A WIZARD WITH A DIFFERENCE
by James M. Ward


 
Wizard of Aggression Wizard of Defense Wizard of All Things Rustic Wizard of Control Wizard of Tenaciousness
Wizard of Detection - Wizard of Fire - Wizard of Movement
Dungeons & Dragons - Dragon magazine - The Dragon #17

ED. Note: The following is recommended as a source of bedevilment to
be used by DM on their NPC’s. Some of the possibilities here will drive
the average group of PC’s wild when trying to deal with running
NPC‘s.

THE <WIZARD> class in D&D has been tested by time and found
tried and true for many of the players that LOVE to become them (myself
included). The 9 spell levels and the ability to use magical items
all make the magic user a very fine character to be. What I want to suggest
is an alternate system in which magic users select areas to work and
study in, instead of being the normal D&D type magic user.

The PC can be one of the following types:
“Wizard of Aggression”,

“Wizard of Defense”,
“Wizard of All Things Rustic”,
"Wizard of Control”,
“Wizard of Tenaciousness”,
 

“Wizard of Detection”,
“Wizard of Fire”, or a

“Wizard of Movement”.

Any of these wizards raises in levels of experience in the same manner
as the D&D wizard. These new wizards pick spells from any spell
level on their lists at the rate of 2 spells per experience level. The
“area” <Wizard> has a given percent chance of working any spell
from his list, with that chance increasing by 5% for every level over the
first that the magic user attains. Naturally the better the spell the less
chance a first level “area” magic user has of performing it. The making
of these “area” wizards created some new spells and some of the old
ones became modified, but essentially the system is the same, in that a
magic user still throws his or her spells and hopes for the best. When
using these magic users since they study nothing else but their areas they
are faster in their use of spells over the normal D&D magic user. The
following is an example of their use in a game: a wizard of fire casts a
“heat ray” spell at a creature. The wizard is of the fifth level and therefore
has a + 20% chance of using the spell and the spell is a sixth level
one so there is a 30% chance of it working. The magic user rolls the percentile
dice needing a 1-50% for it to work and he rolls a 51%) the spell
does not work and he no longer has a “heat ray” spell memorized, (unless
he took more than one).

While some players might think that these Wizards are too restricted
for play, some judges might think that wizards of this type are
perfect for NPCs (and they would be right!). Imagine
the surprise of a “mighty” fighter when he slashes a wizard of defense
and the wound heals instantly because the wizard has the spell of “no
punctures” on himself. The same goes for the master thief that has just
made a daring robbery in the castle of a rich low level wizard of detection
and goes to safety in the local robbers den only to find the magic
user and four hefty fighters appearing beside him when the wizard uses
a “transport to the spot” spell. The possibilities for these magic users
are endless and it gives players a different sort of magic user to be.

In the following pages * signifies that the spell has been changed in
a manner that logically fits the area of THE <WIZARD>. Two ** signifies
that the spell is new.

CHANCE OF MAKING ANY SPELL PER LEVEL
1st Level 100%
2nd Level 85%
3rd Level 75%
4th Level 50%
5th Level 40%
6th Level 30%
7th Level 20%
8th Level 10%

WIZARD OF AGGRESSION <Evoker?>
Spells -
1st Level Charm Person, Sleep, Magic Missile*
2nd Level Phantasmal Force, Web
3rd Level Hold Person*, Fire Ball, Lightning Bolt, Slow Spell
4th Level Polymorph Others, Confusion, Charm Monster, Fear, Magic Spear**
5th Level Death Spell, Disintegrate
6th Level Delayed Blast Fire Ball, Power Word: Stun
7th Level Power Word: Blind, Symbol, Dancing Magical Sword**
8th Level Power Word: Kill, Meteor Storm, Melt**

EXPLANATlON OF THE SPELLS FOR THE WIZARD OF AGGRESSION:

Magic Missile: This spell has one more arrow per level of the
magic user over the old spell.

Hold Person: This spell has the power to affect 1-6 persons instead
of 1-4.

Magic Spear: This spell creates three plus one spears that move
as do the magic missiles per every four levels of the magic user casting
them.

Dancing Magic Sword: This spell creates a plus 1 sword that will
fight as a Hero for 4 melee turns at the command of the magic user.

