Wizard
Overview
Prime Attribute: Intelligence
Playable Wizard Groups/Characters (follow this link)
Among all peoples are those who strive to understand the oft-forbidden and widely feared arcane magics of the multiverse. These few must have no fear in their quest for knowledge, as delving into the arcane involves powers and energies poorly understood by those bound to mortal planes. If not harnessed with care, unleashing these magics can cause catastrophes of great proportion and slay those who dabble in this art. The reward, however, for the diligence and willingness to plumb the depths of these magical energies is potentially great indeed. Wizards bind themselves to this task, seeking to master eldritch sorceries and unravel the riddles and meanings of the world. They use their powers to reshape the world around them and bring princes and kings to their knees.
Wizards are the archetypical magic-users, and they are vastly superior to all others at understanding and harnessing the magic that ebbs and flows through the multiverse. They come from all social strata and can be found in all positions in society. They are often employed by kings, nobles, religious houses or other powerful individuals to whom they act as guides and advisors. In court, many seek to dominate courtly politics, and often succeed. More often though, wizards work in solitude, far away from the prying eyes and keen ears of enemies, spies and other wizards who often consider them to be untrustworthy and dangerous competitors in the quest for arcane lore. In wind-swept towers or dank dungeons, far from the din of civilization, such wizards find the solitude, quiet and safety necessary to pursue their research and carry out their oft-times dangerous experiments.
Though they come from many walks of life, all wizards have a few characteristics in common. They are intelligent, observant, diligent and have an exacting eye for detail. Their unyielding search and thirst for knowledge of the eldritch powers often generates a self-serving egomania in the most powerful of wizards. And, as they become ever more competent in harnessing eldritch sorceries and bending the world about them to their will, they suffer little distraction and afford interlopers little forgiveness when their work is interrupted.
Woe to the foes of these powerful magic-users. Incurring their wrath can mean the unleashing of horrid and terrible magics few can comprehend, and fewer still are capable of combating. A wizard’s enemies are laid waste by balls of blue flame and bolts of lightning called from elemental planes or even by servants of the rulers of the nether worlds, conjured forth to act on the wizard’s behalf. They can make objects disappear and transport themselves many miles away, see into the darkness and build walls of force no man can pass. The greatest of wizards are powerful beyond measure.
A wizard’s pursuits and studies, along with their intense focus upon the arcane, mean a life of laboring over ancient tomes of knowledge. This leaves wizards little time to learn and become proficient in any but the most common of weapons, and not at all capable of using armor that hinders the intricate somantic movements needed to cast some of their most powerful spells. Yet this matters little to them, as wizards realize their wits and arcane powers are far more powerful than any sword, and that conjured servants offer far more protection than any armor could possibly manage.
ABILITIES
SPELLS:
A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Wizard Spells Per Day Table lists the number of spells per day a wizard may cast of each spell level. For example, a 5th level wizard can cast five 0 level spells, four 1st level spells, two 2nd level spells and one 3rd level spell per day.
A wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare.
BONUS SPELLS:
With a high intelligence score, a wizard gains bonus spells. If the wizard has an intelligence of between 13-15, they can memorize an extra 1st level spell. If the intelligence score is 16-17 or higher, the wizard can memorize an extra 2nd level spell, and if 18-19 or higher, the wizard can memorize an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level wizard with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the wizard reaches 5th level.
WIZARD SPELL BOOKS
The number of spells that a wizard has in their spell book at the beginning of play is equal to the number of spells they can cast at first level. For example, a 1st level wizard with 14 intelligence can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the character would begin play with a spellbook containing four 0 level and three 1st level spells. The spells in the spell book can either be chosen by the Castle Keeper, the player, agreement between the two or randomly.
