Wizard of the Five Magics
Law
of Ubiquity: Flame permeates all
Law
of Dichotomy: Dominance or
submission
Symbol: the Flame
Wizardry is the ability to
pierce the fabric of the planes and bring forth a creature from another
plane and invoke the Test of wills (qv).
Summoning is a ritual of
varying lengths and complications. It always needs a steady flame and a
wide variety of spell components (different types of wood, sulfur,
ect.) to conjure the being. Special circles are inscribed and the
summoning is done but the True name of the being must be known. Average
time periods to summon is from 1 round (quasit/imp) to 1 turn (type 3)
to days for more powerful demon lords.
Domination needs to take place
immediately after the summoning.
If the Hit Dice of the being to be summoned is twice the HD of the
summoner the summoner is drawn to the beings home plane.
once a being is summoned it will perform one service before it must
return to its home plane. It may be resummoned for another service.
Table: The Wizard
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
per Day |
1st |
+0 |
+0 |
+0 |
+2 |
Improved ally |
+1 level of existing
spellcasting class |
2nd |
+1 |
+0 |
+0 |
+3 |
Augment
Summoning |
+1 level of existing
spellcasting class |
3rd |
+1 |
+1 |
+1 |
+3 |
Extended
summoning |
+1 level of existing
spellcasting class |
4th |
+2 |
+1 |
+1 |
+4 |
Contingent
conjuration |
+1 level of existing
spellcasting class |
5th |
+2 |
+1 |
+1 |
+4 |
Planar cohort |
+1 level of existing
spellcasting class |
6th |
+ |
|
|
|
|
|
Hit Die
d4.
Requirements
To qualify to become a
thaumaturgist, a character must fulfill all the following criteria.
Class
Wizard or sorcerer class.
Statistics
Wisdom of 13 or higher.
Class Skills
The wizard’s
class skills (and the key ability for each skill) are Concentration
(Con), Craft
(Int), Knowledge
(Planes) (Int),
Profession
(Wis), and Spellcraft
(Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are
features of the wizard prestige class.
Weapon and Armor Proficiency
Wizards gain no proficiency
with any weapon or armor.
Spells per Day
When a new wizard level
is gained, the character gains new
spells per day as if he had also gained a level in whatever
spellcasting class he belonged to before he added the prestige class.
He does not, however, gain any other benefit a character of that class
would have gained. This essentially means that he adds the level of
wizard to the level of whatever other spellcasting class the
character has, then determines spells per day and caster level
accordingly.
If a character had more than
one spellcasting class before he
became a wizard, he must decide to which class he adds each
level of wizard for the purpose of determining spells per day.
Special
Abilities
Summoning and the Test of Wills
Level and Powers
Level |
Summonable Hit Dice |
Additional Powers |
1 |
0 |
Test of Wills Only |
2 |
Imps and Quasits only |
None |
3 |
2 |
None |
4 |
3 |
None |
5 |
4 |
None |
6 |
5 |
None |
7 |
6 |
None |
8 |
7 |
None |
9 |
8 |
None |
10 |
9 |
None (Demonwrit) |
11 |
10 |
None |
12 |
11 |
Planelore, a
legend lore for
planar activities of consequence and is 5% per level of the
wizard.
|
13 |
12 |
May teach lore |
14 |
13 |
Firelight at will |
15 |
15 |
Immune to Fire |
16 |
18 |
None |
17 |
20 |
None |
18 |
Any |
+5 to Test of Wills |
Wizards have learned a few
tricks over the years:
Blood may be used to satiate
the will of demons, devils, and daemons and thus make them easier to
dominate.
- 5 h.p. of human blood will
lower the creatures test of wills by 1
- 10hp of elvish blood will
lower
the creatures test of wills by 2
- if the above subject is also
sacrificed the test of wills will be lowered by an additional 1
- if the blood is that of a
female virgin, the test of wills is lowered by an additional 2
The use of 5,000gp of pure
sulfur (1lb) can increase the hit die summonable by 1.
The use of 15,000gp of
phosphorus (1lb) can increase the hit die summonable by 3.
Effects of Astrology
In Oerth, the practice of
Wizardry is tied to the stars
and constellations. A succesful
astrology check at
-2 to learn the correct time of day and proper alignment of the
pentagram will increase the hit die summonable by 2. Astrology checks
may also be
used to determine astrological effects of the month.
