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CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

DC 15: Most wyrm wizards are capable of altering their<br />

spells in a way that no other wizards can, turning the<br />

<strong>dragon</strong>s’ intuitive knowledge of <strong>magic</strong> into wizard spell<br />

principles.<br />

DC 20: Wyrm wizards can counter the spells of other<br />

casters due to their understanding of <strong>magic</strong>. Also, through<br />

their consultation with <strong>dragon</strong>s, wyrm wizards can puzzle<br />

out arcane knowledge that other wizards cannot.<br />

DC 30: Characters who achieve this level of success can<br />

learn important details about a specific notable wyrm wizard,<br />

the areas where he operates, and the kinds of activities<br />

he undertakes.<br />

Wyrm wizards are less common than standard wizards but<br />

still can be found anywhere spellcasters congregate. However,<br />

adventurers out to locate one should not waste their<br />

time looking around colleges of wizardry or vast libraries.<br />

Instead, they should seek out the nearest <strong>dragon</strong>’s lair.<br />

WYRM WIZARDS IN THE GAME<br />

Wyrm wizards work in any campaign that features opportunities<br />

for research or quests for knowledge. Though their<br />

versatility as spellcasters makes them useful in adventuring<br />

situations, wyrm wizards truly shine when they have time to<br />

conduct research between adventures. Additionally, a wyrm<br />

wizard’s amazing discoveries can compensate for a lack of<br />

alternative spellcasting in a party without a diverse cadre<br />

of casters. Though a wyrm wizard loses some of his more<br />

powerful spells, he still contributes in a variety of ways,<br />

forgoing a focus on arcane spells in exchange for greater<br />

utility in the campaign.<br />

Adaptation<br />

In campaigns where conferring with <strong>dragon</strong>s is not common<br />

(or might be taboo), simply revise the wyrm wizard class<br />

so it gains knowledge from another source. Since a wyrm<br />

wizard’s class features stem from his ability to sift through<br />

the knowledge of ancient <strong>magic</strong>al creatures, try substituting<br />

another long-lived race with natural spellcasting abilities,<br />

such as elves, celestials, or infernals. Regardless, adapting<br />

the class in this way requires little more than altering its<br />

background and should not involve significant changes to<br />

game mechanics.<br />

Sample Encounter<br />

Wyrm wizards are different from other wizards in that they<br />

prize the wisdom of <strong>dragon</strong>s and will stop at nothing to attain<br />

a higher level of arcane understanding.<br />

EL 10: A wyrm wizard named Doran Stout has traveled<br />

in search of a particular <strong>dragon</strong> to question about some<br />

<strong>magic</strong>al research. While stopping at a village along the way,<br />

he ran into some trouble. Doran carelessly mentioned that<br />

he sought a <strong>dragon</strong> to learn from, rousing the ire of a local<br />

magistrate whose wife was killed by a <strong>dragon</strong> years ago. After<br />

the magistrate had Doran imprisoned, the wyrm wizard had<br />

a message sent out, offering a reward to anyone who could<br />

convince the magistrate to release him and allow him to go<br />

on his way.<br />

Doran Stout CR 10<br />

Male human wizard 6/wyrm wizard 4<br />

NG Medium humanoid<br />

Init +5; Senses Listen +2, Spot +2<br />

Languages Common, Draconic, Dwarven, Elven<br />

AC 16, touch 13, flat-footed 15<br />

(+1 Dex, +3 armor, +1 deflection, +1 insight)<br />

hp 27 (10 HD)<br />

Fort +3, Ref +4, Will +11<br />

Speed 30 ft. (6 squares)<br />

Melee mwk dagger +5 (1d4–1)<br />

Base Atk +5; Grp +4<br />

Combat Gear scroll of fireball, scroll of lightning bolt<br />

Wizard Spells Prepared (CL 8th; 1d20+10 to overcome SR;<br />

arcane spell failure 5%):<br />

4th—dimension door, freedom of movement, ice storm<br />

3rd—cure serious wounds (DC 17), dispel <strong>magic</strong>, fireball<br />

(DC 17), lightning bolt (DC 17)<br />

2nd—invisibility, knock, scorching ray (+6 ranged touch),<br />

web (DC 16)<br />

1st—feather fall, <strong>magic</strong> missile (2), ray of enfeeblement (+6<br />

ranged touch), sleep (DC 15)<br />

0—detect <strong>magic</strong> (2), light, read <strong>magic</strong><br />

Abilities Str 8, Dex 12, Con 10, Int 18, Wis 14, Cha 10<br />

SQ knowledge of the wyrm, spell research, draconic<br />

discovery<br />

Feats Combat Casting, Craft Wondrous Item B , Empower<br />

Spell, Improved Counterspell, Improved Initiative, Scribe<br />

Scroll B , Spell Penetration<br />

Skills Appraise +7, Concentration +13, Decipher Script +12,<br />

Diplomacy +6, Gather Information +2, Knowledge<br />

(arcana) +17, Knowledge (history) +8, Knowledge (the<br />

planes) +10, Listen +2, Sense Motive +6, Spellcraft +17,<br />

Spot +2<br />

Possessions combat gear plus +2 padded armor, masterwork<br />

dagger, ring of protection +1, dusty rose ioun stone,<br />

backpack, bedroll, quill and ink, small mirror, spellbook,<br />

spell component pouch, travel journal<br />

Spellbook spells prepared plus 0—all; 1st—alarm, charm<br />

person, comprehend languages, expeditious retreat, identify,<br />

mage armor, shield; 2nd—darkness, flaming sphere, fog<br />

cloud, see invisibility, shatter, spider climb; 3rd—blink,<br />

explosive runes, fly, haste, hold person, protection from<br />

energy, suggestion; 4th—enervation, stoneskin<br />

Knowledge of the Wyrm By spending at least 1 hour doing<br />

nothing but research, Doran can add +4 to Knowledge<br />

(arcana) checks he makes for the next 8 hours.<br />

Spell Research Doran can cast cure serious wounds and<br />

freedom of movement as arcane spells.<br />

Draconic Discovery Once per day, Doran can empower a<br />

scorching ray spell without changing its level or preparing<br />

it ahead of time.<br />

58

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