Wizard Group |
---|
Classes |
Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
Schools of Philosophy |
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
Schools of Effect |
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
Schools of Thaumaturgy |
Alchemist Artificer Geometer Song Mage Wild Mage |
Elite Specialist |
Chronomancer |
Spells by School |
Wizard Spells by School |
Class Group: | Wizard | |
Source: | Player's Option: Spells & Magic: Channellers (POSM) | |
Ability Score Requirements: |
Intelligence 9 | |
Prime Requisite: | Intelligence | |
Races Allowed: | Depends on Specialization | |
Alignment Allowed: | All |
Imagine wizards who do not forget spells as they are cast, but instead freely use any spell in their repertoire whenever they wish. This is the Channeller. But there's an important catch: Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion, and each spell a wizard casts leaves them weakened and vulnerable. In fact, wizards can exhaust their very lives by casting a spell that's too much for them to handle or by casting too many smaller spells in succession.
Channellers use a Spell Point System instead of Vancian Spell Slot system.
Level | Exp | Hit Dice (d4) | THAC0 | Max. Spell Level |
Max. Spells Memorized at Each Level1 |
Spell Points2 |
---|---|---|---|---|---|---|
1 | 0 | 1 | 20 | 1st | 2 (3) | 4 (+4) |
2 | 2,500 | 2 | 20 | 1st | 2 (3) | 8 (+4) |
3 | 5,000 | 3 | 20 | 2nd | 3 (4) | 15 (+10) |
4 | 10,000 | 4 | 19 | 2nd | 4 (5) | 25 (+10) |
5 | 20,000 | 5 | 19 | 3rd | 4 (6) | 40 (+20) |
6 | 40,000 | 6 | 19 | 3rd | 4 (6) | 55 (+20) |
7 | 60,000 | 7 | 18 | 4th | 5 (6) | 70 (+35) |
8 | 90,000 | 8 | 18 | 4th | 5 (6) | 95 (+35) |
9 | 135,000 | 9 | 18 | 5th | 5 (6) | 120 (+60) |
10 | 250,000 | 10 | 17 | 5th | 5 (6) | 150 (+60) |
11 | 375,000 | 10+1 | 17 | 5th | 5 (7) | 200 (+60) |
12 | 750,000 | 10+2 | 17 | 6th | 5 (7) | 250 (+90) |
13 | 1,125,000 | 10+3 | 16 | 6th | 6 (7) | 300 (+90) |
14 | 1,500,000 | 10+4 | 16 | 7th | 6 (7) | 350 (+130) |
15 | 1,875,000 | 10+5 | 16 | 7th | 6 (8) | 400 (+130) |
16 | 2,250,000 | 10+6 | 15 | 8th | 6 (8) | 475 (+180) |
17 | 2,625,000 | 10+7 | 15 | 8th | 6 (8) | 550 (+180) |
18 | 3,000,000 | 10+8 | 15 | 9th | 6 (8) | 625 (+240) |
19 | 3,375,000 | 10+9 | 14 | 9th | 7 (9) | 700 (+240) |
20 | 3,750,000 | 10+10 | 14 | 9th | 7 (9) | 800 (+240) |
- 1 Number in parentheses applies to specialist wizards.
- 2 Number in parentheses represents amount of bonus points specialist wizards can add to the base spell points.
Class Features[]
Hit Points[]
- Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
- Hit Dice (levels 11+): +1 HP per level
- Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
Spell Points[]
- Spell Points are taken from the table above
- Do not gain bonus spell points for Intelligence.
- The character's hit point adjustment for Constitution and their magical attack adjustment for Wisdom are added to or subtracted from their spell point total.
- If this lowers a 1st-level character to less than 4 spell points, they ignores the adjustments; all wizards have at least 4 spell points.
Starting Equipment[]
- 1 spell book
- (1d4+1) × 10 gp (to be used to buy equipment, or to keep)
Equipment[]
- Armor: Cannot wear armor & cast spells at the same time.
- Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings
Proficiencies[]
Non-Weapon Proficiencies[]
- Starts with 4 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
- Can chose a Nonweapon Proficiency at normal cost in the General and Wizard categories.
- Can chose a Nonweapon Proficiency at +1 cost from any other category.
Weapon Proficiencies[]
- Starts at level 1 with 1 Weapon Proficiency Slots
- -5 Penalty to hit with weapons without proficiency.
- Cost is 1 weapon slot.
- Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18...)
- Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
- Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics
- Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
- Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons
Channeller Specialty[]
- At character creation the Channeller can choose either to be a Generalist or Specialist. These follow the same rules as Generalist Wizards (Mages) and Specialist Wizards. Each specialty has different racial and ability score requirements. You can only choose one specialty. If they choose to specialize they choose one of the following wizard subclasses.
Philosophy Specialist: | Effect Specialist: | Thaumaturgical Specialist: |
Spellbook[]
Learn Spells Roll[]
- The learn spells roll for channellers can be found by looking up the Intelligence Ability Score table. Specialist Wizards will adjust this value depending on the spell:
- +15% chance when learning the Specialist Wizard's specialty spells.
- -15% chance when learning spells from other school.
- Some specialties, like Wild Mage have different odds.
Starting Spells[]
- At 1st-level the spell book contains 3d4 1st-level spells.[1]
- 2 of the starting spells must be read magic and detect magic[1]
- For Specialist Wizard, 1 of the starting spells can be of the Specialist Wizard's specialty (1st level spell only) without making a learn spells roll.[1]
- The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.[1]
- The DM may assign a spell list instead to start with.[1]
Learning New Spells[]
- Can only learn spells of a level up to their Max. Spell Level (see table above)
- Can learn a spell from another's spell book with a learn spells roll.
- Spell learning for specialists are altered as per the rules for that specialty.
- Gain 1 spell when levelling up.
- For Specialist Wizard, this spell should be in the Specialist Wizard's specialty if possible.[1]
- The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
Channeller can override their allotment of spells and free and fixed magicks by resting and sitting down with their spell books. They do not need to cast spells to free up space in their memory first.
Casting Spells[]
Channellers cast spells using Spell Point System. Memorized Spells are split between "free magicks" and "fixed magicks". Fixed magicks are memorised ahead of time and cost less Spell Points. Free Magicks do not need to be memorized ahead of time, cost more, but do have to be in the Channeller's spellbook.
Channellers may decide to cast spells for greater effect by simply spending more spell points when they actually casts the spell.
The wizard can save spell points by choosing to cast spells with a prolonged casting time or at reduced power.
Spell Level |
Fixed Magick |
Free Magick |
---|---|---|
cantrip | — | 1 |
1st | 4 | 8 |
2nd | 6 | 12 |
3rd | 10 | 20 |
4th | 15 | 30 |
5th | 22 | 44 |
6th | 30 | 60 |
7th | 40 | 80 |
8th | 50 | 100 |
9th | 60 | 120 |
The channeller allocates their spell points to fixed magicks or free magicks. These are capped by the "Max. Spells Memorized at Each Level" value (see table at top of this article).
The channeller may decide to cast spells for greater effect by simply spending more spell points when they actually cast the spell.
Once a channeller has cast a spell, the spell points used to hold that magick in memory are gone. The wizard must get a good night's sleep and re-study their spell book in order to regain spell points expended through casting spells.
The channeller may cast any spell that they has available through either a fixed or free magick, except that the magick does not vanish from their memory once they've cast the spell. Instead, the character deducts the number of spell points required to energize the spell from their spell point total.
Channeller, who are well-rested and have access to their spell books, can “overwrite” whichever spells they wish to in order to change the allocation of spell points into free and fixed magicks. It takes 10 minutes per spell level for the character to memorize a new spell.
