Cleon
Legend
Alrighty, then, let's do Feats: Combat Casting, Craft Wand(B), Great Fortitude, Spell Penetration.
That text looks fine for magic items.
I'd go with standard treasure. And I'd think org should follow from the other kamerel we've already done.
That's agreeable, so I'll update the Working Draft once I finish work today.
Any thought's about spells? I'd probably stay away from enchantments, since they wouldn't want to touch others' minds. And similarly for conjuration (at least summoning) spells. Things like evocation, transmutation, and abjuration make the most sense to me.
Oddly, the original adventure featured them summoning a lot of monsters to attack the intruders, although they used special versions of their "transport mirror" spell to do so and the monsters summoned were all shrunk to Small size (because their transport mirrors cannot transport anything bigger than that).
We'll need to do something with that, although I'd rather leave it to a magic items & new spells sub-entry.
For their spells, the original adventure had them prepare burning hands, darkness, detect magic, light, magic missile, reduce, scry mirror, shield and transport mirror, which is enough to get us started.
I suggest we add "mirror summoning" (their version of monster summoning) to that list.
For their mirror spells, I suggest daylight/blacklight, arcane lock/knock and enlarge/reduce person - or possibly continual flame/deeper darkness instead of the 2nd level one.
Oh dang it, kamerel can't use enlarge/reduce on themselves with a 1st level spell like they could in AD&D. I'd address that by with a new spell as follows:
Enlarge/Reduce
Transmutation (Mirror)
Level: Sor/Wiz 1
This mirror magic spell functions as either enlarge person or reduce person, except that it affects kamerel as well as humanoids.