Golden Enclave Wizard

Class Information

Racial Requirements Any
Ability Requirements Intelligence 16, Wisdom 12, Dexterity 12
Prime Requisite Intelligence
Hit Die Type d4
Attack as Wizard
Save as Wizard
Advance as Wizard
Spell Ability? Wizard
Exceptional Strength? No
Exceptional Constitution? No
Starting Cash (x10 gp) 1d4+1

Proficiencies
Weapon Slots 1
Additional Slot 6
Nonproficiency Penalty -5
Nonweapon Slots 4
Additional Slot 3
Available Categories General, Wizard
Bonus Proficiencies Spellcraft
Recommended Proficiencies Tactics of Magic

Overview

The wizards of the Golden Enclave are noted as powerful and drastically different in personality and exact abilities and spells. They have vast numbers of spells and numerous high level tutors and spell masters at their disposal at all times.

Description

The majority of the wizards of the Golden Enclave are either non-humans or specialist wizards, with most being both. Striving for mastery of magical forces and survival in the harshest and most lethal forest in Faer�n, the Golden Enclave members are all well prepared and tough as wolves.

Role-playing

There is no specific way to role-play a member of the Golden Enclave, except they are all-confident in their spell abilities and commonly carry just the right spells for any situation. They are also hungry for more spells, usually those of higher power. These wizards also seek new and useful magical items.

Special Benefits

There are four types of wizards in the Golden Enclave--Dualists, Gold Magi, Priestfriend, and Wild Ones--each of the four types are described below and have the following abilities:

Dualistii

These wizards of the Golden Enclave have split specializations. In effect, this wizard is specialized in two schools of magic. This gives them all of the benefits and abilities associated with specialization in both of the schools.

Gold Magi

The wizards of the Golden Enclave, particularly those young ones, taught by Arkon Zutat, Phoenix, Piper, or any other high-powered archmagi have gained vast magical abilities. At the hands of these powerful masters, the young wizards have gained tremendous mastery over spell use. These wizards have mastered abilities only contemplated by the wizards of the fabled Nimbral.

All of the gold magi are specialist wizards. They have the normal advantages of that class. Plus, from the vast knowledge at their disposal, these spellcasters have full access to all schools of magic, including those barred to a normal specialist of the same type.

The gold magi receive bonus spells, just as priests do, for high ability scores. Consulting Table 5 in The Player's Handbook determines the number and level of bonus spells they receive. Instead of using their Wisdom score when reading this table, however, they use their Intelligence. As the minimum Intelligence of a gold magus is 16, even the lowest of these folk receive two bonus 1st-level and 2nd-level spells.

Priestfriend

The priest friend is almost the opposite of the specialty priests of Azuth known as Magefriends. These magical faithful have chosen to follow the paths of the wizard, yet still have true faith and love for their deity. Thus they receive and cast spells as a cleric or specialty priest of their chosen deity at half the level of their wizard class (round down). Thus a 7th-level Priestfriend wizard who worshipped Azuth would also be able to cast spells as if he were a cleric or specialty priest of 3rd-level.

In order to cast spells and receive the full benefits of a specialty priest of his deity, the priest friend must have all of the requirements of the class in addition to the required ability scores that it takes to be a Priestfriend. Otherwise the character casts spells only as a cleric of the religion. Furthermore, as wizards they can also specialize in any magical field they wish, as long as they bear the proper requirements. So a highly talented individual could possibly be both a specialist wizard and a specialty priest at the same time.

Wild Ones

The wild ones are Golden Enclave wizards that are focused on advancement, to the point that all else is nearly ignored by them. They rarely do the same thing for more than a month at a time, as it takes valuable time away from their mastery of the Art. Kala Ravensclaw typically teaches this lot of wizards and perhaps Piper tutors the occasional student. So focused are they, that they receive the concentration proficiency as a bonus (they do not have to any nonweapon proficiency slots for it).

Furthermore, they receive a bonus spell every time they advance a level of any school they wish. Specialist wizards receive two bonus spells, instead of the typical one bonus spell for a specialist wizard. Plus these wizards also automatically gain a spell every level, as their dedication to the Art always has them researching spells, thus advancing themselves in their chosen field of expertise. Specialist wizards likewise receive one more bonus spell per level, this is in addition to the normal specialist bonus of one automatic spell every time he advances a level.

Special Disadvantages

The four types of wizards in the Golden Enclave also each have the following disadvantages as seen below:

Dualistii

The dualistus cannot specialize in two opposing schools of magic. Furthermore, they must abide by all restrictions and school limitations as shown for their two schools of magic. Although they can only ever be restricted from four schools of magic, which schools banned to them are at the DM's discretion.

Gold Magi

Wizards that call themselves the gold magi, must in addition to the 16 Intelligence, must also have a 15 Wisdom, in addition to any and all requirements needed for their specialist school of magic. Furthermore, they never receive bonus hit points from for exceptional Constitution scores. Nor can they ever learn to use any more than two weapons; their initial proficiency slot, plus the first and final additional weapon proficiency slot when they achieve 6th-level.

Priestfriend

Because of their faith, priestfriends wear the garb of the faithful of their deity, thus they are often mistaken for clergymen or clerics. This works as both an advantage, and a disadvantage, depending on the situation.

Wild Ones

Because of their fanatical search for magic in all of it's many applications the wild ones will often chase after new magic. This is much like the insatiable hunger of lizard men, as whenever new magic (magics unknown to the particular wild one) is present the wild one must roll a Wisdom check in order to stay focused at the task at hand. If the roll fails, the wild one instead seeks out the new Art, leaving a key location, running into a trap, etc. This lasts for the entire round, whereupon the wild one can once again roll a Wisdom check to once again gain control of his actions.

A roll is made every round, or until the wild one successfully makes a check. Once the wild one has made a successful Wisdom check he will be ok around that particular magic spell or item, although he will still wish to seek it out and study it, just not at the cost of all else. The wild one must make the appropriate rolls whenever any new magic is present, even if it means rolling multiple rolls in the same round. If more than one roll fails in the same round, the wild one will go after whichever magic seems the most potent at the time.

[Bestiary] [Classes] [The Fallen Ones] [The Gods] [The Golden Enclave] [Heroes' Lorebook II] [Heroes' & Villains' Lorebook] [House Rules] [Kits] [Magical Items] [Mystic Places] [Neutrals' Lorebook] [Poems & Short Stories] [Proficiencies] [Races] [SPELLSPHERE] [Villains' Lorebook II]

Email me at:
[email protected]