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Wizards

Wizards and magic are central to the structure of the AD&D game rules. They hold no less importance in the misty realm of Ravenloft than on the ancient worlds of Krynn, Faerun, or Oerth.

Arms and Armor

Of all the classes, wizards are the least suited to physical combat. Their intense devotion to the academic study of magic leaves them little time to pursue martial interests.

For this reason, wizards cannot wear armor or employ shields of any type. Certain magical items, like a cloak of protection, can be used to improve a wizard's Armor Class, but wizards generally remain far more vulnerable to attacks than other adventurers.

Wizards are also very limited in the types of weapons that they can employ. As a rule, they can use only daggers, knives, and staves in melee combat or darts and slings in missile combat. Of course, daggers and knives can serve dual roles, for they can be thrown at enemies as well.

Hit Dice

Just as they possess less skill with weapons and armor, so too are wizards less resistant to physical harm than most other types of characters. To reflect this, all wizard characters use four-sided Hit Dice. They are not entitled to an exceptional hit point bonus and are limited to a +2 adjustment no matter how high their Constitution scores.

Wizard characters start with 4 hit points and add their Constitution adjustment. After the 1st level, they roll for hit points until such time as they reach the 10th level. From the 11th level on, they receive only a single additional hit point with each level advance. In addition, they no longer receive bonuses for high Constitution scores at that point.

Attack Rolls

The lack of skill that wizard characters have in physical combat is most apparent in their attack rolls. Like all 1st-level characters, wizards begin with a THAC0 of 20. However, this number improves only with every three levels of experience that the character attains. Thus, a 4th-level wizard has a THAC0 of 19, a 7th-level wizard has 18, and so on.

Saving Throws

Wizards gather about them the magical energies of the world. This makes them more resistant to certain forms of attack, especially those of a magical nature, than other character types.

Table 82: Wizard Saving Throws

Character 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 petrificafion or polymorph.
*** Excluding thosefor which another saving throw type is specified, such as death magic, petrification, polymorph, etc.

Fear, Horror and Madness

While wizards are not cowards, they are not confronted by the rigors of battle on a regular basis. By the same token, the mysterious and macabre nature of the world is almost second nature to them. Because of this, wizards possess more resistance to the horrors of Ravenloft than other characters but find themselves somewhat more susceptible to fear.

Table 83: Wizard Fear, Horror and Madness Checks

Character
Level
   Fear
Check
   Horror
Check
   Madness
Check
0 17 15 19
1-2 16 14 18
3-4 15 13 17
5-6 14 12 16
7-8 13 11 15
9-10 12 10 14
11-12 10 9 13
13-14 8 8 12
15-16 6 6 11
17-18 4 4 10
19-20 2 2 8

Level Advancement

As they adventure, wizards acquire experience points to reflect their increased knowledge and magical power. The rate at which wizards advance in level is indicated on Table 84: Wizard Experience Levels. Unless otherwise indicated, this table applies to all wizard classes.

Table 84: Wizard Experience Levels

Character
Level
   Experience
Points
   Hit
Dice
1 0 1d4*
2 2500 2d4
3 5000 3d4
4 10000 4d4
5 20000 5d4
6 40000 6d4
7 60000 7d4
8 90000 8d4
9 135000 9d4
10 250000 10d4
11 375000 10d4+1
12 750000 10d4+2
13 1250000 10d4+3
14 1500000 10d4+4
15 1875000 10d4+5
16 2250000 10d4+6
17 2625000 10d4+7
18 3000000 10d4+8
19 3375000 10d4+9
20 3750000 10d4+10

* Player Characters begin with 4 hit points plus Constitution adjustments

Spells and Magical Items

Of course, all wizard characters can cast spells. While changes to the exact effects of various spells and other aspects of magic use in Ravenloft are detailed elsewhere in this book (see Chapter Nine), Table 85: Wizard Spell Progression can be used to determine the number and level of spells available to a given character.

Wizards have a great affinity for magic in all its forms. As such, they can use of more types of magical items than any other character class. Nearly every magical potion, ring, wand, rod, scroll, or miscellaneous magical item that a wizard finds is open to use by him. However, wizards cannot use any magical armor or wield magical weapons normally restricted to wizards.

Beyond the use of such treasures, a wizard can actually create magical items of his own. Upon attaining 9th level, he can begin to pen magical scrolls and brew magical potions. Magical items can be created by using the instructions in the Player's Handbook and the Dungeon Master Guide.

Table 85: Wizard Spell Progression

Wizard
Level
   Spell Level
   1    2    3    4    5    6    7    8    9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 2 3 - - - -
11 4 4 4 3 3 - - - -
12 4 4 4 4 4 1 - - -
13 5 5 5 4 4 2 - - -
14 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2

Followers and Holdings

While wizards can own property and receive a monthly income, they don't gain any special benefits for having a fortress or stronghold, especially in Ravenloft. Wizards also don't attract any followers, although they can acquire a few henchmen and apprentices to help them.

Starting Wealth

All wizard characters begin play with (1d4+1)xl0 gold pieces. They are free to use this wealth to purchase whatever weapons and other equipment they desire prior to the start of play. In most cases, any unspent cash remains with the character for use during his adventures.

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