"Red Wizard " by artastrophe used with permission
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
To qualify to become a Red Wizard, a character must fulfill all of the following criteria.
Spellcasting: Ability to cast 3rd level arcane spells.
Race: Human from Thay.
Skills: Knowledge (arcana, history, or planes) 7 ranks, Spellcraft 7 ranks.
Alignment: Any nongood.
Feats: Must have a total of 3 metamagic or item creation feats.
Class Skills: The Red Wizard's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + 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.
Alakir's Arrogance: Red Wizards learn to throw their weight around quickly once they survive their initiation, even if they only serve as lackeys to their superiors. Thus, Red Wizards may choose to use Intelligence as the base ability for Bluff, Intimidate, and/or Sense Motive (instead of Charisma and Wisdom, respectively). Choices are permanent and must be recorded. Additionally, they gain a +2 bonus to Intimidate rolls vs. Thayan nobles, +3 vs. commoners, and +4 vs. slaves. This bonus increases by +1 per level in the Red Wizard prestige class.
Barakir's Boon: Scholarly Red Wizards push the sect to study the history of magic and raid sites for arcane spoils. Therefore, at 2nd, 6th, and 8th level, a Red Wizard gains three new spells instead of two.
Draxkir's Discount: The Red Wizards coordinate with guilds, noble houses, and other groups to get the materials they need, and rely on underhanded tactics (like slavery) to get more for less. To this end, Red Wizards of 3rd level and above enjoy an additional 10% off the base price to create magic items, so long as they meet the prerequisites and are able to use the group's resources. This discount increases by 2% per Red Wizard level, plus an extra 1% at 10th, which results in a 25% discount by 10th level.
Nishkir's Contingency: The monster hunters of the sect know that a wizard should always have an ace up their sleeve, so all members are taught the Inscribe Magical Tattoo feat at 4th level. They also have members who know tattoo magic that is common in the Realms, so learning about different types of enchanted tattoos is easier for them. For further tattoo-related magic, see Inkantations.
Thraskir's Decree: A Red Wizard of 5th level has earned the privilege of leading a circle of magic, with as many as five participants. Each participant must bear at least one magical tattoo and be a Red Wizard; it is a great taboo to include those outside the sect in a circle. See the Forgotten Realms Campaign Setting (pg. 59) for complete details on circle magic.
Voskir's Voice: A Red Wizard of 10th level may be the leader of a circle of magic containing up to nine participants.
Level |
BAB |
Fort |
Ref |
Will |
Special |
Spells per Day |
---|---|---|---|---|---|---|
1 |
+0 |
+0 |
+0 |
+2 |
Alakir's Arrogance |
+1 level of wizard |
2 |
+1 |
+0 |
+0 |
+3 |
Barakir's Boon |
+1 level of wizard |
3 |
+1 |
+1 |
+1 |
+3 |
Draxkir's Discount |
+1 level of wizard |
4 |
+2 |
+1 |
+1 |
+4 |
Nishkir's Contingency |
+1 level of wizard |
5 |
+2 |
+1 |
+1 |
+4 |
Thraskir's Decree |
+1 level of wizard |
6 |
+3 |
+2 |
+2 |
+5 |
Barakir's Boon |
+1 level of wizard |
7 |
+3 |
+2 |
+2 |
+5 |
|
+1 level of wizard |
8 |
+4 |
+2 |
+2 |
+6 |
Barakir's Boon |
+1 level of wizard |
9 |
+4 |
+3 |
+3 |
+6 |
|
+1 level of wizard |
10 |
+5 |
+3 |
+3 |
+7 |
Voskir's Voice |
+1 level of wizard |
Resources are free for personal use; please do not offer them for sale or claim them as your own work.
Please do not repost material elsewhere; link to this site instead. Thank you, and happy gaming!