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The Red Wizards are masters of magic and manipulation – and, not coincidentally, they are the masters of Thay. It is not easy to control a slave state, nor is it easy to hold together one of the few evil countries on the face of Faerun, but the Red Wizards do those things and more with frightening efficiency. Despite such enemies as the Witches of Rashemen and the Simbul, the Red Wizards continue to induct new members into their exclusive ranks and to enrich their country (and themselves) beyond measure. Hit Die: d4 RequirementsTo qualify to become a Red Wizard, a character must fulfill all of the following criteria.
Class FeaturesClass Skills Skill Points at Each Level: 4 + Intelligence modifier Weapon and Armor Proficiency: Red Wizards gain no proficiency in any weapon or armor. Spells Per Day: Red Wizards continue their magical studies at all costs. When a new Red Wizard level is acquired, it stacks with the character’s original arcane class for the purpose of determining spells per day and caster level. The Red Wizard does not, however, gain any other benefit a character of that class would have gained. If a Red Wizard had more than one arcane spellcasting class before they took the prestige class, they must decide to which class they add each level of Red Wizard for the purpose of determining spells per day. Intelligent Manipulation: Red Wizards think their way around others. They may use Intelligence as the base ability for Bluff, Intimidate, and Sense Motive (instead of Charisma and Wisdom, respectively). Scholarly: At every odd level, a Red Wizard gains three new spells instead of two. Free Feat: Red Wizards excel in magical study. At 2nd, 4th, and 8th level, they may choose an item creation feat, metamagic feat, any general feat related to spellcasting (such as Improved Counterspell) or Spell Mastery. If they are evil, they may also choose from feats in the Book of Vile Darkness, provided they meet all prerequisites. Creation Discount: Once a Red Wizard has proven themselves worthy, they are given greater access to the sect’s resources for making magical items. They are able to create magic items at an additional 10% off the market price. Circle Leader: A Red Wizard of 5th level has earned the privilege of leading a circle of magic, with as many as five participants. Scribe Tattoo: A Red Wizard of 7th level is able to inscribe tattoos on novices, granting them the Tattoo Focus feat and inducting them into his circle. Great Circle Leader: A Red Wizard of 10th level may be the leader of a circle of magic containing up to nine participants. The Red Wizard
Tattoo Focus [Special]
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