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## Wizard Abilities 40 character points 1. **Armored Wizard** (15 CP): This wizard can cast spells while wearing the armor of their choice. 2. **Automatic Spells** (5 CP): When a wizard gains access to a new level of spells, they automatically gain a spell of that level for their spellbook. 3. **Casting Reduction** (5 CP): The casting time of all the mage's spells is reduced by 1. 4. **Combat Bonus** (10 CP): A wizard with this ability uses the rogue THAC0 chart. 5. **Detect Magic** (10 CP): Characters with this ability can detect magic multiple times per day within a certain range. 6. **Extend Duration** (10 CP): The duration of all non-instantaneous spells increases for every two experience levels of the wizard. 7. **Hit Point Bonus** (10 CP): These wizards use a d6 for determining hit points rather than a d4. 8. **Warrior Hit Point Bonus** (5 CP): A wizard with this ability gains bonus hit points as if they were a fighter with a high Constitution score. 9. **Priestly Wizards** (15 CP): These wizards gain access to one sphere of priest spells and can cast them as if they were wizard spells. 10. **Read Magic** (5 CP): Characters with this ability can read magic once a day per two levels. 11. **Resistance to Sleep and Charm** (5 CP): Wizards with this ability gain a bonus to saving throws versus sleep and charm spells. 12. **Weapon Specialization** (15 CP): This wizard can specialize in a particular weapon. 13. **Delayed Acquisition of Abilities**: A character can reduce the cost of a special ability by choosing to delay it to a higher level. 14. **Access to Schools** (5+ CP): A customized wizard pays CPs for each school they may learn and cast spells from. 15. **Armor** (5/10/15 CP): This ability allows a wizard to ignore the normal restriction against using armor, with different levels granting access to different types of armor. 16. **Automatic Spell Acquisition** (2/5 CP): The wizard can add a new spell of their choice to their spellbook every time they gain a level, without having to pass a learn spells check. 17. **Bonus Spells** (10/15 CP): A wizard with this ability increases the number of spells of each level that they can memorize. 18. **Casting Time Reduction** (2/5 CP): Spells cast by the wizard are unusually swift, with different levels accelerating spells of different schools. 19. **Constitution Adjustment** (5 CP): The wizard may use the Constitution-based hit point bonus of warriors. 20. **Dispel** (10/15 CP): This power allows a wizard to dispel one kind of effect or spell once per day. 21. **Enhanced Casting Level** (10 CP): A wizard with this ability may cast spells of one school as if they were 1d4 levels higher than their actual level. 22. **Extended Spell Duration** (10/15 CP): Noninstantaneous spells cast by the wizard last an additional time unit per two levels. 23. **Followers** (10 CP): A wizard with this ability automatically attracts followers if they establish a stronghold. 24. **Immunity** (10+ CP): A wizard gains complete immunity to one particular spell, with additional CPs required for higher-level spells. 25. **Improved Hit Die** (10/20 CP): The wizard uses a d6 or d8 for a hit die instead of a d4. 26. **Learning Bonus** (5/7+ CP): The wizard gains a bonus to their chance to learn spells of one school. 27. **No Components** (5/8 CP): The wizard may select one spell of each level as a spell that requires no material components. 28. **Persistent Spell Effect** (15 +2/spell level CP): The wizard may select one spell to have a persistent, permanent effect. 29. **Priestly Wizard** (10+ CP): A wizard may select one minor or major sphere of access for priest spells. 30. **Proficiency Group Crossovers** (5+ CP): The wizard may select proficiencies from other character groups. 31. **Range Increase** (5/7+ CP): All ranged spells from one school known to the wizard have their range increased. 32. **Research Bonus** (5+ CP): Spells of one school are treated as if they are one level lower for spell research. 33. **School Knowledge** (5/8 CP): The wizard gains bonuses to saving throws and penalties to opponents' saving throws for spells of one school. 34. **Thief Ability** (10+ CP): A wizard possesses one or more thief abilities of their choice. 35. **Weapon Selection** (10/15 CP): The wizard may expand their selection of weapons to either the cleric or thief lists or choose any weapon they wish. \pagebreak ## Optional Limitations Limitations are selected much like abilities. Each limitation carries a CP bonus that counters CPs spent on abilities. If a wizard selects 55 CPs of abilities in the previous section, he must come up with 15 CPs of limitations, since the wizard is normally allowed only 40 CPs worth of abilities. 1. **Limited magical item use** (5+): A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor. 2. **Awkward casting method** (5): The wizard's spells must be cast in an extremely obvious fashion, alerting anyone within earshot that the wizard is using magic. 3. **Behavior/taboo** (2): The wizard has a strong set of beliefs that require him to act strangely. 4. **Difficult memorization** (5): A wizard with this limitation can study and memorize spells only in very specific circumstances. 5. **Environmental condition** (5+): The wizard requires certain conditions for spells to be effective. 6. **Hazardous spells** (10): A wizard with this limitation pays the price for his magic. 7. **Learning penalty** (5/8): This is a common restriction of specialist wizards. 8. **Reduced hit points** (10): Wizards with this limitation use a d3 for their Hit Die instead of a d4. 9. **Reduced spell knowledge** (7): The maximum number of spells of each level that the wizard may know is reduced. 10. **Reduced spell progression** (15): A wizard with this restriction can memorize one less spell than normal at each level. 11. **Slower casting time** (2/5): Spells cast by the wizard are unusually complicated and require more time than normal to cast. 12. **Supernatural constraint** (5+): The process by which the wizard gained access to his magical powers transformed him into a supernatural creature with unusual vulnerabilities. 13. **Talisman** (8): The wizard's magical power is inextricably linked with a single object or talisman. 14. **Weapons restriction** (3/5): As a 3-point restriction, the wizard may never have proficiency in any weapon.