Wednesday, October 20, 2010

Spell-Casting Classes and Sub-Types: Wizards (Elemental Mage & Enchanter)

The generic Wizard class template and rules should be used except where modified below for these sub-classes.

SUB-CLASS: ELEMENTAL MAGE (INVOKER)

Symbol: Invocation
Magic Type: Invocation/Evocation
Color: Orange
Orientation: Northeast

Specialists in invocation/evocation magic must be attuned to a specific elemental or primal force to work their magic (Fire, Water, Earth, Metal, Lightning, Wood, Weather, Stone, etc.). Spells worked by these wizards must take a form that is congruent with their elemental attunement. For instance, an Ice Mage casting Magic Missile will result in an ice shard projectile, and the spell may be learned as Ice Shard (Magic Missile).

Elementally-tuned spells may gain enhanced effects when in the presence of a major source of that element (e.g. a Fire Mage casting Fireball next to a lava flow might get double range or +2 damage), and interact with other elementally-tuned magic according to a reality-based logic at the GM’s discretion (e.g. a Water Mage’s Rain Shield might have double effect against a Fireball).

As noted, elemental mages will refer to themselves by specialty and title using their elemental attunement (e.g. Fire Mage, Ice Wizard, Servant of the Deep Waters, etc.)

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

-

Invocation/Evocation

1/2

-4

Conjuration/Summoning

1

-

Alteration/Transmutation

1

-

Illusion/Phantasm

1

+2

Enchantment/Charm

n/a

+4

Augury/Divination

1

+2

Abjuration/Protection

1

-

“I am the Servant of the Secret Fire, wielder of the Flame of Anor! Go back to the shadow! The Dark Fire will not avail you, Flame of Udun! YOU SHALL NOT PASS!”

 

SUB-CLASS: ENCHANTER

Symbol: Enchantment
Magic Type: Enchantment/Charm
Color: Blue
Orientation: Southwest

Enchanters deal in mind control, suggestion, and charm magic. They gain an effect multiplier on mana cost for enchantment/charm magic. They cannot cast invocation/evocation-based spells and suffer saving throw penalties vs. invocation/evocation, animation/necromancy, and conjuration/summoning magic.

Enchanters must have a minimum charisma ability stat of 15, and a minimum intelligence of 14.

At the third level of experience and above, Enchanters gain the ability to discern if a creature is charmed or under some form of mind control by rolling less than their combined INT and experience level on 1d100. At fifth level and above, they gain the power of Suggestion, by which they gain a bonus on reaction rolls equal to their intelligence plus experience level minus the intelligence plus experience level or hit dice of their target. Monsters and characters immune to Charm will be immune to Suggestion as well.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

+2

Invocation/Evocation

n/a

+4

Conjuration/Summoning

1

+2

Alteration/Transmutation

1

-

Illusion/Phantasm

1

-

Enchantment/Charm

1/2

-4

Augury/Divination

1

-

Abjuration/Protection

1

-

Grima Wormtongue: “You see much, Eomer son of Eomund. Too much. You are banished forthwith from the Kingdom of Rohan, under pain of death.”

Eomer: “You have no authority here! Your orders mean nothing!”

Grima Wormtongue: “Oh, but this order does not come from me. It comes from the King. He signed it this morning.”