Sunday, November 15, 2009

Character Class - The Mind Wizard

EDIT: The revised version of the Mind Wizard class is viewable here.

THE MIND WIZARD
(magic-user subclass)

Armor: none (may not use disciplines while wearing armor)
Shield: none
Weapons: any (dagger or staff in standard D&D)
Oil: Yes
Poison: Yes
Starting Gold: 2d4 x 10 gold pieces
Weapon Proficiencies: as Magic-User
Starting Age: 24 + 2d8 years
Attack Matrix:: Magic-User
Saving Throw Matrix: Magic-User
Requirements: Intelligence, Wisdom or Charisma 15, the other two ability scores must be 12 or higher. The highest of the three abilities must be 17 to use 6th level disciplines and 18 or higher to use 7th level disciplines.
Prime Requisite: Intelligence, Wisdom and Charisma (+10% to earned experience if all are 15 or higher)

Mind Wizards develop their psychic abilities are able to use Disciplines, which are similar to spells but do not require verbal, somatic or material components. Disciplines are subject to casting times and interruption as ordinary spells. A Mind Wizard can use any Discipline they know without having to memorize them. They use the illusionist table to determine how many Disciplines they can use their day. A Mind Wizard knows one Discipline of the appropriate level for every Discipline they can use per day. A Mind Wizard with sufficiently high enough ability scores can use bonus Disciplines, cross-reference the lowest of their Intelligence, Wisdom or Charisma score with the Wisdom table to determine this.

Mind Wizards are otherwise identical to magic-users. They use the Paladin table to determine experience points required per level. While they do not gain any bonus to armor class due to dexterity score, however they have the same armor class as a Monk of the same level.

MIND WIZARD DISCIPLINES

1st Level

1 Animal Friendship **

2 Change Self ****

3 Command *

4 Comprehend Languages ***

5 Detect Evil *

6 Detect Illusions ****

7 Detect Invisibility ****

8 Detect Magic ***

9 Hypnotism ****

10 Identify ***

11 Invisibility to Animals **

12 Magic Missile

13 Phantasmal Force ****

14 Predict Weather **

15 Resist Cold *

16 Spider Climb ***

17 Unseen Servant ***

2nd Level

1 Augury *

2 Blindness ****

3 Charm Person or Mammal **

4 Deafness ****

5 Detect Charm *

6 ESP ***

7 Forget ***

8 Heat Metal **

9 Hold Person *

10 Imp. Phantasmal Force ****

11 Invisibility ***

12 Know Alignment *

13 Levitate ***

14 Locate Object ***

15 Misdirection ****

16 Resist Fear *

17 Scare ***

18 Slow Poison *

19 Speak With Animal *

3rd Level

1 Blink ***

2 Clairaudience ***

3 Clairvoyance ***

4 Cure Blindness *

5 Cure Disease *

6 Fear ****

7 Feign Death ***

8 Fly ***

9 Hold Animal **

10 Infravision ***

11 Neutralize Poison **

12 Non-detection ****

13 Paralyzation ****

14 Protection From Fire **

15 Speak With Dead *

16 Spectral Force ****

17 Suggestion ***

18 Tongues ***

4th Level

1 Charm Monster ***

2 Confusion ***

3 Control Temp. 10' Radius **

4 Detect Lie *

5 Dispel Exhaustion ****

6 Divination *

7 Emotion ****

8 Exorcise *

9 Fumble ***

10 Hold Plants **

11 Phantasmal Killer ****

12 Produce Fire **

13 Protection From Lightning **

14 Shadow Monsters ****

15 Speak With Plants *

16 Wizard Eye ***

5th Level

1 Chaos ****

2 Contact Other Plane *

3 Control Winds **

4 Demi-shadow Monsters ****

5 Feeblemind ***

6 Hold Monsters ***

7 Plane Shift *

8 Telekinesis ***

9 Teleport ***

10 True Seeing *

6th Level

1 Animate Object *

2 Anti-animal Shell **

3 Control Weather ***

4 Death Spell ***

5 Mass Suggestion ****

6 Project Image ***

7 Repulsion ***

8 Find the Path *

9 Heal *

10 Shadow ****

11 Stone Tell *

12 Veil ****

13 Weather Summoning **

7th Level

1 Alter Reality ****

2 Animate Rock **

3 Astral Spell *

4 Charm Plants ***

5 Earthquake *

6 Finger of Death **

7 Fire Storm **

8 Grasping Hand ***

9 Mass Invisibility ***

10 Phase Door ***

11Power Word, Stun ***

12 Regeneration *

13 Restoration *

14 Reverse Gravity ***

15 Statue ***

16 Vanish ***

17 Vision ****


* as Cleric spell of same level

** as Druid spell of same level

*** as Magic-user spell of same level

**** as Illusionist spell of same level

6 comments:

  1. Nice! Although I did mine differently, I like this very well. Have you read the Callisto books by Lin Carter, perchance?

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  2. Charm Person is listed as a 1st lvl and 2nd lvl spell.

    I'm stoked. I will convert Moon Martin for next session.

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  3. Moon Martin? Yes! I love this class. I also love that you get to learn how to charm plants in the same level you create earthquakes.

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  4. Moon Martin was from the 1st session of Saucers & Sorcerers. He has mental powers, enhanced body armor and a laser rifle. And a bowl cut.

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  5. ..any good reason he's been on the bench? LASER PISTOL? MENTAL POWERS!?

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  6. @Matthew: But of course, Mr. Carter is responsible for many of Planet Algol's features: nguamodons, orniths, gyraphonts, etc.

    @Sean: Charm Person should not be 1st level, Magic Missle is.

    @Fat Cotton: Mr. Martin has been sitting on the bench eagerly awaiting the Mind Wizard rules

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