Wizards of the Old Empires (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Intelligence 9
Prime Requisite 	Intelligence
Hit Die Type 	d4
Attack as 	Wizard
Save as 	Wizard
Advance as 	Wizard
Spell Ability? 	Wizard
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	6
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Ancient history
Recommended Proficiencies	Spellcraft
__TOC__
==Overview==
===Chessenta===
This kingdom may well be the most chaotic of all human nations on Faerûn. There are those who argue this splintered collection of rival city-states and bickering rulers shouldn't even be considered a single nation. The wizards of this land, while no more or less powerful than their peers in many other kingdoms, are shaped by this background.
===Mulhorand===
Mulhorand is a land of great temples, powerful priest-kings, and ancient lore. It may well be the oldest kingdom on all of Toril, having been established some 3,500 years ago. Although the so-called Great Kingdom has been in a period of decline over the past several centuries, it seems to have stabilized now and is gradually rebuilding the power and prestige that once gave it sway over many distant lands and diverse people.
The people of Mulhorand see magic as a power that is given by the gods to those who must serve them well in return. This belief is evident in the power of Mulhorand's priests and that their ruling pharaoh is seen as the earthly incarnation of Mulhorandi, the god and master of their pantheon. Wizards are seen as usurpers who, by practicing magic without serving the gods, are lessening the power that keeps the heart of the Great Kingdom beating. They are looked upon as malefactors at best and, more commonly, as dark menaces who must be destroyed.
===Unther===
To refer to this realm as corrupt and decaying would be a gross understatement. The reigning god-king, Gilgeam, is a brutal and vulgar deity who has maintained his earthly presence for more than 2,000 years. During that time he has taught the people of Unther that they must serve him without question or face his wrath. The seeds of revolution, long overdue by most accounts, have begun to sprout now and Unther is clearly headed for a period of political upheaval.
Unlike its neighboring Mulhorand, where wizards are perceived as suspect, the loathing most of Unther feels for Gilgeam is reflected in a great dislike of priests and paladins, no matter what deity they might honor. Wizards, on the other hand, are seen as potential allies in the upcoming revolt. While not venerated by any means, they are considered a potent force that may well be instrumental in ending Gilgeam's 2,000-year reign of tyranny.
==Description==
===Chessenta===
The traditional garb of the Chessentan wizard is a togalike robe of soft cloth (called a tegahn and usually made of cotton), often worn with a tunic and breeches underneath when the weather is not good. Ornate brooches, generally fashioned in the shape of the character's favored mark, fasten the tegahn on both shoulders.
===Mulhorand===
The wizards of Mulhorand are not interested in being recognized as spellcasters. They tend to dress in the tunics and trousers or skirts often worn by most of their countrymen. They clothe themselves so as not to stand out in a crowd.
===Unther===
It would be hard to imagine a more distinctive individual than an Untherite wizard. The rich bronze of their skin, made all the more evident because they routinely shave off all body hair and employ oils or waxes to give their flesh an almost radiant appearance, contrasts sharply with their bleached white tunics and kneelength skirts.
Untherite wizards go to great lengths to appear powerful and majestic. They carry their heads high and throw back their shoulders so as to have the bearing of a king. It is easy to understand why the masses of this troubled nation have begun to look to the wizards among them for guidance.
==Role-playing==
===Chessenta===
Wizards of Chessenta are often described as self-absorbed and egocentric. While this might be a somewhat harsh assessment of their personalities, it is not inaccurate. The politically chaotic nature of life in Chessenta has taught their magicians that the friends they make today may turn against them tomorrow. This being the case, it is quite understandable that Chessentan wizards have learned to rely upon only their own talents and spells.
===Mulhorand===
The fact that most of society views them as criminals and deviants cannot help but have an impact on the personalities of Mulhorandi wizards. Because of their low standing in society, these spellcasters have come to think of themselves as rogues and scoundrels. Many of them live almost hermetic lives, venturing out only at night or when the crowds filling the streets can hide their actions.
===Unther===
Untherite wizards see themselves as powerful and majestic folk. The adoration heaped upon them by the rest of the Unther's inhabitants may not have gone to their heads, but it has certainly shaped their self-image. It is difficult to imagine a threat or challenge that can daunt one of these wizards, for they see every challenge as an opportunity to prove themselves anew.
