legs
Armor Class:            5
Attacks:                1
Damage per Attack:      d4
Weapons:                Tui-fa
Special Maneuvers:
  Kick:
  Lock:
  Movement:             2,4,5
  Push:
  Strike:
  Throw:                1
  Vital Area:
  Weapon:
  M & P Training:       1,2,4
  M & P Training II:    3,5
Availability:  Not Uncommon. Many Shukenja use this style, and they often
                teach it to ladies of the court for their own self-defense.
                In some noble households, a Shukenja is hired permanently
                as a teacher.
Description:
        The Dancing Wind style is a beautiful method of self defense. It
concentrates primarily on the avoidance of danger, rather than fighting
back. The martial artist will appear to almost be dancing when using this
style, and in fact, music and dance are vital parts of training. The Tui-fa
is taught as a relatively nonviolent weapon which can be kept in normal
surroundings without offending or arousing suspicion, and is useful in
blocking or disarming attackers.

Style:                  Fists of Stone
Requirements:           None
Preferred by:           Bushi, Peasants
Hard/Soft:              H
Principle Method:       Strike
Body Part:              Hand
Armor Class:            8
Attacks:                2
Damage per Attack:      d8
Weapons:                None
Special Maneuvers:
  Kick:
  Lock:
  Movement:             1,4
  Push:
  Strike:               1,3
  Throw:
  Vital Area:
  Weapon:
  M & P Training:
  M & P Training II:    2,4
Availability:  Common. Many Bushi use this style, and peasants often learn
                it for self defense. In some areas, organized schools exist
                to teach this style to the common people.
Description:
        The Fists of Stone style is a utilitarian style, made to give the
common man the ability to defend himself without the need for weapons. It
is simple but effective, and its widespread use often comes as an unpleasant
surprise to an invading army trying to subdue the populace of a conquered
land.

Style:                  Forked Lightning
Requirements:           None
Preferred by:           Bushi, Nobles, Townspeople
Hard/Soft:              H
Principle Method:       Kick
Body Part:              Foot
Armor Class:            8
Attacks:                2
Damage per Attack:      d8
Weapons:                Sang Kauw
Special Maneuvers:
  Kick:                 1,2,3,4
  Lock:
  Movement:             6
  Push:
  Strike:               4
  Throw:
  Vital Area:
  Weapon:
  M & P Training:
  M & P Training II:    4
Availability:  Common. Many Bushi use this style, and many townsfolk and
                a few nobles use this style. Schools of this style exist in
                many towns.
Description:
        The Forked Lightning style is a fast, and rigorous one. It
concentrates on delivering multiple blows with lightning speed. It is not,
however, so difficult to learn as to keep it out of the hands of anyone with
the discipline to learn it. Because of its difficulty, it is often
considered a more dignified style than the Fists of Stone Style; "more suited
to a real man" (or woman). The Sang Kauw is taught due to its ability to
strike blows in rapid succession, in several different ways.

Style:                  Inner Power
Requirements:           None
Preferred by:           Anyone seeking a glimpse of enlightenment
Hard/Soft:              S
Principle Method:       Movement
Body Part:              Legs
Armor Class:            5
Attacks:                1
Damage per Attack:      d4
Weapons:                None
Special Maneuvers:
  Kick:
  Lock:
  Movement:             3,4
  Push:
  Strike:
  Throw:                1
  Vital Area:
  Weapon:
  M & P Training:       1,3,6
  M & P Training II:    1,2,3,5
Availability:   Uncommon. Some monastaries will teach this style to
                commoners, nobles, and bushi seeking enlightenment.
Description:
        The Inner Power style is a tool of the common man who is seeking
spiritual enlightenment. The path of this style is much like the discipline
of a Monk, though far less rigorous and demanding. This style allows the
common man to feel the inner peace of a monastic order, without actually
leaving his lifestyle and joining one. It is also often learned by Bushi who 
seek to gain some of the powers that come with such discipline of the body
and spirit.

Style:                  Ki-Strike
Requirements:           Wis 12
Preferred by:           Psionicists, Monks
Hard/Soft:              S
Principle Method:       Strike
Body Part:              Hand
Armor Class:            6
Attacks:                1
Damage per Attack:      d6
Weapons:                Kau sin ke
Special Maneuvers:
  Kick:                 1
  Lock:                 
  Movement:             5,6
  Push:                 
  Strike:               1,2,3,4
  Throw:
  Vital Area:
  Weapon:               
  M & P Training:       1,3
  M & P Training II:    3,7
Availability:  Very rare. Many Psionicists (who are themselves very rare)
                and a very few Monks know this style.
Description:
        The Ki-Strike style focuses strongly on the inner power (ki) of the
individual. The master of the Ki-Strike style has learned to channel his ki
to different parts of his body to enhance the effecs of his actions. The
wisdom requirement expresses the need for the martial artist to have great
control over his ki. Since the ki is channelled but never expended, the use
of the Ki-Strike style does not interfere with the use of other ki-powers.
        The Ki-Strike style focuses not on speed and the ability to land as
many strikes as possible, but rather on calmness, preparation, and getting
maximum effect from a single strike. The Ki-Strike specialist will appear
calm in combat; often standing still or moving slowly, and even chanting
softly while preparing to strike. When he does strike, there will be no
warning, and he will explode into action to land a blow, or avoid one.

