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The QUINTESSENTIAL

Wizard

By Marco Picone

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www.asterionpress.com www.mongoosepublishing.com

CREDITS

Design & Development ManagerMarco Picone

Game DevelopmentAndrea BonatoAndrea Bosio

Additional DesignLuigi Cecchi

Igor ComunaleFabio PassamontiClaudio Pustorino

Marco RiccardiNiccolò Ricchio

Ernesto TroncellitoFederica Ugliano

Editing & Game BalancingLorenzo Fanelli

Cover ArtAlberto Dal Lago

Logo, Graphic Design & TypesettingAndrea Gualdi – Lab 7

Interior IllustrationsMirko Benotto

Alberto BontempiClaudio CasiniToni CittadiniMarina Costa

Simone DelladioElisa Ferrotto

Francesco GrazianiThomas Liera

Andrea LonghiEmiliano PetrozziRoberto PitturruMaichol Quinto

Andrea Sorrentino

English TranslationFiorenzo Delle Rupi

Proof ReadingJoshua Cole

Production ManagersMassimo Bianchini

Luca Cattini

Playtesting & AdviceManuela Chiavetta, Lucrezia Mannino, Fabio Milito Pagliara, Mirko Siragusa, Rosalba Spotorno, Giuseppe Tito

Special ThanksErica Faverio Margoni, Rosalba Spotorno (this book wouldn’t exist without her!)

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and

other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4

th Edition Game System License. All 4E References are listed in the 4E System

Reference Document, available at www.wizards.com/d20. DUNGEONS & DRAGONS 4

th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James

Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt

© 2008 Wizards of the Coast, Inc. All rights reserved.The Quintessential Wizard is © 2008 Asterion Press s.r.l. & Mongoose Publishing

Printed in the US

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Contents

CONTENTS

Introduction ...................................6

The Quintessential Wizard ............7

Chapter 1: A Wizard’s Role ..........10The role ..........................................12 Wizards in combat situations ........12 A wizard’s armor .........................12 A wizard’s weapon ......................13 A wizard’s arcane implement .......14 Powers every wizard should use ..14 How to spend your starting money? ..14 Best tactics .................................16 Wizards in noncombat situations ..16 A wizard in towns .......................16 A wizard in the wild ....................16 A wizard in the dungeons ............17 A wizard on the planes ................17A wizard’s race ...............................17Wizards and other classes ...............19A wizard’s origins ...........................20 How to read the origins ................20 Academic ......................................21 Apprentice ....................................22 Arcane champion ..........................23 Inventor .......................................23 Magus ..........................................24 Tattooed hexer ..............................26 Thug ............................................27

Chapter 2: A Wizard’s Power .......28Powers ............................................30 Damage type ................................30 Acid ............................................30 Cold ...........................................30 Fire .............................................30 Force ..........................................31 Lightning ...................................31 Necrotic......................................31 Poison .........................................31 Psychic .......................................31 Radiant .......................................32 Thunder .....................................32 Weapons and wizard powers ........32 Cantrips and utilities ....................32 Illusory Silence ...........................32 Magnetic Gaze ...........................32 Persistent Memory .....................33 New wizard powers.......................33 Level 1 at-will spells .....................33 Acid Pool ....................................33 Adder’s Bite ................................33

