Wizard Kits (CShaH)

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: In this portion of my report I will relate to you the powers of the various wizards that I encountered on my journeys. While I am sure there are many more types of wizards wandering the face of Zakhara, their numbers must be few and their ways secretive to have avoided my search.
: Still, the information gained by my journey will go far toward adding to the already formidable wisdom of the Grand Caliph and those who serve our powerful and learned ruler. Take your leisure with this report and study well its contents. While it is true that the majority of the wizards with which I worked were quite pleasant, there are certainly others in this great land who have less than charitable intentions toward those who would oppose them. Who can forget the terrible assassins that stalked the streets of Qadib not so long ago? Did they not operate under the guidance of the Brotherhood of the True Flame, an organization of mysterious elementalists? Study then, and learn of those that may be your allies in the future—or your enemies
This chapter contains information for a number of new kits that can be added to an AL-QADIM® campaign. These include the astrologer, mageweaver, and mechanician, to name a few. There are also a number of others, all of which should be carefully reviewed by the DM before inclusion in a campaign. While these kits are all properly balanced so as not to upset game play, not all DMs will want to deal with a proliferation of wizard types, preferring to keep the three basic kits (elemental mages, sha'irs, and sorcerers) as the only "common" sorts of wizards and leaving the new kits as the province of exotic NPCs. In either case, these kits will add excitement and diversity to any AL-QADIM campaign, deepening the magical texture of the campaign world and reinforcing its unique flavor.
Players should take a good look at these new kits to decide exactly which sort of wizard will fit their style of play. Each of these kits requires a unique mindset and behavior; try not to pick a kit just for its powers. Attitude is an important aspect of these kits, and players should choose accordingly.
==Kit Descriptions==
Each of the new wizard kits in this chapter is described in some detail. At the beginning of each kit is a short overview of the kit, as well as information on how the kit fits into the world of Zakhara. Where there is a recognizable historical equivalent, this will be described also. Each kit also contains the following descriptive sections:
Requirements: Some kits are restricted to specific alignments or to members of a certain group. This section details who is and is not eligible to become a member of a given kit.
Role: This section details the kit's relationship to the other sorts of wizards, as well as to Zakharan society as a whole. This explains how most members of individual kits behave and gives reasons why some (particularly PCs) may not conform to this "standard." Attitude is very important to Zakharan wizards, and acting in an inappropriate manner can get a fledgling character into trouble with his betters. Characters who buck the attitude trend of their chosen kit should have a good reason to do so and had best be prepared to defend that reason should the need ever arise.
Weapon Proficiencies: Some of the kits in this chapter require certain weapon proficiencies; other kits restrict the weapon proficiencies members of the kit are allowed to learn. If a kit requires the character to learn a certain weapon proficiency, that proficiency must be purchased during character creation at the normal cost in proficiency slots.
Nonweapon Proficiencies: Some kits require certain nonweapon proficiencies to be learned. Those that are required are noted here and need not be purchased by the character—they are bonus proficiencies. These proficiencies are gained as part of the character's apprenticeship and cost no slots. Other proficiencies particularly appropriate to the kit will be recommended, but there is nothing that forces a character to purchase these nonweapon proficiencies (which have the standard cost in slots). Finally, there may be a few proficiencies that are forbidden. These proficiencies may never be learned by the members of those kits that restrict them. Other proficiencies are purchased just as detailed in the PHB and on page 28 of the AL-QADIM® Arabian Adventures rule book.
Equipment: Weapons and armor restrictions for kits that have such limitations are listed here. Weapon proficiencies will often determine some of these choices. Kits that require certain equipment in order to perform their functions will have the necessary equipment listed here as well. Those characters that must have this sort of equipment receive it at no extra charge.
Special Benefits: Almost all of the kits detailed in this chapter have specialized advantages that no other kit possesses. These may be combat bonuses, the ability to learn special spells, or simply a better way for them to make their way in the world. Some may have special reaction modifiers or individual class rewards (if the DM uses that option). See page 29 of the Arabian Adventures rule book for more information about these rewards.
Special Hindrances: All characters have to take the bad with the good, and there is typically at least one special hindrance under which any kit will labor. These hindrances may force a character to perform certain actions or avoid performing others. Characters must always obey the hindrances of their kits. These are so deeply imbedded in the character's psyche that they cannot be overcome by any means.
Wealth Options: The starting funds for a kit are covered here, as some kits may have more or less starting money than others. Some kits must also periodically spend money (for the upkeep of their equipment or other reasons), and these costs are listed here.
Races: If any races are prohibited from becoming a member of a kit, or if a given race receives a bonus or penalty for taking a kit, this is detailed here. On page 29 of the Arabian Adventures rule book, this section is clarified further.
==Kits in Brief==
The wizards of Zakhara are much more aware of the nature of magic than their ajami (outlander wizard) cousins. The Zakharan wizard understands that magic is not merely a force that can be combined into spells, but may also be used to create special abilities and devices. This higher understanding of the nature of magic has done a great deal to expand the number of kits available to the wizards of Zakhara. The kits listed below are those to which a Zakharan native wizard may aspire.
Astrologers are wizards who look to the stars for their powers. They specialize in divinatory magic and are able to use the constellations to increase their power. Even stranger, the astrologer is able to "hang" spells on certain constellations, enabling the wizard to cast these spells at more potent levels.
Clockwork mages have no ability to cast spells themselves, though they do know how to manipulate the energies that form spells. This has allowed them to work spells into devices that they create. These magical constructs are often quite complex and involve the use of clockwork devices.
Digitalogists do not construct spells from words and images as do other wizards. Instead, the digitalogist creates complex mathematical formulae that evoke the magical power he desires.
Ghul lords are wizards whose powers come from the negative material plane. The effect of drawing this energy through their bodies has left most ghul lords with horrifying visages. Still, they control a power that most wizards fear, and for most ghul lords that is sufficient compensation for their disfigurement.
Jackals are wizards that venerate this desert scavenger. They do not indulge in long hours of study, preferring to take what they can find from the wizards that surround them. Jackals are regarded as thieves of power by other wizards, who will have as little to do with these scavengers as possible.
Maugeweavers peel cocoons for the silk within them. This silk is then woven into complex patterns that form the basis for a variety of spells. Mageweavers must spend more time preparing their spells, but once a spell is prepared it can be cast instantaneously. If anything happens to the silks containing the mageweaver's spell, preparation must begin anew.
Mystics of Nog have devoted their lives toward the improvement of their physical bodies. To facilitate this improvement, the Mystics of Nog learned to contain magical energies within their flesh. This has allowed the mystics very limited spell casting ability while greatly enhancing their physical forms.
Spellslayers are universally despised by all other kits. The spellslayer is a wizard who destroys other wizards—for a price. These mercenary wizard hunters possess special abilities that make them very dangerous, and they are feared by all other kits.