Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard Force Mage
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Force Mage

Some of the most powerful spells available to a wizard consist of force — cohesive magical energy that can be shaped into fields, walls, or blades. Force is energy that simulates solid matter; it is impervious to normal matter and can be used to exert physical pressure on creatures or objects. A force mage specializes in spells that conjure and manipulate magical force.
Force spells are difficult and taxing to a wizard, and a character must have an Intelligence/Knowledge of 12 or better and a minimum Constitution/Health of 15 or better to choose this specialty.
Naturally, the school of force includes wall of force and the Bigby’s hand spells. However, spells such as magic missile and Mordenkainen’s sword also make use of magical force. The schools of alteration and divination oppose the school of force, since these have nothing to do with the summoning or manipulation of magical energy.
Force mages have the usual advantages and disadvantages of specialist wizards. At eighth-level, force mages gain an additional +1 bonus to their saving throws versus force spells or effects, for a total of +2. When a force mage reaches 11th-level, he gains the ability to attempt a saving throw versus spell for half-effect against any force spell that causes damage, whether or not it allows a save. For example, an 11th-level force mage struck by a magic missile spell may attempt to save for half damage, despite the fact that magic missile normally allows no saving throw. At 14th-level, the force mage’s saving throw bonus increases to +3 against magical force.
Force mages are skilled in battle; most of their spells are designed to hinder, incapacitate or destroy their enemies. However, they do not enjoy a great variety of spells and must get along without access to two of the most useful schools available — divination and alteration.

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