Post by Stix on Jul 13, 2008 21:05:23 GMT -5
Ability Requirements: Intelligence 9, one other stat requirement
Prime Requisite: Intelligence, other stat
Hit Die: d4
Weapons: Dagger, Dart, Knife, Quarterstaff, Sling
Armor: None
Spells: A specialist wizard may learn and cast spells from wizard schools to which he is not opposed.
Automatic Spell Acquisition: When the specialist wizard attains a new spell level, he automatically gains one new spell of his specialty school to add to his spellbook.
Bonus Spell: Specialist wizards may memorize one additional spell per spell level, provided it is from the school of specialty.
Learning bonus/penalty: The specialist wizard receives a +15% bonus to learn spells of his chosen school, but a -15% penalty to learn spells of all other schools.
Research bonus: When a specialist wizard attempts to create a new spell of the chosen school through research, the spell is treated as though it were one level lower.
Saving throw bonus/penalty: A specialist wizard gains a +1 bonus when making saving throws against her chosen school, and inflicts a -1 penalty when others attempt to save versus her own spells of that school.
School bonuses: Specialist wizards receive the following additional benefits based on their chosen school:
*****
Abjurer
Ability Requirements: Intelligence 9, Wisdom 15
Opposition Schools: Alteration, Illusion
8th level: +1 vs. paralysis, poison, death magic
11th level: +1 AC bonus
14th level: immunity to hold
*****
Conjurer
Ability Requirements: Intelligence 9, Constitution 15
Opposition Schools: Divination, Invocation/Evocation
11th level: no material components needed for conjuration/summoning spells
14th level: dispel monster summoning 3/day
*****
Diviner
Ability Requirements: Intelligence 9, Wisdom 16
Opposition School: Conjuration/Summoning
11th level: find traps 3/day
14th level: immunity to scrying and invasive divinations (such as ESP)
*****
Enchanter
Ability Requirements: Intelligence 9, Charisma 16
Opposition Schools: Invocation/Evocation, Necromancy
11th level: free action 1/day
14th level: immunity to charm
*****
Illusionist
Ability Requirements: Intelligence 9, Dexterity 16
Opposition Schools: Necromancy, Invocation/Evocation, Abjuration
8th level: save bonus/penalty increases to +/- 2
11th level: dispel phantasmal force 3/day
*****
Invoker
Ability Requirements: Intelligence 9, Constitution 16
Opposition Schools: Enchantment/Charm, Conjuration/Summoning
8th level: additional +1 vs. invocation/evocation
11th level: additional +1 vs. invocation/evocation
14th level: immunity to one invocation/evocation spell up to 3rd level
*****
Necromancer
Ability Requirements: Intelligence 9, Wisdom 16
Opposition Schools: Illusion, Enchantment/Charm
8th level: additional +1 vs. necromancy
11th level: speak with dead 1/day
14th level: +2 vs. drain, or save at -4 if no save allowed
*****
Transmuter
Ability Requirements: Intelligence 9, Dexterity 15
Opposition Schools: Abjuration, Necromancy
8th level: additional +1 vs. alteration
11th level: additional +1 vs. alteration
*****
A specialist wizard may use Character Points to buy the following abilities at character creation:
Combat bonus (8/10): For eight CPs, the wizard’s THAC0 advances as if he were a rogue of equal level. For 10 CPs, the wizard’s THAC0 advances as a priest’s.
Greater hit die (10/15/20): For 10 points, the wizard rolls d6 for hit points. For 15 points, the wizard rolls d8 for hit points. With the 20-point option, the wizard rolls d10 for hit points.
A specialist wizard may buy the following abilities at any level:
Armor (5/10/15): As a 5-point ability, the wizard may wear padded armor. For 10 points, the wizard may wear leather, studded leather, hide, or brigantine armor. For 15 points, the wizard may wear any armor desired. Wizards are not allowed to use shields.
Casting time reduction (2): Casting times of the specialist’s chosen school are reduced by 1 (to a minimum of 1).
Detect magic (10): This ability allows the wizard to detect magic once a day for every two levels of the wizard.
Dispel magic (10): Wizard can cast dispel magic once a day for every five levels possessed.