Style:                  Peace of Spirit
Requirements:           Wis 13, Int 12
Preferred by:           Monks, Shukenja, Psionicists, Hermits
Hard/Soft:              S
Principle Method:       Push
Body Part:              Hand
Armor Class:            5
Attacks:                1
Damage per Attack:      d4
Weapons:                Nunchaku, Three-piece rod
Special Maneuvers:
  Kick:
  Lock:
  Movement:             4
  Push:                 1,2,3
  Strike:
  Throw:
  Vital Area:
  Weapon:
  M & P Training:       1,2,3,6,7
  M & P Training II:    2,3,5,7
Availability:   Very Rare. Only the rare ascietic has learned this style.
Description:
        The Peace of Spirit style is the path of the seeker of true spiritual
enlightenment. It requires an intensive program of meditation and fasting,
but is said to be able to make a man one with the universe. Self perfection
through this style is a lifelong task, but the spiritual rewards are well
worth the effort. The followers of the Peace of Spirit path are often seen
as wise and crazy old men, and often live as hermits in the forest or
mountains, escaping the vanity of the world. The Nunchaku and Three-piece
rod are taught due to the great amount of concentration, discipline, and
vigilance required to wield them.

Style:                  Serpent Strike
Requirements:           Dex 12
Preferred by:           Ninja
Hard/Soft:              H/S
Principle Method:       Vital Area
Body Part:              Hand and Foot
Armor Class:            6
Attacks:                2
Damage per Attack:      d8
Weapons:                None
Special Maneuvers:
  Kick:                 2
  Lock:
  Movement:             5
  Push:
  Strike:
  Throw:                2
  Vital Area:           1,2,3,4
  Weapon:
  M & P Training:       2,4,6
  M & P Training II:    4,5
Availability:  Very Rare. Only Ninja families know this style.
Description:
        The Serpent Strike style was made for Ninja, and is optimized for
their methods of action and combat. It is a lightning-quick style, which
stresses speed and agility, in addition to the proper placement of a blow.
Its special maneuvers include skills which augment the Ninja's own, as well
as special attacks which increase the ninja's chance of successful
assasination. Any Ninja is to be feared. A Ninja who is also a master of
the Serpent Strike style is to be feared only in his absence, for a precious
few have ever seen such a master and lived long enough to feel fear.

Style:                  Soft Strike
Requirements:           None
Preferred by:           Shukenja, Believers in Nonviolence
Hard/Soft:              S
Principle Method:       Strike
Body Part:              Hand
Armor Class:            6
Attacks:                1
Damage per Attack:      d6
Weapons:                Nunchaku
Special Maneuvers:
  Kick:
  Lock:
  Movement:             4,5
  Push:
  Strike:               1,3
  Throw:                2
  Vital Area:
  Weapon:
  M & P Training:       2,4
  M & P Training II:    5
Availability:  Common. Many Shukenja use this style, and they teach it with
                the same dedication that they they teach the beliefs of their
                religion.
Description:
        The Soft Strike style is primarily defensive. It follows the belief
of the Shukenja that violence should be avoided when possible. However, as
the Shukenja, the Soft Strike style can be viciously effective when violence
becomes necessary.

Style:                  Weight of Might
Requirements:           Str 12, Weight >250
Preferred by:           Thugs, Sumo Wrestlers
Hard/Soft:              H
Principle Method:       Throw
Body Part:              Body
Armor Class:            8
Attacks:                2
Damage per Attack:      d6
Weapons:                None
Special Maneuvers:
  Kick:
  Lock:                 1,2,5
  Movement:             
  Push:
  Strike:
  Throw:                3,4,5
  Vital Area:
  Weapon:
  M & P Training:
  M & P Training II:
Availability:  Uncommon. Some Yakuza families, as well as many who train
                Sumo wrestlers will be able to teach this style.
Description:
        The Weight of Might style is optimized for large, strong men using
their strength as their main weapon. As such it is also very well suited to
Sumo wrestlers. It is a relatively easy style to learn, if one has the
strength to perform its maneuvers. Weight of Might masters appear little
different from other thugs or wrestlers when using it, except that they seem
particularly adept at using their weight and size to throw or lock their 
opponents.

