Wizard - Conjurer Galvanist Kit Description: Galvanists are Conjurers who focus their attention not specifically upon the mass of ambient magical energy and the pools, channels, weaves, and fields in which it runs, but rather upon the vast electromagnetic fields that run through the universe. They are masters of electrical energy and tend to be almost fanatic in their belief that the future of society will rest in one way or another upon the power they study and attempt to control. Galvanists are forward-thinking in their outlook on magic and concentrate more on new spell research rather than deciphering ancient spell codices. They believe that the key to improving society and gaining power is to revive and maintain the spirit of invention and discovery that built up the great civilizations of the past (rather than merely digging up their remains and poking about for table scraps left by the ancients). Galvanists can verge on obsession when it comes to their views on electrical energy, and they tend to focus much more on their own personal goals and experimental ideas than on the party's long-term plans. A Galvanist will question NPCs intently if he or she believes they might have some kernel of insight or useful information relating to their chosen path, but they will ignore contact with those whom they believe have nothing to offer. If they can be convinced by others that their conduct is actually detrimental to the party, they may restrain themselves for a time, but such will always be temporary. Galvanists tend to be self-absorbed and humorless. They will talk incessantly about electricity and their ideas for radical applications throughout all facets of life, but their eyes tend to glaze over quickly when others try to share their problems or opinions with him or her. A Galvanist's attitude does little to endear him or her to companions, but they are often willing to overlook such things in view of a Galvanist's unique talents and skills in battle. Requirements: As a standard Conjurer. Weapons & Armor: As a standard Conjurer. A Galvanist's first weapon of proficiency must always be the staff, and they almost always use a staff made of metal rather than wood. Special Benefits: Galvanists can make full use of any spell involving electricity, magnetism, or metal (due to the affinity of metal for electricity), regardless of Realm. In addition, Galvanists in general are constantly researching new spells based on electricity, though they are very reluctant to share the results of their research with other wizards. As a result, Galvanists have developed a number of very rare spells over the years that are all but unknown outside members of this kit. Whether a PC has access to such unusual electrical spells is up to the DM's discretion and the Galvanist's effort in unearthing such magics. For a sampling of rare or unique Galvanist or electrical spells, DMs are referred to the AD&D Odyssey: Jakandor, Isle of Destiny supplement as well as Marco Volo's Guide to All Things Magical. Regardless of the use of such supplemental spells, however, all Galvanists gain the following special abilities: Channel Energy: As a standard Conjurer, but this ability works at double its normal effectiveness when used to boost the effects of electrical, magnetic, or metal-affecting spells. It cannot be used at all to boost non-Conjuration spells, and even other Conjuration spells can only be boosted by a Galvanist to the degree by which a standard Conjurer could boost a non-Conjuration spell (i.e., increase casting time by a full increment to eliminate a material component or increase range by 50% or duration or area of effect by 25%). Comprehensive Conjuring: As a standard Conjurer, but a Galvanist has no ability to detect conjured objects or summoned creatures. In addition, his or her other Comprehensive Conjuring benefits are doubled but apply only with regard to spells involving electricity, magnetism, or metal. He or she receives no bonuses with respect to other Conjuration spells. Electrical Grounding: Any time a Galvanist is the target of an electrical attack, he or she can attempt to use his or her metal staff to ground out the attack, dissipating its energy into the earth. If the Galvanist has the initiative in a round, Electrical Grounding may be declared as his or her action for the round, preventing him or her from doing anything else. Any damage that would be delivered to the Galvanist is dissipated up to a maximum equal to his or her current hit point total; thus, a Galvanist who had 30 hit points would dissipate the first 30 points of damage that would normally be inflicted by the attack. This damage reduction applies to the electrical attack itself and thus reduces damage that is suffered by all creatures within the area of effect, not just the Galvanist. If there is any leftover damage after Electrical Grounding has been used, a Galvanist and any other creature that is in the area of effect of the electrical attack is still entitled to any saving throw normally allowed to avert or reduce damage. Note that Electrical Grounding can also be used as a 'reflexive' maneuver, taking advantage of a Galvanist's unique awareness of electrical energies building to react just in time to at least partially ground out an attack. If this is done, a Galvanist can declare an action normally during the round. If he or she is targeted at any point during the round with an electrical attack, the Galvanist can abandon his or her previously declared action (if the attack comes before the Galvanist's opportunity to act, based on initiative) in order to attempt Electrical Grounding. It