Wizard Class

Bonus NWP:
Acting, Singing, Whistling/Humming, Chanting

Pick Detect Climb Read
Pockets Noise Walls Languages
10% 20% 50% 5%

The player also gets 20 points to distribute among the four skills at 1st level and 15 additional points every time the bard advances in level.

Spells Known (Spells pr. day)
Spell Lvl 1 2 3 4 5 6 7 8 9
Lvl 1 2+1(3)
2 2+1(4)
3 3+1(5)
4 3+1(6) 1+1(3)
5 4+1(6) 2+1(4)
6 4+2(6) 2+1(5) 1+1(3)
7 5+1(6) 3+1(6) 2+1(4)
8 5+1(6) 3+1(6) 2+1(5) 1+1(3)
9 5+1(6) 4+1(6) 3+1(6) 2+1(4)
10 5+1(6) 4+1(6) 3+1(6) 2+1(5) 1+1(3)
11 5+1(6) 5+1(6) 4+1(6) 3+1(6) 2+1(4)
12 5+1(6) 5+1(6) 4+1(6) 3+1(6) 2+1(5) 1+1(3)
13 5+1(6) 5+1(6) 4+1(6) 4+1(6) 3+1(6) 2+1(4)
14 5+1(6) 5+1(6) 4+1(6) 4+1(6) 3+1(6) 2+1(5) 1+1(3)
15 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 2+1(4)
16 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 2+1(5) 1+1(3)
17 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 3+1(6) 2+1(4)
18 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 3+1(6) 2+1(5) 1+1(3)
19 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 3+1(6) 3+1(6) 2+1(4)
20 5+1(6) 5+1(6) 4+1(6) 4+1(6) 4+1(6) 3+1(6) 3+1(6) 3+1(6) 3+1(6)

Bonus spells with high Charisma (same as priest wis table)
Charisma also affects resists:
Sorcerer Charisma Target Saving Throw Bonus/Penalty
1 +5
2-3 +4
4-5 +3
6-7 +2
8-9 +1
10-11 0
12-13 -1
14-15 -2
16-17 -3
18-19 -4
20-21 -5
22-23 -6
24-25 -7

The Musical Sorcerer can replace old spells with new ones every 2nd level from lvl 4. In addition to being able to select from all legal spells, the Musical Sorcerer receives one additional spell pr. lvl which must be selected fom the Enchantment/Charm School (any spell goes, including illegal ones). Enchantment/Charm spells are harder to resist when cast by an Musical Sorcerer, causing an additional -2 penalty on saves.

Lvl Abilities
1 Bardic Music (BM) , Influence Reactions (BM), Stormwhistle (BM)
2 Rally Allies (BM)
3 Counter Song (BM)
4 Improved Magic mouth 1/day
5 Charm (BM)
6 Song of Labour (BM)
7 Song of Marching (BM)
8 Song of Endurance (BM)
9 Essence of Purity, Wall of Sound (1/day)
10 Fool’s Luck, instant audience 1/day
11 Song of Companionship (BM)
12 Conjure Cabinet 1/day
13 Song of Sanction (BM)
14 Animal Charm (BM)
15 Song of Healing (BM)
16 War Chant (BM)
17 Counter Chant (BM)
18 Harp of Healing (BM)
19 Zither of Speed (BM)
20 Song of Madness (BM)

Bardic Music – Once a day pr. lvl, the sorcerer can use bardic music. Using bardic music is a standard action.

Influence Reactions:
When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard’s player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction. Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.

Musical Sorcerers gain the ability to cast each of the following spells once per day. The usual components for these spells are ignored; the Musical Sorcerer need only whistle to cast the spell. Musical Sorcerers gain the following spells at the listed levels:
1st level: pass without trace
3rd level: obscurement
5th level: plant growth
7th level: speak with plants
9th level: control winds
11th level: weather summoning
13th level: control weather
15th level: entangle

Rally Allies:
To use this ability, the bard must know the nature of the upcoming combat. A bard can’t rally allies if there is no obvious opponent. Rallying allies is done is much the same manner as influencing reactions. The bard sings heroic songs or weaves inspiring tales about how his comrades will overcome their foes and win the day. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard’s player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard’s radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents. Note that the benefit applies only to the specific encounter that the bard sings about. It does not apply to a ranger who hears the tale, rides off on his horse to warn the rear guard, and is then ambushed by wandering bandits.

