Wizards of Cormyr (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, elf, half-elf
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) 	1d4+1
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==
The nation of Cormyr requires that all mages of 5th level or higher register with the government. This and other regulations involving spellcasting have made Cormyr a fairly unpopular place among many adventuring wizards. This requirement has led to the evolution of two distinct types of mages—registered wizards and renegades.
A third group, the war wizards, comprise an important element of the nation's military. To be a war wizard, a wizard must spend a minimum of nine months each year on active duty with a detail of other war wizards. Players can be war wizards only with the approval of the Dungeon Master.
==Description==
Registered wizards tend to look exactly like the wizards one hears about in stories. They often wear long robes, grow lengthy beards, and can almost always be found in the company of a raven, cat, or similar familiar. It has been suggested that the wizards of Cormyr actually try to outdo each other in dressing the part of the magician. Whether this is an intentional action on the part of these characters or simply an outgrowth of the fact that they have been required to register themselves with the government is difficult to say.
Renegades, of course, are not so bold about their dress and mannerisms. By not registering, they have put themselves in danger of execution. If their secret is revealed, after all, the entire might of the war wizards can be brought to bear on them. For this reason, renegade wizards wear the clothes of a commoner. Spell components, magical trinkets, and such are secured in secret pockets or in a pouchbelt or small satchel.
War wizards, like the other registered spellcasters of Cormyr, take no steps to hide their profession. The black and purple robes they wear instantly identify them. These robes are laced with pockets and pouches but bear no glyph or other symbol of rank or office. Among the war wizards, none is needed.
==Role-playing==
Each type of Cormyte wizard presents a different challenge for players. Care must be taken to express these unique traits during an adventure without going overboard and bringing the game to a halt.
===Registered Wizards===
Registered wizards tend to be proud of their station, even to the point of arrogance. They look upon the act of registering themselves as something of a status symbol and take pride in the fact they are so powerful the government fears them and wants to know where they are at all times. They also believe, whether they admit it or not, that the government wouldn't be able to stop them if they wanted to do something illegal, so registering themselves is of no concern. They look upon war wizards as government lackeys and renegades as shiftless upstarts.
===Renegades===
Renegades, of course, don't see themselves as villains or criminals. Rather, they think the government has no right to demand they register themselves. Why is it, they argue, that wizards must register but not other types of people? Isn't a high-level priest a potential danger to society? Or a powerful warrior? Renegades look upon the war wizards as tools of an oppressive government and see them as little more than a bunch of bullies and thugs with magical training. As for the registered wizards, they view these folk as misguided fools who don't realize they have put their lives in peril by allowing the government to keep such close watch on them. The renegades are certain that the king and the nobility are up to something, they just don't know what yet.
===War Wizards===
The war wizards think of themselves as the best of the best. Because of the benefits they gain, such as help in magical research, they don't understand why any wizard
in Cormyr wouldn't want to be a member of their unit. Because of this, they look down upon both registered wizards and renegades. They view registered wizards as inferior in talent, power, and intelligence. They view renegades as dangerous criminals who must be hunted down and destroyed for the good of society.
==Special Abilities==
As with the wizards of the Dales, each type of Cormyte spellcaster has his own special advantages. While war wizards are generally not available for use as player characters, the following information will allow Dungeon Masters to create them for use in their campaigns. Players, on the other hand, will find the information they need to create either registered or renegade mages.
===Registered Wizards===
Registered wizards tend to be egotistical. They regard their special status as a reward for countless years of hard work spent in study of the arcane arts. While this attitude can easily irritate their companions, there is much to be said for the benefits of the registered wizard's way of life. Because of the study skills developed by these characters and the ample research materials they have available to them while within the borders of Cormyr, registered wizards receive a bonus to the number of experience points they receive for adventuring. Any such character who makes his home and spends at least half the year in Cormyr gains a 10% bonus to earned experience points. This is in addition to any bonus the character receives for exceptional ability scores.
===Renegades===
Renegades look at registered wizards as kept men and fools, though they don't deny that they envy the resources available to their cousins. One advantage, however, is the cunning nature that years of avoiding the authorities has given them. In game terms, this gives them normal access to the Rogue proficiencies.
===War Wizards===
War wizards train extensively in the use of combat magic. For that reason any damage-inflicting spell they cast, such as magic missile or fireball, inflicts an additional point of damage per die.
==Special Disadvantages==
Just as the Cormyte culture gives its wizards some advantages, it also imposes certain handicaps.
===Registered Wizards===
The almost pampered life most registered wizards treat themselves to takes its toll on their stamina. To reflect this, all such characters must reduce their starting Constitution scores by 1. In addition, these characters are never entitled to bonus hit points for their Constitution score, no matter how high it is. They can still suffer a penalty to their hit points for unusually low scores.
===Renegades===
Renegade wizards have learned to live by their wits and cunning over the years. They know a little bit of paranoia goes a long way. Their paranoia and the other aspects of their secretive lives have made it difficult for them to accept companions. To reflect this, renegades may never have hirelings or henchman.
===War Wizards===
Because of their focus on combat spells, war wizards suffer from a slight disadvantage when employing all other spells. Whenever a character of this type invokes a spell that does not directly cause damage to an enemy (such as a detect magic or web), his effective level is halved (round up).
For example, a 3rd-level wizard casting a hold portal spell would normally be able to magically bar the doors and windows in a 60-square-foot area for three rounds at a range of 60 yards. A war wizard who employs the same spell affects only a 30-square-foot area for two rounds and has a range of only 30 yards. In the first case, a wizard of 7th level or higher could will the door open, while the war wizard's enchantment could be defeated by a magician of only 6th level.
==Journal Entry==
: A deafening blast of thunder exploded in the tavern, hurling doors inward and stunning the assemblage of patrons. Even before the echoes of that terrible blast died down, a pair of city guards stepped quickly into view. Each of them wore black leather armor dotted with brass studs and held a wickedly curved sword at the ready. As soon as they had taken up a position inside the door, another figure stepped into the place.
: Even as he did so, a great presence filled the room. Here was a man of untold mystical power. He wore the robes of the War Wizards, the government-sanctioned enchanters of Cormyr, and leaned on a gnarled wooden staff. Blue traces of supernatural power raced along the staff like scurrying insects swarming about a nest.
: Three steps brought the wizened figure through the doorway, each accompanied by a crack as the tip of his wizard's staff struck the floor. His cold eye—for he had but one left in his face—swept across the room. When his gaze fell upon me, a wash of cold swept over me. I have faced ogres, trolls, and worse in mortal combat, but there was something about this old man that filled me with dread. If I was the one that he had come for, would I be able to resist him? I didn't think so.
: Luckily, his scrutiny passed by me and settled on another. In this case, it was young Neran, the curious fellow who ran the herbalist shop across from my lodgings. The wizard tilted his staff, hardly making a discernable motion, but his intent was clear enough. The two soldiers stepped forward and flanked the lad.
: Neran looked around, clearly trying to decide if he had any chance of escape. Apparently he concluded that he did not, for he stood and appeared to offer no resistance.
: Suddenly, the young man's hands flashed to his belt and a pair of knives glinted in the air. So strong and true was Neran's throw that there was no arc to their flight; they traced perfectly straight lines from his hand to the wizard's chest—never have I seen a more swift or accurate throw! On the other hand, I have never seen a less useful one either. The knives struck the robes of the wizard and fell to the floor as if the cloth were made of stone.
: The guards grabbed Neran and carried him away; it was the last I would ever see of him. It was not, however, the last I would see of the War Wizards of Cormyr.
:: From the journal of Andreas Vanderslyke