(It’s been a busy week, but I’m back at it)
The generic Wizard class template and rules should be used except where modified below for these sub-classes.
SUB-CLASS: CONJURER
Symbol: | |
Magic Type: | Conjuration/Summoning |
Color: | Yellow |
Orientation: | East |
Conjurers summon magical forces, entities, and beings directly from the supernatural realms into our plane, and seek to control and direct them.
They gain an effect multiplier on mana cost for conjuration/summoning magic. They cannot cast augury/divination-based spells and suffer saving throw penalties vs. enchantment/charm, augury/divination, and abjuration/protection magic.
Conjurers must have a minimum intelligence of 12 and a minimum constitution of 12.
At the third level of experience and above, Conjurers gain the ability to discern if a creature or being is magical by rolling less than their combined INT and experience level on 1d100.
Magic Type | Mana Cost Multiplier | Saving Throw Penalty (Bonus) |
Animation/Necromancy | 1 | - |
Invocation/Evocation | 1 | - |
Conjuration/Summoning | 1/2 | -4 |
Alteration/Transmutation | 1 | - |
Illusion/Phantasm | 1 | - |
Enchantment/Charm | 1 | +2 |
Augury/Divination | n/a | +4 |
Abjuration/Protection | 1 | +2 |
SUB-CLASS: AUGUR
Symbol: | |
Magic Type: | Augury/Divination |
Color: | Purple |
Orientation: | West |
As specialists in divination magic and arcane lore, Augurs have the ability to Detect Magic and Read Magic as the spell, but with no mana cost, succeeding on a roll of their intelligence stat or less on 1d20. (Note that reading some kinds of magic without taking precautions can be very hazardous to your health, so this ability to freely read magical writing can sometimes be a curse). At the third level and above, Augurs also gain the ability to Identify as the spell, but with no mana cost due to their extensive knowledge of magical lore, succeeding on a roll of their experience level or less on 1d20. Augurs will gain one additional language proficiency level for each level of experience attained.
Augurs must have a minimum intelligence of 14, and a minimum wisdom of 14.
They gain an effect multiplier on mana cost for augury/divination magic. They cannot cast conjuration/summing-based spells and suffer saving throw penalties vs. invocation/evocation, conjuration/summoning, and alteration/ transmutation magic.
Magic Type | Mana Cost Multiplier | Saving Throw Penalty (Bonus) |
Animation/Necromancy | 1 | - |
Invocation/Evocation | 1 | +2 |
Conjuration/Summoning | n/a | +4 |
Alteration/Transmutation | 1 | +2 |
Illusion/Phantasm | 1 | - |
Enchantment/Charm | 1 | - |
Augury/Divination | 1/2 | -4 |
Abjuration/Protection | 1 | - |
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