Typical effects might be: (each
last for one week of the year and correspond to the stars)
Week
of the Year Effect
- Wizards may employ wizardry
to do a contact higher plane (towards their alignment)1/day
- Wizard may summon an
additional hit die of demon, may not summon Heavenly creatures
- Chaotic wizards are at +1 to
test of wills, Lawful wizards are at -1
- summoned chaotic creatures
do not return for an additional 1-3 days (wizard does not have control)
- Summonings take twice as
long, cannt summon daemons
- demons summoned are at +1
per hit die, +1 all rolls
- a demon may freely cross a
Protection From Evil or Protection From Demons *
- summoned creatures from the
lower planes do not return for an additional day (wizard does not have
control)
- a quazit or imp also comes
through when a lower planar creature is summoned (does not return)
- good wizards are at +1 on
the test of wills v.s. all creatures
- good wizards are able to
summon an additional 4hd of any type of creature
- creatures summoned by good
wizards remain twice as long
- good wizards may not be
harmed by lesser demons, devils, or daemons
- evil wizards are able to
summon an additional 5hd of any type of lower planar creature
- quazits and imps summoned by
evil wizards will remain for the week, keeps in contact with overlord
- daemons summoned are at -1
on their test of wills#
- devils summoned are at -1 on
their test of wills#
- demons summoned are at +1
on their test of wills*#
- devils summoned are at +1
on their test of wills#
- 10% chance that something
else comes through the gateway*
- 15% chance that a Power is
offended by the summoning*
- summoned creatures from the
middle planes do not return for an additional day (wizard does not have
control)
- daemons are able to walk
freely and uninhibited by Protection From Evil and Pentagram spells.
- wizards who practice in
this week are at -1 on all saves*
- summoned lawful creatures do
not return for an additional day (wizard does not have control)
- creatures summoned from the
upper planes are at +2 per hit die and +2 on all rolls
- may petition plane of
alignment for bonus to saves for chosen month in return for the wizard
performing a service
- no detection or information
spells work on creatures from the outer planes
- duration of summoned evil
creatures is doubled,
- duration of summoned neutral
creatures is doubled, +1 on saves v.s. fire
- duration of summoned good
creatures is doubled,
- duration of summoned
creatures is halved
- Neutral wizards are at +2 to
test of wills and +2 to hit die summonable
- evil wizards who practice
this week are at +1 on all saves and test of wills, cant summon C.G.
upper creatures
- neutral wizards who practice
this week are at +1 on all saves and test of wills
- good wizards who practice
this week are at +1 on all saves and test of wills, cannot summon
devils creatures
- wizardry requires double the
time to summon a creature but they stay twice as long, - 1 to hit die
summunable
- wizardry requires triple the
time to summon a creature but they stay 3 times as long, -3 to hit die
summunable
- wizardry is unable to summon
this week
- wizardry requires double the
time to summon a creature but they stay twice as long, - 1 to hit die
summunable
- summoned creatures from the
upper planes do not return for an additional day (wizard does not have
control)
- upper planar creatures
summoned are unaffected by Pentagrams and Protection From Good or
Dispel Evil
- upper planar creatures are
at +1 on all rolls and +1 on test of wills
- wizardry is fails without a
succesful astrology attempt at -2 for each summoning
- wizardry fails without a
successful astrology check at -6 for each summoning, -1 on test if
wills and HD sum.
- wizardry fails for entire
week without a successful astrology check at -3 (one roll for the
week), +1 on hit die*
- wizard may summon creatures
from limbo who are 2HD larger*
- creatures from limbo remain
twice as long under the control of the wizard*
- creatures summoned from
limbo do not return when task is done, stay on this plane for 1 day (no
control)*
- roll d6 on each summoning,
1=-3 on test of wills, 2=-2, 3=-1, 4=+1, 5=+2, 6=+3 for wizard
- wizard gaines 1 minor at
will power for the week from 1 creature summoned (25% chance/summoning)
- wizard may try to petition
plane of alignment for 1 new spell for the week (wise to give gifts)
- October 31st
(All Hollows Eve) - Saints Pay Homage to their chosen god, will not
answer calls for divine intervention. The forces of evil usually
hatch many plots on the Prime Material Plane this day. "The Dark One's
Day"
*=chance that wizard is brought
to creatures plane is double i.e. treat wizard as half lvl for this
purpose
#=succesful astrology check
made at beginning of week outside and under a night sky gives +1 on HD
summonable
An eclipse of the sun will
cause wizards to lose control of their subjects.
Each of the solstices are good
for summoning particular types of elementals:
- Summer Solstice: +6 to hit
die
summonable of Fire elementals, +2 hp/die, stay twice as long
- Winter Solstice:+6 to hit
die
summonable to Water elementals, +2 hp/die, stay twice as long
- Vernal Equnox: +6 to hit die
summonable to Air elementals, +2 hp/die, stay twice as long
- Autumnal Equinox: +6 to hit
die
summonable to Earth elementals, +2 hp/die, stay twice as long
Comets can have varrying
effects but usually signify the downfall of Kingdoms or Kings.
It is said that seeing a
shooting star during a summoning is a beneficial omen. Few wizards fail
in this instance.