This begins a quick series of sub-class descriptions for Wizards, presented in opposite pairs.
The generic Wizard class template and rules should be used except where modified below for these sub-classes. Once chosen, a Wizard’s sub-class specialization can only be changed to another sub-class specialty that is adjacent to the original in the Magic Octagram (e.g. from Animator to Abjurer or Elemental Mage). However, in changing sub-class, the character loses two experience levels (the magical shift causing something like a minor stroke) and retains the saving throw and casting penalties from the original sub-class (but does NOT retain the bonuses).
SUB-CLASS: ANIMATOR (NECROMANCER)
Symbol: | |
Magic Type: | Animation/Necromancy |
Color: | Red |
Orientation: | North |
Animators specialize in Life Force and Death magic. They gain an effect multiplier on mana cost for necromantic and life-force related spells (such as healing and animate dead). They may not cast illusion-based spells and suffer saving throw penalties vs. illusion, alteration/transmutation, and enchantment/charm magic.
Animators must have a constitution ability stat no less than 13, since their own personal life force needs to be strong enough to stand up to the rigors of the magic they practice.
Note that, despite the notoriety of several infamously evil necromancers, animators can be of any alignment or inflection. Dark animators (necromancers) will usually only cast death-magic spells (which does make an impression on folks) but can cast light-inflected life force magic as well. Light animators will usually only cast life-magic spells, but can also use necromancy. Generalist animators do both without preference.
Magic Type | Mana Cost Multiplier | Saving Throw Penalty (Bonus) |
Animation/Necromancy | 1/2 | -4 |
Invocation/Evocation | 1 | - |
Conjuration/Summoning | 1 | - |
Alteration/Transmutation | 1 | +2 |
Illusion/Phantasm | n/a | +4 |
Enchantment/Charm | 1 | +2 |
Augury/Divination | 1 | - |
Abjuration/Protection | 1 | - |
SUB-CLASS: ILLUSIONIST
Symbol: | |
Magic Type: | Illusion/Phantasm |
Color: | Cyan |
Orientation: | South |
Illusionists specialize in creating simulacra, veiling, and manipulating perception. They gain an effect multiplier on mana cost for illusion magic. They cannot cast animation/necromancy-based spells and suffer saving throw penalties vs. animation/ necromancy, abjuration/protection, and invocation/ evocation magic. Note that illusionists must save against these types of magic even if the effects might be beneficial (such as healing spells).
Illusionists must have a minimum intelligence of 15 and minimum dexterity of 16.
At the third level of experience and above, Illusionists gain the ability to detect illusions by rolling less than their combined INT and experience level on 1d100.
Magic Type | Mana Cost Multiplier | Saving Throw Penalty (Bonus) |
Animation/Necromancy | n/a | +4 |
Invocation/Evocation | 1 | +2 |
Conjuration/Summoning | 1 | - |
Alteration/Transmutation | 1 | - |
Illusion/Phantasm | 1/2 | -4 |
Enchantment/Charm | 1 | - |
Augury/Divination | 1 | - |
Abjuration/Protection | 1 | +2 |