Player's Handbook

Invoker

A mage specialised in Invocation/Evocation.

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Specialisation

SchoolInvocation/Evocation
Opposition schoolsEnchantment/Charm, Conjuration/Summoning
Minimum abilityConstitution 16
ChassisMage — the tables below are the mage's, with one extra spell at every level you can cast.

Requirements

Ability minimumsIntelligence 9
Prime requisitesIntelligence
AlignmentAny
Level limitsCentaur 12, Fremlin 10, Minotaur 8, Mongrelman 10, Ogre Mage 8, Voadkyn 8, Saurial, Bladeback 9, Saurial, Finhead 9, Saurial, Flyer 9Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Invoker experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d4
22,5002d4
35,0003d4
410,0004d4
520,0005d4
640,0006d4
760,0007d4
890,0008d4
9135,0009d4
10250,00010d4
11375,00010d4+1
12750,00010d4+2
131,125,00010d4+3
141,500,00010d4+4
151,875,00010d4+5
162,250,00010d4+6
172,625,00010d4+7
183,000,00010d4+8
193,375,00010d4+9
203,750,00010d4+10

Combat

Weaponsdagger, staff, dart, knife, sling
Armournone
SpecializationMay not specialize in a weapon.
Combat

Invoker THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
419
519
619
718
818
918
1017
1117
1217
1316
1416
1516
1615
1715
1815
1914
2014
Saving throws

Invoker saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11411131512
21411131512
31411131512
41411131512
51411131512
6139111310
7139111310
8139111310
9139111310
10139111310
111179118
121179118
131179118
141179118
151179118
16105796
17105796
18105796
19105796
20105796

Magic

CastsWizard spells
Spells

Invoker spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456789
12
23
332
443
5532
6533
75432
85443
954432
1055433
1155544
12555552
13666553
146665532
156666632
1666666432
1766666443
18666664432
19666664442
20666665443

Kits

Academician

A scholarly wizard devoted to research and knowledge — brilliant, but no warrior.

Ability minimumsIntelligence 13, Wisdom 11
Bonus proficienciesReading/Writing
Weapons requiredDagger, Dart, Knife, or Sling
Preferred schoolsAlteration, Illusion, Invocation/Evocation

Benefits

  • +3 reaction bonus from any NPC who knows his scholarly reputation, is a correspondent, or is an intellectual/author/researcher/teacher/journalist/scholar.
  • Bonus to all checks AND checks (age/-scaled, Table 5).

Hindrances

  • Poor fighter: -1 to hit on his FIRST blow against any opponent in (removed on subsequent blows vs the same foe; resets when he attacks a new opponent).
  • A know-it-all who freely offers unsolicited opinions.

Amazon Sorceress

A warrior-mage of a matriarchal warrior culture, combining sorcery and the spear.

Sexfemale (setting-dependent)
Bonus proficienciesRiding (Land-Based)
Weapons recommendedspear, bow
Preferred schoolsConjuration/Summoning, Invocation/Evocation
Barred schoolsNecromancy
Starting money(1d4+1) x 10 gp — normal

Benefits

  • Underestimated by males who've never faced Amazons: +3 to hit and +3 on her FIRST blow only, the first time such a male opponent encounters her. Does not apply to opponents 5th or higher, or from cultures used to Amazons.

Hindrances

  • -3 reaction from of male-dominated societies (fades once they come to know and respect her).

Anagakok

A wizard-shaman of a harsh-climate tribe who finds plenty in the barren wild and blesses his people.

Bonus proficienciesSurvival (native environment)
Weapons recommendedspear, native weapons
Preferred schoolsAbjuration, Alteration, Enchantment/Charm, Invocation/Evocation
Barred schoolsIllusion, Necromancy

Benefits

  • Find food in even the most barren environment: each day, enough to feed himself plus a number of people equal to his .
  • Cast a special 'good fortune' on himself + others once per week: lasts a number of equal to his level, and all opponents suffer -1 to hit those affected.

Hindrances

  • Strange appearance (leathery skin or coarse all-over hair): -2 reaction from all unfamiliar with Anagakok culture.
  • Suffers penalties when exposed to environments radically different from his harsh homeland.

Militant Wizard

A war-wizard who trades arcane breadth for weapons training and battlefield endurance.

Bonus proficienciesEndurance (Warrior)
Weapons requiredone bonus military weapon (free)
Preferred schoolsAbjuration, Invocation/Evocation
Barred schoolsEnchantment/Charm, Illusion

Benefits

  • Free bonus Weapon (does not use any wizard proficiency slot), chosen from the 's weapon list.
  • Can take certain Warrior nonweapon at reduced slot cost (Mountaineering/Running/Set Snares at 1 slot).

Hindrances

  • Limited spell access: are barred from extra oppositional schools (Table 6); a Militant mage takes one DM-chosen limit — no 8th/9th- spells, OR learns spells as if Int were 2 lower.

Mystic

An introspective wizard-ascetic whose daily meditation unlocks mind-over-body powers.

Weapons recommendedstaff, dagger
Preferred schoolsConjuration/Summoning, Enchantment/Charm, Alteration, Greater Divination
Starting money(1d4+1) x 5 gp — meager

Benefits

  • Choose ONE at creation (never changes). (1) Feign Death 1/week (as the 3rd- wizard spell, on himself, up to 24 hours, wake anytime; concentrate 1 , no components).
  • (2) Spirit Form 1/week: become a flying ghostly cloud (MV 24, MC B), pass through tiny cracks, unlimited distance same-plane, invulnerable to all attacks (dispel magic returns him); body stays comatose and damageable; up to 24 hours; concentrate 1 .
  • (3) Levitate Self 1/week: rise 10 yds/, hover/descend at will, carry normal max weight, lasts 1 hour, and NO attack penalty with missile weapons while levitating; concentrate 1 round; ends when he touches ground.

