Wizards of the Island Kingdoms (Character Kit)

Class Information 	Class Information
Racial Requirements 	Varies
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 	Navigation
Recommended Proficiencies	Spellcraft, seamanship
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==Overview==
The term "Island Kingdoms" combines under one very general heading a number of highly diverse cultures and nations. Only the self-centered thinking of those who have never left the mainland to visit these wondrous places makes this unfair practice the accepted standard. In order to do justice to the divergent nations of the Island Kingdoms, each is discussed in its own separate section.
===Evermeet===
The isle of Evermeet is both splendid and tragic. It is a realm of unparalleled beauty and natural splendor. The woodlands that cover Evermeet, although thick with a rich diversity of flora, remain airy and delicate. From Elion in the north to the rolling meadows that surround Drelagara in the south, the elves of Evermeet live at peace with the natural world.
Originally, Evermeet was the home of the majestic gold (or sun) elves. Over the years, however, as mankind multiplied and drove the other elf races from Faerûn, the isle came to be the home of several races of the fair folk. To their credit, the gold elves welcomed these newcomers not as refugees but as kin who were in need of their help. Despite the cultural differences of the many breeds of elves that now inhabit Evermeet, there is little social strife.
The Elves of Evermeet book provides a great wealth of information, including a listing of character kits from the various Complete Handbooks that players creating characters from this land can use. For wizards, these are the militant wizard, mystic, and savage wizard from the Complete Wizard's Handbook. Included among these is the high mage, a new kit designed just for elf wizards from Evermeet. The high mages of Evermeet are powerful and majestic folk but far from common. The information presented here describes the common wizards who learned their craft on the isle of Evermeet.
Only players whose characters have ability scores of 12 or better in both Intelligence and Wisdom can use the wizards of Evermeet kit.
===Moonshaes===
To the west of the Sword Coast, the Moonshaes is a rugged cluster of islands populated by sturdy, seafaring people. The people are divided into two races, the warrior Northmen and the agrarian Ffolk.
The Northmen are a warlike people, and even their wizards are seldom without a weapon. They value personal combat above all other things. Even the traditional duel of wizards, a challenge of sorcery in other lands, is a wrestling match or other test of physical prowess among the Northmen.
Among the Ffolk, physical might is also highly prized. In their case, however, it is respected when put to peaceful pursuits rather than military ventures. Disputes among the Ffolk are often resolved by logging competitions, running obstacle courses, and other tests of stamina or athletic ability.
To reflect this unusual standard, only characters with a score of 12 or better in both Strength and Constitution can select the wizards of Moonshaes kit.
===Nimbral===
The wizards of Nimbral are an incredibly gifted school of spell weavers. Stories of their great powers have spread throughout Faerûn and formed the basis for countless tales of mystery and magic. Of course, not all of these are true, but if even a few of them are grounded in fact, the implications are staggering.
These folk are seldom encountered outside their homeland and DMs should strongly consider ruling that they are not available as player characters. If this kit is open to players, only human characters with a score of 16 or better in both Intelligence and Dexterity may select it.
==Description==
===Evermeet===
Wizards of Evermeet, whether gold, silver, green, or even sea elves, have much in common. First and foremost among these is their love of nature and all the living things of the world. They reflect this in their dress, which is always dominated by the colors of nature and often fashioned without metals or other processed resources. The individual tastes of the wizard, as well as the styles of his people, are reflected in the accessories he wears and the equipment he carries. A gold elf, for instance, dresses in the soft blues of Evermeet's flowers and the cool greens of its forest, with a belt or sash of flax woven in the intricate knotwork so often identified with that majestic race.
When traveling in Evermeet, elf wizards do not usually carry any sort of weapon. When encountered in other lands, however, these folk are as likely as anyone else to bear arms.
===Moonshaes===
The wizards of the Moonshaes have much in common, especially in their mannerisms and appearance. For example, no matter what type of magic the character employs, he always adorns himself with the bones of those animals he feels most akin to. Both types dress in animal furs. The type of hide worn is indicated by the alignment of the wizard as shown on the following chart.
Alignment 	Type of Animal
Chaotic Good 	Diurnal Carnivore
Lawful Good 	Diurnal Omnivore
Neutral Good 	Diurnal Scavenger
Lawful Neutral 	Any Subterranean
True Neutral 	Any Domesticate
Chaotic Neutral	Any Aquatic
Neutral Evil 	Nocturnal Scavenger
Lawful Evil 	Nocturnal Omnivore
Chaotic Evil 	Nocturnal Carnivore
===Nimbral===
The wizards of Nimbral are unique among those of the world for many reasons. None of these mysterious folk are ever seen, but they dress in hooded robes woven of some unusual silver thread. These robes gleam and shimmer like moonlight and provide the wearer with a base Armor Class of 7.
