Advanced Dungeons and Dragons Second Edition: Wizard: Armor & Weapons
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Armor & Weapons

Most wizards cannot wear any armor, for several reasons. Firstly, most spells require complicated gestures and odd posturings by the caster and armor restricts the wearer's ability to do these properly. Secondly, the wizard spent his youth (and will spend most of his life) learning arcane languages, poring through old books, and practicing spells. This leaves little time for learning other things (like how to wear armor properly and use it effectively).
If the wizard had spent his time learning about armor, he would not have even the meager skills and powers he begins with. There are even unfounded theories that claim the materials in most armors disrupt the delicate fabric of a spell as it gathers energy; the two cannot exist side by side in harmony. While this idea is popular with the common people, true wizards know this is simply not true. If it were, how would they ever be able to cast spells requiring iron braziers or metal bowls?
For similar reasons, most wizards use weapons that are easy to learn or are sometimes useful in their research. Hence, a wizard may use a dagger or a staff, items that are traditionally useful in magical studies. Other weapons commonly used by these spell using characters are darts, knives, and slings (weapons that require little skill, little strength, or both).
However, for every rule there is an exception. Several wizard kits and specialties permit greater access to weapons and armor than normally allowed.
Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, staves, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class or kit but cannot use magical armor (unless specifically allowed by his kit or specialty), because no armor is allowed. Between their spells and magical items, however, wizards wield great power.

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