Enhanced casting level (10): Once per day, a specialist with this ability may cast spells of his chosen school as if he were 1d4 levels higher. All level-based effects of the spell are altered, including damage, range, duration, and area of effect.
Extend duration (10): Noninstantaneous spells of the specialist’s school last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell—if the duration is noted in hours, a 5th-level wizard’s bonus would be an extra three hours.
Extra bonus spell (10): If the Bonus Spell option was taken, the specialist now receives a second bonus spell per spell level provided that the spell belongs to his chosen school.
Focused magic (10): Most beings in the planes have some form of magic resistance which makes it difficult for wizards to use offensive spells. The wizard has enhanced his spellcasting to attempt to overcome that magic resistance. Once a day, any being targeted by a spell cast from the specialist’s chosen school is first treated as if affected by lower resistance for that spell only.
Followers (10): Normally, wizards do not attract loyal followers at high levels like other characters do. A wizard who selects this ability automatically attracts 20 to 200 0-level men-at-arms at 8th level if he establishes a castle, keep, tower, or other place of strength. In addition, 1d6 low-level wizards (1st to 3rd level) will also appear and request permission to study beneath the PC wizard. These loyal apprentices can undertake minor errands or research on the wizard’s behalf, as long as they are treated well.
Immunity (10+): A wizard with this power gains complete immunity to one particular spell, at a cost of 10 CPs plus 1 CP per spell level. The wizard ignores the effects of the spell and cannot be directly damaged or harmed by the spell. The wizard may gain immunity to a group of related spells by spending CPs to become immune to the highest level spell in that group, so a wizard who wanted to become immune to all charms (charm person, charm monster etc.) would spend 18 CPs for immunity to mass charm.
Intense magic (5): If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer a -1 saving throw penalty. This option may be purchased several times with a cumulative effect.
Learning bonus (2): The specialist gains an additional +10% bonus to his chance to learn spells of his chosen school.
Magic resistance (10): Specialist gains 10% magic resistance against magic from his specialty school which may be added to any other magic resistance.
No components (10): The ability to designate one specialty-school spell per character level as a spell that does not require material components.
Persistent spell effect (15 +2/spell level): The wizard may select one spell that he knows (and can cast) to have a persistent, permanent effect. He must give up one spell slot of the appropriate level, so a wizard who wants to have ESP as a persistent power must leave one 2nd-level spell slot empty. Only spells with noninstantaneous, nonspecial durations may be selected as persistent powers, and the spell must be one which affects the caster. By concentrating, the wizard may invoke the power and maintain it for as long as he continues to concentrate. Changing the persistent spell requires a full week of uninterrupted work. If the wizard is struck by a dispel magic, the persistent effect fails. First-level spells that are appropriate for persistent effects include: change self, chill touch, detect undead, feather fall, gaze reflection, jump, protection from evil, shield, spider climb, and ventriloquism.
Planar strength (10): On his home plane, spells of his chosen school cast by the specialist have their effects doubled.
Proficiency group crossovers (5+): Normally, a wizard may select proficiencies from the wizard and general groups, and must pay a penalty in character points or proficiency slots for choosing proficiencies out of these groups. At a cost of 5 CPs each, the wizard may select another character group for a NWP crossover.
Range increase (5/7): All ranged spells from the specialist’s chosen school have their range increased by 25% for 5 CPs or 50% for 7 CPs.
Read magic (5): Wizard can read magic once a day for every two levels possessed.
Saving throw bonus (5): +1 bonus on saving throws vs. spells cast at wizard from school of specialization. This option may be purchased several times with a cumulative effect.
Specialty bonus (10): All spells in the wizard’s chosen school cast by the specialist are treated as if the wizard were two levels higher for purposes of damage, duration, etc.
Specialty sense (5): The specialist is very much in tune with his specialty school and instinctively knows how the physical conditions on any plane will affect spells from his chosen school. This knowledge comes to a wizard within 1d3 turns upon arrival on a plane.
