Wizard Archetype
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The wizard group encompasses all spellcasters working in the various fields of magic-- both those who specialize in specific schools of magic and those who study a broad range of magical theories. Monks also fit into this category, focusing their arcane potential into physical enhancement and unique powers.
Common abilities
1 Weapon Proficiency to start. 1 Weapon Proficiency every 6 levels. 4 HP/level + Con bonus HP until 10th level. 1 HP/level at 11+. THAC0 progression: 1 every 3 levels (starts at 4th). 3 Non-Weapon Proficiencies to start. 1 NWP every 3 levels.
Wizard Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | 2 | 1 | -- | -- | -- | -- | -- | -- | -- |
| 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- |
| 5 | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- |
| 6 | 4 | 2 | 2 | -- | -- | -- | -- | -- | -- |
| 7 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- |
| 8 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- |
| 9 | 4 | 3 | 3 | 2 | 1 | -- | -- | -- | -- |
| 10 | 4 | 4 | 3 | 2 | 2 | -- | -- | -- | -- |
| 11 | 4 | 4 | 4 | 3 | 3 | -- | -- | -- | -- |
| 12 | 4 | 4 | 4 | 4 | 4 | 1 | -- | -- | -- |
| 13 | 5 | 5 | 5 | 4 | 4 | 2 | -- | -- | -- |
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | -- | -- |
| 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | -- | -- |
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | -- |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | -- |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
| 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
| 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 |
| 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
| 23 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
| 24 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
| 25 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
| 26 | +1 | +1 | +1 | +1 | +1 | - | - | - | - |
| 27 | - | - | - | - | - | +1 | +1 | +1 | - |
| 28 | - | - | - | - | - | - | - | - | +1 |
For 29+, repeat pattern 26-28.
Mage
Wizard Spells using wizard spell progression. Memorizing spells requires 5 minutes per spell level per spell. Cannot cast spells in armor. Can learn any number of spells and add them to spell book. Must prepare spells from spell book ahead of time. No restrictions on schools.
A mage who is experienced enough to cast 9th-level spells is considered an archmage. Specialist wizards typically have appropriate alternative titles, such as archtransmuter or master wild mage.
School Specialist Mage
As mage. Get one extra spell slot per spell level to use on specialty school spells. +2 to save in that school, -2 to save against in that school. Pick at opposition school. (below are original opposition schools)
Abjurer - specialized in Abjuration; banned: Alteration, Illusion
Conjuror - specialized in Conjuration; banned: Greater Divination, Evocation/Invocation
Diviner - specialized in Greater Divination; banned: Conjuration/Summoning
Enchanter - specialized in Enchantment/Charm; banned: Evocation/Invocation, Necromancy
Illusionist - specialized in Illusion; banned: Necromancy, Evocation/Invocation, Abjuration
Invoker - specialized in Evocation/Invocation; banned: Enchantment/Charm, Conjuration/Summoning
Necromancer - specialized in Necromancy; banned: Illusion, Enchantment/Charm
Transmuter - specialized in Alternation, banned: Abjuration, Necromancy
Theme Specialist Mage
As mage. Gets one extra spell per spell level per day from specialty area. Gets list of specialty spells, has list of banned spells or schools. May have other strictures per DM.
Wild Mage
As mage. Gain an extra spell slot per spell level but roll a d20 on a chart. If certain numbers come up, you get more or less oomph from your caster levels. If a bad number comes up, you get a wild surge (roll on the wild surge table to learn what happened). See Tome of Magic for related tables. Chaos!
Law Mage
Gain extra spell per level but suffer from strictures on your magic/level that eliminate the random factors in your spellcasting. Similar to Wu Jen.
Other Editions
3.x/Pathfinder have their own spell lists and spells per day progression charts, as well as metamagic feats, etc. If you have a concept that requires some features from these later systems, discuss with the DM about how to adapt it for Renedge. 5th Edition has one of the biggest changes in that a wizard has a set of prepared spells that do not get used up. They use their spell slots to cast from the list of prepared spells. This is unnatural and unbecoming of a proper wizard, so discuss with the DM if you want to play using that sort of system.
Runecaster
6 hp/level (2), May use any weapons and armor. Uses Nordic styled runes to do spell-like effects. Gets 2 runes at first level and 1 rune each level there after. Does not prepare spells/runes nor has a limit to the number of times per day a rune can be carved. The effectiveness of a given rune is limited to equivalent highest spell level. Rune carving takes time; a minimum of 5 minutes, plus one minute of spell level equivalent plus 1d10 minutes. Runes are not just carved symbols; the act of carving a rune makes it magical. Runes do not have to mimic spell effects listed for spells. Runes can and should be customized. Effects are drawn from the arcane and divine spell lists. A caster may only have a number of active runes equal to his level.
