So I've made some stuff. And most of it's pretty terrible. And I'd like to think that I can remake the terrible stuff into less terrible stuff. So on that note, here's some more terrible stuff.
The mark of a true wizard. |
Class: Wizard
Wizards start with one spirit familiar and a funny looking hat.
Starting Skill: 1=Court Wizard, 2=Mercenary, 3=Scholar's Apprentice
A: See Spirits, Summon Familiar
B: Talisman, Expel Spirit
C: Spellcasting
D: Command Spirit
See Spirits
Most people aren't aware, but there are a lot of spirits. It's rare to find a place without at least a couple hanging around. However, they usually hide from humans and human-like creatures. Those trained as wizards can use their special wizard eyes to see spirits. If the spirit is particularly powerful (has more HD than the wizard has Wizard Templates), then the spirit may try extra hard to be invisible. The spirit must pass a save to remain hidden from the wizard.
Summon Familiar
A wizard may summon any spirit it has made a pact with as a familiar. Summoning a familiar takes an hour of meditation, and a wizard may only have as many spirits summoned as they have templates in the Wizard class. Spirits take a variety of forms, but it is recommended that ones given at character creation be smaller than human-sized. Familiars may perform any actions their form allows, and occasionally have innate magical abilities. As such, they are treated as separate creatures, and should have stat blocks akin to monsters or generic NPCs. A familiar’s HD is equal to the number of templates it’s wizard has in the Wizard class
When a familiar's health is reduced to 0, it vanishes until it is summoned again. When a wizard dies, any familiars they are bound with return to whatever they were doing before they made the pact with the wizard.
Starting Skill: 1=Court Wizard, 2=Mercenary, 3=Scholar's Apprentice
A: See Spirits, Summon Familiar
B: Talisman, Expel Spirit
C: Spellcasting
D: Command Spirit
See Spirits
Most people aren't aware, but there are a lot of spirits. It's rare to find a place without at least a couple hanging around. However, they usually hide from humans and human-like creatures. Those trained as wizards can use their special wizard eyes to see spirits. If the spirit is particularly powerful (has more HD than the wizard has Wizard Templates), then the spirit may try extra hard to be invisible. The spirit must pass a save to remain hidden from the wizard.
Summon Familiar
A wizard may summon any spirit it has made a pact with as a familiar. Summoning a familiar takes an hour of meditation, and a wizard may only have as many spirits summoned as they have templates in the Wizard class. Spirits take a variety of forms, but it is recommended that ones given at character creation be smaller than human-sized. Familiars may perform any actions their form allows, and occasionally have innate magical abilities. As such, they are treated as separate creatures, and should have stat blocks akin to monsters or generic NPCs. A familiar’s HD is equal to the number of templates it’s wizard has in the Wizard class
When a familiar's health is reduced to 0, it vanishes until it is summoned again. When a wizard dies, any familiars they are bound with return to whatever they were doing before they made the pact with the wizard.
I think a more developed post on spirits (form table, Aspect table, pact requirements) would be great to use together with this class.
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