WIZARD - ENCHANTER Description: Enchanters are masters of magic that affects the physical, material world. Their specialty includes embedding magic within physical items, binding its energy into a solid, tangible, controllable form, but it also encompasses the use of magical power to engender transformations of state and form, amplification or reduction of natural characteristics, and all manner of magical alterations and transmutations. Enchanters are skilled at creating magical items and storing magical energy within all sorts of talismans and receptacles. They are able to increase their normal spellcasting abilities by binding magical spells within trigger objects, ready for use at his or her desire and freeing up the Enchanter's mind for other spells. Enchanters love to research and to study and to experiment, working out new applications for using magical power to transform the natural world and new methods of binding new enchantments within crafted items. Enchanters are effective in combat situations, especially when using their powers to enhance the abilities of their allies, but their true strength lies in overcoming obstacles and shaping or altering the physical world to their advantage. Those who aspire to learn the secrets of Enchantment tend to be curious, sharp- minded, and deeply analytical. They are not necessarily prone to profound philosophical insights, but they are fascinated by putting things together and taking them apart again. They are eager to explore the world around them and are typically willing members of adventuring parties. They are willing followers but tend to be reluctant leaders, disliking being forced to make decisions on instinct or allow interpersonal squabbles to distract from their observations and theorizing about the world and those they encounter within it. Most societies welcome Enchanters in their midst, generally considering them to be harmless eccentrics at worst and at best highly useful community resources. They are generally able to make a decent living as teachers, advisors, inventors, and manufacturers of all things magical. Requirements: Enchanters use the Wizard advancement table and have four-sided hit dice and use the Wizard THAC0 and saving throw tables. Enchanters begin with 1 weapon and 4 non-weapon proficiencies, and they gain one weapon and two non-weapon slots every six levels of experience. Enchanters may be of any alignment, but they must have Intelligence, Wisdom, and Dexterity scores of at least 10. Humans, elves, half-elves, gnomes, and tieflings can become Enchanters. Weapon Proficiencies: Like other wizards, Enchanters cannot wear armor or use shields. Sorcerers are limited to the following weapons: blowgun, dart (any), knife/dagger (any), sling (any), or staff. Magical Philosophy: Enchanters focus very directly upon the material, observable world and how they can use magic to shape and transform it to their will. They have little interest in or patience for the vagaries of philosophy or speculation on the unobservable, and their magical training reflects this. In addition to their Primary FOS in Enchantment, all Enchanters learn the realms of Conjuration, Elementalism, and Lore as Major Fields of Study. They have no training, however, in the realms of Illusion, Necromancy, and Sorcery, nor do they have any interest in wasting their time on what they perceive as frivolous endeavors into such ill-defined and intangible fields that depart from the natural state of the world. To an Enchanter, a magically-created force bubble is a temporary magical fantasy, but lasting transformations and understandings of the mechanics and structure of the world represent what is real and useful in the practice of magic. Special Benefits: Enchanters are familiar with a variety of mundane crafts, which they have learned during their apprenticeship for their usefulness in applying magical forces to ordinary tasks. Thus, all Enchanters gain free proficiency in any one Crafts proficiency with a +1 bonus. Their Crafts skill also enables them to start with a bit of extra money compared to other wizards, beginning with 2d4 x 10 g.p.. In addition to this mundane skill, Enchanters have a variety of unique magical talents: Enchantment Enhancement: Enchanters practice magic somewhat differently from other wizards, focusing much of their efforts on the storage of magical energy in various talismans and amulets, sometimes channeling ambient magical energy and sometimes recapturing energy from spells previously cast. The net result is that an Enchanter is able to retain more magical energy than a standard mage and thus can memorize one additional spell of each level he or she can cast every day (e.g., a 3rd level Enchanter would gain bonus 1st and 2nd level spells); however, this additional spell must be from the realm of Enchantment (as only these spells use such energy efficiently enough to allow empowerment through these residual magical energies). Enchanters are also skilled in changing and tinkering with the forces of magic. This allows them to replace any single memorized spell with any Enchantment spell that they know of the same level. The magical energy released by the memorized spell cast is transformed into the desired Enchantment spell at the moment of casting. In order to do this, the Enchanter must have the material components for both spells (if any), and the casting time for the spell conversion is equal to the casting time of both spells combined. This ability can be used once per day for each level of spells (e.g., a 3rd level Enchanter could replace one 1st and one 2nd level spell each day). There are several limitations to this ability, however. First of all, the exotic materials required to construct and maintain such devices cost 10 g.p. per level of the Enchanter per month. Secondly, an Enchanter must choose one specific item as his or her 'focus item' to Enchantment Enhancement. This item can be virtually anything, but materials for its construction will cost no less than 100 g.p. times the highest spell level usable by the Enchanter (a 1st level Enchanter begins play with a 100 g.p. 