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What is a DND wizard and what are its characteristics?
Dnd is a version, and each version of warlock is different.
3R and 4E use the translated names of wizards, and 5E is tentatively named Magic Guide (well, the name is a bit sloppy, but no one objects). Warlock is translated as "Warlock" in Warcraft and Dota.
3R Magician:
Warlock (magician)
Wizards, a group of people who have inherited supernatural blood, are seeking to better control the chaotic magic power flowing in their souls. Unlike warlocks or wizards, wizards can exert the power of magic with only one thought without the help of any foreign objects. Under the control of will, wizards can use this natural magical power to complete covert operations, control weak-willed souls, or directly destroy enemies with magical flames.
Adventure: Many wizards focus on the power of darkness and chaos. A long time ago, they (sometimes their ancestors) signed a contract with dangerous alien creatures to exchange part of their souls for great power. Although many wizards have left the evil path and turned to make up for their previous sins, the power of contract still binds them. Whether they further please the existence that gives them power or abandon them, wizards will take risks, seek strength and wealth, or participate in major events.
Traits: The magician's body contains almost endless mysterious energy. The dark magic brand in their souls enables them to exert great power and resist all kinds of attacks at the same time. Wizards can't cast spells, but they have mastered the ability to control their own power to complete a limited variety of special skills. This ability is called witchcraft. At the cost of flexibility, warlocks are more adaptable to continuous fighting than wizards or warlocks.
Camp: Wizards usually belong to the chaotic or evil camp (many even chaotic and evil). The existence of signing a contract with them may be cruel, fickle, wild, or unaffected by the usual view of good and evil. However, even wizards who get power from the most evil creatures know how to use their dark power to fight evil. The magician in the camp of goodness is the enemy that scares the evil forces. Because he knows enough about the evil lurking in his heart, he can face the evil forces without fear and fight them fearlessly.
Faith: Wiccans know the power of supernatural beings directly, so they never play with faith. Evil wizards will try to please those cruel and bloody gods for profit, while good wizards believe in those noble and just gods and gain the strength to fight against their distorted souls.
Background: Magician's ability is innate, but it can be acquired without hard study. Some people's ancestors traded with demons, some people fell into darkness when they were young, and a small number of people were innocently selected by the existence of other planes, branded with eyes, ears and tools. The exact origin of a magician is determined by the player, just as a magician does not necessarily appreciate the magical lineage handed down to him by his ancestors, nor does he necessarily follow the existence that gives him power.
Wizards are not regarded as semi-purgatory or Tiflynn by default (although there are many outstanding representatives of wizards among these creatures), because the existence of another world has branded wizards with soul rather than flesh and blood. In fact, the power of many wizards comes from non-evil beings-chaotic and wild forces can be as dangerous as demons or demons. No matter where the power comes from, wizards are widely misunderstood and feared, and most of them will not stay in one place for long.
Race: unrestrained and ambitious people are most likely to embark on the road of witchcraft in the process of finding shortcuts to enhance their strength. There are also many wizards in the orcs, because this power will not disappear because of mixed blood.
Witches of other races are rare.
Relationship with other professions: Warlocks regard warlocks and wizards as rivals. They can affirm the value of strong and alert soldiers and thieves, but they often don't get along well with priests or paladins. Of course, most wizards can realize that it is not a good idea to have a conflict with their companions (especially those who have mastered medical spells), so they can reach a compromise with them and avoid being swept out of the house.
Role in the team: The responsibilities of a wizard in an adventure are roughly the same as those of a warlock or mage. However, compared with the caster, his ability choice is very limited, and he must rely on magic flame to replace some spells. Similar to poets, teams with other spellcasters are most suitable for wizards, because they have almost no ability to directly benefit their teammates.
Game rule information
Attribute: High charm can make the sorcerer's magic more irresistible, high agility can make his magic flame hit more accurately, and good physical attributes are also very helpful to the sorcerer.
Camp: any evil or chaos
Volume of Life: D6
Your own skills
The magician's own skills (and key attributes) include bluffing (charm), concentration (physique), easy appearance (charm), intimidation (charm), jumping (strength), knowledge (arcane) (intelligence), knowledge (realm) (intelligence), knowledge (religion) (intelligence) and specialty (perception).
1 Skill points: (2+ intelligence adjustment) *4
Upgrade skill points: 2+ intelligence adjustment
Professional characteristics:
Good at weapons and armor: the mage is good at all simple weapons and light armor, but not good at shields.
Because witchcraft requires few action components, wizards can cast spells normally in light armor, regardless of the usual arcane failure rate. However, the magician still has to bear the arcane failure rate as usual when he is in the middle or heavy armor (all magic, including magic flame, has action components). Warlocks with other arcane casting professions usually bear the arcane failure rate when casting the arcane brought by those professions.