Spell Point Recovery[]
Channeller recover Spell Points naturally, as shown on the following table:
Physical Activity | Spell Recovered |
---|---|
Hard exertion | none |
Walking, riding | 2 per hour, or 2% of normal maximum |
Sitting, resting | 4 per hour, or 5% of normal maximum |
Sleeping | 8 per hour, or 10% of normal maximum |
Characters recover a number of spell points equal to the percentage listed, or the whole number, whichever is better.
Spell Fatigue[]
In addition to the long-term prospects of exhausting their spell points, a channelling wizard finds that each spell they casts temporarily tires them. See the following table:
Wizard Lvl. |
Fatigue Caused by Spell Level | ||||
---|---|---|---|---|---|
Light | Moderate | Heavy | Severe | Mortal | |
1–2 | — | cantrip | 1st | 2nd | 3rd or higher |
3–4 | cantrip | 1st | 2nd | 3rd | 4th or higher |
5–6 | cantrip | 1st, 2nd | 3rd | 4th | 5th or higher |
7–8 | 1st | 2nd, 3rd | 4th | 5th | 6th or higher |
9–11 | 2nd | 3rd, 4th | 5th | 6th | 7th or higher |
12–13 | 3rd | 4th, 5th | 6th | 7th | 8th or higher |
14–15 | 4th | 5th, 6th | 7th | 8th | 9th or higher |
16–17 | 5th | 6th, 7th | 8th | 9th | — |
18–19 | 5th | 6th, 7th | 8th,9th | — | — |
20–22 | 5th | 6th–8th | 9th | — | — |
23–25 | 6th | 7th–8th | 9th | — | — |
26+ | 6th | 7th–9th | — | — | — |
Using the Fatigue Chart: When a wizard casts a spell, find the row that matches the caster's level and then read across until you find the level of the spell. The column it appears in indicates the fatigue caused by the spell. For example, if an 8th-level wizard casts a fireball, begin on the row titled “Wizard Lvl. 7–8” and read across until you find the listing for 3rd-level spell. This spell causes moderate fatigue for the character. If the wizard casts a 4th-level spell, they would suffer heavy fatigue.
Loss of Hit Points: If a character has been reduced to 50% or less of their maximum unwounded hit point total, the fatigue rating of the spell increases by one. If a character has been reduced to 25% or less of their normal hit point total, the fatigue rating increases by two categories. For example, a 5th-level wizard who normally has 16 hit points has been wounded and only has 8 hit points left. When they casts their fireball spell, they becomes severely fatigued instead of heavily fatigued. If they had tried the same spell with only 4 hit points, they would have been mortally fatigued, which is not good.
Loss of Spell Points: In a similar manner, a character who has depleted their magical energy is more susceptible to fatigue, too. The same rules apply for reduced spell point totals. Always count the character's spell points before the spell is cast, so a 1st-level wizard casting their first spell of the day is beginning with 4 spell points (or more) and not zero! Again, a loss of 50% increases fatigue by one category, and a loss of 75% increases it by two. Specialist wizards add their two point totals together for comparing the points spent to the original total.
Existing Fatigue: If a fatigued character casts another spell, increase the fatigue category of the new spell by one level if they is moderately fatigued, two levels if they is heavily fatigued, or three levels if they is severely fatigued. The character then acquires the new fatigue level of the spell they just cast, or stays where they was, whichever is worse. For example, if the 8th-level wizard mentioned above was already moderately fatigued and they cast a 2nd- or 3rd-level spell, the new spell would be considered heavily fatiguing because of their existing condition, and the wizard would become heavily fatigued. However, if the wizard had cast a 1st-level spell, they would have remained moderately fatigued.
Note that fatigue can accumulate from other sources than casting spells. In the Player's Option: Combat & Tactics book, there is a fatigue system based on rounds of combat. If this is in play, a wizard who fights for three or four rounds and then attempts to cast a spell may be in deep trouble. Characters who are fatigued under that system are considered moderately fatigued here, and exhausted characters are heavily fatigued.
