Wizards of the Unapproachable East (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Varies
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 	None
Recommended Proficiencies	Spellcraft
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==Overview==
===Aglarond===
Despite its seeming unimportance, two facts about this tiny nation merit mentioning in this book. The first, and certainly the most important in a global context, is that Aglarond acts as a buffer and keeps the perfidious Thay from gaining major access to the Sea of Fallen Stars. The second is the existence of the Simbul. There are those who say this woman is the most powerful spellcaster on Faerûn today. The few wizard adventurers who have come out of Aglarond in recent years have all learned their magic at her hands.
No one knows how the Simbul does it, but this most unusual woman seems to be able to sense when someone with magical talent is born in her kingdom. When this happens, she treats the child as her own and oversees its growth and education. These children quickly mature into some of the most powerful spellcasters to wander the Unapproachable East. Player characters built with this kit are all the Simbul's Children.
To qualify for this kit, a character can have no ability score below 9 and must have an Intelligence score of not less than 15. 
===Impiltur===
Although they are often portrayed as military powers, the united city-states that compose this realm have little taste for war. They know that no country can long survive as a warrior realm, for it suffers as much as its enemies. Still, the rulers of Impiltur recognize they live on the frontiers of the civilized world and must maintain a strong military as a protection against the unknown. The true strength of Impiltur, however, lies in the savvy of its rulers and the vast resources upon which its economy is based.
The wizards of Impiltur are also shaped by this thinking and strive to balance their defense with their desire to master the power of sorcery.
===Rashemen===
Male spellcasters are almost unheard of within the borders of Rashemen. There are those who say that some great enchantment hangs over the region and steals the magical power from men and shunts it to the women. Whether this is true or not, no one seems to know. Still, it cannot be denied that the women here seem to be unusually gifted in the practice of magic. It is often said that even the least handmaid knows one or two magical spells.
Of course, the most prominent example of this land's magic are the Witches of Rashemen, whose power seems equal to that of the Red Wizards of Thay and who are sung of by bards and minstrels throughout Faerûn. All characters created with this kit are spellcasters of this type. They must be female and must have Intelligence, Wisdom, and Charisma scores of not less than 14.
===Thay===
When a bard or minstrel wishes to conjure up images of evil magic and darkest sorceries, he need only mention the much despised name of the Red Wizards of Thay. Over the centuries, the clever masters of this realm have combined powerful magic, espionage, and devious political maneuvering to forge a state of virtually unequalled might.
All wizards created with this kit are considered to be members of the Red Wizards, since those who do not count themselves among this brotherhood are quickly eliminated by the masters of Thay. To qualify for this base honor, a character must be of evil alignment and have Intelligence and Charisma scores of not less than 14. This kit is restricted to nonplayer characters, of course.
==Description==
===Aglarond===
The Simbul's Children forbear the common robes that many associate with wizards. Instead, they dress in elegant tunics and breeches sewn from an emerald green silk the likes of which cannot be found anywhere else in the world.
They favor emeralds and other green stones in their jewelry and, for some unknown reason, they never wear anything fashioned from silver. Some say silver burns these wizards as it does lycanthropes, but there seems to be little real evidence for this claim.
===Impiltur===
Wizards of Impiltur are generally not easy to pick out of a crowd. They favor the dress of the common man or that of the nobility if they are moving in such circles. So casual toward playing the part of the wizard are they that they have been known to wear swords and armor when traveling with military units, although they suffer nonproficiency penalties if they attempt to actually use swords in battle, and they cannot cast their spells while so attired. They aren't attempting to disguise themselves or otherwise hide their true profession; it is just that they are used to and appreciate the warrior culture of their homeland. Dressing as a warrior is a way of affirming one's allegiance to Impiltur.
===Rashemen===
The Witches of Rashemen dress in fairly simple hooded robes fashioned from black cloth. These are tied about the waist with a sash of orange, and fine gloves of the same material cover the hands and forearms. Over their faces they wear gray-white masks molded from a thick clay found only near the witches' stronghold of Urling. These are excellently made and, from a distance, might even go unnoticed. A closer look, however, reveals their fixed, dispassionate expression.
It is said that the Witches of Rashemen set aside their traditional garb when traveling outside their native land. However, since they also conceal their powers and identities when so doing, it is impossible to say if this is true or not.
===Thay===
The Red Wizards of Thay are called that because of the crimson robes they wear when meeting with others of their kind. At other times, donning these flowing, richly embroidered garments is optional. In any situation where a Red Wizard is attempting to make an impression or otherwise flaunt his station, he will wear such attire. If the wizard is attempting to conceal his identity, of course, he opts for less obvious dress.
