Use these values, or make up your own, if you feel these values do not
suit the rarity of magic items in the campaign. They often won't (but we had
to put in something).
Allows the use of psionists weapons.
If a desired weapon is outside the allowed group, proficiency with it can
never be attained.
Allows the use of mage weapons, as per Player's Handbook (staff, dart,
etc).
If a desired weapon is outside the allowed group, proficiency with it can
never be attained.
Allows the use of a sub-set priest weapons, for example, no missile
weapons.
If a desired weapon is outside the allowed group, proficiency with it can
never be attained.
The character may only be proficient in one weapon, of any kind.
If a desired weapon is outside the allowed group, proficiency with it can
never be attained.
The character is not allowed to become proficient in weapons.
The character may not injure another with a weapon at all. This is
appropriate for certain eastern mages or mystics.
Pacificist characters should take this. They are not allowed to harm the
living, even with magic. Undead or unliving objects are fine.
Should be obvious. The character gains this many hitpoints from levels 1
to 9, after which they gain the number of hit points in brackets. Higher
levels of hit points are in the warrior group, and are
thus more expensive for non-warriors.
For a definition of AR and DV, see here.
The characters AR advances at this rate, begininng from second level.
(Thus 1 per 3 improves their AR at 4th level). Beware would-be mages!
Remember touch delivered spells before you choose no AR advancement at
all!
This will change to become neater. No glossary for the moment.