Melt: This spell acts on all metal of any person it is used on so
that the metal turns red hot in one melee turn and melts the metal on the
next melee turn (magic saving throw applicable). The spell affects
masses of metal no greater than a set of plate mail. <cf. Melt>

WIZARD OF DEFENSE <Abjurer?>
Spells -
1st Level Shield*, Protection from Evil*
<1st Level> <Remove Fear, SANCTUARY>
2nd Level Invisibility, Darkness, Mirror Image
3rd Level Dispell Magic, Protection from Evil 10' Radius*, Invisibility 10' Radius, Infravision, Haste, Protection from Normal Missiles, Rope Trick
4th Level Remove Curse, Dimension Door
5th Level Teleport, Pass-wall, Protection from Swords**
6th Level Projected Image, Anti-Magic Shell, Protection from Edged Weapons**
7th Level Phase Door, Mass Invisibility, Repulsion Field**
8th Level Mind Blank, Prismatic Wall, Maze, Etherealness**, No Punctures**, Protection from All Weapons**

EXPLANATION OF THE SPELLS FOR THE WIZARD OF DEFENCE:

Shield: This spell gives the magic user an armor class of 2 for five
melee turns plus the level of the magic user.

Protection from Evil: This spell has the affect of forcing any
chaotic being to take a minus one in all attempts to hit the magic user
with the spell on him. Spell lasts for 6 melee turns.

Protection from Evil 10’ Radius: This spell does the same as the
above affecting a circle area around the magic user.

Protection from Swords: This spell forces any being attacking
the magic user using this spell to make their magic saving throw to hit
the magic user with a sword. The spell lasts four melee turns plus the
level of the magic user.

Protection from Edged Weapons: As the sword spell, this spell
applies to all edged weapons for the same amount of time.

Repulsion Field: This spell creates a force field around the magic
user that stops anything from touching him made of physical matter.
The spell lasts for two melee turns plus the level of the magic user.

Etherialness: This spell works as the potion for three melee turns
plus the level of the magic user.

No Punctures: This spell stops the magic user from being affected
by any attack that breaks his or her skin. All such attacks will
heal themselves instantly and not be felt. The spell lasts for three melee
turns.

Protection from All Weapons: As the sword spell with this spell
applying to all weapons.
 
 

WIZARD OF TENACIOUSNESS
Spells -
1st Level Hold Portal*
2nd Level Wizard Lock*, Knock*
3rd Level Hold Person, Hold Swords**, Hold Crossbows**
4th Level Extension I, Hold Staffs**, Hold a Cube of Force**, Hold Rings**, Hold Wands**, Hold Monster**
5th Level Telekinesis, Transmute Rock to Mud, Extension II, Stop Magic**, Hold Groups*
6th Level Repulsion, Extension III, Hold Openings**
7th Level Reverse Gravity, Permanent Spell
8th Level Time Stop, Wizard Lock Openings**, End Arcane Walls**

EXPLANATION OF THE SPELLS FOR THE WIZARD OF TENACIOUSNESS:
Hold Portal: This spell will work like a wizard lock for this magic user.

Wizard Lock: This spell becomes stronger in that only 2 dispell
magics will break its power, the normal knock spell will work.

Knock: This spell will open any locked, fastened, or blocked
thing (defined as a passage filled with rubble, etc.)

Hold Swords: This spell will hold any sword in its scabbard that
hasn’t been drawn at the casting of the spell in a 60 yard radius. The
spell lasts for 2-20 melee turns.

Hold Crossbows: This spell will not allow any crossbow to fire
its shaft in a 60 yard radius of the magic user as long as he or she concentrates
on the spell. The spell lasts for 2-20 melee turns.

Hold Staff: This spell will contain the magic of any given staff
within itself for 3-30 melee turns.

Hold Cube of Force: This spell will not allow a cube of force to
function for 2-20 melee turns.

Hold Rings: This spell will not let a ring function in its normal
magical manner for 3-30 melee turns.

Hold Wands: This spell will stop a wand from working for 2-20
melee turns.

Hold Monster: This spell stops a monster from using any special
power for 1-10 melee turns if the monster does not make its magic saving
throw, (it affects things like troll regeneration, dragon breath, etc.)

Stop Magic: This spell stops any enemy from using any magic of
any type in a 30 yard radius of the caster if they do not make their
magic saving throw. The spell lasts for 6 melee turns.

Hold Groups: This spell will hold any enemy group of less than
12 beings even if creatures and humans are intermixed when each being Shield
does not make their magic saving throw.

Hold Openings: This spell creates a field of force that stops beings
from going through any given area less than 40 feet tall by 30 feet
wide. It will last for 24 hours and takes damage like a human having the
same number of hit points as the caster. Once the spell is up the magic
user may leave the area and not concentrate on it.

Wizard Lock Openings: This spell covers the same area as the
above spell but lasts for only one hour. It takes a dispell magic to destroy
it and nothing can get through it or hurt it but the mentioned
spell.

End Arcane Walls: This spell dissolves all (walls of stone, walls
of fire, walls of ice, etc.) that have been created by magical means.