Cunning Thrust ..........................33 Death’s Breath ............................33 Electrocution ..............................33 Mind Assault ..............................33 Revealing Light ..........................33 Level 1 encounter spells ................34 Arcane Ghost ..............................34 Flash of Light .............................34 Gambit’s Thunder ......................34 Scorching Weapon ......................34 Sky Bolt ......................................35 Level 1 daily spells ........................35 Arcane Storm .............................35 Mark of Light .............................35 Scent of Decay ............................35 Serpent’s Grasp ..........................35 Strike and Run ...........................35 Level 2 utility spells ......................35 Arcane Shadows .........................35 Authority ....................................35 Detailed Examination .................35 Level 3 encounter spells ................36 Acid Bomb .................................36 Enchanted Crossbow ..................36 Fierce Will ..................................36 Level 5 daily spells ........................36 Deafening Blast ..........................36 Nightmarish Slumber .................36 Spinning Staffs ...........................36 Wizened Features .......................36 Level 6 utility spells ......................36 Reactive Displacement ................36 Steelskin .....................................37 Whirlwind ..................................37 Level 7 encounter spells ................37 Choking Viper ............................37 Mystical Swing ...........................37 Shadows of the Past ....................38 Underground Eruption ...............38 Level 9 daily spells ........................38 Field of the Dead ........................38 Shining Rainbow ........................38 Uncertainty ................................38 Weapon of Elemental Might........38 Level 10 utility spells ....................39 Distant Eye .................................39 Intangibility ...............................39 Mind Void ..................................39 Level 13 encounter spells ..............39 Acid Fumes ................................39 Dancing Blades ...........................39 Incineration ................................39

Soul Vermin ................................39 Level 15 daily spells ......................40 Deceiving Grasp .........................40 Disrupting Lance........................40 Toxic Weapon ..............................40 Wall of Sun .................................40 Level 16 utility spells ....................40 Illusory Wood .............................40 Invisible Mantle..........................40 Moment of Prescience ................40 Level 17 encounter spells ..............42 Exploding Bolts ..........................42 Flensing .....................................42 Level 19 daily spells ......................42 Magma Pool ..............................42 Schizophrenia .............................42 Shining Dawn.............................42 Storm Weapon ............................42 Level 22 utility spells ....................42 Arcane Protection .......................42 Dimensional Lock .......................43 Level 23 encounter spells ..............43 Arcane Army ..............................43 Stalactites ...................................43 Level 25 daily spells ......................43 Acid Flame .................................43 Awe ............................................43 Charging Bull .............................43 Mist of Storm .............................43 Level 27 encounter spells ..............43 Arcane Adder ..............................43 Astral Tornado ............................44 Icy Band .....................................44 Level 29 daily spells ......................44 Aurora ........................................44 Battle Chaos ...............................44 Magic Missile Storm ..................44 Ultimate Acid Arrow ..................44Rituals ............................................46 Amnesia .......................................46 Bind Animal Familiar ...................46 Bind Extraordinary Familiar .........47 Bind Magic Familiar .....................47 Blood Hound ................................47 Decipher Signs .............................47 Detect Implement ........................48 Eye of Exploration ........................48 Instant Map .................................49 Instant Reading ............................49 Magic Repulsion ..........................49 Perpetual Flame ...........................50 Pleasant Appearance .....................50

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Portable Tower ..............................50 Read Signs ...................................51 Transparency ................................51 Weaken .........................................51

Chapter 3: A Wizard’s Path ..........52Arcane serpent ...............................54 Valdinil, arcane serpent .................54Chronomancer ...............................56 Felith the Vain, chronomancer .......56Cryomancer....................................58 Kestra Frostgaze, cryomancer ........58Dawn disciple .................................60 Rhonag Rhok, dawn disciple .........60Geminus ........................................62 Ordrik the Four-Handed, geminus 62Geomancer .....................................64 Balratha, geomancer ......................64Gloom necromancer .......................66 Tyrianna Blackstream,

gloom necromancer....................66Hypnomancer ................................68 Crambard, hypnomancer ..............68Keeper of the dweomer ...................70 Gargos Thiovall, keeper of the

dweomer ....................................70Minister of destiny .........................72 Berrin, minister of destiny ............72Mystic sage ....................................74 Braidon Gwandeth, mystic sage ....74Occult seeker ..................................76 Parveth Jairy, occult seeker ............76Pyromancer ....................................78 Rallen, pyromancer .......................78Vacuist ...........................................80 Namaya the Silent, vacuist ............80

Chapter 4: A Wizard’s Feat ..........82Feats ..............................................84 Types of feats ................................84 Grimoire feats .............................84 Metamagic feats ..........................84 Heroic tier feats ............................84 Applied Teratology ......................84 Arcane Hammer Shield...............84 Arcane Versatility ........................84 Blasting Spell .............................84 Conducting Staff ........................84 Deceiving Spell ...........................85 Eladrin Lore ...............................85 Energy Substitution ...................85 Enlarged Spell ............................85 Extended Spell ...........................86 Far Spell .....................................86 Illusory Charm ...........................86 Infernal Shaft of Dis ...................86

