The character has learned the legends, lore, and history of some ancient time and place...
Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden...
Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks...
This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques...
This character can make all of the types of armor listed in the Player's Handbook, given the proper materials and facilities...
Player characters with artistic ability are naturally accomplished in various forms of the arts...
This proficiency gives the character some understanding of the supposed influences of the stars...
A character with blacksmithing proficiency is capable of making tools and implements from iron...
A character with blind-fighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use)...
This character can make bows and arrows of the types given on Table 44, page 68 (of the Player's Handbook)...
A character with proficiency in this skill is able to safely guide a chariot...
Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook...
A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character...
This proficiency gives the character a basic understanding of the proper forms of behavior and address required in many different situations...
A character with fire-building proficiency does not normally need a tinderbox to start a fire...
The character is skilled in the art of fishing, be it with hook and line, net, or spear...
This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others...
The character knows most common games of chance and skill, including cards, dice, bones. draughts. and chess...
A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones day...
A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring...
The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups...
Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions...
When in wilderness settings, the character can attempt to stalk and bring down game...
The character can juggle, a talent useful for entertainments, diversions, and certain rare emergencies...
The character has mastered a difficult and obscure tongue, now primarily found in the writings of pedantic sages and sorcerers.
This proficiency enables a character to tan and treat leather and to make clothing and other leather objects...
The character is a storehouse of facts about the history of a region the size of a large county or a small province...
A character with mining proficiency is needed to site and supervise the operations of any mine...
A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc...
The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger...
A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world...
Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions...
Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts...
The character can make simple snares and traps, primarily to catch small game...
Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting...
A stonemason is able to build structures from stone so that they last many years...
This proficiency must be applied to a specific environment--i.e., a specific type of terrain and weather factors...
A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section...
The character can attempt to walk narrow ropes or beams with greater than normal chances of success...
Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain...
The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc...
This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades...
This proficiency enables the character to make intelligent guesses about upcoming weather conditions...
This proficiency enables a character to observe the actions or habitat of an animal and interpret what is going on...
A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton...
The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living...
This spell enables the wizard to cause nonmagical fires to reduce in size and brightness...
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat...
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6).
When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range)...
When the wizard casts this spell, a jet of searing flame shoots from his fingertips.
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school.
This spell enables the wizard to alter the appearance of his form — including clothing and equipment — to appear one foot shorter or taller, thin, fat, or in between...
Upon casting this the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand.
When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message...
When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns...
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long.
This spell enables the caster to detect all undead creatures out to the range of the spell.
This spell causes instant growth of a creature or object, increasing both size and weight.
The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces.
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down.
This spell enables the caster to attempt to summon a familiar to act as his aide and companion.
The gaze reflection spell creates a shimmering, mirror-like area of air before the wizard that moves with the caster.
A grease spell covers a material surface with a slippery layer of a fatty, greasy nature.
The gestures of the wizard, along with his droning incantation, 1d6 creatures within the area to become susceptible to a suggestion...
When an identify spell is cast, magical items subsequently touched by the wizard can be identified.
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell.
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center.
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target.
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard.
By means of this spell, the caster conjures a normal animal to serve him as a mount.
By means oi this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection.
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot.
By means of a read magic spell. the wizard is able to read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be totally unintelligible.
When this spell is cast, an invisible barrier comes into being in front of the wizard.
When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.
When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures...
A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings.
A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical.
A taunt enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater.
With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's floating disc...
The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.
This spell enables the wizard to make his voice—or someone else's voice—or a similar sound seem to issue from someplace else...
By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range.
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.