Wizard Class | ||
Mage | Specialist Wizard | |
Both mages and specialist wizards have similar characteristics attributable to both sub-classes. The below listed options are available to all wizards in addition to other options particular to each sub-class. If your DM approves, additional options for wizards found in S&M may also be purchased. | ||
Power | CP Cost | Description |
Options | ||
Armored wizard | 5/10/15 | As a 5-point ability, the wizard may wear padded armor. For 10-points, the wizard may wear leather, studded leather, hide, or brigantine armor. For 15 points, the wizard may wear any armor desired. Wizards are not allowed to use shields. |
Automatic spells | 5 | When a waizard with this option gains access to a new level of spells, the wizard automatically acquires a spell for that level. Specialist wizard may only select spells belonging to their chosen school. |
Bonus spells | 10 | Wizard may memorize 1 additinal spell per spell level. Bonus spells memorized by specialists must belong to the wizard’s specialty school |
Casting reduction | 5 | Wizard’s casting times are reduced by 1 (to a minimum of 1). |
Combat bonus | 10 | Wizard figths with a priest’s THAC0. |
Detect magic | 10 | This ability allows the wizard to detect magic once a day for every two levels of the wizard. |
Dispel magic | 10 | Wizard can cast dispel magic once a day for every five levels possessed. |
Extend duration | 10 | The duration of all non-instanteneous spells increases by 1 round for every 2 experience levels of the generalist mage. If taken by a specialist, this option extends a non-instanteneous spell’s duration by 1 round/level but the spell must belong to the wizard’s specialty school. |
Greater hit die | 10/15/20 | For 10 points, the wizard rolls d6 for hit points. For 15 points, the wizard rolls d8 for hit points. With the 20-point option, the wizard rolls d10 for hit points. |
Immunity | 10+ | A wizard with this power gains complete immunity to one particular spell, at a cost of 10 CPs plus 1 CP per spell level. The wizard ignores the effects of the spell and cannot be directly damaged or harmed by the spell. The wizard may gain immunity to a group of related spells by spending CPs to become immune to the highest level spell in that group, so a wizard who wanted to become immune to all charms (charm person, charm monster, etc.) would spent 18 CPs for immunity to mass charm. |
Range boost | 5 | The reach of all ranged spells (other than 0, self, or touch) from one school selected by the wizard is increased by 25%. Specialty wizards must apply this option to their chosen school. |
Read magic | 5 | Wizard can read magic once a day for every two levels possessed. |
Optional Restrictions | ||
Both mages and specialists may select from the
following limitations to gain CPs to spend on other abilities. With their DMs
approval, players may opt to select other wizard limitations in S&P.
Learning
penalty (5+): Wizard suffers a -15% penalty when
trying to learn spells in all schools of magic except one school which the
wizard exempts from this penalty. Specialists must exempt their chosen school.
Limited
magical item use (5+): The PC with this penalty
refuses to use certain categories of magical items. The wizard gains 5 CPs for
every category selected: potions, oils, and scrolls; rings, rods, staves, wands
and miscellaneous items; all weapon and armor.
More
oppositon schools (5+): The PC with this restriction
may choose to take additional opposing schools, gaining 5 points for each
school in opposition to his specialty. Only standard specialty schools as
described in the PHB can be selected
as additional oppositional schools. (This option is not available to mages)
Reduced
hit points (10): Wizard uses d3 for hit points rather
than d4.
Weapon
restriction (3/5): For 3 points, the wizard may never
have a weapon proficiency. For 5 points, the wizard can never wield a weapon even
to save his life. This last restriction is not limited to weapons wholly
created by the wizard’s spells such as ice
knife.
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Mage
Standard
abilities: Access to all schools.
Access
to all schools: It costs 40 points for a mage to have
access to all eight standard schools of magic.
Ethos
focus (10): The mage’s spells are more effective
against creatures of a specific ethos, who suffer a -2 to saving throws vs. the
mage’s spells. Only creatures whose alignment falls into one of the following
groups are affected: lawful, chaotic, or neutral good/evil.
Planar
safeguard (10): The mage has developed a magical
resistance (2%/level) against spells cast by all beings originating from one
plane of existence as chosen by the player. This resistance can be added to any
magic resistance the PC already possesses.
Planar
sympathy (10): The wizard is attuned to those outer
planes with the same ethos as his own (either law, chaos, or
non-lawful/non-chaotic neutrality). Alls spells cast by the wizard are treated
as if two levels higher when cast on an outer plane of the same ethos.
Priestly
wizard (10/15): For 10 points, mage gains minor access
to one sphere af priest spells and can cast them as if they were wizard spells.
For 15 points, the mage gains major access to that sphere.
Resistance
to sleep and charm (5): +1 bonus to saving throws vs. sleep and charm.
Stay
enchantment (5): Weapons used by the mage do not
suffer a magical plus loss when brought to other planes as the wizard is able
to sustain the weapon’s enchantment. A weapon not in the wizard’s grasp is
unaffected.
Warrior
wizard (10): The mage enjoys the benefits of a high
constitution score the same as warriors.
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Specialist
wizard
Standard abilities: Specialty school and accompanying schools (no point cost), automatic spells, bonus spells, intense magic, learning bonus, research bonus, saving throw bonus.
Specialized
wizards as listed in the PHB have the
following penalty (which is not mandatory) when selecting options and
limitations: learning penalty.
Extra
bonus spell (10): If the Bonus Spell option was taken,
the specialist now receives a second bonus spell per spell level provided that
the spell belongs to his chosen school.
Focused
magic (10): Most beings in the planes have some form
of magic resistance which makes it difficult for wizards to use offensive
spells. The wizard has enhanced his spellcasting to attempt to overcome that
magic resistance. Once a day, any being targeted by a spell cast from the
specialist’s chosen school is first treated as if affected by lower resistance
for that spell only.
Intense
magic (5): If a specialist wizard casts a spell from
his chosen school, the targets of that spell suffer a -1 saving throw penalty.
This option may be purchased several times with a cumaltive effect.
Learning
bonus (5): +15% bonus when attempting to learn new
spells belonging to the wizard’s specialty school.
Magic
resistance (10): Specialist gains 10% magic resistance
against magic from his specialty school which may be added to any other magic
resistance.
No
components (10): The ability to designate one
specialty-school spell per character level as a spell that does not need
require material components.
Planar
strength (10): On his homeplane, spells of his chosen
school cast by the specialist have their effects doubled.
Research
bonus (5): When attempting to research and create new
spell belonging to his specialized school, the spell is treated as one level
lower than its actual level.
Saving
throw bonus (5): +1 bonus on saving throws vs. spells
cast at wizard from school of specialization. This option may be purchased
several times with a cumulative effect.
Specialty
bonus (10): All spells in the wizard’s chosen school
cast by the specialist are treated as if the wizard were two levels higher for
purpose of damage, duration, etc..
Specialty sense (5): The specialist is very much in tune with his specialty school and instinctively knows how the physical conditions on any plane will affect spells from his chosen school. This knowledge comes to a wizard within 1d3 turns upon arrival on a plane.
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Last updated 11/24/2000
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