Wizards of the Savage North (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? 	Νο
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	5
Nonproficiency Penalty 	-4
Nonweapon Slots 	3
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Survival
Recommended Proficiencies	Spellcraft
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==Overview==
Although the Savage North is a vast area with a great diversity of races, it is generally thought of as a region of barbarians by residents of the Heartlands. To say the least, this is an unfair simplification of matters. Separate accounting is provided for each of the major states in the Savage North.
===The Barbarian Kingdoms===
The belief that the Savage North is full of barbarians has some basis in fact. There are numerous petty kingdoms that people would certainly call "barbarian." The people who live here, wizards included, are expected to be strong of limb and body.
To reflect this, wizards of the Barbarian Kingdoms must have Strength and Constitution scores of 12 or higher. Lesser individuals are considered worthless weaklings and seldom survive to adulthood.
===The High Forest===
One of the world's most majestic areas of woodland, the High Forest has become the home of refugee elves and half-elves from across Faerûn. Living in harmony with nature, they survive in a land noted for unnatural weather and ancient spirits.
Characters designed with this kit must be either elf or half-elf. Further, they must have Intelligence and Wisdom scores of 12 or higher.
===Neverwinter===
The wizards of Neverwinter embrace the craftsmen of the city as brothers. They see a special form of magic in the skillful execution of a difficult engineering project, the design of an accurate timepiece, or the graceful motions of a well-built machine. It should come as no surprise that they have begun to incorporate elements of technology and craftsmanship into their sorcery.
All characters fashioned with this kit must have Intelligence and Dexterity scores of 12 or better.
===Silverymoon===
The culture of Silverymoon is perhaps the most openly accepting on Toril. Members of many races gather here to exchange knowledge and receive the advice of the local sages. The wizards here are among the most respected people in the world.
==Description==
===The Barbarian Kingdoms===
Wizards of the Barbarian Kingdoms dress in hooded robes fashioned from animal hides. Their culture requires them to make their clothes themselves, so those without much talent for such things can be dressed quite shabbily.
Each of these characters carries a medium-sized leather pouch with him at all times. The leather pouch is known as a charm pouch, and characters always wear them on a leather thong about the neck. The charm pouch is no mere ornament, for it holds a collection of items that have great spiritual importance to the wizard. What these items are or why they are important to the wizard, he alone knows. Whenever the character advances a level he selects a new item and places it in the pouch.
===The High Forest===
Supple buckskin tunics and skirts, generally dyed a deep green, are the rule among wizards of the High Forest. Facial tattoos are also common, generally stylistic designs that imitate the countenance of an animal. High Forest wizards often shave most of the hair from their head, leaving only a strip down the center of the scalp that falls in a tightly-braided cascade almost to the waist.
===Neverwinter===
Pragmatic and utilitarian dress is the rule for Neverwinter's wizards. Silks and other comfortable, elegant fabrics are favored, as these indicate the high status and wealth of their owner. Ornate patterns are often embroidered on their garb, sometimes imparting a magical property to the fabric.
===Silverymoon===
When one thinks of the wizards of Silverymoon, the image that first comes to mind is that of the scarletrobed students of the College of Thaumaturgy. Carrying long staves of white birch festooned with raven's feathers and wearing flowing sashes of white, gray, or black to mark their rank, they are a common sight in Silverymoon. Those created with this kit are graduates of the college.
==Role-playing==
===The Barbarian Kingdoms===
These wizards are known for their willingness to face any challenge or hazard to attain what they want. Death holds no fear for them.
A barbarian wizard values nothing more than his charm pouch. He protects it at all times, for it is believed to contain a portion of the character's spirit. No barbarian wizard ever willingly parts with his charm pouch for even a minute.
===The High Forest===
The wizards of the High Forest respect nature and the creatures of the wilderness, seeing life as a precious thing that must be preserved and respected. Material possessions, wealth, and power have no importance to these people, for these are constructs of man. It is not difficult to see why these characters get along so well with the rangers and druids who also make their homes in the High Forest.
===Neverwinter===
Wizards of Neverwinter are a curious lot noted for their love of artistry and craftsmanship. Each begins the game with the artistic ability proficiency and must select a craft to pursue. Whatever medium the player chooses, his character should take every opportunity to explore its possibilities during an adventure.