                               Oriental Spells
                               ===============

        This is a list of all spells listed in the OA hardback which are not
covered in the standard 2nd-Edition materials. These spells, as well as all
those included in teh PHB, Tome of Magic, etc. can be made available to
Oriental characters as the DM wishes. Any other spells from the OA hardback
should not be used, as their 2nd-Edition equivalents are more appropriate.
Note that the elemental system does not agree fully with the OA elemental
system, but I decided to keep it in order to agree with existing rules.
Those who wish to be purely Oriental are should feel free to create their own
earth/fire/air/water/wood (as in OA) or earth/metal/fire/water/wood (as in
the real Orient, as far as I know) system, and tell me about it.)

Spell Schools:                          Spell Spheres:
Abj             Abjuration              All             All
Alt             Alteration              Ani             Animal
Con/Sum         Conjuration             Ast             Astral
GDv             Greater Divination      Cao             Chaos
LDv             Lesser Divination       Cha             Charm
ElA             Elemental Air           Com             Combat
ElE             Elemental Earth         Cre             Creation
ElF             Elemental Fire          Div             Divination
ElW             Elemental Water         ElA             Elemental Air 
Enc/Cha         Enchantment/Charm       ElE             Elemental Earth
Ill/Pha         Illusion/Phantasm       ElF             Elemental Fire
Inv/Evo         Invocation/Evocation    ElW             Elemental Water
Nec             Necromancy              Gua             Guardian
Wil             Wild Magic              Hea             Healing
                                        Law             Law
                                        Nec             Necromantic
                                        Num             Numbers
                                        Pla             Plant
                                        Pro             Protection
                                        Sum             Summoning
                                        Sun             Sun
                                        Tho             Thought
                                        Tim             Time
                                        Tra             Travellers
                                        War             War
                                        Wrd             Wards
                                        Wea             Weather

Priest Spells:
--------------
* = reversible

1st Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Animal Companion                Ani,Sum                 57
Calm                            Cha                     57
Deflection*                     Pro                     57
Detect Disease                  Div                     58
Detect Harmony                  Div                     58
Detect Poison                   Div                     58
Divining Rod                    Div                     58
Know History                    Div                     58
Omen                            Div                     58
Resist                          Pro                     59
Trance                          Div                     59
Weapon Bless                    Com                     59

2nd Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Aid                             All                     59
Commune with Lesser Spirit      Div                     59
Create Spring*                  Cre,ElW                 60
Detect Life                     Div                     60
Dream Sight                     Div                     60
Know Motivation                 Div                     61
Protection from Spirits         Pro                     61
Request                         Cha                     61
Slow Poison                     Hea                     61
Snake Summoning                 Ani,Sum                 61
Warning                         Div,Pro                 62

3rd Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Castigate                       Com                     62
Death's Door                    Hea                     62
Detect Curse                    Div                     62
Dream Vision*                   Cha,Div                 63
Flame Walk                      Pro                     63
Invisibility to Spirits         Pro                     63
Levitate                        All                     63
Oath*                           Cha                     63
Possess Animal                  Ani                     64
Substitution                    Hea,Pro                 64

4th Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Detect Shapechanger             Div                     65
Endurance*                      Hea                     65
Exorcise                        Pro                     65
Fate                            Div,Tim                 65
Pacify                          Cha,Pro                 66
Penetrate Disguise              Div                     66
Polymorph Self                  Ani                     66
Reanimation                     Nec                     66
Remorse                         Cha                     66
Reward                          Cre                     66
Snake Barrier                   Ani,Wrd                 67
Sustain                         Hea                     67

5th Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Commune with Greater Spirit     Div                     67
Possess                         Cha,Tho                 68
Remember*                       Cha,Tho                 68
Strength                        com,Nec                 68

6th Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Force Shapechange               Cha                     69
Immunity to Weapons*            Com,Pro                 69
Inanimate Servant               Cre                     69
Instruct                        Cha                     69
Invisibility to Enemies         Pro                     70
Longevity                       Nec                     70
Quickgrowth*                    Pla                     70
Smite                           All                     70

7th Level:
----------
Spell                           Sphere(s)        Location (OA Page)

Ancient Curse*                  All                     70
Compel                          Cha                     71
Divine Wind                     Wea                     71
Restore Spirit                  Nec,Tho                 72

Wizard Spells:
--------------
* = reversible

1st Level:
----------
Spell                           School(s)        Location (OA Page)

Accuracy*                       Enc/Cha                 74
Animate Wood                    Alt                     74
Chameleon                       Ill/Pha                 75
Cloud Ladder                    Alt                     75
Drowsy Insects                  Con/Sum                 75
Elemental Burst                 Con,El(All)             75
Fiery Eyes                      Alt,ElF                 75
Ghost Light                     Con                     75
Hail of Stone                   Con/Sum,ElE             76
Know History                    LDv                     76 (58)
Melt                            Alt,ElF                 76
Message                         Alt                     76
Prestidigitation*               Con                     76
Secret Signs                    Alt                     76
Still Water*                    Alt,ElW                 77
Swim*                           Alt,ElW                 77
Warp Wood                       Alt                     77
Water Protection                Alt,ElW                 77