WIZARD OF DETECTION
Spells -
1st Level Detect Magic, Read Magic, Read Languages
2nd Level Detect Invisible, Locate Objects, Detect Evil, ESP
3rd Level Clairvoyance, Clairaudience, Find Traps*, Infravision
4th Level Wizard Eye, Contact Higher Plane, Find Secret Doors*
5th Level Legend Lore, End Surprise**
6th Level Find the Path*, Reveal the Way**
7th Level Divine Any Object**
8th Level Transport to the Spot**

EXPLANATION OF THE SPELLS FOR THE WIZARD OF DETECTION:

Find Traps: This spell is as the wand of the same name and lasts
for 1-4 melee turns plus the level of the magic user.
<Wand of Secret Door and Trap Detection>

Find Secret Doors: As the above trap spell, for secret doors.

End Surprise: This spell will warn the magic user of attack or
other types of surprise for 1-6 melee turns plus the level of the magic
user.

Find the Path: As the cleric spell.

Reveal the Way: When chasing a creature that the magic user has
encountered or chasing something that has been carried away the actual
footsteps (or claw steps) of the being running will glow in front of the
magic user, if the thing flew away the flight path will glow. The spell
lasts for 24 hours.

Divine Any Object: This is the process of using a willow wand to
actually feel the way to a certain known object or being and there is no
range limitation. The spell lasts for 24 hours.

Transport to the Spot: This spell transports the magic user and 1 -
6 other beings of the magic users choice (that are within 20 feet of him)
to the area mentally projected by the magic user safely. The magic user
must know exactly what thing he or she is transporting near by having
studied it for over 6 hours.

WIZARD OF FIRE
Spells -
1st Level Fire Ball*, Phantasmal Force, Fire Illusions*
2nd Level Pyrotechnics, Explosive Runes
3rd Level Wall of Fire*, Fire Negation**
4th Level Delayed Blast Fire Ball, Control of Fire**
5th Level Conjure Fire Elemental*, Body of Fire**
6th Level Fire Resistance*, Heat Ray**
7th Level Fire Immunity**, Melt**
8th Level Combustion of All Things**, Fire Vision**

EXPLANATION OF THE SPELLS FOR THE WIZARD OF FlRE:

Fire Balls: This spell for a fire wizard adds a plus 1 point to every
die of the fire ball and the fire wizard is never affected by his own fire
ball, (his or her equipment is however).

Phantasmal Force Fire Illusions: The fire wizard can only make
illusions dealing with fire.

Wall of Fire: This is a 10 die wall of fire that will stay up for 1-4
melee turns after the wizard stops thinking about it if the wizard so desires.

Fire Negation: This spell creates an area around the magic user
that will destroy any fire that the magic user comes in contact with. The
spell lasts for 2-20 melee turns.

Control of Fire: This spell allows the fire wizard to directed fire
types spells thrown at him or her back at the thrower if the fire wizard
makes his or her saving throw against magic. The spell lasts for 2-20
melee turns.

Conjure Fire Elemental: This spell will summon a 20 die fire elemental
in the first melee turn, that has the power to think for itself and
will not attack the magic user if he or she loses concentration. The elemental
in that case will vanish.

Body of Fire: This spell allows the magic user to turn his or her
body into a raging inferno of flame for the number of dice (or hit
points) that the magic user has. The spell lasts for 2-20 melee turns.

Fire Resistance: This spell allows the caster to be immune to all
fire damage for 1-10 melee turns.

Heat Ray: This spell causes 10 dice of heat damage in 1 melee
turn to any creature, (even a fire type creature).

Fire immunity: This spell makes all beings in a 10 yard radius
about the magic user, immune to the effects of fire, for 1-10 melee
turns.

Melt: This spell acts on all metal of any person it is used on so
that the metal turns red hot in one melee turn and melts the metal on the
next melee turn (magic saving throw applicable). The spell affects
masses of metal no greater than a set of plate mail.

Combustion of All Things: This spell will cause the burning of
anything for 1-6 melee turns doing 5 dice of damage every turn.

Fire Vision: This spell allows the magic user to see into any area
with a lit fire for 5-50 melee turns.

WIZARD OF MOVEMENT
Spells -
1st Level Levitate, Knock, Fly
2nd Level Slow, Haste, Water Breathing, Polymorph Self
3rd Level Water Travel**, Dimension Door, Negate the Ability to Fly**, Negate the Ability to Move on or in the Water**, Negate the Abililty to Run from a Fight**
4th Level Teleport, Pall-Wall
5th Level -
6th Level Lower Water, Part Water, Move Earth, Phase Door
7th Level Reverse Gravity, Time Stop, Mass Teleport**
8th Level Etherealness*, End All Barriers**, Safe Transport*

EXPLANATION OF THE SPELLS FOR THE WIZARD OF
MOVEMENT:

Water Travel: This spell allows the user or the being the magic
user casts it on to walk on water for up to 5 full turns.

