The
Wizard
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Spell
Level Limit
|
1st
|
+0
|
+0
|
+0
|
+2
|
1
|
2nd
|
+1
|
+0
|
+0
|
+3
|
1
|
3rd
|
+1
|
+1
|
+1
|
+3
|
2
|
4th
|
+2
|
+1
|
+1
|
+4
|
2
|
5th
|
+2
|
+1
|
+1
|
+4
|
3
|
6th
|
+3
|
+2
|
+2
|
+5
|
3
|
7th
|
+3
|
+2
|
+2
|
+5
|
4
|
8th
|
+4
|
+2
|
+2
|
+6
|
4
|
9th
|
+4
|
+3
|
+3
|
+6
|
5
|
10th
|
+5
|
+3
|
+3
|
+7
|
5
|
Description: An arcane student obsessed with
acquiring more magical power. They are born with innate Arcane abilities, but
must be properly trained to access them.
10th Level example: Merlin.
Hit
Die: d6.
Prime
Ability: Int.
Subprime
Abilities: Str
and Con.
Weapon
and Armor Proficiency: Wizards are proficient with dagger, club, light crossbow, dart,
staff, and short sword. They are proficient with leather armor (and magic Elven
chain mail), but not with shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, spellbook, parchment,
quill and ink, dagger or staff.
Spells
A Wizard
begins play with a spellbook containing all
0-level wizard spells plus one
1st-level spell of the player's choice. For each point of Int bonus the Wizard has, the spellbook
holds one additional 1st-level spell
of their choice. With each new level, Wizards gain two new spells of their choice, up to the highest level they can
cast, from their mentor or the Wizard Council (or some similar
organization). New spells (including
ones bought, bartered, found, and stolen) must be copied into the Wizard's
spellbook and practiced before being used in the field. Assume a day per spell.
Spellcasting
Wizards
may cast any spell they know by making a Spellcheck:
Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.) With 3 cumulative failures in a
turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell
level that a Wizard can cast. A
spellcaster must roll to activate a spell, even if their Spell Check is greater
than the spell’s DC. A Natural 1 is a Botch, meaning all
spellcasting is immediately suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + ½ caster level.
Spellcasting Beyond 10th
Level
10th
level Wizards may spend 10 XP to
gain a +1 to their Spellchecks, up
to +10 total for their level bonus.
Wizards with at least a +6
level bonus may attempt to cast spells beyond
5th level.
Forbidden
Spells (Optional Rule)
Some
spells on the Spell List have been marked as Forbidden. Typically, these
would be spells summoning monsters, creating undead (Animate Dead), or spells
of mass destruction. They are not taught or commonly available and should be
considered rare in the extreme. Any
confirmed usage or being caught in possession of these spells will eventually
bring members of the Wizard Council to issue punishment (up to even death) and
the destruction of any spellbooks or spell scrolls. The offending spellcaster is termed a Warlock, an oath-breaker.
Ceremony
Spells (Optional Rule)
Many Forbidden
spells require a Ceremony to cast. They require a turn cast and a ceremonial
space. Other requirements may also be
necessary, or just use the general guideline of 100 GP in materials/spell
level. Sacrifices may also be used for Ceremony spells, involving either
the caster's freshly drawn blood (hp) equal to double the spell level or
another's death. Add +4 to the Spellcheck in either
case. Failure in casting renders the
caster unconscious 1 turn and results in a permanent loss of 1 point of Wis. At 6
Wis, the character is considered eccentric. (Player's option on how to play
that out.) At 3 Wis, the character
is considered hopelessly insane. The character is taken out of play and
controlled by the Ref.
Wizard
Council (Optional Rule)
All
legitimate Wizards have been trained and Arcane Marked by the Wizard Council.
Unlicensed Wizards, confirmed abusers of magic, or possessors of forbidden
spells are hunted by the Council for punishment or death. (A Wizard hunt is also a great way to get
one’s hands on a full spellbook, if successful and not killed in the
process.) At 10th level, a Wizard may
apply for membership to the Council (success based on their accomplishments and
appearance of propriety) and may take on apprentices.
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