OSE House Rules - Wizard

Changes and extensions to the OSE Magic-User Class
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Basic Information

Requirements: None
Alignment: Chaotic
Hit Points at First Level: 4
Hit Dice: d4
Armour: None
Weapons: Dagger, Staff
Starting Languages: Common
Bonus Language Choices: Any
Starting Funds: 3d6 x 10sp
Starting Equipment: A spellbook with a single spell, a pouch of mundane reagents, a dagger or a staff

Spellcasting: Wizards use the Magic User spell list. They start with one bonus spell, Detect Magic, in addition to the spell chosen at first level
Magical Research: Wizards are capable of expanding their spellbooks by scribing found scrolls into their spellbooks, capturing the spellbooks of rival Wizards or simply probing the properties of Chaos to develop wholly new magical formulae. See the section on Magical Research for more information
Arcane Sight: see below for more information
Identifying magic Items Wizards are experts at identifying magic items. See Identifying Magic Items for more information
Trained with the Staff: Wizards practice using their staff for basic self-defense. A Wizard has +1 AC when wielding a staff.

Wizards are adventurers whose affinity for and study of the secrets of Chaos has taught them how to tap into this primal source and shape it to achieve tremendous effects. Wizards are feared and misunderstood by most folk. This behavior is largely rooted in ignorance, but even wise rulers know to tread carefully where Wizards are concerned.

Arcane Sight
Wizards are the embodiment of arcane lore and are so steeped in the study of the subtleties of arcana that they can determine if an item, area or person is magical in nature or is under the influence of a spell, subject to the following constraints:

  • The Wizard must be within 60 feet of the objects, and must have direct line of sight and line of effect to the objects they are examining
  • This ability takes a small but measurable amount of time to conduct. It is demanding, however, and requires Concentration to maintain
  • This ability does not allow the Wizard to see invisible items or creatures. More broadly, this ability never allows the Wizard to bypass spell effects. For example, an illusion of the wall still in all ways appears to be a wall (to the extend the spell that created it permits), but the Wizard will know that some type of magic is associated with the wall. A floor inscribed with dangerous runes simply appears as a floor with magic upon it
  • Some Referee judgement is required for edge cases. For example, what if the Wizard observes a Doppleganger impersonating someone? What might Arcane Sight reveal? If the Referee believes that Dopplegangers abilities stem from a extraordinary but mundane source, the Wizard would see nothing with Arcane Sight. However, if the Referee rules that Dopplegangers are inherently magical, the Wizard would still see the façade the Doppleganger is presenting, but would note that the person under observation is somehow magical or under the effect of magic. Such issues will need to be handled on a case by case basis
  • This ability does not inform the wizard of the nature, type, number, strength or extent of the magic, only that magic is present
  • When examining a scroll, the Wizard can immediately determine the number, type, names and levels of spells on any scroll that contains spells on the Wizard's spell list. Scrolls that contain other spells from other spell lists appearas magical, but the Wizard cannot know those aspects of the scroll's contents without utilizing the process in Identifying Magic Items. This implies that the Wizard has no need for the Read Magic spell.

Advancement
When you have gained enough experience to increase your level, do the following:

  • Roll the number of Hit Dice per the table below, apply your PHYS modifier (if any) to each die rolled and compare the total to your current hit points. If your current hit points are less than the total, set your hit points to this new total. If your current hit points are equal to or more than the total you rolled, add 1 to your existing hit points.
  • The Referee will also roll one die matching your hit die. You may use this roll in place of one of your rolls if desired.
  • Roll to determine if any of your Ability Scores increase
  • Add a new spell or spells of a spell level shown on the table below to your spellbook. Note that this may mean you add more than one spell to your spellbook when advancing a level!

Stronghold

  • A stronghold may be built or purchased any time sufficient funds are available
  • A Wizards often builds a great tower as a stronghold as they often do not strive to build domains and therefore do not need many of the trappings of a castle. Wizards tend to value privacy over governing and collecting taxes.
  • At 9th level, 1d6 apprentices of levels 1–3 will arrive to study under the Wizard. The Referee determines the number and level of these apprentices

Experience and Level Table

Level Experience Hit Points To-Hit Death Paralysis Breath Law Chaos Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6
1 0 4 +0 13 13 16 14 15 1 - - - - -
2 2,500 2d4 +0 13 13 16 14 15 2 - - - - -
3 5,000 3d4 +0 13 13 16 14 15 2 1 - - - -
4 10,000 4d4 +0 13 13 16 14 15 2 2 - - - -
5 20,000 5d4 +0 13 13 16 14 15 2 2 1 - - -
6 40,000 6d4 +2 11 11 14 12 12 2 2 2 - - -
7 80,000 7d4 +2 11 11 14 12 12 3 2 2 1 - -
8 150,000 8d4 +2 11 11 14 12 12 3 3 2 2 - -
9 300,000 9d4 +2 11 11 14 12 12 3 3 3 2 1 -
10 450,000 9d4+1* +2 11 11 14 12 12 3 3 3 3 2 -
11 600,000 9d4+2* +5 8 8 11 9 8 4 3 3 3 2 1
12 750,000 9d4+3* +5 8 8 11 9 8 4 4 3 3 3 2

* Modifiers from PHYS no longer apply