Heroes of Godsrage
Ability Requirements: 11 Intelligence, 13 Wisdom, 13 Constitution.
Prime Requisite: Intelligence.
Secondary Requisite: Constitution.
Hit Die: d4 per level until 10th, +2 HP from 11th level on.
Alignment: Lawful Neutral.
Allowed Races: Human, Amurian, New Elf, Aflin, Half-Elf, Giant, Aluft, Gnome (Inventor, KBC or P&D), Halfling, Tabaxti, or Dwarf (Corer or Topsider).
To-hit Progression (Thac0): As Mage.
Experience Progression: XPro Chart 6.
Saving Throws: As Mage.
Allowed Cantrip Lists: Effecting, Inflicting, Legerdemain, Magery, Calling, Personal.
Allowed Schools: Strict elementalists are allowed access to several Elemental School Lists, the Universal School, and the Non-Elemental School List (for this purpose all philosophy school lists are considered the Non-elemental School). Their primary access is to the Elementals School and their preferred element’s School List (either Hydro, Solar, Strata, or Terra). They also gain access to the two Element Lists not opposed to their preference.
Religion: Wizards of the Elemental Trust are more often followers of the Adherent faith than members of the Holy Orders flock. Those that follow the Holy Orders revere Cepheus as the god of magic but their patron deity is normally the god that represents their chosen element.
Opposition Schools: Each elemental school has an opposed element school to which it is forbidden access. Terra is opposed by Strata, Strata by Terra, Hydro by Solar, and Solar by Hydro. This remains true even if the spell is stored on a scroll or other wondrous device (thus a Hydromancer could not utilize a Wand of Fireballs). Strict Schools are similarly opposed to all Melded Elemental Schools.
Ethos: The first splinter guild of the Guild of Thirteen, and the first recognized guild of effect is the School of Elements. After the Convocation of Universal Wizardry its name changed to the Elemental Trust and it was transformed into alignment with the intent of the Code. Instead of a loose alliance of four schools, the Elemental Trust became a conglomeration of eight schools with the same basic principles. The original four schools of the Trust; Terra, Strata, Solar and Hydro (Strict Schools) were united with four additional elemental schools after the Convocation. The Mistwalker Coven, Southern Warlock Convocation, and the Coven of Maliki (the Melded Schools) specialize in a pair of elements rather than a single one. The Trust is now the second largest of all arcane guilds.
Elementalist wizards utilize spells whose effects mimic the properties the four basic elements; air, earth, fire and water. These spells are often powered by energy drawn directly from the corresponding Realm Within (elemental plane), thus these wizards frequently tap alternate dimensions. Elemental School Lists ignore the structure of philosophical schools and designate spells as either elemental or non-elemental. The elemental spells are further divided into nine school lists (one for each of the specialties and the Elements School). While elemental schools tend to be small, the power within them exceeds that of most philosophy schools.
Characteristics: Elementalists are more in-tune with the world around them than other wizard types are. Their minds are close to nature and they have an affinity for it. Elementalists are sympathetic to their surroundings, confident in their powers, and deliberate in their actions. One must be wise and have enormous willpower to become an elementalist.
The bulk of elementalists are neutral (rather than lawful) because as forces of nature, they care little for the trappings of civilization. Regardless of favored element, they are near equally split between good, evil and neutrality. While those that are evil attempt to tip the natural balance into their elements favor, the good defend and preserve its present state. Neutrals see this ebb and flow as natural but are watchful that balance remains.
People think of elementalists as wild eyed woodsmen due to their penchant for living outside of society. Though misunderstood by “city folk,” they have pure hearts and endearing personalities. Even with that wild-eyed stigma upon them, they tend to have many friends among “country folk.” Elementalists form lasting relationships. Those who are not evil tend to marry early and have many children.
Elementalists are natural adventurers eager to explore their world. They prefer adventuring in the wild but take pleasure in visiting the more civilized locales they rarely see. They marvel at the elements in all their forms. The buildings or canals of a city are just as interesting as a waterfall or wooded glen. Their command over the elements is a boon to their comrades regardless of setting.
Though they are not averse to cities, elementalists do not enjoy the city-lifestyle in more than small doses. They like to make homes in the country. Some will live in the wild with only animals for neighbors, but most enjoy the company of people and live in or on the outskirts of small villages or hamlets. While elemental wizards are at home in a cave or shack, their congregations exist in strong towers and domiciles. They prefer jobs that keep them close to nature and have the greatest success working with their chosen element.
Melded Schools: The Melded Schools (Coven of Maliki, Mistwalker Coven, Southern Warlock Convocation) exist only in isolated locales. They are not listed here but will appear in future supplements.
Strict Schools: These schools are Hydro (Hydromancer), Solar (Solarian), Strata (Stratomancer), and Terra (Terran). The Hydro school specializes in all forms of water-borne effects. The Solar school specializes in light, sun and fire based effects. The Strata school specializes in air, gas, wind and other sky based effects. The Terra school (the most complicated of the strict schools) encompasses spells that effect all the materials of the earth (wood, dirt, stone, etc.) and the forces of geology.
Class Abilities: Because of the unique nature of the Elemental Trust, elementalist wizards gain the following benefits.
- Learn Spells Bonus/Penalty: Elementalists gain a +25% bonus to learn spells on the Elements List and the School List of their preferred elemental. When attempting to learn spells on those lists, they treat the spell as if it were four levels lower. They also gain a +15% bonus to learn spells on unopposed Elemental Lists, but suffer a -25% penalty when attempting to learn spells from the Non-elemental School. Elementalists may not learn spells from their opposition school or schools.
