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Red Wizard

(Forgotten Realms Campaign Setting variant, p. 50)

The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerûn.

Requirements

Race: Human from Thay.

Skills: Spellcraft 8 ranks

Feats: Tattoo Focus and a total of three metamagic feats or item creation feats.

Alignment: Any nongood.
Spellcasting: Ability to cast 3rd-level arcane spells.


Hit die

d4

Skill points

2 + Int

Class Features

All the following are class features of the Red Wizard prestige class.

Weapon and Armor Proficiency: Red Wizards gain no proficiency in any weapon or armor.

Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained a level whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or tiem creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before he became a Red Wizard, he must decide to which class he adds each level of red wizard for the purpose of determining spells per day.

Enhanced Specialization: Upon becoming a Red Wizard, the character increases his devotion to his wizard school of specialization. In exchange for this the Red Wizard must sacrifice study in one or more schools. The Red Wizard must choose an additional prohibited school or schools using the rules on page 54 of the Player's Handbook. He can never again learn spells from those prohibited schools. He cannot choose the same prohibited schools he chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger.

For example, Ghorus Toth is specialized in the school of Transmutation. His prohibited schools are Abjuration and Enhancement (option 3). When he becomes a Red Wizard, he must choose one of the other categories of prohibited schools for Transmutation listed in the School Specialization sidebar the Player's Handbook. His options are (1) Conjuration, (2) Evocation, or (4) any three schools. He cannot choose option (3) because there is no way to select that option without selecting schools from which he is already prohibited. If he chooses option (4), he cannot choose Abjuration or Enchantment because those are already prohibited schools for him. He decides to select Conjuration as his additional prohibited school.

Specialist Defense: Add this value to the Red Wizard's saving throws against spells from his specialist school.

Spell Power: For spells involving the Red Wizard's specialist school, add this value to the DC for saving throws and to caster level checks to overcome spell resistance. The value starts at +1 at 1st level and goes up to +2 at 4th level, +3 at 6th level, +4 at 8th level,
and +5 at 10th level. This ability stacks with other spell power effects that affect spells from the Red Wizard's specialist school.

Bonus Feat The Red Wizard can choose an item creation feat, metamagic feat, or Spell Mastery (see page 54 of the Player's Handbook).

Circle Leader: The Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic. See Chapter 2: Magic for information on circle magic.

Scribe Tattoo: The Red Wizard gains the ability to place the Thayan wizards' magic tattoos upon willing and qualified novices, giving them the Tattoo Focus feat and inducting them into his circle.

Great Circle Leader: The Red Wizard can be the center of a great circle, which can have up to nine assistants instead of just five. See Chapter 2: Magic for information on circle magic.

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Enhanced specialization, specialist defense +1 +1 level of wizard
2nd +1 +0 +0 +3 Spell power +1 +1 level of wizard
3rd +1 +1 +1 +3 Specialist defense +2 +1 level of wizard
4th +2 +1 +1 +4 Spell power +2 +1 level of wizard
5th +2 +1 +1 +4 Bonus feat, circle leader +1 level of wizard
6th +3 +2 +2 +5 Spell power +3 +1 level of wizard
7th +3 +2 +2 +5 Specialist defense +2, scribe tattoo +1 level of wizard
8th +4 +2 +2 +6 Spell power +4 +1 level of wizard
9th +4 +3 +3 +6 Specialist defense +3 +1 level of wizard
10th +5 +3 +3 +7 Great circle leader, spell power +5 +1 level of wizard

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Concentration CON no no
Craft INT no no
Innuendo Wis yes no
Intimidate CHA no no
Knowledge Int yes no
Profession WIS yes no
Scry Int yes no
Spellcraft INT yes no

Also appears in

  1. Dungeon Master's Guide v.3.5

Spells for Red Wizard

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