The faces of these fantastic people are seldom seen, for they keep their cowls drawn forward and their countenances hidden. Those who have looked upon the face of one of Nimbral's wizards report that they have no eyes— or, rather, that their eyes are orbs of a bright metal that glisten like quicksilver.
==Role-Playing==
===Evermeet===
The racial attitudes of the fair folk are reflected in their wizards just as in other classes. Gold elves tend to be quiet and reserved in public but open and expressive in the company of their close friends. Silver elves are adventurous and filled with a wanderlust that often leads them into trouble. Green elves are territorial and aggressive when threatened but enjoy the splendors of the wild and a rollicking feast more than any of their kin when all is calm. And the reclusive sea elves, when they are encountered at all, are a gentle folk who want as little to do with the surface world as possible.
===Moonshaes===
Players who opt to run characters from the Moonshaes should bear in mind the importance that physical development has in their culture. Even those who have mastered the art of magic tend to judge others by their strength and stamina. As a result, these characters use six-sided Hit Dice and fight as rogues. Of course, the Northmen place an emphasis on combat that the Ffolk do not, but both are impressed by someone who is strong of limb and courageous in the face of danger.
Both the seafaring Northmen and the farming Ffolk have a love of the world's oceans that cannot be suppressed. These people savor the crashing surf and salty spray in the air. When forced to travel inland or underground, they quickly become uncomfortable and begin to long for the sea.
===Nimbral===
Playing a wizard of this type is difficult, and DMs should only allow the most talented role-players to have such characters in their campaigns. Dungeon Masters may want to consider ruling that this kit is not available to PCs and make it an option only for non-player characters.
The wizards of Nimbral are an aloof and secretive lot. By the time they attain 2nd level, they know more about magic than most of their peers in other lands could ever hope to. Their knowledge, however, is never passed along to outlanders. Players running such characters should simply assume a superior air and chuckle occasionally at the lack of knowledge displayed by other spellcasters in the group.
==Special Abilities==
===Evermeet===
Just as the temperaments of the various elf races differ, so too do the special abilities that set them apart from each other.
Gold Elves: The stoic nature of these elves makes them ideal masters for Evermeet. Their collective natures allow them to rule wisely, and their compassionate hearts make them receptive to the needs of those driven from the mainland.
Gold elves relish the warm embrace of the sun and the resplendence of its glorious fire. While all natural things are precious to them, those that share their love of a brilliant blue sky and a blazing yellow sun hold a special place in their hearts.
The relationship of these fair folk and the light of the sun is evident when they cast certain magical spells. Whenever a gold elf invokes a light or continual light spell, he is tapping directly into the magical energies of the sun. The glow produced by these spells affects undead and other creatures of darkness just as if they were true sunlight. A gold elf can actually inflict damage on some undead creatures with the searing rays of his light spells. This applies only to spells cast by the wizard himself, not to those invoked with magical items. In addition, they are immune to the affects of darkness spells and are able to see normally when those around them grope blindly about.
Silver Elves: The silver elves embrace the silver radiance of the moon and find great peace in the shimmering light it spreads across the woodlands of Evermeet. The terrors of the night have no place in their world, for the darkness is theirs to command.
They have the ability to employ a magical spell that has exactly the same effects as the priest's or paladin's ability to turn undead. This magical ability to turn undead functions as a 1st-level spell with a range of 60 feet, an instantaneous duration, and a casting time of 1. This spell has both verbal and somatic components and allows its target (or targets) no saving throw. Like all spells, it must be memorized before it can be cast.
This spell has three levels of effectiveness. If cast when there is a new, crescent, or old moon in the sky, it does nothing. On those nights, the powers of evil are stronger than the magic of the silver elves. If cast under a halfmoon or gibbous moon, the spell imparts the turning ability of a paladin (of the same experience level) to its caster. If the full moon hangs in the sky, the caster has the full turning power of a priest (of equal level to the caster). Use a d6 to determine which phase the moon is in, if necessary.
Green Elves: Although they are often called savage or wild elves, these folk are as noble and fair as any breed of fair folk. Only those who understand that their ways are natural without being feral can see the green elves as the wonderful creatures they truly are.
They are, in their own way, a sophisticated folk, and so is their magic superior in some ways to that employed by others.
When a green elf decides to pursue the practice of magic, he must follow one of two paths. Once he makes his selection, his methods of spellcasting are forever shaped and he cannot change his mind.
The first of these, known as the Flowered Path, emphasizes the importance of flora in the rituals of spellcasting. Characters who study magic from this perspective gain a +1 bonus on all attack rolls while in the forest and a natural ability to pass without trace and entangle (as the priest spells of the same names) once per day.