Thief ability (10+): A wizard with this talent possesses one thief ability of his choice. For every 5 additional points he spends, he may choose another thief ability. (Note that backstab is included as a thief ability.) The wizard’s percentage scores increase as noted in the DMG on Table 19: Thief Average Ability Table. Modifiers for race, armor worn, and exceptional Dexterity score all apply.
Weapon selection (10/15): For 10 CPs, the wizard may expand his selection of weapons to either the cleric or thief lists (player’s choice). For 15 points, the wizard is completely unrestricted in his choice of weapons and may gain proficiency in any weapon he spends a slot to learn.
Weapon specialization (15): With this power, the wizard gains the ability to specialize in a weapon. Choosing this ability doesn’t confer specialization—it merely makes it available for the wizard, who is still required to spend the necessary CPs or proficiency slots to actually specialize.
Specialist wizards may also select any of the following limitations:
Awkward casting method (5): The wizard’s spells must be cast in an extremely obvious fashion, alerting anyone within earshot that the wizard is using magic. The wizard might be surrounded by brilliant dancing motes of light, he might have to shout his vocal component at the top of his lungs, people nearby might feel waves of chilling cold wash over them—however it works, the wizard’s spellcasting activity is immediately noticed. Casting spells from ambush is nearly impossible, and casting spells discretely is right out, so a quiet ESP in a tavern will never be available to the wizard.
Behavior/taboo (2): The wizard has a strong set of beliefs that require him to act strangely. For example, he may have to dress in certain colors, avoid physical contact with other people, avoid certain foods, and so on. The behavior chosen is well-known by most NPCs as the behavior of a wizard, so it becomes difficult for the wizard to conceal his profession. The wizard’s actions may also make it easier for enemies to find or harass him by exploiting his taboos. Most importantly, a wizard who violates his beliefs loses all spells he currently has memorized; he believes that he can’t cast spells until he behaves in the required manner again.
Difficult memorization (5): A wizard with this limitation can study and memorize spells only in very specific circumstances. For example, the wizard must be in his lab to memorize spells, he must be in a temple of the god of magic, or he must perform a rite lasting one full day and using materials worth at least 250 gp per level in order to prepare himself to memorize spells.
Environmental condition (5+): The wizard requires certain conditions for spells to be effective; for example, a wizard may only be able to cast spells by day, while in contact with a favored element, or as long as no priests are nearby. The DM should evaluate the proposed restriction to determine if it applies in everyday circumstances (20 points), common situations (15 points), rare circumstances (10 points), or only under very specific conditions (5 points.) For example, the mage who can only cast spells in daylight hours has an everyday restriction—each night, he’s almost helpless. Another mage who can’t cast spells during the dark of the moon only has a 5-point restriction, since this occurs for only a couple of days each month.
Hazardous spells (10): A wizard with this limitation pays the price for his magic. Each time the wizard casts a spell, he must attempt a saving throw vs. breath weapon or suffer 1 point of damage per level of spell. Alternatively, the wizard has a 1% chance per spell level, cumulative, of going insane. The madness lasts 3d4 days, during which the wizard may be catatonic, psychotic, paranoid, or generally disturbed in whatever fashion the DM deems appropriate, before the character can recover and reset the chance of madness to 0% again.
Learning penalty (5+): Wizard suffers a -15% penalty when trying to learn spells in all schools of magic except their chosen school.
Limited magical item use (5+): The PC with this penalty refuses to use certain categories of magical items. The wizard gains 5 CPs for every category selected:
More opposition schools (5+): The PC with this restriction may choose to take additional opposing schools, gaining 5 points for each school in opposition to his specialty. Only standard specialty schools as described in the PHB can be selected as additional oppositional schools.
Reduced hit points (10): Wizard uses d3 for hit points rather than d4.
Reduced spell knowledge (7): The maximum number of spells of each level that the wizard may know is reduced to one-half normal, or 10 if his Intelligence is high enough to allow him to know all the available spells. For example, a wizard with an Intelligence of 16 may know up to 11 spells of each level, but with this limitation he may only know six spells of each level.
Reduced spell progression (15): This is the reverse of the bonus spells enjoyed by specialist wizards. A wizard with this restriction can memorize one less spell than normal at each level, so a 1st-level wizard is reduced from one spell in memory to none at all—a serious disadvantage for lower-level characters.