Linked Item ...............................86 Masked Visage ............................86 Orb of Persistence .......................86 Recover Implement ....................86 Staff of Absorption .....................86 Wand of Aim ...............................86 Wand of Precision .......................86 Paragon tier feats ..........................86 Access Power ..............................86 Arcane Drain ..............................87 Arcane Mask Master ...................87 Arcane Mirror Master .................87 Arcane Orb Master .....................89 Arcane Shield Master .................89 Arcane Staff Master ....................89 Arcane Wand Master...................89 Contingent Spell .........................89 Elite Creator ...............................89 Empowered Spell ........................89 Explosive Fury ...........................89 Focused Ritual Caster .................89 Metamagic Leftover ....................89 Mixed Energy .............................89 Redundant Power .......................89 Still Spell ....................................89 Epic tier feats ...............................90 Acid Mastery ..............................90 Cold Mastery ..............................90 Epic Preparation .........................90 Fire Mastery ...............................90 Force Mastery ............................90 Greater Redundant Power ..........90 Improved Residuum ...................90 Lightning Mastery ......................90 Maximized Spell .........................90 Necrotic Mastery ........................90 Persistent Spell ...........................90 Poison Mastery ...........................90 Psychic Mastery ..........................91 Quick Spell .................................91 Radiant Mastery .........................91 Specific Spell ..............................91 Third Implement ........................91 Thunder Mastery ........................91 Twin Spell...................................91 Unexpected Spell .......................91 Multiclass feats .............................92 Arcane Devotee ..........................93 Arcane Shot ................................93 Arcane Stealth ............................93 Arcane Weapon ...........................93 Metamagic Pact ..........................93 Radiant Assault ...........................93 Ultimate Tactics ..........................93

Chapter 5: A Wizard’s Tools .........94Adventuring gear ............................96Arcane implements .........................99Magic items .................................. 100 Weapons ..................................... 100 Hats ........................................... 100 Masks ......................................... 102 Mirrors ....................................... 104 Orbs ........................................... 105 Shields ....................................... 106 Staffs .......................................... 107 Wands......................................... 108 Runes ......................................... 108 Wondrous items .......................... 112

Chapter 6: Organizations .......... 114Wizards and arcane organizations . 116 Hierarchies ................................. 116 Duties and opportunities .......... 116 Characters and organizations ...... 117 Rank in an organization ............ 117Arcane organizations in the world . 117 Allies and antagonists ................. 118 Hidden secrets ............................ 118 Reading organizations ................. 118Brotherhood of Oblivion .............. 119 Brother Gilmen .......................... 120Court of Enchantments ................ 121 Satyr’s Tune ................................ 122Heirs to the Ancestral Breath ........ 123 Arcane Breath ............................. 124 Mixed Breath ............................. 124Keepers of the Writs ..................... 124 Blind Scribe’s Sight .................... 126Relldale Academy ......................... 126 Remote Echoes ........................... 127Runic Tetracle............................... 128 Rune Adept ................................ 129 Rune Master .............................. 129 The Runemaster’s Chisel ............ 129

Chapter 7: A Wizard’s Tower...... 132Towers .......................................... 134 Building a tower ......................... 134Designing a tower ......................... 134 Choose a location ........................ 135 Towers in D&D 4E ..................... 135 Design a floor plan...................... 138 Special chambers ...................... 139 Add exotic features ..................... 140 Calculate total cost and time ....... 142Joigharr’s tower ............................ 142 Choosing Joigharr’s Tower Location ...142 Designing Joigharr’s Floor Plan ..........142 Adding Joigharr’s Exotic Features .......144 Calculating Total Cost and Time ....... 144