Counter Song:
Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle. Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply). Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).

Improved Magic Mouth

Level: 3
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 object
Saving Throw: None

This spell works in all ways like the 2nd-level wizard spell magic mouth, except as follows. When this spell is cast, the mouth is endowed with the bard’s current knowledge, Intelligence, and personality. When the predetermined event occurs that activates the mouth, it converses as if the bard were actually there. For example, the mouth might say, “Who goes there?” and wait for a reply. If the visitors announce their names, it could go on to say, “Tarnak, please proceed to the music room, while the rest wait in the sitting room.” The mouth lasts until the conversation is over. Although the mouth can be set to activate due to a visual stimulus (i.e., activate if anyone wearing a green feather approaches the castle gate), once triggered, it reacts only to sounds and speech. Also note that the mouth and the bard are not linked in any way. Once cast, the mouth’s knowledge is set and will never change. Thus, if a bard is extremely angry at Tarnak when he casts an improved magic mouth, the mouth will remain in a state of anger, even if the bard and Tarnak have reconciled.

Musical Sorcerers are aware of their unique charm and flair. They have learned to use this gift to sway the reactions of others. However, such charm must be carefully tailored to a specific audience. Musical Sorcerers can affect only a small group of people, no larger in number than their current level. To be charmed, a group must be in average to high spirits. (You can’t charm a merchant who’s just been robbed.) The Musical Sorcerer must mingle among the intended group and chat for at least 1d10 rounds. After this time, those in the group roll a saving throw vs. paralyzation with a penalty of -1 per three levels of the Musical Sorcerer. Those who succeed are unimpressed with the Musical Sorcerer and may even find him to be an irritation. If they succeed on a natural 20, they see through the Musical Sorcerer’s facade. Those who fail have been caught up in the Musical Sorcerer’s tales and find him to be a most remarkable person. The effects of the charm are identical to the wizard spell of the same name. However, it is not magical in any way, and future saving throws are not made based on Intelligence and time. Rather, every time the Musical Sorcerer stresses the relationship-by calling for a favor, or requesting delicate information-the paralyzation saving throw is rerolled. The DM can give bonuses or penalties depending on how much stress the request puts on the relationship.

Essence of Purity:
Because Musical Sorcerers are so infused with love, beauty, and the aspirations of a romantic, they seem to hang onto life when others would allow it to slip away. Thus, Musical Sorcerers gain a bonus of 1 hit point each level (in addition to any Constitution bonuses). Furthermore, if a Musical Sorcerer fails a saving throw that will result in his death, the saving throw is rerolled for a second chance. Even when a Musical Sorcerer is slain, he does not immediately drop over dead. Rather, he lingers on long enough to recite one final tragic poem for those who will listen. If the Musical Sorcerer is slain in combat while defending love, innocence, or beauty (including members of the opposite sex), the Musical Sorcerer hangs on and fights for another 1d4 rounds or until struck for additional damage equal to his level. Then he recites his poem and dies.

Wall of Sound
Level: 3
Range: 60 yards
Components: V, S, M
Duration: Concentration + 1 round/level
Casting Time: 3
Area of Effect:
Special Saving Throw: None

The wall of sound spell brings forth an immobile, shimmering curtain of violently disturbed air. The wall is made up of a number of 10’x10′ sections equal to the caster’s level. These sections can be arranged as desired as long as the resulting wall all lies in one plane ( i.e., it must be flat) that stands up vertically. One side of the wall, selected by the caster, produces a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound within 30 feet. In addition, those within 10 feet are deafened for 1d4 turns if they fail a saving throw vs. spell. On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw vs. spell. Deafened creatures suffer a -1 penalty to surprise rolls, a +1 penalty to their initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence 15′ radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it. The material component is a piece of slate and a finger nail clipping.

Fool’s Luck:
It is amazing to most that Musical Sorcerers can survive in any situation. They are careless, foolish, and given to whimsical decisions. It is fool’s luck that has saved many a Musical Sorcerer’s life. Musical Sorcerers receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Musical Sorcerer’s Armor Class. About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.