Sorcerer
Unlike most wizards, Sorcerer magic is innate. They have a list of spells they know and a number of spell slots per day (per 3.5/pathfinder). Uses Charisma instead of Intelligence as required score (though this is negotiable). Can replace one known spell per level. Use the Sorcerer spell progression chart below. Usually requires some kind of bloodline, divine/infernal favor or other explanation for why you have innate magical powers. Optionally, can replace 1 spell per spell level known with a list of bloodline spells (a la Pathfinder).
Sorcerer Spell Level (Per Day / Known)
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 3/2 | ||||||||
| 2 | 4/2 | ||||||||
| 3 | 5/3 | ||||||||
| 4 | 6/3 | 3/1 | |||||||
| 5 | 6/4 | 4/2 | |||||||
| 6 | 6/4 | 5/2 | 3/1 | ||||||
| 7 | 6/5 | 6/3 | 4/2 | ||||||
| 8 | 6/5 | 6/3 | 5/2 | 3/1 | |||||
| 9 | 6/5 | 6/4 | 6/3 | 4/2 | |||||
| 10 | 6/5 | 6/4 | 6/3 | 5/2 | 3/1 | ||||
| 11 | 6/5 | 6/5 | 6/4 | 6/3 | 4/2 | ||||
| 12 | 6/5 | 6/5 | 6/4 | 6/3 | 5/2 | 3/1 | |||
| 13 | 6/5 | 6/5 | 6/4 | 6/4 | 6/3 | 4/2 | |||
| 14 | 6/5 | 6/5 | 6/4 | 6/4 | 6/3 | 5/3 | 3/1 | ||
| 15 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 4/2 | ||
| 16 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 5/2 | 3/1 | |
| 17 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 6/3 | 4/2 | |
| 18 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 6/3 | 5/2 | 3/1 |
| 19 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 6/3 | 6/3 | 4/2 |
| 20 | 6/5 | 6/5 | 6/4 | 6/4 | 6/4 | 6/3 | 6/3 | 6/3 | 6/3 |
| 21 | +1/+1 | ||||||||
| 22 | +1/+0 | ||||||||
| 23 | +0/+1 | +1/+0 | |||||||
| 24 | +1/+0 | ||||||||
| 25 | +0/+1 | +1/+0 | |||||||
| 26 | +1/+0 | ||||||||
| 27 | +0/+1 | +1/+0 | |||||||
| 28 | +1/+0 | ||||||||
| 29 | +0/+1 | +1/+0 | |||||||
| 30 |
31+ Repeat pattern 21 to 30 every 10 levels thereafter.
Monk
4 HP per level up to 10. 1d4 HP after 10th. Saves as Priest Archetype. To Hit progression as Warrior Archetype. No armor or weapons allowed. 4 Weapon Proficiencies at first plus 1 every two levels. Past level 9 may use Weapon Proficiencies to gain special moves.
Lawful alignment required. The monk is not necessarily required to follow the laws of the land, but they must stay true to the ethos of their training. A monk's training covers physical, mental and spiritual disciplines. It is highly structured and regimented.
Monks follow a certain fighting style/clan/martial art. This will determine what special abilities and bonuses they accrue as they gain in levels. Monks could be thought of as wizards who focus on body magic as much as they are warriors. They do not fit neatly into the Archetypes.
Abilities
Monk abilities vary depending on their chosen style, martial art, or theme. "Standard" unarmed martial arts monks generally gain access to many of the following features:
- Increased hand to hand damage
- Increased number of attacks
- Increased Movement
- Lay on hands to heal 2 HP per level per day. Healing any amount up to max takes a round.
- Ability to speak to animals and plants
- Increased resistance to magic and mental effects
- Resist effects 3/day
- Quivering palm/ Death touch/Explosive strike: Double damage on a hit/save vs death attack
- Parry missiles - can parry/block/catch ranged attacks
- Safe-fall - reduce or negate falling damage
- AC bonus by level
- Immunity to Slow or Haste effects.
- Resist ageing effects and extend lifespan
- Access to Ki based maneuvers, special moves, hyper moves, desperation moves
The player must work out the details of his monk's abilities with the DM.
Thief skills
Monks typically gain thief skills, using the 1st Ed. thieving skills chart without further modifiers. See table below.
Level OL RT MS HS HN CW
------------------------------------
1 25% 20% 15% 10% 10% 85%
2 29% 25% 21% 15% 10% 86%
3 33% 30% 27% 20% 15% 87%
4 37% 35% 33% 25% 15% 88%
5 42% 40% 40% 31% 20% 90%
6 47% 45% 47% 37% 20% 92%
7 52% 50% 55% 43% 25% 94%
8 57% 55% 62% 49% 25% 96%
9 62% 60% 70% 56% 30% 98%
10 67% 65% 78% 63% 30% 99%
11 72% 70% 86% 70% 35% 99%
12 77% 75% 94% 77% 35% 99%
13 82% 80% 99% 85% 40% 99%
14 87% 85% 99% 93% 40% 99%
15 92% 90% 99% 99% 50% 99%
16 97% 95% 99% 99% 50% 99%
17 99% 99% 99% 99% 55% 99%

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