can also be performed after the Galvanist has already taken his or her action for the round, assuming the Galvanist won initiative. Regardless of the exact situation, using Electrical Grounding in this fashion (i.e., as anything other than the Galvanist's full and complete action for the whole round) causes it to work at only half normal efficacy (reducing damage by an amount equal to half the Galvanist's current hit point total). It is important to note that there is no maximum limit to the amount of electrical energy that can be diffused through the use of Electrical Grounding. Thus, a Galvanist could theoretically use this ability every round during a battle, and it could never be 'overloaded' or 'exhausted' by accumulation of diffused energy. The limit on damage diffusion by this power is applied individually to any electrical attack for which Electrical Grounding is used. Electroconvulsive Therapy: A unique procedure developed by Galvanists is the ability to use the shocking grasp spell to revive a character who has been reduced to zero or fewer hit points. The spell is cast normally, but the damage that would normally accrue is instead applied as magical healing to the unconscious character. In addition, if the recipient makes a successful System Shock roll he or she becomes fully functional at once, without needing bed rest to recover. If the system shock roll is failed, he or she must have bed rest as usual and must also save vs. death magic or lose 1 point of Constitution. If Electroconvulsive Therapy is used on a character who has even 1 hit point remaining, the shocking grasp spell will inflict damage as usual rather than curing damage, regardless of whether the recipient is conscious at the time. Also, if Electroconvulsive Therapy would heal a creature beyond its normal maximum hit points, the recipient must make a system shock roll to avoid massive brain damage, losing 1 point of Intelligence for every point by which the healing provided by Electroconvulsive Therapy exceeded the recipient's normal hit point total. A character reduced to 0 Intelligence in this fashion is killed instantly. If the system shock roll is made, the patient instead is put into a coma for one day for every point over the limit but awakens thereafter with no ill effects. Special Hindrances: Galvanists each have their own pet projects and private theories on how the power of electricity is going to reshape the face of the world (and how it already is so much a dynamic part of the way the world really works, though others may not acknowledge it), and they do not always get along with one another, but they are united in their devotion to the cause. A Galvanist will never take on henchmen, though they may retain hirelings or tutor other wizards (though they rarely tutor wizards who are not Galvanists). They are generally dismissed as misguided radicals by other wizards, suffering a -2 reaction penalty with such characters. Their single-mindedness and obsessive personality results in a -1 penalty with any sentient creatures, save for those that make extensive use of electricity themselves. As described under Special Benefits, most of a Galvanist's unique abilities function only with respect to spells of electricity; they are not as well-rounded magically as other Conjurers. They gain no access to the Realm of Necromancy and only a Minor FOS in Elementalism--thus, they retain a Major FOS to Sorcery and Minor FOS in Enchantment and Elementalism. In addition, a Galvanist suffers a -10% penalty to his or her chance to learn any spell that does not deal with electricity, magnetism, or metal, over and above any other penalties normally suffered. When casting a spells, a Galvanist becomes suffused with a blue-white aura of low-intensity electricity (occasionally with tiny bolts of electricity dancing across his or her skin or equipment), accompanied by a noticeable electrical crackle and a whiff of ozone. This has no direct game effect, but it makes it very difficult for a Galvanist to cast his or her spells with any degree of secrecy. Finally, Galvanists work so intimately with electricity that they become attractors of electrical energy. Any discharge of electricity within 10 yards of a Galvanist, including touch-based electrical effects (e.g., shocking grasp), will inevitably be attracted to the Galvanist. This does not apply to electricity that is generated by the Galvanist. In the case of electrical discharges that are not specifically targeted (e.g., a natural lightning strike), there is instead a 50% chance that such a discharge will be drawn to the Galvanist and center its effects upon him or her. With respect to other electrical discharges, a Galvanist automatically suffers one-half the effects of any electrical discharge within 10 yards, even if he or she would not normally be within the area of effect. A Galvanist can use his or her Electrical Grounding ability to diffuse electrical energy attracted in this way. Note that this attraction of electrical energy by a Galvanist does not in any way decrease the damage inflicted by the electrical discharge to other creatures in contact with it. If a Galvanist is already within the area of effect of an electrical discharge, he or she does not suffer extra damage as a result of this effect. Bonus Proficiencies: Metalworking Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Appraising, Arcanology, Battle Magic, Blacksmithing, Debate, Endurance, Engineering, Gem Cutting, Glassblowing, Jumping, Language (Ancient), Lens Crafting, Numeracy, Research, Tumbling, Weather Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >