Eldar Wizard

Many of the guardian mages of the Elven forests are not fireball hurling, destruction wielding mages, but protectors and nurturers. To outsiders the effects of their magic can seem more like that of clerics or druids, but they are still wizards.
Ability Requirements: Intelligece 14, Wisdom 14
Prime Requisite:Intelligence and Wisdom
Races allowed:Elf

The eldar wizard is considered a wizard for purposes of experiance, hit dice, THACO, makes saving throws, proficiencies, and can use a wizards normal selection of weapons and armor. In addition, an eldar wizard may use a longsword, although he still has to spend the apropriate proficiency slots, and may cast spells while wearing elven chainmail. An eldar wizard can use all magical items usable by wizards and may create magical items in the normal way.

New spells of level 1 through 5 can be aquired in the normal manner for wizards, but higher level spells can only be gained when studied and contemplated within a consecrated area deep within an elven forest. An eldar can still aquire new spells of level 6 - 9 from scrolls and other sources, but he cannot inscribe them in his own spellbook nor learn them from an alternate source until he has spend time contemplating and meditating on the new spell within his consecrated area.

Spell List

1st level2nd level3rd Level
1.Charm Person 1.Detect Evil 1.Call lightning
2.Command 2.Detect Invisible 2.Clairvoyance
3.Create Water 3.Entangle 3.Cure Disease
4.Dancing Lights 4.ESP 4.Cure Light Wounds
5.Detect Magic 5.Find Traps 5.Dispel Magic
6.Endure Heat/Cold 6.Invisibility 6.Fly
7.Faerie Fire 7.Know Alignment 7.Haste
8.Hypnotism 8.Levitate 8.Heat Metal
9.Identify 9.Locate Object 9.Hold Animal
10.Light 10.Melf's Acid Arrow 10.Hold Person
11.Locate Animals or Plants 11.Mirror Image 11.Invisibility 10' Radius
12.Magic Missile 12.Phanstasmal Force 12.Obscurement
13.Pass Without Trace 13.Produce Flame 13.Protection from Evil 10' Radius
14.Protection from Evil 14.Purify Food and Water 14.Protection from Normal Missiles
15.Read Languages 15.Resist Fire/Cold 15.Protection from Fire
16.Read Magic 16.Silence, 15' Radius 16.Speak with Animals
17.Sanctuary 17.Warp Wood 17.Water Breathing
18.Unseen Servant 18.Web
19.Ventriloquism
4th level5th level6th Level
1. Animal Summoning I 1.Commune with Nature 1. Anti-Animal Shell
2. Charm Monster 2.Conjure Elemental 2. Anti-Magic Shell
3. Confusion 3.Contact Outer Plane 3. Control Weather
4. Dimension Door 4.Control Temp.10' Rd. 4. Cure Serious Wounds
5. Enchanted Weapon 5.Control Winds 5. Geas
6. Fear 6.Feeblemind 6. Lower Water
7. Growth of Animals 7.Insect Plague 7. Move Earth
8. Hallucinatory Terrain 8.Magic Jar 8. Pass Plant
9. Massmorph 9.Neutralize Poison 9. Projected Image
10.Plant Growth 10.Plant Door 10.Reincarnation
11.Polymorph Others 11.Protection from Lightning 11.Stone to Flesh
12.Polymorph Self 12.Telekinesis 12.Enchant an Item
13.Remove Curse 13.Teleport
14.Wall of Fire 14.Transmute Rock to Mud
15.Wizard Eye 15.Wall of Stone
7th level8th level9th Level
1. Animal Summoning II 1. Blade Barrier 1. Contingency
2. Charm Plants 2. Creeping Doom 2. Gate
3. Dispel Evil 3. Mass Charm 3. Heal
4. Legend Lore 4. Mind Blank 4. Maze
5. Mass Invisibility 5. Otto's Irresistable Dance 5. Mordekainen's Sword
6. Restoration 6. Permanency 6. Serten's Spell Immunity
7. Statue 7. Polymorph Any Object 7. Shapechange
8. Teleport Without Error 8. Symbol 8. Sunray
9. Transport via Plants 9. Trans. Metal to Wood 9. Timestop
10.True Seeing 10.Wall of Force 10.Wish
11.Turn Wood


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