The other approach to magic, known as Life's Way, focuses on the inherent spell ability found in the creatures of the wilderness. As a result of his dedication and philosophy, wizards of this philosophy gain the ability to perform a monster summoning. The level of summoning is equivalent to one-half the wizard's level, rounded up. For example, a 5th-level green elf who follows the Life's Way can cast a monster summoning III spell. This ability can be performed once per day while the wizard is in a forest setting, or once per week if he is outside of his environment.
===Moonshaes===
Both the Northmen and the Ffolk benefit from the physical nature of their cultures. As a result, they use six-sided Hit Dice and attack as rogues. However, the wizards of each race are gifted with a unique ability that sets them apart from the other wizards of Toril.
Northmen: Northmen wizards are not as restricted in the use of weapons as other such characters. From the time they are born, children of the Northmen play games that are nothing less than combat training. Because of this, they can freely select any small weapon when allocating weapon proficiency slots.
Ffolk: The Ffolk do not train their young for war as the Northmen do. When the children of the latter play at war games, the sons and daughters of the Ffolk toil in the fields and learn the skills they will need to help their race survive in the rugged Moonshaes. By the time they begin to practice magic, they have an understanding of nature and the environment that few other races can equal. In game terms, all wizards of the Ffolk gain a bonus proficiency in agriculture and herbalism.
BoldNimbralBold
Wizards of Nimbral have mastered magical skills the likes of which no other culture has even contemplated. These skills involve illusions and spells of that type.
All wizards of Nimbral are specialist illusionists. They have the normal advantages of that class, including a +1 bonus to their own saving throws against illusions, a -1 penalty to the saving throws of those they employ their spells against, and the ability to memorize extra illusion spells each day.
Because of the great knowledge of these people, however, their powers go far beyond those of normal illusionists. These characters have full access to the spells of Necromancy, Invocation/Evocation, and Abjuration, schools normally closed to illusionists.
The wizards of Nimbral receive bonus spells, just as priests do, for high ability scores. The number and level of bonus spells they receive are determined by consulting Table 5 in the Player's Handbook. Instead of using their Wisdom score when reading this table, however, they use their Intelligence. As the minimum Intelligence score for a wizard of Nimbral is 16, even the lowest of these folk receive two bonus 1st-level and 2nd- level spells.
The quicksilver eyes that every such character hides beneath his hood are themselves magical. They grant the character infravision with a range of 120 feet and allow the wizard to see magical auras (eliminating the need for a detect magic spell) and invisible things.
==Special Disadvantages==
===Evermeet===
The gold elves believe the universe is one of balance. They say that for every act of good, there is always an act of evil. They also say that the sun never rises but that it sets. This is certainly the case with the wizards of Evermeet, for just as each race of elves is gifted with an enhancement to his magical ability, so too must every wizard endure some limitation of his powers.
Gold Elves: The power of the sun is reflected in the magic of the gold elves and is evident in the nature of their spells. Their magic is so tied to the fiery sun that it suffers greatly when it sets although it is never entirely eliminated. From sunset to sunrise, they must endure a chance of spell failure just like the lesser priests of the world.
This chance of spell failure is determined using the Wisdom table in the Player's Handbook, except that the value used to consult the chart is equal to half the wizard's Intelligence score, rounded up. For example, a wizard with an Intelligence of 17 would check the table as if he were a priest with a Wisdom score of 9 and would have a 20% chance of spell failure.
Silver Elves: There are many who would say that the adventurous nature of the silver elves is their greatest weakness. No one can say for sure how many of these noble creatures are killed every year as they attempt to delve the ancient caverns of Undermountain or the forbidden recluses of the Underdark, but there is certainly no other race of the fair folk that suffers more at the hand of the world's unexplored reaches.
Just as the mystical power of the sun elves is tied to that fiery orb, so too do the moon elves draw upon the shimmering radiance of the moon to fuel their magic. When the moon is at its brightest, the magic of the silver elves is as powerful as that of any race on the planet. When the moon does not shine, however, their powers are greatly reduced, though never entirely eliminated. The following chart indicates the relationship between the phases of the moon and the effective spellcasting level of a silver elf wizard.
Phase of the Moon 	XP Level Adjustment
Lunar Eclipse 	-2 levels
New (unlighted) 	-1 level
Visible in Sky 	+1 level
Full Moon (100% illumination)	+2 levels
In unusual situations, Dungeon Masters may have to make judgment calls. For example, a group of adventurers from Evermeet who make their way to the scorched world of Athas, which has two moons, or the fertile Krynn, which has three, will find their powers are affected in unusual and unpredictable ways. In no case, however, can the level of the caster be reduced below 1st.
Green Elves: The spells of the green elf wizard, whether he chooses to pursue the Flowered Path or the Life's Way, are strongly based upon nature. As a result, green elf wizards are abnormally susceptible to spells from the necromantic sphere or school, suffering a -1 on any saving throw from spells based in those areas.
