What can be trained – Notes for new players
While at the island, visitors who are magic-users or illusionists can train in any spell from any of the AD&D books (PHB, UA, OA, and so on), assuming they have the ability to learn more spells in any given level. This includes spells they have missed during earlier training – no roll need be made. It takes one day per level of the spell to learn such. The best of materials is available for scribing spells, including spell books, for standard costs. However, if desired, spell books can be purchased for triple the usual cost which exist in a pocket plane that only the owner can reach; by simply reaching out, the owner can have the book in his hand, and can put it back at will also. This will work on other planes, except in those places where the rulers prevent such from happening.
Adhan can teach priests or druids a spell of each level, called Spellwarp I – VII. This spell, which can be taken no more than once per level per day, allows the caster to cast a second spell, and stop just before the last segment is cast. The caster can then complete the spell any time during the day, in one segment. It will take one day per level to learn each variant. Those who learn this spell will be unable to teach it to others. As far as other spells that you may think up, inquire with specifics and I'll let you know.
A man named Ji Gai (who looks like he came from Shintapoor) who can teach combat skills, particularly to fighters and the like. He can teach a melee attack called Final Strike, which takes 3 weapon proficiency slots or 20 CIPs. Once per turn, an attacker can use Final Strike on a melee attack, granting +10 to hit and +10 on damage. It takes two weeks to learn this.
Blaise can teach, for 2 weapon proficiency slots or 10 CIPs, any thief or assassin to backstab in plain sight, or assassination in plain sight. This maneuver can only be attempted once per turn, however. It takes two weeks to learn this.
Domhnall can teach a bard a NWP called Perfect Pitch, which adds 10% to charm, or can teach them Eidetic Memory, which will add 10% to their Legend Lore. He can teach this to non-bards; Perfect Pitch will merely give excellent singing skills; Eidetic Memory will add 1 CIP to any character’s gains for each game (cumulative to the legend lore skill increase for bards). It takes two weeks to learn this.
The formulas for all known potions, oils and elixirs (DMG, UA) can be learned, except Elixir of Youth, taking one day each. The process and materials for learning to make any magic item from the DMG or UA can be taught, although this will take one week. Those who learn alchemical or magical formulas here will find it impossible to teach them to others.
Note that anything which can be taught with CIPs (except those listed above) costs half the normal amount, rounded up in the case of fractions. Trainers for all classes and any skill (weapon, nonweapon, language, psionics, and so on) imaginable can be found; there are guides, marked with yellow robes, who can direct you to whatever you need. Normal weapon or nonweapon proficiencies take three days each; learning a martial art 'type' would take a week, and two maneuvers could be learned per week.
There are numerous training areas for martial arts, an archery range, riding ring with numerous mounts, a cooking school (but not magical cooking), scribes and linguistics teachers. There are armorers who can forge magical weapons and armor up to +5 (but no special abilities), bowyers and fletchers who can do the same (these will make one item [or up to ten non-permanent arrows/etc.] per person, free of charge, if the magical metals are provided, taking one week to do so). Bows take 100 gp weight to make, and an additional 100 gp weight per point of strength pull over 18:00. A boot takes 50 gp weight. Other items take as much as the PHB say the item weighs.
Mounts can be trained in special attacks, essentially making them double-specialized (+3/+3) in one type of attack (such as kick or bite) per week, but this requires the owner to train with them. They can also be taught a rearing crush, where the mount rears up on hind legs and kicks with both front feet, dealing an additional die of damage on top of both feet’s normal damage. Charge gives +2 to hit with a trampling attack that does two feet’s worth of damage on a hit, this requires the mount to run for two segments, and pass by the target for at least one segment.
Other items of note
There is a pool called the Pool of Aggonar, of some sort of viscous, purple liquid in the center of a small garden. Caledonensis will tell the party that it is a magical pool, which can remove one undesired magical effect from a person, unless it was put there directly by a greater god. Indirect enchants, such as those done by the Spire, can be removed. This can be done once in a person’s lifetime. This will not work on items.