Slower casting time (2/5): Spells cast by the wizard are unusually complicated and require more time than normal to cast. All spell casting times increase by 3. For 5 points, the wizard’s spells automatically increase to the next greater time unit. This means that spells with casting times of 1 to 9 increase to one full round. Spells with casting times in rounds require a similar number of turns, turns go to hours, and hours go to days.
Supernatural constraint (5+): The process by which the wizard gained access to his magical powers transformed him into a supernatural creature with unusual vulnerabilities. Unlike a belief or taboo, these constraints cannot be violated by the wizard by any means. Some examples: the wizard can’t cross running water; the wizard can’t enter a home or community without an invitation; the wizard can’t set foot on hallowed ground; the wizard automatically becomes lost at crossroads; the wizard leaves footprints that can always be tracked; normal animals are terrified of the wizard and won’t let him near; and any number of other such constraints. These constraints can be used by clever enemies to render the wizard powerless or severely restrict his movements. The DM should evaluate the proposed constraint and assign a limitation of 5 to 15 points depending on how often it comes into play and how much it interferes with the character on a daily basis.
Talisman (8): The wizard’s magical power is inextricably linked with a single object or talisman. He must have this object on his person in order to cast spells. Typically, a talisman might be a crystal, a staff, an amulet, a ring, or some similar item. If the wizard’s talisman is destroyed, he can create a new one with 1d4 weeks of work in his laboratory or home base.
Weapon restriction (3/5): For 3 points, the wizard may never have a weapon proficiency. For 5 points, the wizard can never wield a weapon even to save his life. This last restriction is not limited to weapons wholly created by the wizard’s spells such as ice knife.
Prime Requisite: Intelligence, other stat
Hit Die: d4
Weapons: Dagger, Dart, Knife, Quarterstaff, Sling
Armor: None
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 2,500 | 2 |
3 | 5,000 | 3 |
4 | 10,000 | 4 |
5 | 20,000 | 5 |
6 | 40,000 | 6 |
7 | 60,000 | 7 |
8 | 90,000 | 8 |
9 | 135,000 | 9 |
10 | 250,000 | 10 |
11 | 375,000 | 10+1 |
12 | 750,000 | 10+2 |
13 | 1,125,000 | 10+3 |
14 | 1,500,000 | 10+4 |
15 | 1,875,000 | 10+5 |
16 | 2,250,000 | 10+6 |
17 | 2,625,000 | 10+7 |
18 | 3,000,000 | 10+8 |
19 | 3,375,000 | 10+9 |
20 | 3,750,000 | 10+10 |
Spells: A specialist wizard may learn and cast spells from wizard schools to which he is not opposed.
Automatic Spell Acquisition: When the specialist wizard attains a new spell level, he automatically gains one new spell of his specialty school to add to his spellbook.
Bonus Spell: Specialist wizards may memorize one additional spell per spell level, provided it is from the school of specialty.
Learning bonus/penalty: The specialist wizard receives a +15% bonus to learn spells of his chosen school, but a -15% penalty to learn spells of all other schools.
Research bonus: When a specialist wizard attempts to create a new spell of the chosen school through research, the spell is treated as though it were one level lower.
Saving throw bonus/penalty: A specialist wizard gains a +1 bonus when making saving throws against her chosen school, and inflicts a -1 penalty when others attempt to save versus her own spells of that school.
