The red Wizards are the masters of Thay, the conquerors of that land's
native Rashemi, and the would-be magical overlords of Faerun. They
focus on a school of magic more intently than any specialist, achieving
incredible mastery of magic within a very narrow focus. Seen as cruel
and evil tyrants by people across Toril, a few choose to leave their region,
assume secret identities, and practice magic without having to worry about
political alliances and possible slave uprisings.
Requirements
Alignment: Any
nongood.
Race: Human from
Thay.
Spell casting: Ability
to cast 3rd level arcane spells.
Skills: Spellcraft
8 ranks.
Feats: Tattoo Focus
and a total of three metamagic feats or item creation feats.
Class Skills
Alchemy (Int), Concentration
(Con), Craft (Int), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills
taken individually) (Int), Profession (Wis), Scry (Int), and Spellcraft
(Int).
Skill
Points at Each Level: 2 + Int modifier
Class Features
Weapon & Armor
Proficiencies: 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, the character gains new spells as if she also
gained a level in whatever arcane spell casting class she belonged to before
he added the prestige class.
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 normal rules.
He can never again learn spells from those prohibited schools. He
can not 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.
Specialist Defence:
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.
This ability stacks with other 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.
Circle Leader: The
Red Wizard gains the ability to become a circle leader, who is the focus
for Red Wizard circle magic.
Scribe Tattoo:
The Red Wizard gains the ability to place the Thayan wizards' magic taboos
upon willing and qualified novices, giving them the Tattoo Focus feat and
inducting them into the circle.
Great Circle Leader:
The
Red Wizard can be the center of a great circle, which can have up to nine
assistants instead of the usual five.
|
Level |
Attack Bonus |
Save |
Save |
Save |
Special | Spells per Day |
|
|
|
|
|
|
Enhanced specialization, specialist defense +1 | +1 level of wizard |
|
|
|
|
|
|
Spell power +1 | +1 level of wizard |
|
|
|
|
|
|
Specialist defense +2 | +1 level of wizard |
|
|
|
|
|
|
Spell power +2 | +1 level of wizard |
|
|
|
|
|
|
Bonus feat, circle leader | +1 level of wizard |
|
|
|
|
|
|
Spell power +3 | +1 level of wizard |
|
|
|
|
|
|
Specialist defense +3, scribe tattoo | +1 level of wizard |
|
|
|
|
|
|
Spell power +4 | +1 level of wizard |
|
|
|
|
|
|
Specialist defense +4 | +1 level of wizard |
|
|
|
|
|
|
Great circle leader, spell power +5 | +1 level of wizard |