Negate the Ability to Fly: This spell paralyzes the muscles that allow
any given being to fly, for 1-5 melee turns.

Negate the Ability to Move on or in the Water: This spell paralyzes
the muscles that allow creatures to breathe underwater or swim in
it for 1-6 melee turns.

Negate the Ability to Run from a Fight: This spell will force the
legs of any running being not making their magic saving throw to run
towards the very creature they sought to flee.

Mass Teleport: This spell will transport a maximum of 20 beings
plus the caster to the area the magic user mentally envisions. It acts in
all other respects as a teleport spell.

Etherialness: This spell works as the potion for three melee turns
plus the level of the magic user.

End All Barriers: This spell makes any single barrier to the progress
of a wizard of movement vanish for 1-10 melee turns.

End All Barriers: This spell is a giant disintegrate spell that unblocks
anything stopping the progress of a wizard of movement.

Safe Teleport: This spell is as the normal teleport spell except
that the magic user will not come in high or low on his or her target.

WIZARD OF ALL THINGS RUSTIC
Spells -
1st Level Light*, Strength, Continual Light
2nd Level Wall of Ice, Growth/Plant, Massmorph, Hallucinatory Terrain
3rd Level Communicate with Mammals**, Communicate with Plants**, Communicate with Reptiles**, Communicate with Insects**, Communicate with Avians**, Communicate with Monsters**, Ice Storm, Command as the Staff**
4th Level Charm Insect**, Charm Snake*, Charm Mammal**, Insect Plague, Growth/Animal
5th Level Conjure Earth Elemental*, Transmute Rock to Mud, Wall of Stone, Wall of Iron, Animate Dead, Summon Felines**, Summon Canines**, Summon Avians**
6th Level Lower Water, Part Water, Reincarnation, Move Earth, Control Weather
7th Level Limited Wish, Charm Plant, Reverse Gravity
8th Level Clone, Shapechange, Wish

EXPLANATION OF THE SPELLS FOR THE WIZARD OF ALL THINGS RUSTIC:
Light: This spell gives the light of full day.

Communicate with Mammals: This spell allows the magic user to
speak with any mammal for ten melee turns.

Communicate with Plants: This spell allows the magic user to
speak with plants for ten melee turns.

Communicate with Reptiles: Same as the Mammal spell with
Reptiles.

Communicate with Insects: Same as the Mammal spell with Insects.

Communicate with Avians: Same as the Mammal spell with
Avians.

Communicate with Monsters: Same as the Mammal spell with
Monsters.

Command as the Staff: This spell allows the magic user to command
like a staff of commanding once.

Charm Insect: A charm spell that works on any type (or size) insect.

Charm Snake: A spell like the charm insect spell for snakes.

Charm Mammal: A spell like the charm insect spell for mammals.

Insect Plague: As the cleric spell.

Conjure Earth Elemental: This spell will summon a 20 die earth
elemental in the first melee turn, that has the power to think for itself
and will not attack the magic user if he or she loses concentration. The
earth elemental will simply vanish.

Summon Felines: Similar to the monster summoning spell, this
allows the magic user to summon any type of cat that he or she has
seen. These cats will do whatever the magic user dictates, but vanish
after one full turn or death.

Summon Canines: As the feline spell for any type of dog.

Summon Avians: As the feline spell for any type of bird except
the magical Roc.

WIZARD OF CONTROL
Spells -
1st Level Charm Person, Sleep*, Ventriloquism
2nd Level Levitate, ESP, Magic Mouth
3rd Level Fly, Infravision, Water Breathing, Suggestion, Monster Summoning I
4th Level Polymorph Self, Charm Monster, Monster Summoning II
5th Level Conjure Elemental, Animate Dead, Magic Jar, Monster Summoning III
6th Level Stone to Flesh, Invisible Stalker, Geas, Control Weather, Monster Summoning IV
7th Level Simulacrum, Monster Summoning V, Control as the Staff**, Mass Charm, Polymorph Any Object
8th Level Gate, Monster Summoning VI, Astral Spell, Charm Golems**

EXPLANATION OF THE SPELLS FOR THE WIZARD OF CONTROL:

Sleep: As the normal spell with the addition that it affects two
beings with five dice and one being with six dice.

Control as the Staff: This spell allows the magic user to command
like a staff of commanding once.

Charm Golems: This spell cuts through the magic protection of
any given golem (giving it the saving throw of a 14th level wizard) and
allows the magic user to try and control it.