School bonuses: Specialist wizards receive the following additional benefits based on their chosen school:
*****
Abjurer
Ability Requirements: Intelligence 9, Wisdom 15
Opposition Schools: Alteration, Illusion
8th level: +1 vs. paralysis, poison, death magic
11th level: +1 AC bonus
14th level: immunity to hold
*****
Conjurer
Ability Requirements: Intelligence 9, Constitution 15
Opposition Schools: Divination, Invocation/Evocation
11th level: no material components needed for conjuration/summoning spells
14th level: dispel monster summoning 3/day
*****
Diviner
Ability Requirements: Intelligence 9, Wisdom 16
Opposition School: Conjuration/Summoning
11th level: find traps 3/day
14th level: immunity to scrying and invasive divinations (such as ESP)
*****
Enchanter
Ability Requirements: Intelligence 9, Charisma 16
Opposition Schools: Invocation/Evocation, Necromancy
11th level: free action 1/day
14th level: immunity to charm
*****
Illusionist
Ability Requirements: Intelligence 9, Dexterity 16
Opposition Schools: Necromancy, Invocation/Evocation, Abjuration
8th level: save bonus/penalty increases to +/- 2
11th level: dispel phantasmal force 3/day
*****
Invoker
Ability Requirements: Intelligence 9, Constitution 16
Opposition Schools: Enchantment/Charm, Conjuration/Summoning
8th level: additional +1 vs. invocation/evocation
11th level: additional +1 vs. invocation/evocation
14th level: immunity to one invocation/evocation spell up to 3rd level
*****
Necromancer
Ability Requirements: Intelligence 9, Wisdom 16
Opposition Schools: Illusion, Enchantment/Charm
8th level: additional +1 vs. necromancy
11th level: speak with dead 1/day
14th level: +2 vs. drain, or save at -4 if no save allowed
*****
Transmuter
Ability Requirements: Intelligence 9, Dexterity 15
Opposition Schools: Abjuration, Necromancy
8th level: additional +1 vs. alteration
11th level: additional +1 vs. alteration
*****
A specialist wizard may use Character Points to buy the following abilities at character creation:
Combat bonus (8/10): For eight CPs, the wizard’s THAC0 advances as if he were a rogue of equal level. For 10 CPs, the wizard’s THAC0 advances as a priest’s.
Greater hit die (10/15/20): For 10 points, the wizard rolls d6 for hit points. For 15 points, the wizard rolls d8 for hit points. With the 20-point option, the wizard rolls d10 for hit points.
A specialist wizard may buy the following abilities at any level:
Armor (5/10/15): As a 5-point ability, the wizard may wear padded armor. For 10 points, the wizard may wear leather, studded leather, hide, or brigantine armor. For 15 points, the wizard may wear any armor desired. Wizards are not allowed to use shields.
Casting time reduction (2): Casting times of the specialist’s chosen school are reduced by 1 (to a minimum of 1).
Detect magic (10): This ability allows the wizard to detect magic once a day for every two levels of the wizard.
Dispel magic (10): Wizard can cast dispel magic once a day for every five levels possessed.
Enhanced casting level (10): Once per day, a specialist with this ability may cast spells of his chosen school as if he were 1d4 levels higher. All level-based effects of the spell are altered, including damage, range, duration, and area of effect.
Extend duration (10): Noninstantaneous spells of the specialist’s school last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell—if the duration is noted in hours, a 5th-level wizard’s bonus would be an extra three hours.
Extra bonus spell (10): If the Bonus Spell option was taken, the specialist now receives a second bonus spell per spell level provided that the spell belongs to his chosen school.
Focused magic (10): Most beings in the planes have some form of magic resistance which makes it difficult for wizards to use offensive spells. The wizard has enhanced his spellcasting to attempt to overcome that magic resistance. Once a day, any being targeted by a spell cast from the specialist’s chosen school is first treated as if affected by lower resistance for that spell only.
Followers (10): Normally, wizards do not attract loyal followers at high levels like other characters do. A wizard who selects this ability automatically attracts 20 to 200 0-level men-at-arms at 8th level if he establishes a castle, keep, tower, or other place of strength. In addition, 1d6 low-level wizards (1st to 3rd level) will also appear and request permission to study beneath the PC wizard. These loyal apprentices can undertake minor errands or research on the wizard’s behalf, as long as they are treated well.
Immunity (10+): A wizard with this power gains complete immunity to one particular spell, at a cost of 10 CPs plus 1 CP per spell level. The wizard ignores the effects of the spell and cannot be directly damaged or harmed by the spell. The wizard may gain immunity to a group of related spells by spending CPs to become immune to the highest level spell in that group, so a wizard who wanted to become immune to all charms (charm person, charm monster etc.) would spend 18 CPs for immunity to mass charm.
Intense magic (5): If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer a -1 saving throw penalty. This option may be purchased several times with a cumulative effect.
