Wizards:
Again, wizards are pretty much as written in the core
rules. However, wizards of the realms
will each have a special ability. This
ability isn’t very powerful but helps at lower levels and in roleplaying the
wizard. It is the raw core of the wizard’s
ability and shows how their magic manifested in their youth:
1.
Eye of the Enchanter: by locking eyes with the weak willed they get
+1 skill attempt at intimidation and influence.
The GM determines who is weak willed.
Opponents get -1 to saves from this type of wizard’s charm magic.
2.
Beast Friend: these wizards have a familiar – a
small animal bonded to them from youth.
They can communicate with the animal at its level and the creature will
try to help them. They tend to have good
results with animal magic.
3.
Kinetic Wizard: these wizards have a minor
telekinetic ability, they can slowly move objects under ½ lb within 10 ft of
their bodies with their minds. This can
not be used to do damage, or pull a weapon from an opponents grasp. It could slowly move a key, or small item off
a tray, etc…
4.
Diviner:
this wizard has the power of visions, in a manner agreed upon by player
and DM. The player should never have
more than 1 per week, and they may exact a toll on the player’s
physicality. The GM decides what is seen
and how it relates to the current story.
5.
Enchanter:
this type of wizard can sense magic in items, and if handled has a
chance at automatically determining their magic. Later on in their career, they have bonuses
with using identification magic, enchanting items, etc…
6.
Hedge Mage/Witch: using strange recipes of herbs, rituals, etc…
this type of wizard can perform small tasks.
Ease the pain of birth, reduce fever, help plants grow, etc… this type
of wizard is beloved by the common folk.
There are many other possibilities, elemental wizards, rain
mage (dances and makes it rain!), necromancer vision (I see dead people), and
others, discuss with GM any ideas you might have.
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