Saturday 27 June 2009

Characters: The Wizard's Guild draft a

Most characters in the Wizard's guild will be graduates of one of the Magical Academies.

Races

Human:

Magical Creatures:

Classes for Guildmembers:

There are two types of characters: Those who graduated from one of the Academies, and everyone else. All guild characters use the arcane power source. The guild has, through painful research, learned to replicate many differnt types of magic using the Arcane power source. So a guild member could be a Shapeshifter (Arcane Druid), Abjurer (Arcane Invoker), or so forth. This little trick has earned them a lot of mistrust from those who take their Divine and Primal roots seirously.

All Guild classes have the Arcane power source, and their powers are spells. All have the Wizard's Cantrips class feature and the Arcana skill as a Trained Skill.. All can use wands, rods, or staves as an implement. For other modifications, see below.

Guild members can multiclass only to other guild classes. The Spellbook class feature applies only to their primary class, the multiclass feat replaces one of their Spellbook spells with a spell from another class.

Artificers: Artificers typically work with older style technology, including a lot of gears and vacum tubes, as this is seen as the best way to learn. Adult artificers may travel and learn other types of technology.

Enchanter (Arcane Bard): Lose Skill Versatility, Song of Rest, and Multiclass Versatility.

Healer (Arcane Cleric): Lose Nature as a trained skill.

Shapeshifter (Arcane Druid): Lose Nature as a class skill and trained skill.

Abjurer (Arcane Invoker): Lose Religion as a Trained Skill and as a class skill.

Summoner (Arcane Shaman): Lose Nature as a trained skill.

Sorcerer: The Guild considers sorcerery a particularly physical style of wizardry. The Guild teaches it through exercise, zen lessons, and special alchemical formulas. Most are Cosmic or Storm type.

Swordmages are considered a bit old fashioned, dashing, and more than a little romantic.

Warlock: As soon as the demons brought a new arcane class into the world, the Wizard's Guild wanted to imitate them in a morally satisfactory manner. It wanted it very, very badly. After 50 years, it declared victory, creating the Dark Wizard - a sort of Warlock that makes a pact not with any external spirits, but with the darkness inherent in his own soul. Not everyone thinks that training creating a lot of charismatic, magically empowered narcissists is a good idea, but, well, a lot of things aren't a very good idea. Only the Dark Pact is available to guild members. They can learn spells from any of the pacts, although Infernal pact spells are not taught by the guild.

Wizard:

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