In addition, green elves tend to be claustrophobic, preferring the openness of the forest to the closed confines of the underground. While they do adventure in such areas, a green elf tends to freeze when suddenly trapped in a closed area.
If a green elf suddenly finds himself trapped in an enclosed space, he must make a saving throw versus paralyzation or freeze for 1d6 rounds. During such time, the elf withdraws to himself, trying to overcome the claustrophobia that has overturn him.
===Moonshaes===
As is often the case, any deviation from the study of magic in its purest form results in aberrations. This is certainly the case with both the Northmen and the Ffolk, for they have limitations to their spellcasting that are unknown in the rest of the world.
Northmen: There are probably no wizards better suited to physical combat than Northmen wizards. While this can be a life-saving blessing in combat, it makes them somewhat more vulnerable to the attacks of magic-using enemies. Whenever a Northman wizard is called upon to make a saving throw because of a magical spell directed at him, he suffers a -2 penalty.
Ffolk: The Ffolk are a rugged and stout people. However, the importance their culture places on physical strength and stamina does not extend to the importance of agility and dexterity. After all, one need not be very nimble to clear heavy rocks from a field or haul in a net full of fish. Spellcasters tend to be even less agile and dexterous because they try to focus their attention on intellectual development and they spend even less time undertaking activities that might sharpen their coordination. Because of this, all Ffolk wizards must reduce their starting Dexterity scores by 2 points. Only exceptional means (like a wish) allow a Ffolk wizard to increase his Dexterity higher than 16.
===Nimbral===
The intensive mental training that wizards of Nimbral receive leaves them physically atrophied. As a result, they employ three-sided dice (½1d6) when rolling for hit points. They never receive bonus hit points for exceptional Constitution scores.
Not only do Nimbral wizards begin play without any weapon proficiencies, they are never able to attain them later in life. As a result, they always suffer the nonproficient weapon penalty when engaging in any form of physical combat.
Although the quicksilver eyes of these unusual wizards do provide them with excellent eyesight, they have their weaknesses as well. The most important of these is because of their magical nature. If such a character is hit with a dispel magic, he must make a successful saving throw vs. spell or be blinded for a number of rounds equal to the level of the caster. If the character enters a magical dead zone, his eyesight instantly fails.
A secondary disadvantage associated with the unusual eyes of Nimbral's wizards involves attacks by creatures employing gaze weapons. Whenever a character makes a saving throw to avoid or lessen the effects of meeting another creature's gaze, he suffers a -4 penalty. Attacks of this type include the petrifying visage of a medusa or the charm ability of a vampire. Gaze attacks that do not require the victim to look into the eyes of the caster, such as the deathray that flashes forth from the eyes of a catoblepas, gain no advantage from the unusual eyes of the mage.
==Quote==
: "You won't need it." said the elf.
: I stopped, my hand on my sword belt, and turned to face him. "Glorin, I know that Evermeet is your home and we probably have nothing to worry about, but I still remember what happened in Waterdeep when we decided to rest for a few days at Aurin's tower. All things considered, I think I'll keep my sword with me."
: "That's an excellent way to offend our hosts," said Dasmius, stepping into my cabin. Between Glorin's angelic elf features and the gentle smile of the cleric, I felt foolish for even considering carrying a weapon on the elven isle. With a sigh, I dropped my blade and followed after them.
: On deck, we met Fenix. He was surprised that I wasn't wearing my sword, so I explained the situation. He shook his head. "I wouldn't go into an unknown city without my axe."
: "You never go anywhere without your axe," I pointed out. "Not even to bed." The dwarf smiled, obviously mistaking my sarcasm far a compliment. I should have expected that.
: "That's just one of the reasons he's staying aboard ship," said Aurin as he emerged from a companionway. Without another word, he strode to the gangplank and left the ship. Indeed, so fast did he walk that Glorin, Dasmius, and I were almost forced to run to catch him.
: On the dock, a carriage was waiting for us. We were quickly ushered aboard by the coachmen. Almost before the doors were closed, the wagon got underway, rolling smartly into the thick forests of Evermeet.
: An hour later, we pulled up outside of an elaborate palace. Its construction was a fantastic display of elfish architecture. As our coach door opened, an ornate company emerged from the grand structure. At its head was the radiant Amlaruil, the oft-serenaded Sad Queen whose melancholy eyes scarcely detracted from the perfection of her features.
: Glorin stepped forward and knelt before her. He seemed about to speak when the woman preempted him. "Glorin of Evermeet, it saddens us to see you again. We have heard of your travels and deeds in lands far and wide, but could scarce believe our ears. It is with a heavy heart that I must order your arrest for the heinous crime of treason. The headsman's axe will fall with the rising of the sun on the morrow."
: I stood there stunned, wishing that I had brought my sword. So much for a peaceful retreat among the splendors of the wild.
:: —From the journal of Andreas Vanderslyke