High-Level Rules for Core Rules
-------------------------------
by Chris Bodley (material copyright 1999 Wizards of the Coast)

Please distribute this readme file with this export.
Thank you.


This readme file covers the following subjects:

Classes
Races
High-Level Skills
Quest Spells
True Dweomers

I've spent some time modifying the existing database and
adding the "most core" rules that the software was
missing (obviously "most core" is in the eye of the beholder).

Evermore did a great job and I've added some things that
they weren't beholden to add in the first place (rules from some
of the Players/DMs Option books and more esoteric items
from the Tome of Magic).

Note that there are over 200 items in this import.  It may take
a few moments to import and will add a lot of items in your
database, especially under class, class abilities, priest
spells, wizard spells, and non-weapon proficiency sections.

I hope you find some value in this.  I mainly did it for myself
and friends, but anything to help the hobby  :)



Classes
-------
The following classes should have all of the rules from
the Player's Handbook, Tome of Magic, Spells & Magic, and 
High-Level Campaigns.  The classes are renamed with a 
'(HLC)' at the end of the name unless the name was too long.

Note that you will have to add these classes to their
respective races to use them.

NOTE: Modifications only go to 30th level since, according
to the HLC, that is the highest level any character can
achieve.

NOTE: The Player's Handbook specifically states that THAC0s
continue to improve at the same rates after 20th level, but
the High-Level Campaigns book stops all THAC0s for characters
at 20th level.  Since these exports are designed to support
the HLC book, all HLC classes THAC0s stop increasing after 20th
level.

Further note that this file contains about 125 imports and may take a
few moments to import and may clutter up your Core Rules database.

Separate files are available on my website with True Dweomers and
Quest Spells that are compatible with these priest and wizard classes.

There is also another file called NWProfsHLC.xpx.  Please
note that there is a class and level limit for these profs
and (according to the HLC) they are technically 'skills', not
'proficiencies'.  Unfortunately I could find no way for the
Core Rules software to enforce the class and level limits 
for these skills, so users will simply have to make sure
that they are playing by the rules, if that is their wish.

A copy of the original (core rules) class was made
with the following corrections:

Cleric
------
1st level  - Removed access to Sun sphere, and removed minor access to
             Elemental Fire and Elemental Air (as per Spells & Magic)
10th level - Access to Quest Spells
Begin 9th level spells (Quest Spells) on spell selection chart
             Added all 9th level spells (Quest Spells) from ToM
20th level - Access to True Dweomers
             Improved Access to Quest Spells
             Begin 8th level spells (True Dweomers) on spell selection chart
             Added most True Dweomers from HLC as priest spells; assigned spheres
21st level - Improved Undead Turning
             Increased Spell Selection
             Holy Army
             **THACO no longer increases**
25th level - Increased Spell Selection
27th level - Increased Spell Selection


Druid
-----
1st level  - Added major access to Sun sphere (as per Spells & Magic)
10th level - Access to Quest Spells
Begin 9th level spells (Quest Spells) on spell selection chart
             Added all 9th level spells (Quest Spells) from ToM
15th level - Corrected spell selection (6 spells per spell level at 15th from then on)
16th level - Immunity to Natural Poisons
             Health
             Change Self
17th level - Hibernation
             Enter the Elemental Plane of Earth
18th level - Enter the Elemental Plane of Fire
19th level - Enter the Elemental Plane of Water
20th level - Enter the Elemental Plane of Air
             Access to True Dweomers
             Improved Access to Quest Spells
             Begin 8th level spells (True Dweomers) on spell selection chart
             Added most True Dweomers from HLC as priest spells; assigned spheres
21st level - Increased Spell Selection
             Holy Army
             **THACO no longer increases**
25th level - Increased Spell Selection
27th level - Increased Spell Selection


Mage
----
20th level - Access to True Dweomers
             Begin 10th level spells (True Dweomers) on spell selection chart
             Added all True Dweomers from HLC to database
21st level - Sage Ability
             **THACO no longer increases**
24th level - Improved Sage Ability
27th level - Improved Sage Ability


Fighter
-------
21st level - Breech Immunity
             Intimidation
             **THACO no longer increases**
24th level - Breech Immunity
27th level - Breech Immunity
30th level - Breech Immunity


Paladin
-------
1st level  - Changed Curative (said once per week) power to Cure Disease 
               (once per week per five levels)
             Changed Protection from Evil (presumably as spell) to Aura 
               of Protection (as per the class description)
21st level - Scroll and Magical Item Use
             Corrected spell progression table (had 4 1st level spells incorrectly)
             **THACO no longer increases**
24th level - Scroll Writing
27th level - Disease Immunity


Ranger
------
21st level - Extra Followers
             Scroll and Magical Item Use
             **THACO no longer increases**
24th level - Scroll Writing
27th level - Scrying


Thief
-----
11th level - Unlimited thief skill development
17th level - Bribe*
18th level - Escaping bonds*
19th level - Tunneling*
20th level - Detect Magic*
21st level - Detect Illusion*
  *these 5 thieving skills are supposed to be given at 21st
level.  The software only allows ONE ability to be given at
each level, so disregard the new skills gained at 17th-20th
level and begin putting discretionary points in them only at
21st level.
24th level - Improved scroll use