2nd Level:
----------
Spell                           School(s)        Location (OA Page)

Animal Companion                Enc/Cha                 78 (57)
Apparition                      Ill/Pha                 78
Animate Water                   Con/Sum,ElW             78
Enchanted Blade                 Evo                     78
Fire Shuriken                   Evo,ElF                 79
Omen                            Ldv                     80 & 58
Protection from Charm           Abj                     80
Smoke Shape                     Alt,ElA                 80
Smoky Form                      Alt,ElA                 80
Wind Breath                     Evo,ElA                 81
Whip                            Evo                     81

3rd Level:
----------
Spell                           School(s)        Location (OA Page)

Animate Fire                    Con/Sum,ElF             81
Cloudburst                      Alt,ElA,ElW             82
Commune with Lesser Spirit      Ldv                     82 (59)
Detect Shapechanger             Ldv                     82 (65)
Disguise                        Ill/Pha                 82
Fabricate                       Enc/Cha                 82
Face*                           Enc/Cha,Ill/Pha         82
Fire Rain                       Evo,ElF                 83
Fire Wings                      Alt,ElF                 83
Magnetism*                      Alt,ElE                 83
Memory*                         Enc/Cha                 83
Steam Breath                    Evo,ElA                 84
Scry                            Ldv,El(All)             84
Wood Shape                      Alt                     84

4th Level:
----------
Spell                           School(s)        Location (OA Page)

Bargain                         Enc/Cha                 84
Dancing Blade                   Evo                     85
Dispel Illusion                 Abj                     85
Dream Vision*                   Inv                     85 (63)
Elemental Turning               Abj,El(All)             85
Emotion                         Enc/Cha                 85
Fire Enchantment                Enc/Cha,ElF             85
Melt Metal                      Evo,ElF                 86
Quell                           Enc/Cha                 86
Reverse Flow*                   Alt                     86
Shout                           Evo                     86
Spectral Force                  Ill/Pha                 86
Transfix                        Enc/Cha                 87
Vengeance                       Inv                     87

5th Level:
----------
Spell                           School(s)        Location (OA Page)

Aiming at the Target            Inv                     87
Creeping Darkness               Evo,ElA                 88
Fire Breath                     Evo,ElF                 88
Ironwood                        Alt                     88
Mass                            Alt,ElE                 88
Metal Skin                      Alt,ElE                 88
Servent Horde                   Con/Sum                 89
Spirit Self                     Alt                     89
Sword of Deception              Evo                     89
Water to Poison*                Alt,ElW                 90
Wood Rot*                       Evo                     90

6th Level:
----------
Spell                           School(s)        Location (OA Page)

Aura*                           GDv                     90
Gambler's Luck                  Enc/Cha,Inv             90
Metal to Rust,                  Alt,ElE                 91
Pain                            Inv                     91
Speak with Dead                 Nec                     PHB 214
Spiritwrack                     Abj,Evo                 91
Sword of Darkness               Evo,Nec                 92
Vessel                          Con                     92
Warp Stone                      Alt,ElE                 92

7th Level:
----------
Spell                           School(s)        Location (OA Page)

Body outside Body               Con                     92
Commune with Greater Spirit     GDv                     92 (67)
Elemental Servant               Con/Sum,Enc/Cha,El(All) 93
Ice Blight*                     Evo,Sum,ElW             93
Obedience                       Enc,Evo                 93
Reanimation                     Nec                     94 & 66
Tool                            Con/Sum                 94
Withering Palm                  Evo                     94

8th Level:
----------
Spell                           School(s)        Location (OA Page)

Call                            Con/Sum                 94
Cloud Trapeze                   Alt,ElA                 94
Finding the Center              Alt,Inv                 94
Giant Size*                     Alt                     95
Summoning Wind                  Alt,ElA                 95
Surelife                        Alt                     96
Whirlwind                       Con/Sum,ElA             96

9th Level:
----------
Spell                           School(s)        Location (OA Page)

Astral Spell                    Evo                     PHB 231 (casting
Instant Regeneration            Nec                     96        time 9)
Internal Fire                   Evo,ElF                 97
Planar Call                     Con/Sum                 97
Summon Spirit                   Con/Sum,Nec             97
Tsunami                         Evo                     97

        Well, that's it. Tell me what you think. Again, I'm open to any
comments, suggestions or additions. Feel free to redistribute this material
in whole or in part, as long as you give me credit where credit is due.
                                                Andrew Twyman
kurgan@mit.edu


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