'focus item'--player's choice as to type) and must be replaced entirely each time an Enchanter gains a new level of spells. An Enchanter's other miscellaneous magic-focusing and collecting devices need not be individually detailed and are considered non-encumbering and individually unimportant (and subsumed in terms of cost within the monthly expenditure to maintain and replace them); only if an Enchanter is completely divested of his or her equipment will lack of these minor items come into play (precluding the use of Enchantment Enhancement). In general gameplay terms, only an Enchanter's 'focus item' requires specific description. If a 'focus item' is ever lost or destroyed, an Enchanter will be unable to use his or her Enchantment Enhancement devices to channel magical energy, so he or she will be unable to gain the extra spells normally allowed. Construction of a new 'focus item' must be done personally by the Enchanter (to ensure that it is properly calibrated with his or her other equipment and magical knowledge and abilities) and will require 1d4 weeks of work in a magical forge or laboratory of some sort. Magic Sense: Because they are always alert for the workings of magic in the everyday world, Enchanters gain the ability to cast a detect magic spell once per day for every five levels of experience (rounding up). This does not count against their normal allotment of spells. In addition, when this ability is used an Enchanter has a 5% chance per level to determine the nature of any magic detected (e.g., magical item vs. spell aura, fire-based warding spell). In addition, Enchanters are sensitive to magical traps and wards of all type, often noting something amiss and pulling back just before activating such a device, and they gain a +1 bonus to saves vs. magical traps, including symbol, glyph of warding, wyvern watch, fire trap, explosive runes, guards and wards, and even Leomund's trap, for every ten levels of experience (rounding up). Quasimagic Creation: At 9th level, Enchanters gain the ability to create temporary 'quasimagical' items. Note that this ability is separate from the creation of magical items through the use of an enchant an item spell. Virtually any known magical item (except for potions and scrolls) whose use is not restricted to non-wizards can be created, but an item made by Quasimagic Creation will only function for the Enchanter who created it. To engage in Quasimagic Creation, an Enchanter must successfully research the process for creating the item, requiring one week per 500 x.p. value of the item at a cost of 100 g.p. per week. This time is halved if the Enchanter has an actual example of the item to copy or if a legend lore, contact other plane, or similar spell is cast to aid research. The Enchanter must succeed in a roll as if to know a spell in order to successfully comprehend the process for creating a given quasimagical magical item, and he or she may know a maximum number of Quasimagic Creation processes equal to the maximum number of spells of each level that he or she can know, as determined by Intelligence. If the roll is failed, the Enchanter cannot comprehend the process for creating a temporary magical item of that type and may not try again unless his or her Intelligence score goes up. If the roll is successful, however, the Enchanter can begin the actual construction of the item. Construction requires an amount of time equal to half the research time and an expenditure of 2d6 x 100 g.p. per week, plus the material cost of the item itself. Fine materials are necessary to hold the enchantment, but the Enchanter need not acquire the normal rare and/or exotic materials required for true magical item construction. After completing the work, another roll as if to learn spells must be made in order to determine whether the work was done correctly. If the roll is failed, a glitch occurs in the Quasimagical Creation process and the item created will not function. An Enchanter may of course try again, starting afresh on item construction, and if the check at the conclusion of Quasimagical Creation succeeds the item has been successfully completed and becomes functional for 1d6 days plus one day per level of the Enchanter (if a charged item, it carries one charge per level of the Enchanter, which will fade if not used within the time limit given above). Once the enchantment fades, it can be re-enchanted with another week of work, the expenditure of 2d6 x 100 g.p., and another successful roll to learn spells. Enchanters can, of course, create permanent magical items using normal rules with the enchant an item spell, with a +5% bonus to all chances of success when enchanting items. Further, if they are enchanting a permanent version of an item that they have successfully enchanted through Quasimagical Creation, all research and construction time and expense are reduced to the minimum. Spell Storage: At 5th level, Enchanters gain the ability to store spells within prepared items, thereby saving memorization slots for other spells. Once placed in an item, a spell may be stored indefinitely for