Wizard
Jun 22, 2014 21:46:32 GMT
Post by Tel Vinrae on Jun 22, 2014 21:46:32 GMT
Wizards within TV have different mechanics for their spell progression. Please review this thread carefully.
Starting Gold: 120gp
Wizards are thought to be studious and well-learned people, even revered by some for their knowledge and tedious efforts. Wizards that are Outlanders are even permitted to study at the Tel Vinrae Academy of Philosophies, a college dedicated to the arts, with written consent. Wizards, depending on the schools in which they specialize in, are thought highly of and well-regarded.
Arcane lore teaches that magic is divided into nine schools. The Academy of Philosophies in Tel Vinrae has nine physical buildings, corresponding to the magical categories. These are also called the nine schools. These schools are also related to the city politics, city defence and city trade. In order to gain their +2 spells at each level, a wizard must either be a respected member of the Academy of Philosophies or have an alternate means of attaining spell knowledge.
Abjuration: Protection against sorcerers and evil priests. Insular and discrete, some suggest that to study this school is a hint at earlier troubles in one's life prompting such an appetite for security. They have good relations with the schools of Evocation and Divination.
Conjuration: This can make labor or even transport costs less, giving an advantage to city merchants using them for logistics. Within the school exists conflict between new business interests and old existing structures, who profit more by stifling competition than innovation.
Divination: Research. The School for Divination also maintains a library, including a section of reported prophecy, which they suggest relates to current politics. However to ascertain how truly prophetic the writings are would require powerful divination.
Enchantment: A diverse discipline which suggests its benefits to citywide well being through methods like hypnotism to aid the suffering or anguished. The school is also known to have good relations with bards and courtiers. Less advertised is the financial backing of the school also coming from slave traders.
Evocation: This school trains with the Academy Warlocks, and has strong ties to the military. Most in the city feel safer without weaponry or militaristic training, thanks to the protection offered by the war wizards.
Illusion: Great successes in entertainment and public displays by celebrity Illusionist wizards are known to catch the audience's attention, even if they are not always the most accurate reflection of events. Despite offering thrills and amazement, those drawn to illusion often are driven by profits, senior illusionists tending towards offering their expertise at the school for high pay rather than benevolence.
Necromancy: Public Health and Sanitation. The necromancy school maintains the city sewers, unglamorous work, but necessary. Only those with authorization from the school are permitted beneath the streets, but it's commonly given on request. Some say that unpleasant underground work is done by undead, but the alternative would be slaves, so there are few voices for serious investigation. (The act of raising dead is considered taboo and extremely controversial). At times at odds with local churches, the Necromancers claim they have the authority to investigate use or misuse of positive and negative energy in the city. They also at times clash with Abjurers who claim such jurisdictions. However they are well funded by the city council, perhaps for fear of a strike by the maintenance workers beneath the city, and gas or who knows what emerging.
Transmutation: Magical Solutions to mundane problems. Sometimes a wizard is the right one for the job, even if it's not a glamorous problem. Mending anything, making anything, enhancing anything, this diverse school is drawn into frequent trade with other professionals and workers.
Universal: Whether magic item manufacturing and sales, simple spells for hire, alchemy or teaching, or organizing magical supplies for conjuring familiars, the universal school is often the first contact people have with magic. However unfortunately they are repeatedly poached of their strongest leaders or greatest innovations by other factions, with offers of gold or prestige, so it is also the poorest and least influential school. Many public or private schools for younger children will be run by Universal wizards, teaching diverse subjects before they specialize in later life. Some say those good enough to succeed in a specialist field do so, but those who can't, teach it.
Wizards in Tel Vinrae have strong influences from their training on the way their power manifests, giving them a greater predictability over Sorcerers. This reliability, and many years of hard work, are the reason they are respected in the city.
Spells Per Day: A wizard gains spells per day as per the PHB. When a wizard gains access to level 8 or 9 spells, these spell slots are considered universal, and can be filled with any spell of a lower level.
Wizards in Tel Vinrae have strong influences from their training on the way their power manifests, giving them a greater predictability over Sorcerers. This reliability, and many years of hard work, are the reason they are respected in the city.
Starting Gold: 120gp
Wizards are thought to be studious and well-learned people, even revered by some for their knowledge and tedious efforts. Wizards that are Outlanders are even permitted to study at the Tel Vinrae Academy of Philosophies, a college dedicated to the arts, with written consent. Wizards, depending on the schools in which they specialize in, are thought highly of and well-regarded.
Arcane lore teaches that magic is divided into nine schools. The Academy of Philosophies in Tel Vinrae has nine physical buildings, corresponding to the magical categories. These are also called the nine schools. These schools are also related to the city politics, city defence and city trade. In order to gain their +2 spells at each level, a wizard must either be a respected member of the Academy of Philosophies or have an alternate means of attaining spell knowledge.
Abjuration: Protection against sorcerers and evil priests. Insular and discrete, some suggest that to study this school is a hint at earlier troubles in one's life prompting such an appetite for security. They have good relations with the schools of Evocation and Divination.
Conjuration: This can make labor or even transport costs less, giving an advantage to city merchants using them for logistics. Within the school exists conflict between new business interests and old existing structures, who profit more by stifling competition than innovation.
Divination: Research. The School for Divination also maintains a library, including a section of reported prophecy, which they suggest relates to current politics. However to ascertain how truly prophetic the writings are would require powerful divination.
Enchantment: A diverse discipline which suggests its benefits to citywide well being through methods like hypnotism to aid the suffering or anguished. The school is also known to have good relations with bards and courtiers. Less advertised is the financial backing of the school also coming from slave traders.
Evocation: This school trains with the Academy Warlocks, and has strong ties to the military. Most in the city feel safer without weaponry or militaristic training, thanks to the protection offered by the war wizards.
Illusion: Great successes in entertainment and public displays by celebrity Illusionist wizards are known to catch the audience's attention, even if they are not always the most accurate reflection of events. Despite offering thrills and amazement, those drawn to illusion often are driven by profits, senior illusionists tending towards offering their expertise at the school for high pay rather than benevolence.
Necromancy: Public Health and Sanitation. The necromancy school maintains the city sewers, unglamorous work, but necessary. Only those with authorization from the school are permitted beneath the streets, but it's commonly given on request. Some say that unpleasant underground work is done by undead, but the alternative would be slaves, so there are few voices for serious investigation. (The act of raising dead is considered taboo and extremely controversial). At times at odds with local churches, the Necromancers claim they have the authority to investigate use or misuse of positive and negative energy in the city. They also at times clash with Abjurers who claim such jurisdictions. However they are well funded by the city council, perhaps for fear of a strike by the maintenance workers beneath the city, and gas or who knows what emerging.
Transmutation: Magical Solutions to mundane problems. Sometimes a wizard is the right one for the job, even if it's not a glamorous problem. Mending anything, making anything, enhancing anything, this diverse school is drawn into frequent trade with other professionals and workers.
Universal: Whether magic item manufacturing and sales, simple spells for hire, alchemy or teaching, or organizing magical supplies for conjuring familiars, the universal school is often the first contact people have with magic. However unfortunately they are repeatedly poached of their strongest leaders or greatest innovations by other factions, with offers of gold or prestige, so it is also the poorest and least influential school. Many public or private schools for younger children will be run by Universal wizards, teaching diverse subjects before they specialize in later life. Some say those good enough to succeed in a specialist field do so, but those who can't, teach it.
Wizards in Tel Vinrae have strong influences from their training on the way their power manifests, giving them a greater predictability over Sorcerers. This reliability, and many years of hard work, are the reason they are respected in the city.
- At level 1, a Wizard is as per PHB
- However in Telvinrae, Wizards are unable to cast spells of higher than level 1 without the Eldritch Training ability.
- At level 2, and each even numbered level after that, a wizard gains the Eldritch Training ability provided they have a source of knowledge from which to train, such as the Academy of Philosophies, and can choose from the list of benefits below.
- A wizard taking a prestige class continues to gain Eldritch Training at each even numbered Caster Level increase, as if they gained a level of wizard
Spell Progression
Spells Per Day: A wizard gains spells per day as per the PHB. When a wizard gains access to level 8 or 9 spells, these spell slots are considered universal, and can be filled with any spell of a lower level.
Eldritch Training
Wizards in Tel Vinrae have strong influences from their training on the way their power manifests, giving them a greater predictability over Sorcerers. This reliability, and many years of hard work, are the reason they are respected in the city.
- School Knowledge: A wizard can cast spells of up to level 4 in a given school, for which they have spells in their spellbook. This may be taken up to 5 times.
- Greater School Knowledge: Wizards may cast spells of up to level 7 in a given school. This may be taken up to 3 times.
- Cantrip Mastery: A wizard may take 1 point of subdual damage when casting a cantrip to not lose it from their memory. If taken a second time, the wizard may memorize 4 additional cantrips each day.
- Worldly Training: A wizard gains an additional Intelligence, Wisdom or Charisma skill as a class skill. This is often favoured by politically minded wizards to advance their capacity for intrigues and celebrity.
- Generalist: You may cast up to level 2 spells in any schools you can cast. May be taken a second time to allow you to take level 3 spells in any school you can cast.
- Blood Sacrifice: The wizard may choose to sacrifice HP to retain spell knowledge of their higher level spells. When casting a memorized spell of level 1 or higher, the Wizard may take Spell Level x Caster Level in lethal damage to themselves, in order to not spend that spell from their memorized pool. Note: Blood Magic is frowned upon by the Academy of Philosophies for its dangerous potential. If observed using this ability, the Wizard may lose their standing in the Academy.
- Blood Empowerment: The wizard may choose to sacrifice HP to empower their spells. When casting a memorized spell, the wizard takes 1d4 x Spell Level damage in lethal damage to themselves. When doing so, they are allowed to re-roll any natural 1’s on the resulting damage dice of a spell, and increase the difficulty of saves in spell casting by +2. Note: Blood Magic is frowned upon by the Academy of Philosophies for its dangerous potential. If observed using this ability, the Wizard may lose their standing in the Academy.
Ex-Wizards
Wizards who opt to leave the Academy of Philosophies without an alternate source of spells may continue to gain levels in their wizard class - however, these levels are considered “Ex-Wizard” Levels, and the wizard does not gain their bonus spells for that level. If the wizard later regains a position in the Academy or finds an alternate means of acquiring spell knowledge, they do not regain these lost spells and must spend the necessary gold to scribe any spells they wish to obtain into their spellbook per the PHB.