==Special Abilities==
===Chessenta===
One of the first things that one learns in Chessenta is the importance of fast thought and even faster action. To a warrior, this means being able to get your sword out of its scabbard and into play before your enemy knows what's happening. For Chessentan wizards, it means streamlining the techniques required to cast spells so that their magic takes effect before that of their enemies.
Any spell cast by a Chessentan wizard has its casting time halved, with uneven results being rounded up. For example, a magic missile spell still has a casting time of 1, but a lightning bolt has a casting time of 2 (instead of its normal 3).
===Mulhorand===
For many of Mulhorand's spellcasters, magic is a matter of life or death. Because of the way in which magic use is viewed by the populace of the Great Kingdom, these wizards have learned to protect themselves from the prying eyes of those around them.
Even when they are unable or do not desire to use their spells, these wizards can easily evade pursuers. Like rogues, the wizards of Mulhorand are able to hide in shadows  and  move silently. The percentage chance that they will succeed at such endeavors is 25% plus 5% per experience level. So a 5th-level wizard can hide in shadows 50% of the time while a 10th-level wizard is successful 75% of the time. The maximum chance of success is 95%, which the wizard reaches at 14th level.
Wizards of Mulhorand are also the masters of the spells of concealment. At the very least, these include blindness, blur, change self, improved invisibility, invisibility, invisibility (10' radius), mass invisibility, mirror image, misdirection, mislead, screen, sequester, vacancy, veil, wraithform.  Other spells, including those listed in the Tome of Magic, can be added to this list as the DM desires. For the purposes of learning and casting these spells, Mulhorandi wizards treat them as if they were one level lower than listed in their spell descriptions. Thus, wraithform, normally a 3rd-level spell, is treated as 2nd-level magic. All 1st-level spells are unaffected.
===Unther===
Untherite wizards have spent years making ready for the day when they will lead the masses against the god-king and his assembled priests. Countless skirmishes have allowed them to study their future enemies, giving them an insight into priestly magic that few other folk can claim to possess.
As a result, they have limited magic resistance that applies only to spells cast by priests. Whenever such a spell is cast at an Untherite wizard, there is a percentage chance equal to his experience level that it will fail. This functions just like the magic resistance that some monsters and other creatures possess.
==Special Disadvantages==
===Chessenta===
It is said that only a fool trusts a Chessentan. While this may be a harsh overstatement, it does have some basis in truth. The rival city-states that make up this land make and break treaties so fast that only the most astute politicians can keep track of who is working with whom at any given time.
The stigma associated with Chessentans is reflected in the wizard's inability to acquire a henchman. No matter how high the character's Charisma score, no henchman will ever agree to follow or serve him. In addition, the character's loyalty base and reaction adjustment scores (as determined by his Charisma score) are always negative. So, a Chessentan wizard with a 15 Charisma will have a loyalty base modifier of -3 and a reaction adjustment of -3.
===Mulhorand===
As fugitives, the wizards of Mulhorand have been forced to deal with the criminal elements of society in their efforts to obtain spell components and the other materials required to practice magic. Even lawful good wizards have little choice but to swallow their pride and deal with the black market.
In game terms this is reflected in a "tax" that must be paid for the use of magic. Rather than requiring the player to keep careful track of everything that his character purchases and expends, each spell has a set fee associated with it. At the end of each game session, the player must deduct from his character's monetary wealth a number of gold pieces equal to 50 per spell level cast during the adventure times his own experience level. For example, if a 3rd-level wizard cast two 1st-level spells (50 gp each) and one 2nd-level spell (100 gp each), he would owe 200 gold pieces times his level (3), for a total of 600 gp.
If the wizard does not have enough money to cover his spellcasting debts, the remaining liability is paid with experience points. This is a last resort, however, and the player cannot opt to substitute XPs for gold. Dungeon Masters should be careful to veto any attempt by the player to circumvent this requirement.
===Unther===
The role Untherite wizards have set for themselves has its disadvantages. In becoming heroes of the soon-to-be revolution, they have made themselves easy targets for martyrdom. Hardly a day goes by in Unther that one of the land's wizards isn't attacked or killed. The god-king has offered a generous reward for anyone who kills one of these popular heroes, and the knives of assassins lurk everywhere.
Another handicap these characters suffer is directly related to their resistance to priestly magic. Unlike normal magic resistance, which can be suppressed when desired, this effect is constant. As a result, magical healing and other beneficial priestly magic has a chance of failing when cast upon Untherite wizards. This applies even to potions and devices, so a potion of extra healing may fail to have any effect on an Untherite imbiber.