Apart from this single avenue of self-expression, Neverwinter's wizards are often perceived as bland and almost mechanical people. They are slow to show emotion and examine every project or proposition with a most dispassionate eye. Only when discussing their particular medium do these characters show any emotion. At such times, however, they tend to be quite frenzied and manic.
How people with such a fiercely structured mind are able to produce art work that can be among the most moving on Toril is a mystery. It may be that their focusing of creative and emotional energies into a single artistic medium frees the rational elements of the mind for the study of magic and science.
===Silverymoon===
Students of the college tend to be snobbish and proud. The courses they master are difficult and only the most talented individuals make the grade.
==Special Abilities==
===The Barbarian Kingdoms===
Among their own folk, wizards of the Barbarian Kingdoms are required to predict the weather and warn of coming storms or droughts. They all begin play with the weather sense proficiency.
Whether through a subtle magical power (which even a detect magic spell does not reveal) or simply because of the reassurance that it provides to the character, a barbarian wizard receives a +2 bonus on any saving throw while wearing his charm pouch.
===The High Forest===
The animals of the world can sense the inner harmony of the High Forest and know the inhabitants to be friends. As a result, all such characters are able to cast the priest's animal friendship spell. This spell is an innate ability and need not be memorized. The wizard may cast this spell once each day for every three levels of experience he has attained.
===Neverwinter===
The unusual nature of magic practiced by the wizards of Neverwinter cannot be overstated. Their spells combine elements of science and the supernatural in ways no other society of magicians has even contemplated. There are some who say such a fusion of technology and magic is unnatural and that only madness and evil can result from it.
This same devotion to accuracy and precision makes it difficult for the wielders of wild magic to affect these wizards. Whenever a wizard designed with this kit is forced to make a saving throw to escape the effects of a spell from the school of that name (described in the Tome of Magic), he receives a +4 bonus to the roll.
This same protection extends to all chaotic spellcasters. Whenever someone of chaotic alignment casts a spell at the wizard, the wizard receives a +2 bonus on any saving throws required by the spell.
===Silverymoon===
The College of Thaumaturgy specializes in the training of specialist wizards. All characters fashioned with this kit must be specialists.
Besides the normal advantages associated with their chosen specialty, students of the College of Thaumaturgy automatically receive a +5% bonus to any experience points awarded by the DM over the course of an adventure. This is in addition to any bonus for exceptional ability scores.
==Special Disadvantages==
===The Barbarian Kingdoms===
The so-called "civilized" magician finds the ancient rituals by which these characters invoke their magic to be primitive. Because they have not made a science of magic use yet, wizards of the North must undertake complex rituals to work their spells. This is reflected in a doubling of all casting times.
If the character is ever deprived of his charm pouch, he automatically suffers a -2 penalty on all saving throws until a new pouch can be created. This process requires one day of meditation and contemplation per level of the character.
===The High Forest===
Because of their devotion to life and the service of nature, High Forest wizards may not learn spells belonging to the school of Necromancy.
This same aspect of the character's personality makes him a natural magnet for the attacks of undead creatures. Whenever mindless undead encounter him, they direct their attacks at him if at all possible. Because of the increased ferocity these fiends experience in the presence of this character, they receive a +2 bonus to their attack and damage rolls.
===Neverwinter===
All of Neverwinter's wizards must be of lawful alignment because of the strict mental disciplines they have mastered in the study of their art. Whether good or evil, they see a structure in all things and recognize that without law there is only chaos.
As might be expected, the wizards of Neverwinter are unable to study spells from the school of Wild Magic. The very concepts of spells that draw their power from the chaos of the universe are impossible for the disciplined minds of these folk to grasp.
When a wizard of Neverwinter attempts to cast his spells at a being of chaotic alignment, that creature's warped thought patterns provide some measure of protection for it. Any saving throw the creature must make because of the wizard's spell receives a +2 bonus.
===Silverymoon===
The hours of work these characters put in makes them formidable spellcasters. However, this devotion retards their knowledge of more mundane factors. Because of this, they do not have free access to the General proficiencies available to all other characters. They must expend an additional slot for even these basic skills.