==Role-Playing==
===Aglarond===
The folk of Aglarond may be few in number, but they are proud. This is especially true of those chosen by the Simbul to receive her training. From the moment they begin to walk and talk, their magical powers are nurtured toward perfection and their minds are guided toward self-confidence and personal pride.
This is not to say they are braggarts or boastful. The Simbul's teachings stress the duty that all of her chosen students have to the country of Aglarond and its people. If they are proud of themselves, they are even prouder of the common folk who struggle through their lives without the aid of magic. Those who have met one of the Simbul's Children all agree it is better to insult the wizard himself than to make a disparaging comment about even the lowest of his countrymen.
It is important to remember that these characters do not have the ability to call upon the Simbul for help in game situations (unless desired by the DM in a specific instance, of course). Once the Simbul decides they are ready to begin serving Aglarond (when they have mastered the spells of a 1st-level wizard), she sends them out into the world. From that point on, she expects them to act on their own in defense of her realm.
===Impiltur===
Wizards from this region tend to adopt the same no-nonsense approach to magic that their country takes toward foreign policy. If something seems to offer sufficient reward for the risk entailed, then they pursue. If not, the venture is deemed unworthy and is forgotten.
Some have described these spellcasters as unfeeling and cold. While this might seem to be the case on the surface, the truth is actually quite different. Wizards of Impiltur are very careful to base their decisions only on the logic of a given situation. In times of stress, therefore, they often seem cold and calculating. When with their friends and loved ones, however, they are warm and amiable.
===Rashemen===
The Witches of Rashemen are often referred to as aloof and snobbish. A more precise description might be commanding and domineering. In their homeland they are treated with reverence and respect. It is forbidden for any citizen of Rashemen (or outsider, for that matter) to refuse an order from one of these folk.
In combat, the Witches of Rashemen show their enemies no mercy. They take any attack against one of their countrymen or traveling companions as a personal affront. Such insults are often answered with the death of the offender.
This outlook is clear in all aspects of the witch's life. Either someone is a friend or an enemy, and a creature is either good or evil, with no middle ground.
===Thay===
Red Wizards tend to have dual personalities, which they employ with great skill. In all cases, however, the wizard's inner confidence and assertiveness comes through. There are those who say the tongue of a red wizard is more dangerous than any warrior's sword.
At times, a Red Wizard may be charming and eloquent. He may prove himself to be an ideal host, the perfect guest, or an amiable traveling companion. Those in the company of a Red Wizard at such times are advised to pay careful attention to their own words as well as those of the spellcaster. Many men have agreed to terms or revealed information in casual conversation with one of these folk that no inquisitor's rack could have torn from them.
If the wizard is unable to accomplish his goals with subterfuge, then a show of force is decidedly in order. It is said that no dragon has the temper of a Red Wizard, and this may well be the case. Even the most seemingly inoffensive Red Wizard can become a whirlwind of fury when things go against him.
==Special Abilities==
===Aglarond===
Aglarond invests a great deal of time and effort in the training of her children. She is not about to let them begin wandering the world without an ample supply of magical knowledge.
Any such character begins adventuring with a large number of magical spells in the pages of his spellbook. The exact number of spells is equal to the maximum number of spells per level associated with his Intelligence score (as indicated on Table 4 in the Player's Handbook). For example, one of the Simbul's Children with a 17 Intelligence will start play with 14 spells in his spellbook. The player may select these spells freely from the Player's Handbook and Tome of Magic, with the DM reserving the right to veto any spell that he does not wish to allow in his campaign.
When the character gains the ability to cast higher-level spells, he need only seek out the Simbul to acquire a complete complement of new incantations. Provided that the character has not displeased the Simbul in some way (as determined by the Dungeon Master), the player may return to the Player's Handbook and Tome of Magic to select the spells he wishes to record for his new level. The same is true if the character's Intelligence ever increases.
===Impiltur===
The calm and rational nature of these characters is invaluable in times of crisis. When the front rank falls back before an onslaught of magical creatures and fear ripples through the supporting troops, one can always count on a wizard of Impiltur to quickly assess the situation, shout orders, and rally the troops.
In game terms this is reflected in an adjustment to the Charisma score of the character. When a wizard of Impiltur advances to a new level of experience, the player rolls a 20-sided die. If the result of that roll equals or exceeds the Charisma score of the character, this ability increases by 1 point. In time, such a character's Charisma could rise as high as 20.