Hindrances

  • Must meditate 2 consecutive hours/day at a fixed time chosen at creation (never changeable). If he misses, can't perform, or is interrupted >1 minute total, the NEXT day he casts only as many spells as a wizard ONE LOWER than his actual level.

Patrician

An aristocratic wizard of wealth and breeding — refined, connected, and insufferably particular.

Bonus proficienciesEtiquette, Heraldry, Riding (Land-Based)
Weapons requiredDagger, or Knife
Preferred schoolsConjuration/Summoning, Alteration, Invocation/Evocation
Barred schoolsNecromancy
Starting moneyincreased (noble wealth) — per Wealth Options

Benefits

  • +3 reaction from nobles of his own culture, +2 from nobles of other cultures.
  • Can demand free shelter from any fellow noble of his own culture, for himself + 2 persons per .
  • Begins with more starting money than other wizards.

Hindrances

  • Accepts nothing but the best: pays 10% to 100% MORE than the Player's Handbook listed price on every purchase (DM sets the markup per item/locale).

Peasant Wizard

A humble wizard of stock who champions the masses and forsakes wealth.

Bonus proficienciesa rural/general proficiency
Weapons recommendedsling, staff, club

Benefits

  • In his homeland, always given free food and shelter by fellow commoners (extends to companions he vouches for).
  • +2 reaction from peasants in ANY culture.

Hindrances

  • Vow of poverty: aside from weapons, may own only ONE item worth up to 15 gp; all other possessions must be worth 10 gp or less (total wealth strictly capped).

Savage Wizard

A tribal wizard of talisman-and-totem shamanic magic from a primitive culture.

Bonus proficienciesSurvival, Animal Lore (tribal)
Weapons recommendedspear, club, sling
Preferred schoolsConjuration/Summoning, Invocation/Evocation
Barred schoolsAbjuration, Enchantment/Charm
Starting money(1d4+1) x 5 gp — meager

Benefits

  • Choose ONE at creation (never changes). (1) Protective Talisman 1/week: an herb pouch worn on a cord giving the wearer protection from evil (as the 1st- spell) for a full day; takes 1 hour to make; dispel magic cancels it.
  • (2) Replicant 1/week: craft a 6-inch clay figure of a chosen victim (must contain a lock of the victim's hair, etc.) for voodoo-style sympathetic magic per the source.

Hindrances

  • Strange appearance and manners: -2 reaction from all not of his own tribe.

Witch

A wizard who draws her craft from extraplanar patrons — gaining witch-powers by , but feared and hunted by the superstitious.

Bonus proficienciesHerbalism, Spellcraft (occult set)
Weapons recommendeddagger, staff

Benefits

  • Begins knowing detect magic and read magic for free (in addition to normal spells).
  • Gains natural once-per-week powers as she (don't count against spells known/used): L3 secure familiar (find familiar without the gp cost); L5 brew calmative (sleep-coated weapon, no effect >8 HD, allowed); L7 brew poison ( L contact poison, one weapon); L9 beguile (as charm person/monster, vs <=8th level / <=8 HD, NO save); L11 brew flying ointment (as fly); L13 witch's curse (as bestow curse, automatic, no save, 1d8 effect table).

Hindrances

  • No experience bonus for high ; cannot be multi-classed or dual-classed.
  • -3 reaction normally (unless NPC is open-minded or has Int OR Wis 13+); -5 from uneducated/superstitious or those with both Int and Wis under 10.
  • Risks a hostile mob if she lingers in a superstitious community: ~20% chance of a 4d6 mob after a day, +20% and +2d6 each additional day.

Wu Jen

An eastern mystic-wizard bound by escalating personal taboos, able to unleash a spell at maximum power.

Bonus proficienciesCalligraphy/Reading-Writing (eastern set)
Weapons recommendedeastern weapons
Preferred schoolsConjuration/Summoning, Alteration, Invocation/Evocation

Benefits

  • From 4th , once per day he can cast any ONE spell that is 3+ levels lower than his level at MAXIMUM effect (max range, duration, and effect). E.g. a 4th-level Wu Jen maximizes a 1st-level spell.

Hindrances

  • Bound by personal taboos: 1 at 1st , +1 every 5 levels (6th, 11th, ...). Violating a taboo causes the DM-chosen penalty — lose levels, lose spells, illness, or even death.

Shinobi Mage

The clan's wizard: a mage who answers to a clan lord and whose magic is a clan asset.

Ability minimumsIntelligence 12
RacesHuman, Half-elf
AlsoWizards only. Secondary skill: Scribe.
Weapons recommendedninja-to (2 slots)
Proficiencies requiredwz-reading-writing

Benefits

  • Silently, Detect Noise and Read Languages at a base of 10% each, plus 10 discretionary points per .
  • May take the at a cost of 2 weapon , and may learn the () spells.
  • No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.

Hindrances

  • Reads PHB Table 4 — maximum spell , chance to learn, and maximum spells per level — at -2.
  • , when gained, are always Mages, Shinobi Illusionists or Spirit Warriors.
  • Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .

Notes

  • Casts from a spellbook; no specialization.
  • Scribe scrolls and brew potions from 9th .