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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 />
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