Wizard - CONJURER Description: Conjurers represent those Wizards who learn how to requisition and channel magical power from other places or even other planes in order to produce magical effects. They study the nature and properties of the weaves, pools, and channels of ambient magical energy that flow throughout the world and through the planes, and they learn how to tap into that energy and manipulate and channel it to serve them. Sometimes their magic is used to reach through these channels to contact and forcibly demand the presence and obedience of creatures from afar or from other planes (or to ward off or banish such creatures by reversing such channels). Most of a Conjurer's spells, however, tap directly into the power of these energy sources and flows to 'create something out of nothing'. Their creations may be simple or complex constructs or discharges of magical energy (usually in a tangible form, such as light, cold, or electricity, rather than 'pure' magical force), or they may even manufacture entire temporary or permanent objects or creatures out of nothing but magical energy and transient extraplanar sub-matter. Because of the great power they wield, most Conjurers are utterly convinced that their specialty is superior to all others. Though confident, courageous, and bright, Conjurers tend toward smugness and arrogance. Conjurers speak their minds freely and have little patience for the opinions of those they consider their inferiors; it takes a leader of proven worth and unyielding strength to earn the respect of a Conjurer. In their adventuring careers, Conjurers tend to prefer action to discussion and attacking to negotiating. They relish every opportunity for combat as a chance to demonstrate their power. Conjurers have little interest in interacting with common people and prefer to live in isolated areas of the countryside. Most consider children a nuisance and an annoying waste of time, so even those few who deign to marry typically remain childless by choice. Conjurers shun activities that might constitute a normal 'career'. Such a mundane occupation would be beneath their dignity, and conjurers can grow flabby and lazy as they advance in years and in skill, as they rely more and more on their magical creations to do their work for them. Requirements: Conjurers use the Wizard advancement table and have four- sided hit dice. Conjurers use a Wizard's THAC0 and saving throw tables. Conjurers begin with 1 weapon and 4 non-weapon proficiencies, and they gain one weapon and two non-weapon slots every six levels of experience. Conjurers may be of any alignment but must have scores of at least 14 in Intelligence and Constitution. In general, only those with human blood can (or have the temerity to) learn the arts of the Conjurer; thus, the class is restricted to humans, aasimar, tieflings, and half-elves. Weapons & Armor: Like other wizards, Conjurers cannot wear armor or use shields. Conjurers are limited to the following weapons: blowgun, club (any), dart (any), knife/dagger (any), sling (any), staff, or whip. Magical Philosophy: This area of magic is at its heart based in requisition of power and temporary or permanent creation through magical energy. Their spells can produce various forms of nonliving matter or material (sometimes raw matter, sometimes shaped in a basic fashion, and sometimes fabricated with exacting detail) or tangible manifestations of energy or effect (a specific effect or energy brought from elsewhere; not simply a nebulous magical 'force'). They can also entice creatures to come to the caster and perform some task on his or her behalf, or to repel and banish them back from whence they came. Though they are very proud of their specialties, they realize that there are other powers that are helpful to supplement their might, and they focus particularly on those that they feel are 'in line' with their own philosophy. Thus, Conjurers learn Elementalism and Sorcery as Major FOS (to supplement their mastery of the power of other planes and the manipulation of magical force and energy) and Enchantment and Necromancy (encompassing the impact of magical energies upon the physical world or storing energy and the connection between life and death). Conjurers do not study the magical arts of Lore (wasting magical energy on pointless pondering better done by lesser minds) or Illusion (simply not direct or 'real' enough to suit their rather unsubtle style). Special Benefits: Conjurers love nothing better than flexing their 'magical muscles' and tapping into their otherworldly power sources to energize their magical abilities. Conjurers receive the following standard Wizard abilities: - Have the option to leave any or all 'spell slots' open rather than memorizing spells immediately after rest. Such spell slots can then be used later in the day by reading and memorizing a particular spell from the Conjurer's spellbooks at the time it is needed (requiring the normal 10 minutes per spell level) and then casting it, allowing for greater flexibility but leaving him or her without a