Wizards of Impiltur radiate such an aura of confidence and leadership that the Morale rating of any allies within 25 feet of their location is increased one step. In most cases, a base Morale rating is listed in the MONSTROUS MANUAL or can be calculated based upon information presented in the DUNGEON MASTER Guide. Such a wizard at the head of a group of mercenaries would increase their Morale from Steady (11-12), as indicated in the MONSTROUS MANUAL, to Elite (13-14).
===Rashemen===
Over the centuries, the Witches of Rashemen have mastered a form of magic unlike any practiced outside that nation's borders. The advantages of their unusual art are incredible, and those who are familiar with the secrets of the witches are not surprised that these spellcasters have managed to quell numerous attempts by the nation of Thay to conquer Rashemen.
The most obvious difference between the magic employed by the witches and that woven in the rest of the world is simply that the witches do not need to select and memorize their spells in advance. All the magical spells known to these characters are available at any time. The normal limitations of spell level still apply, so that a 1st-level witch cannot cast more than one 1st- level spell per day. Still, this freedom of access to their spells makes the witches of Rashemen tremendously dangerous foes.
===Thay===
The power of the Red Wizards and their mastery of magic is second to none. Within the walls of Thay's many towers of sorcery lie countless volumes of ancient lore that hold dark secrets the rest of the world has long forgotten.
There are those who say all Red Wizards are specialists. In truth, all Red Wizards can be dual specialists; only zulkirs adhere to one school, giving up the second when they achieve that rank. When a DM creates a Red Wizard, he can select two schools of magic to specialize in. The only restriction to this choice is that neither of the selected schools can be an opposition school of the other. So a Red Wizard could be an abjurer/diviner, but not an abjurer/illusionist or an abjurer/transmuter.
In game terms this means they gain a +2 bonus to any saving throws they are required to make because of any spells that fall into either of their specialist schools. Any spell a Red Wizard casts from either of his chosen specialties imposes a -2 penalty on his target's saving throws.
Also, perhaps far more importantly, the character can memorize two extra spells per available spell level, provided that each spell comes from one of his two specialties. For example, an abjurer/diviner could memorize an extra abjuration spell and an extra divination spell. He could not memorize two extra abjuration spells or two extra divination spells, however. A Red Wizard must satisfy the ability score requirements for both his chosen specialties.
==Special Disadvantages==
===Aglarond===
For all their power, the Simbul's Children have some slight disadvantages. Mostly these are aspects of their dependence upon the Simbul, an understandable outcome of the cloistered environment in which they matured. But its importance cannot be downplayed.
Because they are able to return to the Simbul at any time to learn new spells, the desire to investigate and harness new magical spells is almost unknown in these folk. Further, they have never felt any compulsion to craft magical items of their own. This means these characters can never research new spells or create their own magical items.
===Impiltur===
The ease with which wizards from Impiltur cope with even the most stressful situation is one of their greatest advantages. It is also the source of their single most pronounced weakness. Because they have devoted so much time to mastering their own fears and thoughts, they are unable to affect those of others.
This means that none of these wizards can cast spells that affect the minds or emotions of others and that all spells from the school of Enchantment/Charm are forbidden. This prohibition extends even to magical items, so no wizard of Impiltur is able to employ a ring of human influence or drums of panic.
===Rashemen===
As powerful as they are, even the mighty Witches of Rashemen are not without their weaknesses. The drawback to their unusual powers is in the length of time that it takes to cast spells. Since their magic in not memorized in advance, it takes considerably longer for them to summon up the words and complex gestures required to invoke a spell. In game terms, this means the casting time for every spell invoked by these characters is doubled. (This may be the reason why they have never dominated and lifted the cultural level of the somewhat barbaric people who populate Rashemen: A powerful defensive line is necessary to make them devastating in combat, which is an extremely desirable edge with a neighbor like Thay.)
All their spells require verbal, somatic, and material components. The exact nature of each of these, when not listed in the rule books, is decided by the Dungeon Master.
===Thay===
The normal disadvantages associated with specialist wizards applies to the Red Wizards as well. All the opposition schools listed for their specialties are closed to these characters. So an abjurer/diviner could not learn spells from the schools of Alteration, Illusion, or Conjuration/Summoning.
Spells from the wizards' opposition schools have an increased effectiveness against these characters. Whenever a Red Wizard must make a saving throw to escape or lessen the effects of such a spell he suffers a -2 penalty.