Wizard

Você é o único entusiasta de magia que realmente estudou. Seu conhecimento em magia é mais profundo do que o clérigo (p. DF01:6) ou druida (p. DF01:7), e seus feitiços não meramente emprestam o poder de entidades supernaturais (os demônios são bastante controláveis). O grupo precisa de sua poderosa magia, conhecimento de toda espécie de criaturas estranhas e intelecto cru. Não que você não precise do grupo – os maiores segredos mágicos são enterrados nos poços mais sombrios, e você é inteligente o suficiente para viajar com guarda-costas.

Vantagens: Magery 3 (35). • 30 points chosen from among DX+1 (20), IQ+1 (20), Will+1 to Will+5 (5/level), FP+1 to FP+10 (3/level), Eidetic Memory (5) or Photographic Memory (10), Gizmos 1-3 (5/level), Intuition (15), Language Talent (10), Languages (any) (2-6/language), Luck (15) or Extraordinary Luck (30), Magery 4, 5, or 6 (10, 20, or 30), Mind Shield (4/level), Signature Gear (Varies), Spirit Empathy (10), or Wild Talent 1 (Retention, +25%; Focused, Magical, -20%) (21).

Desvantagens: -15 points chosen from among Curious (-5*), Frightens Animals (-10), Obsession (Become the world’s most powerful wizard, a lich, etc.) (-10*), Pyromania (-5*), Skinny (-5), Social Stigma (Excommunicated)† (-10), Unfit (-5) or Very Unfit (-15), Unnatural Features 1-5 (-1/level), or Weirdness Magnet (-15). • Another -20 points chosen from among the previous traits or Absent-Mindedness (-15), Bad Temper (-10*), Clueless (-10), Combat Paralysis (-15), Cowardice (-10*), Hard of Hearing (-10), Klutz (-5) or Total Klutz (-15), Loner (-5*), Low Pain Threshold (-10), Nervous Stomach (-1), Oblivious (-5), Overconfidence (-5*), Post-Combat Shakes (-5*), Sense of Duty (Adventuring companions) (-5), or Stubbornness (-5).

Perícias Primárias: Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) and Occultism, both (A) IQ (2)-15; Alchemy (VH) IQ (8)-15; and Thaumatology (VH) IQ (1)-15‡.

Perícias Secundárias: Hazardous Materials (Magical), Research, Speed-Reading, Teaching, and Writing, all (A) IQ-1 (1)-14; and Meditation (H) Will-1 (2)-14. • Either Shield (Buckler) (E) DX+2 (4)-14 and Smallsword (A) DX+1 (4)-13, or Staff (A) DX+2 (8)-14. • One of Innate Attack (any) or Thrown Weapon (Dart) (E) DX+2 (4)-14; Throwing (A) DX+1 (4)-13; or Sling (H) DX (4)-12.

Perícias Complementares: Nine of Fast-Draw (Potion) (E) DX (1)-12; Climbing or Stealth, both (A) DX-1 (1)-11; Body Sense (H) DX-2 (1)-10; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ (1)-15; Cartography or Hidden Lore (any other) (A) IQ-1 (1)-14; Diplomacy, Physiology (monster type), or Strategy, all (H) IQ-2 (1)-13; Hiking (A) HT-1 (1)-10; or Scrounging (E) Per (1)-12.

Magias: Choose 30 wizardly spells (p. 20), which will be either (H) IQ+1 (1)-16 or (VH) IQ (1)-15 with the +3 for Magery.

  • Multiplicada pelo número de CR; veja pág. B120.
    † Significa que magias clericais utéis (tais como healing) sofrem -3 em você. Magias prejudiciais não são afetadas!
    ‡ Incluí +3 por Magery.

Notas de personalização
Ao contrário de outras rodinhas, os feiticeiros não têm um poder distinto dos feitiços; Suas listas de magias tendem a defini-las. O acesso essencialmente irrestrito à magia torna a generalização impossível, mas aqui estão três clássicos:

Artillery Mage: Especialista em dano direto – mais especificamente em magias de área. Uma lista de magias idela é Breathe Fire, Burning Touch, Concussion, Create Air, Create Fire, Deflect Energy, Explosive Fireball, Extinguish Fire, Fire Cloud, Fireball, Fireproof, Flame Jet, Flaming Armor, Flaming Missiles, Flaming Weapon, Heat, Ignite Fire, Lightning, Purify Air, Rain of Fire, Resist Fire, Shape Air, Shape Fire, Smoke, Sound, Spark Storm, Stench, Thunderclap, Wall of Lightning, e Windstorm. Extra Magery para aumentar os dados de dano é útil, e a perícia Innate Attack é indispensável.

Illusionist: Specializes in baffling (dumber) enemies. Typical starting spells would be Apportation, Blackout, Blur, Colors, Complex Illusion, Continual Light, Darkness, Daze, Fascinate, Flash, Foolishness, Haste, Hide, Hinder, Hush, Illusion Disguise, Illusion Shell, Independence, Invisibility, Light, Mage-Stealth, Mass Daze, Mirror, Perfect Illusion, Phantom, Silence, Simple Illusion, Sound, Voices, and Wall of Silence. A Photographic Memory for faces and voices greatly enhances believable illusions, and mundane Stealth and many of these spells are complementary.

Necromancer: Specializes in creating undead and throwing malisons. A necromancer might start with Agonize, Animation, Choke, Clumsiness, Control Zombie, Death Vision, Deathtouch, Debility, Decay, Frailty, Itch, Lend Energy, Lend Vitality, Minor Healing, Pain, Paralyze Limb, Pestilence, Rotting Death, Sensitize, Sickness, Skull-Spirit, Spasm, Steal Energy, Steal Vitality, Stun, Summon Spirit, Test Food, Wither Limb, Zombie, and Zombie Summoning. Spirit Empathy is handy, obviously – as are Hidden Lore specialties pertinent to darker beings.

Most wizards want as many FP as they can afford. It’s also useful to trade the 5 points granted by quirks to get money for a high-capacity power item (p. 28) and a belt stocked with paut (p. 29).

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Wizard

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