Instant Audience
Level: 3
Range: 30 yards
Components: V, S, M
Duration: Up to 4 hours
Casting Time: 2
Area of Effect: 1 room or area within range
Saving Throw: None

When this spell is cast, audience members are magically conjured. Each round 1d4 people enter the room or area in a normal manner. (They actually appear just outside the room when no one is looking.) This continues for a number of rounds equal to the caster’s level. The audience contains a combination of races, gender, and social class appropriate to the occasion. Instant audience members act in every way like any other members of the audience. They walk around during intermission, talk, eat snacks, and so on. However, they always evade questions about their past, their history, or current events, as they have no past, no history, and have no idea as to what is going on in the world outside of the room. Instant audience members are strictly noncombative and never attack or cast spells (although they can be bullies or braggarts if that is appropriate). If one suffers even a single point of damage, he instantly vanishes along with all of his items (including items no longer on his body, such as clothes that he hung in the linen closet). Once the performance ends, instant audience members leave in an appropriate manner and vanish as soon as they are out of view. If the audience is treated in an inappropriate way (as determined by the DM), the spell instantly ends. For example, an audience could be summoned to watch a combat, but if the audience is used as a human shield, it vanishes. The material components are a small collection of the items carried by the appropriate audience (a gold coin, a piece of fine fabric, a snuff box, etc.). These are tossed into a bag that contains at least one live mouse. The mouse is not destroyed, but vanishes during the spell to reappear somewhere in the room after the spell ends.

Musical Sorcerers can make their read languages attempt twice if the language in question is an ancient one (a language no longer spoken). They can also use their read languages ability to decipher runes, glyphs, pictograms, ideograms, or any other form of ancient visual communication. Even though a Musical Sorcerer cannot be proficient in a newly encountered ancient language, if he makes an intelligence check DC 20, he understands the basics of the ancient language. Elementary use of the language is gained, allowing for written or even spoken communication at one-tenth the normal rate.

Song of Companionship:
At 10th, 15th, and 20th levels, a Musical Sorcerer can play the Song of Companionship, which lasts for 2d12 hours. The DM and player should select six naturally occurring wild animals (not domesticated or fantasy-based) appropriate to the current terrain. A d6 is then rolled and the selected animal emerges from the nearby woods or over the next hill. The animal is a faithful companion to the Musical Sorcerer from that day onward. The Musical Sorcerer and animal can communicate simple thoughts and desires. Such communication must be in the form of music or song by the Musical Sorcerer, and a growl, caw, hiss, or some other appropriate sound by the animal. Others cannot understand the communication. The companion has hit points equal to those of the Musical Sorcerer at his current level. The companion’s hit points do not increase as the Musical Sorcerer rises in level. The companion gained at 10th level should be tiny or small (as per the “Size” entry in the Monstrous Compendia ). The animal transfers its primary sensory power onto the Musical Sorcerer. This is much like the find familiar spell, but it is not identical and does not take the place of that spell. The 15th-level companion should be small or medium in size. The Musical Sorcerer gains the ability to polymorph his arms and head into those of this companion, for purposes of unarmed combat. Attacks are made using the Musical Sorcerer’s THAC0, but successful attacks cause damage equal to that of the animal’s natural weaponry. The Musical Sorcerer also receives multiple attacks, if the animal is entitled to them. The 20th-level companion should be medium or large. The Musical Sorcerer gains the ability to shape change (as the 9th-level wizard spell) into this companion’s form once per day. A Musical Sorcerer can call for one replacement companion each time he advances in level (he is not required to call for a replacement). The replacement is the same size as the lost companion and confers the same abilities upon the Musical Sorcerer.

Song of Sanction:
This song envelops the Musical Sorcerer, creating a nearly magical barrier of good will around him. Any attacking animal or monster must roll a saving throw vs. paralyzation with a -1 penalty per three levels of the Musical Sorcerer or ignore the Musical Sorcerer and those within one foot per level of him for as long as the song is played. The effect of the song is ended if the Musical Sorcerer attempts to move or if anyone in the protected area attacks (including offensive spell use).

