Wizard Kits (CWH)

__TOC__
In Chapter 1, we discussed at length the schools of magic described in the Player's Handbook. In Chapter 2, we explained how to design new schools. Specialization in a school is an excellent way to individualize a wizard character, but it is not the only way.
In this chapter, we'll show you how to further individualize a wizard character by choosing a wizard kit. A kit is a collection of skills, proficiencies, advantages, and disadvantages used to help define a wizard's personality and background as well as his role in the campaign.
==Kits and Character Creation==
Wizard kits are entirely optional— a wizard character can easily get along without one. But a player who wishes to add detail to his wizard should choose a kit when the character is first created. Only one wizard kit can be chosen for a character.
It is possible to incorporate these rules into existing campaigns, providing the players and the DM can agree on which kits are appropriate. A kit must be compatible with a character's past actions, his background, and his established personality traits. For instance, if a diviner has been played as a thoughtful man of reason with a history of preferring negotiation to combat, and the player has made it clear that his character is from a sophisticated urban culture, it doesn't make sense to assign him the Savage Wizard kit.
Once a particular kit has been assigned to a character, it cannot be changed. However, the character can later abandon it if he wishes, giving up all benefits and hindrances. Bonus proficiencies (see below) are not forfeited. Instead, such proficiencies are no longer considered to be bonuses. The former bonus proficiencies are set aside until the character acquires new proficiency slots; at that time, the new proficiency slots are filled by the former bonus proficiencies.
When designing a new character, first determine the character's ability scores, race, specialization, and alignment.
Once these elements have been decided, choose a kit for the new character. After choosing the kit and recording the information on the character sheet, continue with the character's proficiencies, money and equipment, and other pertinent information.
==Kits and Schools of Magic==
Kits are culturally-based. Generally, any kit can be assigned to a specialist from any school. An Amazon— one of several kits described below— might be a necromancer or an illusionist, while a Mystic— another type of kit— could be a diviner or an abjurer.
However, there are occasional exceptions. Diviners, for instance, require a high Wisdom score, but the Savage Wizard— a kit associated with the more primitive parts of the world— usually lacks the necessary intuition and insight to specialize in the school of greater divination. Likewise, there are also some schools that favor certain kits.
All excluded schools and preferred schools are noted in each kit description. But these are only suggestions— a Savage Wizard diviner is perfectly acceptable if the DM rules that such a character is allowable in his campaign.
Unless the DM determines otherwise, all kits are available to mages
==DM Choices==
Before allowing players to choose kits for their characters, the DM should look at each kit and consider several factors.
Is this kit appropriate to the campaign? Not all kits make sense for every campaign. If it is established that Amazons do not exist in the DM's campaign world, he should not allow players to choose the Amazon kit. The DM should tell the players which kits he will allow and which are forbidden before they create their characters.
Do the players need more information about a kit? The DM might want to furnish the players with additional background information about a particular kit. For instance, he might tell them that in his world, the Savage Wizards all live on the jungle peninsula of Blackroot and have had little— if any— contact with other civilizations.
Are there any changes in the kit? The DM is free to make changes in the proficiencies, hindrances, and any other components of the kits to make them compatible with his campaign world. The players should be informed of any such changes before they choose kits for their characters.