Monday, March 14, 2011

Witch Doctors and Hedge Wizards

Witch Doctors
Requirements: None
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: 9
XP Chart: Fighter
Saves: Magic-User

Witch Doctors are tribal spell casters who generally work in conjunction with shamans, serving as village elders and sages. They fight as well as magic-users, can use any one-handed weapons and wear "natural" armors (made from leather, hide, bone, etc.) They cannot use shields.

Spell Casting: Witch Doctors cast Magic-User spells and follow the same progression as a MU of the same level (up to 5th level spells). Memorization takes twice as long, however, to simulate the more ritualistic nature of their magic. Further, they are able to cast a limited number of Cleric spells (any spell that heals damage). Witch Doctors are wholly unable to research new spells.

Scoll Use: Witch Doctors can employ any Magic-User scroll normally. They can also make use of Cleric and Druid spells of 1st and 2nd level enscribed on scrolls.

Reaching 9th level: A Witch Doctor of 9th level is considered a village elder, with all the advantages and disadvantages that entails. Typically, this includes a retinue of 2d6 warriors (Hunters and Thugs) selected from the best fighters in a clan. Within the confines of his village, an elder has no need for money, food, clothing, etc.



Hedge wizards
Requirements: None
Prime Requisite: INT
Hit Dice: 1d4
Maximum Level: 6
XP Chart: Fighter
Saves: Magic-User

Hedge Wizards are "minor" spell casters with little formalized education. They function in the same way as shamans/witch doctors, but for civilized individuals living in rural environments. They are extremely limited in level, fight as Magic-Users, wear no armor and use small, one-handed weapons.

Spell Casting: Hedge Wizards cast spells as a Magic-User of the same level (up to 3rd level spells). However, they can cast any spell found, including Cleric, Druid, Magic-User and Illusionist spells. While this gives them extreme versatility, all spell effects are reduced to reflect their inability to fully grasp magic. Halve all spell durations; die rolls are done with the next lowest die (i.e. Fireball damage is rolled using 1d4 per level). Hedge Wizards must keep a spell book and start with but one Magic-User spell. All other spells must be found on scrolls and transcribed into their book.

Scroll/Item Use: Hedge Wizards are able to use any scroll, without a reduction in effect. Further, they are able to employ any magic items usable by Magic-Users, as well as general items usable by all classes.

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