Wizard - Mage Geometer Kit Description: Geometers are Mages who seek mastery of magical power through the manipulation of numbers, geometry, and arcane mathematics. Studious wizards whose powers lie in logic and reason, Geometers uses their mathematical prowess and numerical precision in an attempt to bring order to their world. By studying and manipulating magic through a rigid framework of numbers, symbols, patterns, and formulae, they are able to harness magical energy and channel it according to their desires. They are considered by many to be the most studious of wizards, always studying some new mathematical principal or numerical relationship that further capitalizes upon the connection between magic and numbers, allowing them to bend the forces of magic to their will. The tools of the Geometer's trade vary from drawn-out mathematical calculations and theorems to free-floating diagrams, patterns, and magical geometrical constructs of energy woven by the somatic gestures of a spell. Other wizards tend to view Geometers with a degree of admiration for their dedication and control over their magical spells. Geometers have learned to break down and codify each and every spell into its particulate elements. Although this is a difficult and time-consuming task, it is what allows the Geometer his or her mastery over magic. Few wizards are willing to devote the time and effort required to master this arcane numerological system, and wizards of this type are rare. They are often in demand among government agencies, where their clever manipulation of mathematics and magic can be used to good effect in number-intensive pursuits. Requirements: As a standard Mage, but Geometers must have 15 Intelligence but have no minimum Charisma. In addition, gnomes can become Geometers if they wish. Also, because of the discipline and mental rigor required for this profession, Geometers cannot be of chaotic alignment. Weapons & Armor: Dagger/knife, dart, sling, staff. Special Benefits: Geometers are masters of magic and its mathematical representations. Because of their close affiliation with matters of probability and hypergeometry, Geometers are able to use all spells from the Schools of Dimensionalism and Wild Magic as part of their Primary FOS. As a matter of professional style, they also tend to favor spells that create tangible manifestations in a perfect geometric form (e.g., globe of invulnerability, forcecage/forcecube, Otiluke's resilient sphere, prismatic sphere) or an intricate geometric form or pattern (e.g., hypnotic pattern, rainbow pattern), and at the DM's option such spells may be included within the Primary FOS of a Geometer. Spells with no tangible manifestation (e.g., protection from evil 10' r., avoidance) or with only an irregular shape (e.g., fireball, cone of cold) should not be included in this group, even if their nominal area of effect is technically defined in geometric terms. Beyond this spellcasting expertise (or preference, in the case of geometrically shaped spells), Geometers gain the following abilities: Arcane Lore: As a standard Mage four levels lower than his or her actual level; thus, this ability is not gained until 5th level is reached. Fortune Telling: As a standard Mage. A Geometer can choose to substitute a different form of pseudomystical numerological divination in place of the augury ability normally possible. The type of alternate Fortune Telling he or she can perform depends on his or her level: Level Alternate Ability 1st calculate chances 3rd personal reading 5th moment 7th moment reading 9th telethaumaturgy Much like the augury ability, these powers have the same effect as the priest spell in question, cast at the Geometer's level. Note that these abilities are possible alternatives instead of using augury, not in addition to it. A Geometer may still only attempt this sort of Fortune Telling once per day for every five levels of experience (rounding up). In a similar fashion, a Geometer of 9th level or above can choose to perform calculations requiring 1d10 rounds that have the effect of a consequence spell rather than invoking his or her ability to contact other plane. In either case, the ability can be used only once per week. Because Geometers continually practice and study their numerical and mathematical skills and principles they gain a +1 bonus to their Numeracy and Numerology proficiencies for every three levels of experience (rounding up). Geometers who attempt to use their Numerology proficiency to divine information never gain "wildly inaccurate" information on a natural roll of 20. A Geometer must always make a successful Numerology proficiency check in order to divine information about the future, even if he or she is using a divinatory magical item to enhance his or her powers. Improvisational Magic: As a standard Mage. Mathemagical Manipulation: Geometers' highly rational, systematic, modular concept of manipulating magic allows them to transcend some of the normal boundaries of spellcasting faced by other wizards. Using his or her magical and numerological formulae, a Geometer can attempt to memorize and cast spells of a higher level than would normally be allowed for a wizard of his or her experience level. When attempting to learn spells of a level normally beyond his or her ability (e.g., a 5th level Geometer attempting to learn a 4th level spell), he or she suffers a -10% penalty to his or her Chance to Know Spell. If such a spell is learned, however, a Geometer may attempt to memorize this higher-level spell in place of one of the spell 'slots' of the highest level spell that he or she can cast (in the case above, using the wizard's 3rd level spell 'slot' to memorize a 4th level spell). A successful Numerology proficiency check must be made at the time the spell is memorized, or else the memorization fails and that spell 'slot' is wasted for the day. If the check succeeds, the spell has been memorized, but another Numerology check is needed when the spell is cast, or else if fails to function. A natural 20 results in failure regardless of the Geometer's proficiency score. A Geometer may attempt this for more than one spell slot if desired, but each slot after the first for which this is attempted on any given day entails a cumulative - 4 penalty to the Geometer's Numerology proficiency. Special Hindrances: Geometers are interested in results rather than appearances, and as a result they do not learn any form of Stage Magic in the course of their training. Geometers are also very slow and methodical when it comes to their magic. Not content to merely 'absorb and regurgitate' their spells as they believe other wizards do, they analyze and recompute every spell as they memorize it and cast it, scrawling it in glowing figures and formulae in the air when they use it. This has the effect of doubling their memorization time for spells, and it also increases casting time by 3 for all spells used by a Geometer, though this has no effect on spells with a casting time of 1 round or more. Also, Geometers require double the normal amount of time to learn new spells due to their painstaking attention to detail and accuracy. If the individual teaching them is not also a Geometer, the time required is tripled. The same is true if a Geometer tries to teach a spell to a non-Geometer. The greatest hindrance that Geometers face, though, is that their system of invoking and recording magic is completely different from that used by ordinary wizards. Geometers view the operation and manipulation of magical forces as being dependent on an arcane and intricate system of complex mathematical and numerological theorems, principles, relationships, and systems that operate in synchronicity with the fabric of reality and the weave of magical energy that suffuses all things. Hence, their spellbooks and magical scrolls are of necessity illuminated with a variety of extraordinarily complex patterns, numerological charts, and mathematical computations and graphs that describe the formulae, symbols, and functions necessary to harness and generate a specific desired magical effect. Because of this, the spellbooks and any magical scrolls created by a Geometer are useless to any other type of wizard unless he or she knows the Numerology proficiency, and even in that case a successful proficiency check at half the normal chance of success must be made in order to understand and be able to use the item in question. Even if the check succeeds, the time required to use it will be doubled due to its convoluted logic and excessive interpolation of numbers and figures. Likewise, before a Geometer could use a standard spellbook or scroll but would have to first perform the necessary (to his or her mind) mathematical work to ensure that the magical proportions and formulae used in the book or scroll were properly measured and accounted for. This requires a successful Numerology proficiency check for each spell read from a book or from a scroll, and in all cases such effort will require triple the normal amount of time to complete. Even simply casting a spell from a non-Geometer scroll will result in doubling the normal casting time, and it cannot be used at all until an appropriate numerical analysis has been performed. Bonus Proficiencies: Numeracy, Numerology Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Ancient History, Arcanology, Artistic Ability, Bookbinding, Calligraphy, Clockwork Creation, Engineering, Language (Ancient), Magecraft, Papermaking, Research, Rune Lore, Spellcraft, Tattooing, Teaching, Thaumaturgy, Time 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 >