ready casting, though at no time can the number of spell levels so stored exceed half the Enchanter's experience level (rounding up; e.g., a 5th level Enchanter could have three levels of spells stored). Preparing an item to receive a stored spell requires one uninterrupted week of work, and the actual process of Spell Storage requires one day and 500 g.p. per level of the spell. The item must be of the finest workmanship, worth at least 100 g.p. per level of spell that is to be stored within it. Note that the item itself is never harmed by the discharge of the magic within; unlike a magical scroll, for example, after the spell it holds has been released an Enchanter can repeatedly use Spell Storage using the same item. Only the Enchanter who stored the spell within the item can release it, except in very unusual circumstances. Releasing a stored spell simply requires physical contact with the item and silent act of will, with a casting time of 1, and cannot be disrupted short of killing or incapacitating the Enchanter before he or she releases the magic. In all other respects, it is treated as normal spellcasting. An item can hold no more than one spell at a time; any attempt to cast another spell into the item will simply result in the old spell being negated and the new spell taking its place. Special Hindrances: The greatest hindrance that Enchanters face is that most of their special abilities require the use of arcane processes and the ability to obtain rare or magical components; as a result, they are very expensive to maintain in use. Enchanters must work hard to keep themselves out of bankruptcy, and it is for good reason that they tend to feel most comfortable in large cities where they have access to a variety of supplies, consultants, and other resources for their studies. An Enchanter without access to a laboratory can maintain his or her equipment for Enchantment Enhancement and can use his or her Magic Sense ability, but cannot create or repair a 'focus item', engage in research of any type, or perform the work necessary for Quasimagical Creation or Spell Storage. In addition, an Enchanter without access to a laboratory cannot learn new spells, as experimentation with new magical methods is the foundation of an Enchanter's magical abilities. All new Enchanters begin with access to (though not ownership of) a small magical library and laboratory (base value 1,000 g.p.) in which to experiment and undertake magical their magical and mundane craftsmanship, generally the library and laboratory of their mentor or perhaps a local mage's guild or society or even an alchemist's shop. However, if the character ever leaves the area he or she must buy, construct, or otherwise gain access to a suitable facility in order to use most of his or her class abilities, as described for each ability. In order to allow an Enchanter to operate at full ability, the laboratory he or she uses must have a value of at least 1,000 g.p. per spell level usable by the Enchanter. During any month in which the laboratory is in use by the Enchanter for any reason (even for just a few days), he or she must pay an 'upkeep' cost for materials, reagents, and the like equal to 50 g.p. times his or her highest spell level, representing his or her share of costs of a shared lab as well as the cost for materials expended during use. These costs are over and above those described for individual abilities listed above. If an Enchanter's lab is not 'up to snuff', his or her spellcasting and general attributes are unaffected, but all special Enchanter abilities will function at a level equivalent to the value of the lab available. Hence, if an Enchanter has access to a lab (whether his or her own lab or another character's lab) that is not up to his or her level ability (e.g., a 9th level Enchanter using a laboratory with only 2,000 g.p. worth of materials), would be unable to engage in Spell Storage or Quasimagical Creation at all, and could only create a 'focus item' for Enchantment Enhancement capable of working with 1st or 2nd level spells. The materials and components available in such a lab simply would not support more advanced activities. In addition to material concerns about costs and facilities, Enchanters have a profound philosophical disdain for magic that deals with things other than the real, present material world. Hence, they can never learn spells of Illusion, Necromancy, or Sorcery, and in fact they will even refuse to use magical items that draw upon these areas. In the case of multi-function items that include such effects within their powers, they will avoid such items in general but will not necessarily refuse to own or use them; they will not make use of such powers of an item, however, as they are simply beneath the Enchanter's dignity. An Enchanter will not object to others using such items, though they may well find such use contemptible and a sign of small-mindedness in their comrades. This avoidance does not include items such as rings or cloaks of protection or bracers of defense, nor does it apply to priestly healing magic and the like. Bonus Proficiency: any one Crafts proficiency Required Proficiency: Engineering Preferred Proficiencies: Ancient History, Arcanology, Armorer, Artistic Ability, Blacksmithing, Bookbinding, Calligraphy, Carpentry, Clockwork Creation, Engineering, Gem Cutting, Glassblowing, Language (Ancient), Lens Crafting, Magecraft, Metallurgy, Metalworking, Numeracy, Numerology, Papermaking, Research, Spellcraft, Supernumerate, Teaching, Time Sense, Weaponsmithing ***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 >