Tuesday, August 7, 2012

The Wizard

“I am servant of the Secret Fire, wielder of the flame of Anor. You cannot pass. The dark fire will not avail you, flame of Udûn. Go back to the shadow! You cannot pass.”

The Fellowship of the Ring, 1954

Prime Requisite: INT
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

The origin of the colleges of wizardry is lost in the mists of time. However, the colleges of Artifice, Fellowship, Lore and Nature are believed to be the oldest of the colleges. Graduates of these colleges are known for their white, grey, blue and brown robes, respectively.

At first level, wizards hit an unarmored foe (AC 0) with an attack throw of 10+. Like mages, they advance in attack throws and saving throws by two points every six levels of experience. Wizards are limited to fighting with the weapons taught by their college. All wizards are trained by a college of wizardry, defined by the focus and philosophy of its instructors. Judges are encouraged to create colleges specific to their campaign setting. Otherwise, when a wizard is created, select a college for the character from the Wizard Colleges table below. Write down the allowed weapons and special abilities of the college. Each college teaches the use of a selection of weapons for self-defense, three or more special abilities at 1st level or later, and four proficiency selections which are added to the Wizard Proficiency List as potential class proficiency choices. All wizards are unable to use shields, fight with two weapons, use a weapon two-handed or wear any kind of armor.

Wizard Colleges



College
Weapons
Special Abilities
Proficiency List
Artifice
dagger, dart, staff, whip
1st level: Sensing Power, 2nd level: Battle Magic, 4th level: dispel magic, once per day; each use takes 1 round, 10th level: Magical Engineering, 14th level: Magical Engineering
Bargaining, Bribery, Command, Siege Engineering
Fellowship
club, dagger, dart, staff
1st level: may inspire courage as a bard, 2nd level: Bright Lore (see below), 4th level: protection from evil, sustained, once per day; each use takes 1 round, 10th level: may wield short swords, swords and two-handed swords, 14th level: add bless, prayer, death ward and dispel evil to class spell list
Command, Contemplation, Divine Blessing, Leadership
Lore
dagger, dart, sling, staff
1st level: Loremastery, 2nd level: read languages, at will; each use takes 1 turn, 4th level: locate object, once per 8 hours; each use takes 1 round, 10th level: Soothsaying, 14th level: add speak with animals, speak with dead, tongues and true seeing to class spell list
Mapping, Navigation, Riding, Seafaring
Nature
club, dagger, sling, staff
1st level: Beast Friendship, 2nd level: speak with animals at will, 4th level: skinchange, once per day; each use takes 1 round, 10th level: may wield shortbows, short swords and spears, 14th level: skinchange one additional time per day
Animal Husbandry, Contemplation, Divine Health, Survival


Wizards learn and cast arcane spells as mages of two thirds their class level. The number and levels of spells the wizard can use in a single day is summarized on the Wizard Spell Progression table. Like a mage, the wizard’s spell selection is limited to the spells in his repertoire. A wizard’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus.

A wizard college may allow a wizard to add spells to his class spell list that are ordinarily divine spells. The wizard can then add these spells to his repertoire following the usual procedure (see Adding New Spells to the Repertoire in Chapter 5 of ACKS). Except for being arcane, these spells are identical to their divine counterparts. If a copy of these spells is found or placed on a scroll, the scroll will be useable only by divine casters who have the spell on their class list, or by wizards who have the spell on their class list. (Other wizards or mages could not use the scroll or cast the spell because it is not on their class spell list.)

Among wizards of all colleges, the staff is both a symbol of wizardry and the weapon of choice for self-defense. Beginning at 6th level, a wizard may use his staff two-handed for increased damage. Experienced wizards are known to resolve their differences using arcane duels, during which they channel the raw energy of magic into their melee weapons. Beginning at 8th level, a wizard may empower his melee weapon with wizard striking. When the wizard successfully strikes a target with a melee attack, he can expend one of his daily spell slots to increase the damage. Damage is increased depending upon the level of the spell slot expended, as follows: 1st - 1d3, 2nd - 1d6, 3rd - 2d4, 4th - 2d6 or 5th - 2d8.

At 7th level, the wizard may begin to research spells, scribe magical scrolls, and brew potions, as if he were a mage of 5th level. Upon reaching 13th level, the wizard gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. Due to his wizardly research acumen, he may conduct spell research and learn and cast ritual arcane spells of great power as a mage of 11th level. A wizard can use any magic items usable by mages.

At 9th level, a wizard can build or claim a sanctum, often a great tower. When the wizard establishes his sanctum, 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become wizards will serve him. Their intelligence scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the wizard’s service, apprentices must be provided food and lodging, but need not be paid wages. If the wizard builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. Additional rules for sanctum are detailed in the Campaign chapter of the ACKS Rulebook.

Wizard Proficiency List (24 + 4 = 28): Alchemy, Battle Magic, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting




Experience
Level
Title
Hit Dice
Special Abilities
1
2
3
4
5
0
1
Aspirant
1d4
Spellcasting
1




2,075
2
Novice
2d4

1




4,150
3
Initiate
3d4

2




8,300
4
Theurgist
4d4

2
1



16,600
5
Thaumaturge
5d4

2
1



33,200
6
Sorcerer
6d4
May use a weapon (i.e. staff) two-handed
2
2



65,000
7
Mage
7d4
Magic research (minor)
2
2
1


130,000
8
Wizard
8d4
Wizard striking
2
2
1


280,000
9
Master
9d4
Sanctum
2
2
2


430,000
10
Master, 10th lvl
9d4+1*

3
2
2
1

580,000
11
Master, 11th lvl
9d4+2*

3
2
2
1

730,000
12
Master, 12th lvl
9d4+3*

3
3
2
2

880,000
13
Master, 13th lvl
9d4+4*
Magic research
3
3
3
2
1
1,030,000
14
Grand Master
9d4+5*

3
3
3
2
1
*Hit point modifiers from constitution are ignored

New Proficiency

Bright Lore

The character can turn undead as a cleric of one half his class level. Also, the two spells listed below are added to his class spell list at the designated spell level:
1st level: remove fear*, salving rest

Custom Class Build Information


Hit Dice
Fighting
Thievery
Divine
Arcane
0
0
1
0
3

Trade-Offs

Eliminate one fighting style

XP Calculation: 0 + 0 + 200 + 0 + 1875 = 2075 at 2nd level

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