- Saving Throw Bonus and Penalties: Elementalists gain a +2 bonus to Saving Throws against any spells on their preferred element’s School List and they inflict a -2 penalty to victim’s Saving Throws when casting spells from that list. Elementalists suffer a -2 Saving Throw penalty against spells on their opposed element’s list.
- Languages: Since old arcane tomes are written in many diverse languages, wizards are forced to learn these languages during the course of their studies. Because of this necessity, while being created guild wizards may acquire Dead Or Ancient Languages for one slot fewer than their listed price. Because many ancient tomes of magic are written in Draconic many apprentice wizards often learn this language.
- Weapon Proficiency and Specialization: It may be shocking to hear that guild wizards are trained in weapon use at magical universities. During such an apprenticeship, a wizard is versed in the use of some weapon (normally a Quarterstaff and Dagger). Due to this fact, wizard’s begin play with Proficiency in these weapons and no free weapon proficiencies. Weapon Proficiencies gained while rising in levels may spent to learn any weapon a wizard sees fit. Aldar wizards usually spend such slots on the Aimegil (Aldar Longbow) but most non-Aldar wizards learn to use a crossbow or sword. Unfortunately the time needed to research arcane subjects and continually better magical abilities makes it impossible for one to devote enough time to become a Weapon Specialist.
- Weapon Style Proficiency and Specialization: Wizards begin play with Proficiency in the One Hand Single Weapon and Two-Handed Weapon Styles. Weapon Proficiencies garnered while rising in levels may be used to gain proficiency in any other style but they may never specialize in a weapon style.
- Use of Armor: All wizards are proficient in the use of Cloth Armor. Any non-metal armor (armors comprised mostly of a non-metal material) heavier than cloth restricts the subtle movements they need to make while casting spells (if somatic components are needed these armors confer a 25% chance of spell failure) and so never learn to use them properly. Shields cause similar problems and so they are never taught to use them. A wizard using a shield suffers a 75% chance of spell failure while casting spells with a somatic component. Metal Armors (armors comprised mostly of metal) cause wizards special problems. Beyond the fact that garments of this weight category hamper the casting of any spell with somatic components, metal in this large a quantity degrades the ability to effectively form and channel mage energy. A wizard wearing Metal Armor suffers a 90% chance of failure on any spell he attempts to cast.
- Spellbooks: Guild wizards are gifted a “Standard Spellbook” during their apprenticeship. This is a large book bound in brown leather. The book contains 100 parchment pages (each spell takes up 2 pages per level). Other than that there is no standard for spell books. Generally, only new wizards will use a standard spellbook because it is too easily identifiable as such. Wizards like to secret away their writings and thus look for a bit more anonymity for their precious books.
- Spellstaff: Guild wizards are gifted a Spellstaff when they finish their apprenticeships. Spellstaffs are created by the Guild of 13 and the Masons. The process involves soaking them in a solution made of the most common material spell components. Holding a Spellstaff while casting spells eliminates the need for common material components. Loss of one’s Spellstaff means the wizard must return to using components. Fortunately, Spellstaves are for sale and readily available at most guild-houses. The staff does not replace components with specific values or rare components. So, if a spell calls for powdered unicorn horn, you need powdered unicorn horn to cast it.
- Cantrip Casting: Cantrips are minor spell effects wizards are taught during their apprenticeship. In one day a wizard may cast a number of Cantrips equal to half of his Intelligence (round down) plus his level. Thus a 5th level wizard with 17 Intelligence may cast 13 Cantrips a day (8 [half Int] +5 [level bonus] = 13 per day). Guild wizards begin play knowing all common Cantrips on their allowed lists. Specific wizard types allow different Cantrip lists, so they are given in each entry. Cantrips are not powered by Spellpoints and so they cannot be traded to cast further Cantrips. Similarly, the energy that powers a Cantrip cannot be traded to power Arcane Spells.
- Arcane Spell Casting: A wizard is limited to casting a certain number of arcane spells of each level per day in accordance with the wizard spell progression in the PHB. A wizard may only cast spells he has memorized. When a wizard gains a full 8 hours rest he awakens refreshed. Within an hour of waking he must start a full hour of studying his Spellbook to memorize his spells. To learn or cast any spell, a Wizard must have an Intelligence score of at least 9 + the spell’s level.
- Guild Wizard Bonus Spells: Due to their intense training, guild wizards may cast 1 (one) additional Spell per day at each Caster Level he has obtained. These spells must be from the wizards guild’s School List and will not function otherwise.
- Creating Signature Spells: When an Effect Wizard attempts to create a Signature Spell, the spell is treated as if it were one level lower if it belongs to his effect’s school list.
- : Elemental Familiarity: Elementalists become so in-tuned with their preferred element, that once a day they can cast one spell on their preferred School List as if they were four levels higher (effecting range, duration, area of effect and damage).
- : Controlling Elementals: Elementalists no longer need to concentrate to control Elementals of their preferred element that they summoned with “Conjure Elemental” type spells.
- Saving Throw Penalty: Command over their preferred element becomes so great they now inflict a further -1 penalty to their victims Saving Throws (for a total of -3).
- : Controlling Elementals: Their control over elementals becomes so great, there is no longer any chance for one summoned by them to turn on an elementalist.
- Saving Throw Penalty: Their understanding of nature has advanced to the point that they are no longer as susceptible to their opposed element. Their Saving Throw penalty against spells on its list decreases by 1 (for a total of -1).