Learning bonus (2): The specialist gains an additional +10% bonus to his chance to learn spells of his chosen school.
Magic resistance (10): Specialist gains 10% magic resistance against magic from his specialty school which may be added to any other magic resistance.
No components (10): The ability to designate one specialty-school spell per character level as a spell that does not require material components.
Persistent spell effect (15 +2/spell level): The wizard may select one spell that he knows (and can cast) to have a persistent, permanent effect. He must give up one spell slot of the appropriate level, so a wizard who wants to have ESP as a persistent power must leave one 2nd-level spell slot empty. Only spells with noninstantaneous, nonspecial durations may be selected as persistent powers, and the spell must be one which affects the caster. By concentrating, the wizard may invoke the power and maintain it for as long as he continues to concentrate. Changing the persistent spell requires a full week of uninterrupted work. If the wizard is struck by a dispel magic, the persistent effect fails. First-level spells that are appropriate for persistent effects include: change self, chill touch, detect undead, feather fall, gaze reflection, jump, protection from evil, shield, spider climb, and ventriloquism.
Planar strength (10): On his home plane, spells of his chosen school cast by the specialist have their effects doubled.
Proficiency group crossovers (5+): Normally, a wizard may select proficiencies from the wizard and general groups, and must pay a penalty in character points or proficiency slots for choosing proficiencies out of these groups. At a cost of 5 CPs each, the wizard may select another character group for a NWP crossover.
Range increase (5/7): All ranged spells from the specialist’s chosen school have their range increased by 25% for 5 CPs or 50% for 7 CPs.
Read magic (5): Wizard can read magic once a day for every two levels possessed.
Saving throw bonus (5): +1 bonus on saving throws vs. spells cast at wizard from school of specialization. This option may be purchased several times with a cumulative effect.
Specialty bonus (10): All spells in the wizard’s chosen school cast by the specialist are treated as if the wizard were two levels higher for purposes of damage, duration, etc.
Specialty sense (5): The specialist is very much in tune with his specialty school and instinctively knows how the physical conditions on any plane will affect spells from his chosen school. This knowledge comes to a wizard within 1d3 turns upon arrival on a plane.
Thief ability (10+): A wizard with this talent possesses one thief ability of his choice. For every 5 additional points he spends, he may choose another thief ability. (Note that backstab is included as a thief ability.) The wizard’s percentage scores increase as noted in the DMG on Table 19: Thief Average Ability Table. Modifiers for race, armor worn, and exceptional Dexterity score all apply.
Weapon selection (10/15): For 10 CPs, the wizard may expand his selection of weapons to either the cleric or thief lists (player’s choice). For 15 points, the wizard is completely unrestricted in his choice of weapons and may gain proficiency in any weapon he spends a slot to learn.
Weapon specialization (15): With this power, the wizard gains the ability to specialize in a weapon. Choosing this ability doesn’t confer specialization—it merely makes it available for the wizard, who is still required to spend the necessary CPs or proficiency slots to actually specialize.
Specialist wizards may also select any of the following limitations:
Awkward casting method (5): The wizard’s spells must be cast in an extremely obvious fashion, alerting anyone within earshot that the wizard is using magic. The wizard might be surrounded by brilliant dancing motes of light, he might have to shout his vocal component at the top of his lungs, people nearby might feel waves of chilling cold wash over them—however it works, the wizard’s spellcasting activity is immediately noticed. Casting spells from ambush is nearly impossible, and casting spells discretely is right out, so a quiet ESP in a tavern will never be available to the wizard.
Behavior/taboo (2): The wizard has a strong set of beliefs that require him to act strangely. For example, he may have to dress in certain colors, avoid physical contact with other people, avoid certain foods, and so on. The behavior chosen is well-known by most NPCs as the behavior of a wizard, so it becomes difficult for the wizard to conceal his profession. The wizard’s actions may also make it easier for enemies to find or harass him by exploiting his taboos. Most importantly, a wizard who violates his beliefs loses all spells he currently has memorized; he believes that he can’t cast spells until he behaves in the required manner again.
