Thursday, October 4, 2012

Fantasy Core RPG--The Wizard

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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