Wizard OCC (Revised)
(Version 1.00 - Last Modified: 09/01/2007)
Introduction
Magic is the life blood of a wizard and the source of all of his power.
Wizards, regardless of whether they are self taught or formally trained at one
of the world's wizard academies, wizards know how to channel PPE through their
bodies to form spells. Unfortunately, the wizard as originally presented in
Palladium Fantasy seems very badly organized and specific. One of the main
abilities of the wizard, the Spirit Cauldron, is dangerous to use and generally
not very good. This revised version of the Wizard OCC tries to fix that by
creating an Area of Specialization for a wizard, which can include the Spirit
Cauldron (also changed) or it can be something else, like Wand Magic or even
Combat Magic.
O.C.C. Abilities:
- Spell Knowledge
The Wizard has the following spell knowledge:
- Initial Spells: Cloud of Slumber, Decipher Magic, Globe of
Daylight, Sense Magic, and Tongues and select three spells from
level one, two spells from level two, one spell from level three,
and one spell from level four from the Invocation spell list.
- New Spells: Each level of experience, starting at level two,
a Wizard can select one additional spell from the Invocation spell
list from any level up to his level of experience. For example, a
sixth level Wizard can select a spell from levels one to six.
- Learning New Spells: At any time, a Wizard can learn new
spells and teach other magic users the spells that he already
knows. New spells can be purchased for cash or services and is a
useful role-playing element. See the Pursuit of Magic on page 182
of the Palladium Fantasy main book.
- Area of Specialization
Each wizard focuses on two areas of specialization that provide the
wizard with additional powers and abilities. At first level, the wizard
must choose two areas of specialization and once chosen, they cannot be
changed. The most common specializations for traditionally trained
wizards are Scroll Magic and Spirit Cauldron. Please see
Wizard Specializations for
details on the available specializations.
- Ley Line Powers
Wizards have several powers directly related to the weak ley lines that
can be found on the world of Palladium:
- Ley Line Drifting: A wizard can open himself up to the
energy of a ley line and can float through the air along the length
of the line. The wizard travels at a constant speed of 10, but it
requires no exertion or concentration from the wizard to maintain.
- Ley Line Rejuvenation: When standing on a ley line, a wizard
heals at an increased rate. The wizard heals at twice the normal
rate and once per day per ley line, with ten minutes of
concentration, the wizard can be instantly healed 4D6 points of
damage.
- See Ley Lines: Normally, the ley lines that crisscross the
world of Palladium are invisible to the naked eye. However, a
Wizard can see the powerful magic energy emanating from these
lines.
- Scribe Magic Knowledge
Wizards have a limited understanding of ward magic and circle magic. A
wizard can recognize the twelve basic mystic symbols, the four
elemental symbols, and the symbolic colours and can recognize a real
magic circle from a fake. However, a wizard cannot determine what a
magic circle does or what effect a particular ward will have beyond
identifying that it is authentic.
- Special Skills
Wizards possession the following special skills:
- Recognize Enchantment: A wizard can recognize the influence
of magic that causes mind control, including the effects of charms,
trances, domination, compulsion, and quests. This ability also
includes identifying magical sickness, curses, the effects of
faerie food and faerie magic, and supernatural or magic possession.
Illusions, metamorphosis, and psionic powers do not count as
enchantment. Base Skill: 35% +5% per level of experience.
- Recognize Magic: The wizard has a chance to recognize a
magic item by its shape, inscription, magic symbols, and intuition.
This ability does not allow a wizard to know what powers the item
may have or how to use it. Base Skill: 20%+ 5% per level of
experience.
- Identify Magical Properties: This skill allows a wizard to
identify the properties of a magical item, so the wizard can know
what powers a magical item may have and how to use it. A wizard
does not gain this skill until level 7. Base Skill: 25% +5%
per level of experience.
- Wizards & Armor
Most Wizards tend to prefer leather armor because it offers excellent
maneuverability, stealth, and because it is more comfortable then
heavy, cumbersome and confining types of armor. Furthermore, covering
oneself in metal has a hampering effect on the channelling of magic
energy. A wizard is not proficient in any types of armor and suffers
penalties for wearing armor that is heavy in metal. See
Optional Armor Proficiency for more
details.
- Permanent P.P.E. Base
The Wizard is a living battery of PPE and begins with a high amount.
The wizard receives PE attribute +3D4x10+20 at first level and an
additional +3D6 per level of experience.
- Bonuses
Wizards receive +1 to save vs. magic at levels 3, 6, 9, 12, and 15 and
+4 to save vs. horror factor. The wizard gains a spell strength bonus
of +1 at levels 2, 4, 8, 12, and 15.
Class Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Language: Two of choice (+20%)
- Literacy: Native Tongue (at 98%)
- Literacy: One of choice (+15%)
- Lore: Magic (+20%)
- Lore: One of choice (+15%)
- Math: Basic (+20%)
- W.P.: One of choice
- Hand-to-Hand Combat: None (Hand-to-Hand combat can be improved to Basic
at the cost of two OCC Related Skills and to Expert at the cost of
three OCC Related Skills, but this can only be done at first level)
O.C.C. Related Skills:
- Select eight other skills. Select one additional skill at level 3, 6,
9, and 12. All new skills start at a level one proficiency.
- Communications: Any (+5%)
- Domestic: Any (+5%)
- Espionage: Forgery, Escape Artist, and Intelligence only (+5%)
- Horsemanship: General or Exotic only
- Medical: Any
- Military: None
- Physical: Any, except Acrobatics, Gymnastics, Boxing, and Wrestling
- Rogue: Any
- Science: Any (+10%)
- Technical: Any (+10%)
- W.P.: Any, except Large Axes, Pole Arms, and Lances
- Wilderness: Drowsing, Identify Fruits & Plants, Preserve Food, and
Wilderness Survival only
Secondary Skills:
- The Wizard can select four secondary skills from the list of available
skill categories at level one and an additional two skills at levels 2,
5, 7, 10, and 13. Secondary skills do not receive any bonuses listed
above and all new skills start at a level one proficiency.
Standard Equipment:
- Weapons: Starts with a dagger and one weapon that must be a
weapon that the wizard has a W.P. in; all are basic weapons of good
quality.
- Armor: A suit of Soft Leather (AR of 10, S.D.C. of 20).
- Other: Two sets of traveling clothes, a traveling robe or cloak
with a hood, a pair of soft leather gloves, belt, bedroll, backpack, a
medium-sized to large purse/satchel, two small sacks, a water skin. 3D4
sheets of parchment paper, a 100 page notebook, three crow quill pens,
two bottles of ink (each may be a different color), 1D4 sticks of
graphite, 1D4 sticks of chalk, 1D4 candles, a wooden cross, small
mirror, and a tinder box.
- Money: The character starts with 140 in gold. This is in
addition to the equipment listed above.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2240 |
| 2 |
2241 - 4480 |
| 3 |
4481 - 8960 |
| 4 |
8961 - 17,920 |
| 5 |
17,921 - 25,920 |
| 6 |
25,921 - 35,920 |
| 7 |
35,921 - 50,920 |
| 8 |
50,921 - 70,920 |
| 9 |
70,921 - 95,920 |
| 10 |
95,921 - 135,920 |
| 11 |
135,921 - 185,920 |
| 12 |
185,921 - 225,920 |
| 13 |
225,921 - 275,920 |
| 14 |
275,921 - 335,920 |
| 15 |
335,921 - 375,920 |