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INTRODUCTION

6

M agic. This simple word has surfaced in the story of our civilization since the dawn of time. From a shaman’s propitia-tory rite to Cagliostro’s impossible deeds,

from alchemists turning lead into gold to parlor trick magicians, each culture and tradition has always acknowledged the presence of a dark, mysterious and incredibly powerful presence in our world. Some call it the Mystery. Others, the Gift. Others call it the Art. But to all, it is magic. A fantasy role-playing game could not be the same without magic and without its greatest wielder: the wizard. Merlin, Morgan le Fey, Prospero, Gandalf, and many other fictional characters occupy a special place in our imagination and exem-plify the theme of magic. The Quintessential Wizard, the book you now hold in your hands, shows that in the DUNGEONS & DRAGONS® role-playing game, a wiz-ard is much more than a curious, helpless character. In the following pages, you will find all you need to expand this class’s gaming options and to make a full-fledged character complete with brand new powers, rituals, feats, magic items, and a compelling story. Chapter 1: A Wizard’s Role will help you know what to expect from your wizard. What powers should you choose? Is there a difference between a dwarf’s and an elf’s approach to magic? Here you will find the answers to such questions. In addition, choosing an origin allows you to set your wizard aside from all oth-ers. Should your wizard be a distinguished and culti-vated scholar? Then the academic’s origins are the best choice. Would you like him to be a fearless combatant, ready to face any danger? Then the arcane champion is the right choice for you. Chapter 2: A Wizard’s Power features dozens and dozens of at-will, encounter, daily and utility spells to enrich your character’s arsenal. If every wizard could only cast magic missiles and fireballs, it would a very boring role to play. Try replacing your magic missile with electrocution and your fireball with spinning staffs, and your foes will be the first to be left speechless by your potential! In addition, this chapter also lists new

rituals that your wizard can perform when he is not hard-pressed by the heat of battle. When it is time for your wizard to pick a paragon path, Chapter 3: A Wizard’s Path is the ideal resource. If you are mesmerized by fire and its destructive power, you can become a fine pyromancer. If you prefer a sub-tler approach, the geminus’ or the hypnomancer’s paths are the right choice. Or, if your wizard is a shady type, the arcane serpent could fit well with his devious soul. Each paragon path also includes an iconic NPC you can use in your campaign. Chapter 4: A Wizard’s Feat features over 60 new feats specifically designed with a wizard (or a multiclass character seeking to explore a wizard’s grandeur) in mind. Grimoire and metamagic feats have been ex-plicitly designed so your wizard can give a top-notch performance in any situation and to modify his spells according to need. If you think staffs, wands and orbs are not the right arcane implements for your wizard, Chapter 5: A Wizard’s Tools introduces four new implements that will satisfy every caster’s needs: the dragonmask, the hat of wizardry, the safeguard shield, and the unreal mirror. You will also find dozens of mundane and magic items particularly useful to a wizard, in addition to a new category of magic items that promises to be appreciated by all arcane experts: runes. If you think you wizard is seeking a place in the world beyond his immediate companions and his stud-ies, Chapter 6: Organizations will help you find an ar-cane society that can help in your studies, from Relldale Academy to the Court of Enchantments. Finally, when a wizard has acquired enough money and fame, it is time for him to find a suitable base in which to store all the items and the lore he has pains-takingly collected in his adventures. What better choice than a tower? Chapter 7: A Wizard’s Tower features rules and guidelines to build your dream tower, com-plete with mundane and extraordinary items. You might even make it sentient… if you have enough time and resources, of course!

THE QUINTESSENTIAL SERIESThe Quintessential Wizard is the first volume in a series of books dedicated to the classes of the Dungeons & Dragons 4E game. Each book is the result of two combined goals: the development of new available gaming options, includ-ing new powers, feats, paragon paths and magic items, and a deeper look at your role-playing options, featuring guidelines to portray your character as a full-fledged person and make him unique in the eyes of his companions. When using this book to create your character, you may not obtain a more powerful or survivable character than your fellow players, but you will be able to choose from many additional options and to make your wizard look, act, and fight exactly as you imagine him. All the rules featured in this book can fully be used in any campaign set-ting. Happy adventuring!

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