Difficult memorization (5): A wizard with this limitation can study and memorize spells only in very specific circumstances. For example, the wizard must be in his lab to memorize spells, he must be in a temple of the god of magic, or he must perform a rite lasting one full day and using materials worth at least 250 gp per level in order to prepare himself to memorize spells.
Environmental condition (5+): The wizard requires certain conditions for spells to be effective; for example, a wizard may only be able to cast spells by day, while in contact with a favored element, or as long as no priests are nearby. The DM should evaluate the proposed restriction to determine if it applies in everyday circumstances (20 points), common situations (15 points), rare circumstances (10 points), or only under very specific conditions (5 points.) For example, the mage who can only cast spells in daylight hours has an everyday restriction—each night, he’s almost helpless. Another mage who can’t cast spells during the dark of the moon only has a 5-point restriction, since this occurs for only a couple of days each month.
Hazardous spells (10): A wizard with this limitation pays the price for his magic. Each time the wizard casts a spell, he must attempt a saving throw vs. breath weapon or suffer 1 point of damage per level of spell. Alternatively, the wizard has a 1% chance per spell level, cumulative, of going insane. The madness lasts 3d4 days, during which the wizard may be catatonic, psychotic, paranoid, or generally disturbed in whatever fashion the DM deems appropriate, before the character can recover and reset the chance of madness to 0% again.
Learning penalty (5+): Wizard suffers a -15% penalty when trying to learn spells in all schools of magic except their chosen school.
Limited magical item use (5+): The PC with this penalty refuses to use certain categories of magical items. The wizard gains 5 CPs for every category selected:
- potions, oils, and scrolls
- rings, rods, staves, wands, and miscellaneous items
- weapons and armor
More opposition schools (5+): The PC with this restriction may choose to take additional opposing schools, gaining 5 points for each school in opposition to his specialty. Only standard specialty schools as described in the PHB can be selected as additional oppositional schools.
Reduced hit points (10): Wizard uses d3 for hit points rather than d4.
Reduced spell knowledge (7): The maximum number of spells of each level that the wizard may know is reduced to one-half normal, or 10 if his Intelligence is high enough to allow him to know all the available spells. For example, a wizard with an Intelligence of 16 may know up to 11 spells of each level, but with this limitation he may only know six spells of each level.
Reduced spell progression (15): This is the reverse of the bonus spells enjoyed by specialist wizards. A wizard with this restriction can memorize one less spell than normal at each level, so a 1st-level wizard is reduced from one spell in memory to none at all—a serious disadvantage for lower-level characters.
Slower casting time (2/5): Spells cast by the wizard are unusually complicated and require more time than normal to cast. All spell casting times increase by 3. For 5 points, the wizard’s spells automatically increase to the next greater time unit. This means that spells with casting times of 1 to 9 increase to one full round. Spells with casting times in rounds require a similar number of turns, turns go to hours, and hours go to days.
Supernatural constraint (5+): The process by which the wizard gained access to his magical powers transformed him into a supernatural creature with unusual vulnerabilities. Unlike a belief or taboo, these constraints cannot be violated by the wizard by any means. Some examples: the wizard can’t cross running water; the wizard can’t enter a home or community without an invitation; the wizard can’t set foot on hallowed ground; the wizard automatically becomes lost at crossroads; the wizard leaves footprints that can always be tracked; normal animals are terrified of the wizard and won’t let him near; and any number of other such constraints. These constraints can be used by clever enemies to render the wizard powerless or severely restrict his movements. The DM should evaluate the proposed constraint and assign a limitation of 5 to 15 points depending on how often it comes into play and how much it interferes with the character on a daily basis.
Talisman (8): The wizard’s magical power is inextricably linked with a single object or talisman. He must have this object on his person in order to cast spells. Typically, a talisman might be a crystal, a staff, an amulet, a ring, or some similar item. If the wizard’s talisman is destroyed, he can create a new one with 1d4 weeks of work in his laboratory or home base.
Weapon restriction (3/5): For 3 points, the wizard may never have a weapon proficiency. For 5 points, the wizard can never wield a weapon even to save his life. This last restriction is not limited to weapons wholly created by the wizard’s spells such as ice knife.