prememorized, ready-to-cast spell in that slot. - Receive bonus spells (and/or have a spell failure chance) based on their Intelligence score as a Priest would for a high Wisdom score; these bonus spells must be selected from the realm of Conjuration. - Research and create spells and magical items (within the Realm of Conjuration). - Scribe spells onto scrolls beginning at 6th level, provided appropriate spell inks can be bought or manufactured and the Calligraphy proficiency is known. In addition to these standard abilities, they gain the following skills unique to their class: Channel Energy: Conjurers have the ability to increase the power of their spells by tapping into ambient magical energy sources. This requires more time than normal for spellcasting, but results in a 'surge' of magical energy that boosts the spell's power. For any spell a Conjurer knows, if he or she boosts the casting time required for the spell to the next higher increment (e.g., a spell with CT 3 would require 3 rounds to cast in this fashion, a Strength spell, requiring one turn normally, would require one hour to cast), he or she can omit the material component normally required for the spell or can choose to boost the spell's range by 50% or increase its duration or area of effect by 25% (rounding down). A Conjurer is naturally far more skilled at combining Conjuration spells with their ability to Channel Energy. Thus, a Conjurer can achieve any of the above effects for a Conjuration spell by simply doubling the normal casting time of a spell. If a spell's casting time exceeds 10 because of this doubling, it should be considered to take one full round to cast, plus the balance of the total above 10 counting as its casting time in the following round (e.g., monster summoning V has a normal casting time of 7, which would be doubled to 14; thus, it would require one full round to cast, plus having a casting time of 4 (modified by initiative) in the following round while using Channel Energy to boost its effect). If a Conjurer increases the 'area of effect' of a spell that creates or summons objects or creatures, the number that appear through the use of the spell will be increased by 25% (rounding down); e.g., if monster summoning I would normally bring 7 orcs, using Channel Energy to boost this by 25% would bring one additional orc (7 x 25% = 1.75, rounded down to 1). In addition to the above, a Conjurer can further boost the effects of a Conjuration spell, increasing range by 100% or duration by 50%, by increasing the time increment of a spell's casting time (as described above); thus, a Conjurer could double the range of a flame arrow spell by taking three rounds to cast it. It should be noted that the ability to Channel Energy has limitations regarding how it can be used to modify spells. Spells with a range of 0 or Touch cannot have their range increased. Likewise, spells with an Instantaneous, Special, or Permanent duration cannot have their duration extended. Spells that normally affect only a single creature cannot affect more than one. Comprehensive Conjuring: Conjurers are very knowledgeable in their chosen specialty, gaining a variety of advantages when dealing with magic of their type. A Conjurer always has a 5% chance per level to automatically recognize whether a creature is a summoned or an object created by magical Conjuration. This chance is doubled if the Conjurer spends one round concentrating on studying a particular creature or object. In addition to this general knowledge, Conjurers are highly skilled in the use of Conjuration magic, gaining a +10% bonus to their chance to learn such spells. They also gain a +1 bonus to save against Conjuration spells used against them and force their opponents to save at -1 to resist their Conjuration spells. Finally, when researching a new Conjuration spell, a Conjurer treats the spell as if it was one level lower for determining difficulty, cost, etc. Special Hindrances: Conjurers tend to be resented somewhat for their arrogant and superior manner, suffering a -1 reaction penalty with others (-3 with lower class NPCs). Conjurers do not mind the antisocial aura they project, as they are perfectly happy to sequester themselves with their books and channel their magical energies without interference from 'the little people'. They focus so much on their magical conjurings and creations, however, that they begin with only half the normal number of non-weapon proficiency slots, and all of a Conjurer's proficiencies must be selected from his or her Preferred List. Conjurers also tend to focus on their specialty to the exclusion of other fields, applying a -10% penalty to learn any spell outside the Realm of Conjuration. A Conjurer cannot research spells or create magical items from other Realms of Magic. Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Battle Magic, Calligraphy, Ceremony/Ritual, Engineering, Languages (Ancient), Planology, Rune Lore, Sixth Sense, Thaumaturgy, Weather Sense, all Wizard proficiencies ***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 >