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You owe allegiance to no man, aye, but a | |||
demon or god may hold sway upon your | |||
soul. You are a tight-lipped warlock studying | |||
ancient tomes, a witch corrupted by black magic, | |||
a demonologist trading soul-slivers for secrets, or an | |||
enchanter muttering chants in lost tongues. You are | |||
one of many foul mortals clutching at power. Will | |||
you succeed? Low-level wizards are indeed very | |||
powerful, but high-level wizards fear for their souls. | |||
Wizards control magic. At least, they attempt to. | |||
Mortal magic is unpredictable and wild but powerful. | |||
Unlike clerics whose faithful service is rewarded | |||
with divine powers, wizards wield magic through | |||
mastery and dominance of forces in which | |||
they are not always voluntary participants. | |||
Wizards are sometimes trained in combat, | |||
but are rarely a match for warriors or clerics | |||
in a clash of worldly weapons. | |||
Hit points: A wizard gains 1d4 hit points | |||
at each level. | |||
Weapon training: A wizard is trained | |||
in the use of the dagger, longbow, longsword, | |||
shortbow, short sword, and staff. | |||
Wizards rarely wear armor, as it hinders | |||
spellcasting. | |||
Alignment: Wizards pursue magical arts according | |||
to their natural inclinations. Chaotic wizards study | |||
black magic. Neutral or lawful wizards seek control | |||
over elements. Wizards of all persuasions practice | |||
enchantment. | |||
Caster level: Caster level is a measurement of a wizard’s | |||
power in channeling a spell’s energy. A wizard’s | |||
caster level is usually his level as a wizard. For | |||
example, a 2nd-level wizard usually has a caster | |||
level of 2. | |||
Magic: Magic is unknown, dangerous, and inhuman. | |||
Even the best wizards occasionally fail to | |||
properly harness a spell, with unpredictable results. | |||
Wizards thus inculcate their preferred magics, lest | |||
they err in casting a spell and corrupt themselves | |||
with misdirected magical energies. At 1st level a | |||
wizard determines 4 spells that he knows, representing | |||
years of study and practice. As his comprehension | |||
expands, a wizard may learn more spells of progressively | |||
higher levels. A wizard knows a number of | |||
spells as shown on table 1-12, modified by his Intelligence | |||
score. | |||
Known spells are determined randomly (see Chapter | |||
5: Magic). They may be of any level for which the | |||
wizard is eligible, as shown by the max spell level | |||
column. The wizard chooses the level before making | |||
his die roll. Higher-level spells are more powerful | |||
but harder to cast – and there are consequences | |||
for failure. | |||
Wizards cast spells by making a spell check. A | |||
wizard’s spell check is usually 1d20 + Intelligence | |||
modifier + caster level. In some cases, a wizard may | |||
roll a different die on the spell check (see Mercurial | |||
Magic). | |||
Supernatural patrons: Wizards weave magic spells | |||
in consultation with powers from supernatural | |||
places and the outer planes. Demons and devils, | |||
angels, celestials, ghosts, outsiders, daevas, genies, | |||
elementals, Chaos Lords, spirits, elder gods, alien | |||
intelligences, and concepts foreign to mortal comprehension | |||
whisper secrets in exchange for favors | |||
best left unexplained. In everyday concourse, these | |||
secrets manifest as spells; in dire circumstances, the | |||
wizard can invoke one of his patrons directly and | |||
call for material assistance. This sort of request is | |||
called invoking a patron. | |||
To invoke a patron, the wizard must spellburn | |||
at least 1 point of an ability score (see page 107) | |||
and cast the spell invoke patron. There may be additional | |||
requirements depending on the specific | |||
circumstances. Presuming the patron condescends | |||
to attend to the wizard, some negotiation may be | |||
required: a bauble exchanged, a secret name spoken, | |||
a sacrificial token burned, or maybe a quest | |||
performed. If the patron deigns to act, it sends an | |||
emissary to assist the wizard in the way the patron | |||
deems most appropriate. | |||
Invoking a patron is powerful magic. Do not use it | |||
lightly. |
Revision as of 07:19, 17 August 2012
You owe allegiance to no man, aye, but a demon or god may hold sway upon your soul. You are a tight-lipped warlock studying ancient tomes, a witch corrupted by black magic, a demonologist trading soul-slivers for secrets, or an enchanter muttering chants in lost tongues. You are one of many foul mortals clutching at power. Will you succeed? Low-level wizards are indeed very powerful, but high-level wizards fear for their souls. Wizards control magic. At least, they attempt to. Mortal magic is unpredictable and wild but powerful. Unlike clerics whose faithful service is rewarded with divine powers, wizards wield magic through mastery and dominance of forces in which they are not always voluntary participants. Wizards are sometimes trained in combat, but are rarely a match for warriors or clerics in a clash of worldly weapons.
Hit points: A wizard gains 1d4 hit points
at each level.
Weapon training: A wizard is trained
in the use of the dagger, longbow, longsword,
shortbow, short sword, and staff.
Wizards rarely wear armor, as it hinders
spellcasting.
Alignment: Wizards pursue magical arts according
to their natural inclinations. Chaotic wizards study
black magic. Neutral or lawful wizards seek control
over elements. Wizards of all persuasions practice
enchantment.
Caster level: Caster level is a measurement of a wizard’s
power in channeling a spell’s energy. A wizard’s
caster level is usually his level as a wizard. For
example, a 2nd-level wizard usually has a caster
level of 2.
Magic: Magic is unknown, dangerous, and inhuman.
Even the best wizards occasionally fail to
properly harness a spell, with unpredictable results.
Wizards thus inculcate their preferred magics, lest
they err in casting a spell and corrupt themselves
with misdirected magical energies. At 1st level a
wizard determines 4 spells that he knows, representing
years of study and practice. As his comprehension
expands, a wizard may learn more spells of progressively
higher levels. A wizard knows a number of
spells as shown on table 1-12, modified by his Intelligence
score.
Known spells are determined randomly (see Chapter
5: Magic). They may be of any level for which the
wizard is eligible, as shown by the max spell level
column. The wizard chooses the level before making
his die roll. Higher-level spells are more powerful
but harder to cast – and there are consequences
for failure.
Wizards cast spells by making a spell check. A
wizard’s spell check is usually 1d20 + Intelligence
modifier + caster level. In some cases, a wizard may
roll a different die on the spell check (see Mercurial
Magic).
Supernatural patrons: Wizards weave magic spells
in consultation with powers from supernatural
places and the outer planes. Demons and devils,
angels, celestials, ghosts, outsiders, daevas, genies,
elementals, Chaos Lords, spirits, elder gods, alien
intelligences, and concepts foreign to mortal comprehension
whisper secrets in exchange for favors
best left unexplained. In everyday concourse, these
secrets manifest as spells; in dire circumstances, the
wizard can invoke one of his patrons directly and
call for material assistance. This sort of request is
called invoking a patron.
To invoke a patron, the wizard must spellburn
at least 1 point of an ability score (see page 107)
and cast the spell invoke patron. There may be additional
requirements depending on the specific
circumstances. Presuming the patron condescends
to attend to the wizard, some negotiation may be
required: a bauble exchanged, a secret name spoken,
a sacrificial token burned, or maybe a quest
performed. If the patron deigns to act, it sends an
emissary to assist the wizard in the way the patron
deems most appropriate.
Invoking a patron is powerful magic. Do not use it
lightly.