|
![](images/header_bullet_blue.gif) |
Classes |
Wizard
Wizards are arcane spellcasters who depend on intensive study to create
their magic. To wizards, magic is not a talent but a difficult, rewarding
art. When they are prepared for battle, wizards can use their spells to
devastating effect. When caught by surprise, they are vulnerable. The
wizard's strength is her spells; everything else is secondary. She learns
new spells as she experiments and grows in experience, and she can also
learn them from other wizards. In addition, over time a wizard learns to
manipulate her spells so they go farther, work better, or are improved in
some other way. A wizard can call a familiar: a small, magical, animal
companion that serves her. With a high Intelligence, wizards are capable
of casting very high levels of spells.
Epic fantasy stories are never complete without the elderly spell
caster who delves deep into forgotten tombs and welds spells of awesome
power and might. These are the Wizards within the D&D world, subject
to long hours of study but reaping untold benefits of power and knowledge
through hard work. It requires patience and diligence to be a successful
Wizard and it is not an easy road.
Since this form of magic use is based on careful study, that factor
must be considered when creating a personality for your Wizard. Is he or
she diligent, blasé or frustrated by the constant study and memorization.
Why would someone put themselves through all the long hours of study?
Alignment is not a consideration so a character can be self-absorbed to
a Paladin like commitment to all things good. All the player needs to
consider is how the Wizard's power will be used.
- Hit Die: d4
- Proficiencies: Proficient with wizard weapons. No armor or
shields
- Skill Points (x4 at 1st level): 2 + Int Modifier
- Spellcasting: Arcane (Intelligence based, requires
memorization, armor-related chance of spell failure is a factor);
Wizards begin the game knowing all cantrips and four 1st level spells.
The Wizard's skills (and the key ability for each skill) are:
- Concentration (Con)
- Heal (Wis)
- Lore (Int)
- Spell Craft (Int)
Wizard/Sorcerer
Spell List
Familiars
A Wizard gains a familiar at level 1. You do not have to have a
familiar, but you can. At each level up you choose a new, more powerful
Familiar. The same creature type can be chosen again if you wish to retain
the same familiar, but the familia will still become more powerful.
Bat
The bat, or Night Hunter, is a magical creature capable of special attacks
that can terrify the most stalwart of enemies.
Skills: Listen
Feats: none
Special:
Master Level
5: Damage Reduction 5/1, Fear Gaze 1x day
10: Damage Reduction 10/1, Fear Gaze 2x day
15: Fear Howl, 1x day
20: Fear Howl, 2x day
Panther
Panthers are strong cats that complement their master's magical ability
with brute power.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: none
Hell Hound
This eerie dog is quick and eventually gains the ability to spew cones of
flames from its crimson jaws.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
10: Cone of fire, 1x day.
20: Cone of fire, 2x day.
Imp
Imps are sneaky creatures, capable of using poison and magic against their
opponents.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Mild poison attack.
5: Invisiblity, 1x day.
10: Moderate poison attack.
15: Invisibility, 2x day.
20: Deadly poison attack.
Fire Mephit
Fire mephits can fling bolts of fire.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, fire bolt, 1x day.
5: Fire bolt, 2x day.
10: Fire bolt, 3x day.
15: Fire bolt, 4x day.
20: Fire bolt, 5x day.
Ice Mephit
Ice mephits can fling bolts of cold.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, cold bolt, 1x day.
5: Cold bolt, 2x day.
10: Cold bolt, 3x day.
15: Cold bolt, 4x day.
20: Cold bolt, 5x day.
Pixie
Pixies are sneaky and mischevious creatures, fond of disarming enemies and
then disappearing when endangered.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt,
Open Locks, Disarm Trap
Feats: Skill Focus (Open Lock).
Special:
Master Level
5:Skill Focus (Disarm Trap), Invisibility, 1x day.
10: Invisibility, 2x day.
15: Invisibility, 3x day.
20: Invisibility, 4x day.
Raven
Ravens are sly tricksters, fond of snatching weapons from enemies
flustered by their bitter taunts.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt.
Feats: Toughness, Disarm, Skill Focus (Taunt).
Special: none
Class Packages
Generalist, Wizard:
Generalist wizards are able to prepare spells from any of the spell
schools and have a broader sampling of spells than other packages.
Abjurer, Wizard:
The abjurer specializes in abjuration spells (spells that block, protect,
or banish).
Prohibited School: Conjuration
Conjurer, Wizard:
A conjurer uses his magic to summon forth creatures and materials.
Prohibited School: Transmutation
Diviner, Wizard:
Diviners can foretell the future, a useful ability in combat as well as
everyday life. Their spells concentrate on the revealing of information.
Prohibited School: Illusion
Enchanter, Wizard:
Enchanters focus on spells that imbue the recipient with some property or
grant them power over another being.
Prohibited School: Illusion
Evoker, Wizard:
The evoker manipulates energy, usually for the purpose of harming enemies
with deadly spells.
Prohibited School: Conjuration
Illusionist, Wizard:
Illusionists wield their magic to alter perception.
Prohibited School: Enchantment
Necromancer, Wizard:
The necromancer uses spells that manipulate, create, or destroy life.
Prohibited School: Divination
Transmuter, Wizard:
The transmuter is proficient at manipulating and transforming himself and
his environment, either physically or by modifying its properties in a
subtle way.
Prohibited School: Conjuration
|