WIZARD SPELLS PER DAY
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 4 3
3 4 3 1
4 4 3 2
5 5 4 2 1
6 5 4 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 5 4 3 2 1
10 6 5 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 6 5 4 4 3 3 2
15 6 6 5 5 4 4 3 2 1
16 7 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 7 6 6 5 5 4 4 3 3
PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
ARMOR: None
ABILITIES: Spell casting
Lvl HD BtH EPP
1 d4 0 0
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001
11 +1 HP +3 750,001
12 +1 HP +3 1,000,001
13+ 250,000 per level
Prime Attribute: Intelligence
Playable Wizard Groups/Characters (follow this link)
Among all peoples are those who strive to understand the oft-forbidden and widely feared arcane magics of the multiverse. These few must have no fear in their quest for knowledge, as delving into the arcane involves powers and energies poorly understood by those bound to mortal planes. If not harnessed with care, unleashing these magics can cause catastrophes of great proportion and slay those who dabble in this art. The reward, however, for the diligence and willingness to plumb the depths of these magical energies is potentially great indeed. Wizards bind themselves to this task, seeking to master eldritch sorceries and unravel the riddles and meanings of the world. They use their powers to reshape the world around them and bring princes and kings to their knees.
Wizards are the archetypical magic-users, and they are vastly superior to all others at understanding and harnessing the magic that ebbs and flows through the multiverse. They come from all social strata and can be found in all positions in society. They are often employed by kings, nobles, religious houses or other powerful individuals to whom they act as guides and advisors. In court, many seek to dominate courtly politics, and often succeed. More often though, wizards work in solitude, far away from the prying eyes and keen ears of enemies, spies and other wizards who often consider them to be untrustworthy and dangerous competitors in the quest for arcane lore. In wind-swept towers or dank dungeons, far from the din of civilization, such wizards find the solitude, quiet and safety necessary to pursue their research and carry out their oft-times dangerous experiments.
Though they come from many walks of life, all wizards have a few characteristics in common. They are intelligent, observant, diligent and have an exacting eye for detail. Their unyielding search and thirst for knowledge of the eldritch powers often generates a self-serving egomania in the most powerful of wizards. And, as they become ever more competent in harnessing eldritch sorceries and bending the world about them to their will, they suffer little distraction and afford interlopers little forgiveness when their work is interrupted.
Woe to the foes of these powerful magic-users. Incurring their wrath can mean the unleashing of horrid and terrible magics few can comprehend, and fewer still are capable of combating. A wizard’s enemies are laid waste by balls of blue flame and bolts of lightning called from elemental planes or even by servants of the rulers of the nether worlds, conjured forth to act on the wizard’s behalf. They can make objects disappear and transport themselves many miles away, see into the darkness and build walls of force no man can pass. The greatest of wizards are powerful beyond measure.
A wizard’s pursuits and studies, along with their intense focus upon the arcane, mean a life of laboring over ancient tomes of knowledge. This leaves wizards little time to learn and become proficient in any but the most common of weapons, and not at all capable of using armor that hinders the intricate somantic movements needed to cast some of their most powerful spells. Yet this matters little to them, as wizards realize their wits and arcane powers are far more powerful than any sword, and that conjured servants offer far more protection than any armor could possibly manage.
ABILITIES
SPELLS:
A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Wizard Spells Per Day Table lists the number of spells per day a wizard may cast of each spell level. For example, a 5th level wizard can cast five 0 level spells, four 1st level spells, two 2nd level spells and one 3rd level spell per day.
A wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare.
BONUS SPELLS:
With a high intelligence score, a wizard gains bonus spells. If the wizard has an intelligence of between 13-15, they can memorize an extra 1st level spell. If the intelligence score is 16-17 or higher, the wizard can memorize an extra 2nd level spell, and if 18-19 or higher, the wizard can memorize an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level wizard with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the wizard reaches 5th level.
WIZARD SPELL BOOKS
The number of spells that a wizard has in their spell book at the beginning of play is equal to the number of spells they can cast at first level. For example, a 1st level wizard with 14 intelligence can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the character would begin play with a spellbook containing four 0 level and three 1st level spells. The spells in the spell book can either be chosen by the Castle Keeper, the player, agreement between the two or randomly.
WIZARD SPELLS PER DAY
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 4 3
3 4 3 1
4 4 3 2
5 5 4 2 1
6 5 4 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 5 4 3 2 1
10 6 5 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 6 5 4 4 3 3 2
15 6 6 5 5 4 4 3 2 1
16 7 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 7 6 6 5 5 4 4 3 3
PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
ARMOR: None
ABILITIES: Spell casting
Lvl HD BtH EPP
1 d4 0 0
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001
11 +1 HP +3 750,001
12 +1 HP +3 1,000,001
13+ 250,000 per level