Bard
----
9th level  - Followers
10th level - Scroll use
21st level - Improved Scroll use
             Improved Item Identification
             Extra thieving skills - The bard gets to choose 2
of the 5 high-level thieving skills.  There was no way to actually
do this, so it is only a description on the character sheet and
not an actual ability in the thieving skill section.
24th level - Magical item use
27th level - Item creation


New classes:

Priests
-------
In addition to modifying the existing classes, I then created
the following four classes according to the Spells & Magic rules:

Chaos Crusader (shoulder have been Chaotic Crusader, but there
wasn't enough space)
Law Crusader (should have been Lawful Crusader, but there 
wasn't enough space)
Monk
Shaman

The only modification I made was a simplification of the monk's
open hand attack.  It wasn't possible to force it to get 2 attacks
a round as a melee weapon without forcing ALL of the monk's melee
attacks to be 2 per round.  Also, it was cumbersome to make
4+ weapons that were "Open Hand, Monk" so I simply described it
as a class ability.

Similarly, I added a chart for the Shaman's number of spirits
in the class ability section of the character sheet.

Having no particular rules to go by, these are the High-Level
Powers I gave to the new specialty priests:

Crusaders (both):  Holy Army, Increased Spell Selection
Monk:  Increased Spell Selection
Shaman:  Improved Turning, Increased Spell Selection


Wizards
-------
The general Mage changes (above) were given to all of the 
specialist wizard classes.

All of the wizards from the Spells & Magic rules are in this
file with an '(HLC)' at the end of their names.
In addition, the original versions of the Player's Handbook
specialists wizards are here, with a '(PH)' at the end of
their name.  The original version of the Elementalists are
also in this file with a '(ToM)' at the end of their
name.  The Complete Wizards Handbook and Spells & Magic book
added and modified those specialist wizards from their original
writings, so I have included both versions in this file.

I also re-created many of the class abilities to clean up the
language (such as removing reference to 'elementalist' powers if
the specialist wasn't an elementalist).

For space considerations, the following classes were renamed:

Original Name           New Name
-------------           --------
Air Elementalist        Air Mage (HLC or ToM)
Dimensionalist          Dimensional (HLC)
Earth Elementalist      Earth Mage (HLC or ToM)
Fire Elementalist       Fire Mage (HLC or ToM)
Water Elementalist      Water Mage (HLC or ToM)



Races
-----
I have copied the Core Rules races, including making the
3 subraces of halflings to be used in the Core Rules
section.  

I didn't change much, a little reorganization and
assigned all legal classes and multi-class
combinations to the races.

Simply make a new Core Rules character and select
the 'All Races' button to see the HLC races.

I made the HLC races to minimize the clutter during
character creation by leaving out the base (original) classes
and only allowing them to use the HLC classes, thus preventing
the choice of 'fighter' and 'fighter (HLC)' and so on.


High-Level Skills
-----------------

Please note that there is a class and level limit for these profs
and (according to the HLC) they are technically 'skills', not
'proficiencies'.  Unfortunately I could find no way for the
Core Rules software to enforce the class and level limits 
for these skills, so users will simply have to make sure
that they are playing by the rules, if that is their wish.

The required class and level needed to learn the skill
is listed under the description of each one.


Quest Spells
------------

Each of these spells is entered not using the 
'Quest Spell' checkbox under the spell editor,
but simply being entered as a 9th level priest
spell.  I have made high-level versions of the
main priest classes, giving them 1 9th level spell
per day once they reached 10th level (the minimum
needed, according to the ToM to cast Quest Spells).

There was no way I could find to limit Quest Spells
to priests of a 17 Wisdom or better (by the book).


True Dweomers
-------------

This file contains all of the True Dweomers, in both
wizard and priest versions, from the High-Level Campaigns
book.

For wizards, the True Dweomers were all created as 10th level
wizard spells.  I have made high-level versions of the
main wizard classes, giving them 1+ 10th level spells
per day once they reached 21st level (the minimum
needed, according to the HLC to cast True Dweomers).

For priests, the True Dweomers were all created as 8th
level priest spells.  I have new versions of the priest
classes giving them access as of 21st level as well.

The HLC said that both priests and wizards could cast
True Dweomers, yet failed to classify any of the 14 
True Dweomers there for priests.  The priestly True
Dwomers in this file I have given the following spheres:

True Dweomer                     Spheres
------------                     -------
Hurd's Obligation                Charm, Law
Kolin's Undead Legion            Necromantic
Kreb's Flaming Dragon            None (none seemed right)
Kreb's Stately Veil              None (none seemed right)
Nazzer's Nullification           Protection
Nazzer's Nullification Cloak     Protection
Neja's Irresistible Plea         Charm, Law
Neja's Toadstool                 Plant
Neja's Unfailing Contempt        Chaos
Ratecliffe's Deadly Finger       Necromantic
Tenser's Telling Blow            Combat
Wulf's Erasure                   Chaos, Protection
Wulf's Rectification             Law, Protection, Summoning
Yunni's Herald                   Creation, Travelers



My email address is chrisbodley@usa.net.  Please email me
with any mistakes that I have made or any suggestions
that are appropriate to this project.  Please note that I am not 
interested in implementing all of the books; only the 'core' 
books of the Player's Handbook, Tome of Magic, Spells and Magic,
and High-Level Campaigns.  Basically, if it involves Character
Points, I don't do it!  Thanks and I hope you enjoy it!!