Effects of Fatigue[]
Naturally, fatigued characters face some significant disadvantages, as shown below:
Lightly fatigued characters have no combat penalties, but they risk becoming more exhausted. Their movement rate is reduced to three-quarters normal, so most human and demihuman wizards will be reduced from a 12 to a 9. A lightly fatigued character might suffer from a slight headache or just feel tired.
Moderately fatigued characters suffer a –1 penalty to attack rolls and have their movement rates halved. Characters at this level of fatigue might have a persistent headache, slightly hazy vision, and pervasive muscle aches in random areas.
Heavily fatigued characters suffer an attack penalty of –2, and an Armor Class penalty of +1. Their movement is reduced to one-quarter normal. Not only does the character feel exhausted, but they also suffers from a splitting headache, aches all over and could suffer from nose bleeds, etc.
Severely fatigued characters suffer a –4 penalty to all attacks and a +3 penalty to their Armor Class. Their movement rate is reduced to 1. It is almost impossible for the character to stand up at this point (make a Dexterity/Balance check if the character moves). Of course, they can still concentrate enough to cast spells, but just barely. Other problems might be the inability to visually focus on anything for more than a second, extreme ringing in the ears, or whatever seems appropriate to the DM.
Mortally fatigued characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately. The character must attempt a saving throw vs. paralyzation; if they fails, the strain proves too much and they perishes. If they passes, they remains unconscious for 1d6 hours before awaking severely fatigued. Obviously, a channeller should be extremely careful when they begins to feel tired—they can cause their own death if they overdoes it.
Recovering from Fatigue: Of course, wizards don't stay exhausted forever. Just as their spell points will eventually replenish themselves, their physical capacities will also return. In order for a wizard to “lose” one step of fatigue, they must make a successful saving throw vs. paralyzation.
Lightly or moderately fatigued characters can attempt a saving throw for each round of resting.
Heavily fatigued spellcasters can attempt a saving throw for each turn of resting.
Severely fatigued wizards can attempt a saving throw for each full hour of resting.
Each extra round, turn, or hour (as appropriate) spent resting gives the character a cumulative +1 bonus on their saving throw, so a heavily fatigued wizard who rests three turns attempts three saving throws—the first with no modifier, the second with a +1 bonus, the third with a +2 bonus, and so on.
Saving Throws[]
Experience Level | Paralyzation, Poison, or Death Magic |
Rod, Staff, or Wand |
Petrification or Polymorph* |
Breath Weapon** |
Spell*** |
---|---|---|---|---|---|
1-5 | 14 | 11 | 13 | 15 | 12 |
6-10 | 13 | 9 | 11 | 13 | 10 |
11-15 | 11 | 7 | 9 | 11 | 8 |
16-20 | 10 | 5 | 7 | 9 | 6 |
21+ | 8 | 3 | 5 | 7 | 4 |
- *Excluding polymorph wand attacks.
- **Excluding those that cause petrification or polymorph.
- ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Level 1 Character[]
- Starting HP: 1d4 HP
- Starting funds: (1d4+1) × 10 gp
- At 1st-level the spell book contains 3d4 1st-level spells.
- read magic and detect magic required.
- 4 Nonweapon Proficiencies Slots
- 1 Weapon Proficiency Slots
- Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
Leveling up[]
At level up:
- Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
- Check "Channeller Character Saving Throws" table above to see if your saving throws change.
- 1 Weapon Proficiency slot gained at levels 6, 12, 18 (every multiple of 6)
- 1 Nonweapon Proficiency slot gained at levels 3, 6, 9, 12, 15, 18 (every multiple of 3)
- Check tables for THAC0 & Spell Point updates.
- Chose 1 spell to learn (specialists should choose a specialist spell)