Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard Transfuser
border

Kits & Classes

Character Creation main

Introduction

Priest

Rogue

Introduction

Experience tables

Warrior

Wizard

Psionicist

Racial kits

Kits & Classes Index

Suggested Reading

Credits

 

Transfuser

The Transfuser is a specialist of the School of Apportation — a school of effect concerned with the movement of things or qualities through magic. Spells of this school enable the caster to channel magical energy in such a way as to move something from one known location to another. The thing being moved can be a person, an object, or even an attribute, such as weight or knowledge.
Keen intuition as well as a clear understanding of extra-dimensional geometry are necessary to separate that which must be moved from that which must stay behind. In addition, the ability to maintain a clear mental image of locations requires above average willpower. Accordingly, specialists in this school must have a minimum Intelligence/Reason, Wisdom/Intuition and Ego/Willpower score of 15.
The transfuser has all the advantages and disadvantages of a specialist mage. In addition, a transfuser always knows the exact duration of spells such as fly that have a variable duration. At seventh-level he can choose the location of his appearance when using a blink spell. At ninth-level, a transfuser gains the ability to exit a dimension door without suffering the usual one-round recovery time penalty. In addition, if the door is set to exit into a solid object, he gains the ability to instantly compensate and exit at the closest safe point within the spell range. If this is impossible, the spell fails (unless the caster wishes to continue despite the consequences); the caster will never unwillingly be trapped on the Astral Plane through the casting of this spell. When a transfuser reaches 17th level, he rolls twice for inaccuracy when casting any teleport spell (such as teleport object or teleport other) and takes the best result. When a transfuser reaches 20th level, he gains the ability to cast a special form of proof from teleportation, in addition to his other memorized spells. This requires no verbal, somatic, or material components, and has a casting time of 1 (a moment's concentration). The spell safeguards a 20-yard radius area from all teleportation magic; no one can either enter or leave the area via any form of apportation. The area of effect is centered on the caster and moves with him and lasts for two hours (or until dispelled or voluntarily dropped).
Befitting someone who can summon a drink from across the room or magically fly across a muddy road, the typical transfuser is a rather pudgy individual. Fetching and carrying is for others, with the result that transfusers are often lazy and out-of-shape.
This is not to say that transfusers never leave the lab — on the contrary, their easy access to rapid transit spells permits a wandering lifestyle, especially at higher levels. A transfuser is never happier than when "flying south for the winter" or "popping out to the lodge for a few days." A side effect of all this travel is a more cosmopolitan attitude, compared to his earthbound kin. Exposure to many different locales and types of people teaches the transfuser tolerance and diplomacy.
A second characteristic of the apportation specialist flows from the nature of his studies. The transfuser does not create, conjure, or alter — instead, he moves something from Point A to Point B. At the core, each transfuser knows that there's no such thing as a free lunch. No particular alignment is favored by this school (good transfusers are conservationists, evil ones keep moving a lot), but a regard for the consequences of their actions is built in, resulting in very few chaotic transfusers.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site