Animal Charm:
Musical Sorcerers know a number of songs that have special charm-like effects upon animals (including giant animals). If the Musical Sorcerer concentrates, he can attempt to charm one animal within view by his singing. Only an animal of Hit Dice equal to or less than the Musical Sorcerer’s level can be affected. Furthermore, the total Hit Dice of all such charmed animals accompanying the Musical Sorcerer cannot exceed twice the Musical Sorcerer’s level. The song takes 1d10 rounds, but the animal is held temporarily spellbound during the performance, as long as no hostile advances are made upon it by the Musical Sorcerer or his allies. After 1d10 rounds, the monster rolls a saving throw vs. paralyzation with a -1 penalty per three levels of the Musical Sorcerer. If it fails, it is under the effects of a charm spell. If it succeeds, it is unaffected and acts normally. If the roll was a natural 20, the animal is enraged and immediately attacks the Musical Sorcerer.

War Chant:
By chanting a war song, a Musical Sorcerer can inspire allies as they go forward into combat. For the chant to have an effect, the Musical Sorcerer must begin chanting at least three rounds before combat begins, otherwise his allies are too caught up in the events about them to benefit from this ability. Such chanting has an effective range of ten feet per level of the Musical Sorcerer. The effects end as soon as the Musical Sorcerer receives his first wound. If the Musical Sorcerer does not enter the fray (and avoids being wounded), the effects end in a number of rounds equal to the Musical Sorcerer’s level. At 1st level, the Musical Sorcerer can choose only one of the following six effects per battle; at 3rd level two effects are chosen, three at 6th, four at 9th, etc. The Musical Sorcerer player chooses the effects, and can change them from one battle to the next. Chanting can elevate spirits, remove concerns about danger, keep men’s minds focused on combat, and fill friendly forces with a sense of being larger than life. Translated into game terms, this results in the following six possible effects for the members of the Musical Sorcerer’s party:
· Bonus hit points equal to the Musical Sorcerer’s Hit Dice.
· A morale bonus of 1 for every six levels of the Musical Sorcerer (rounded up).
· A +3 bonus to all attack rolls.
· A +3 bonus to all damage rolls.
· A +3 bonus to all saving throws.
· A +3 bonus to everyone’s Armor Class.

Counter Chant:
Musical Sorcerers can actually “attack” certain spells. A Musical Sorcerer can walk up to a wall of force (assuming he has previously learned the spell), begin counter chanting, and if he succeeds with his “chance to learn spells” roll, he actually cancels the entire spell for a number of rounds equal to his level. If the roll is equal to or less than the bard’s level, the cancellation is permanent.

Conjure Cabinet (Conjuration)
Level: 4
Range: 10 feet
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This is a very special spell created specifically for the bard class. Before this spell can be used, the bard must have a special cabinet made. It must be of the highest quality, worth at least 1,000 gold pieces. It can be any size up to 4 feet wide by 4 feet deep by 8 feet high. Once the cabinet is made, this spell must be cast upon it and the cabinet must be named. At any later date, the bard can cast this spell and the cabinet temporarily teleports to the bard’s current location. The cabinet carries with it any contents that are of a performing nature usable by the bard. (For example, it might contain musical instruments, cleaning tools, a playing stool, etc., for a True Bard. It might be lined with throwing daggers, rapiers {for sword swallowing}, and blindfolds for a Blade).. The cabinet remains for the duration of the spell or until the bard speaks the cabinet’s name. It then teleports safely back to its previous location, along with any carried items of a performing nature usable by the bard. A bard may have only one such cabinet at a time. The teleport will not carry the cabinet to another plane. If items of a nonperforming nature are left in the cabinet, then the cabinet will not teleport.

Harp of Healing:
When this magical harp is played within 100 feet of wounded creatures, it heals each creature by one points per hour of playing. However, once the music stops or a new player takes over, further playing is useless unless new wounds are received. After eight hours of continuous playing, a bard must begin to make successful Constitution rolls once an hour or he misplays the harp and healing ends.

Zither of Speed:
This zither appears to be a normal musical instrument. However, if it is played in a rapid tempo and the musician says, “Adagietto,” all allies within 30 feet are affected as if under the influence of a haste spell. If the zither is played slowly and “Adagissimo” is spoken, all foes within 30 feet are affected as if under a slow spell (no saving throw). The effects last as long as the bard concentrates upon the music or until he plays the zither at a moderate tempo and says, “Andante.” If he moves, defends himself, suffers damage, rolls for a saving throw, or performs any other action, his concentration is broken.

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