Witchcraft: Unlike other arcane spellcasters, wizards do not prepare or cast spells, but attack, defend or achieve other effects by gathering wild magic forces flowing in the soul. This ability is called witchcraft. As long as the following conditions are met, the magician can use any kind of magic he knows at will.
Witchcraft is a magic-like ability, so using witchcraft is a standard action, which will lead to opportunistic attacks. Like magic, witchcraft can be interrupted. If you are hit while casting a spell, the magician must cast his magic normally by focusing on verification, but the magician can choose to use defensive casting to avoid attack. Unless otherwise specified, spell resistance is effective for witchcraft. The rank of wizard is equal to the rank of wizard.
The difficulty of witchcraft exemption (if allowed) is 10+ equivalent spell level+sorcerer's charm adjustment. Because witchcraft is not a real spell, spell specialization is not effective for witchcraft, but wizards can improve the immunity of witchcraft by choosing power specialization (see page 303 of the monster manual). Similarly, those super magic skills that are suitable for spell-like abilities, such as instant spell-like abilities or powerful spell-like abilities, are also applicable to witchcraft.
The four levels of witchcraft from low to high are basic witchcraft, secondary witchcraft, advanced witchcraft and dark witchcraft. The magician can only use one basic magic in the first level. You can gain new witchcraft after upgrading, as shown in table 1- 1. The list of witchcraft choices can be found after the job description, and the complete description of witchcraft is in the fourth chapter of this book.
At all levels where higher witchcraft can be obtained, the wizard can choose to replace any witchcraft he knows with witchcraft of the same level or lower. At 6th level, a warlock can replace another basic spell with a known basic spell (and learn a new basic or secondary spell). At level 1 1, a warlock can replace a known basic or secondary spell with a spell of the same or lower level (while learning a new basic, secondary or advanced spell). At level 16, a warlock can replace a known basic, secondary or advanced spell with a spell of the same or lower level (and learn a new basic, secondary, advanced or dark spell).
Finally, unlike other magical abilities, the use of witchcraft requires the failure rate of arcane (see the proficiency of weapons and armor in the previous section). Some advanced professions are usually suitable for spellcasters and advanced wizards. For details, please refer to "Magicians and Advanced Professions" on page 18.
Magic flame (spell-like ability): The first ability that wizards learn is magic flame. He can use this negative magical energy to harm the enemy, and even cause other negative effects at the same time.
Phantom flame is a ray effect with a range of 60 feet, which requires contact attack to use. Black flame only affects one enemy, and immunity is not allowed. At the first level, the magic flame can cause 1d6 damage, and the damage will increase with the increase of the wizard level. The magic flame can be regarded as a spell with the wizard class level of 1/2 (mantissa truncated), with the lowest spell level of 1, and the highest spell level of 9 when the wizard reaches 18 (and later).
Spell resistance is effective for magic flame, but spell penetration expertise or other effects that improve the caster's level check can also affect magic flame. Super magic expertise can't enhance magic flame (because it is magic-like), but power concentration (magic flame) can increase the difficulty of any immune verification related to magic flame.
Detection magic (spell-like ability): Starting from level 2, as a spell-like ability, wizards can use detection magic at will, and the caster's level is equal to the professional level.
Damage reduction (supernatural ability): Thanks to the supernatural energy flowing in the body, the magician can resist some physical attacks from level 3 and get 1/ cold iron damage reduction. Starting from level 7, the damage reduction ability of each level 4 wizard will be improved, as shown in table 1- 1.
Manipulation of items (special ability): From level 4, wizards gain stronger ability to use special items of other professions for their own use. When using magic devices, wizards can take 10, even under pressure.
Purgatory vitality (supernatural ability): From the 8th level, the sorcerer gains purgatory vitality. Once a day, as a free movement, he can enter a state that lasts for 2 minutes, in which he gets 1 rapid medical treatment.
From the level of 13, the vitality of sorcerer's purgatory is enhanced. When he is in this state, he gets prompt medical treatment 2; However, at the level of 18, it has been further promoted to rapid medical care 5.
Energy resistance (supernatural ability): Starting from level 10, the magician gains 5 points of resistance to two energies. The optional energy types are acid, cold, electricity, fire and sound wave. Once the type is selected, it cannot be changed. At level 20, this resistance increases to 10.
Artifacts with a clear tongue (supernatural ability): Starting from level 12, even if you can't cast related spells, the magician can still use his supernatural power to make magical items (but you must still have related item making expertise). He can use magic devices to check (for arcane, the difficulty is 15+ spell level; For magic, the difficulty is 25+ spell level) to replace the related spells needed to make items.
If the verification is successful, the warlock can make the item as if he had cast a related spell. If the verification fails, he can't finish the item, but the experience or gold coins needed to make the item are not wasted. The test can't be retried until he reaches a new level.
Table 1- 1
Grade-based attack bonus, strong reflection of will, special known witchcraft.
1+ 1+0+2 magic flame 1d6, magic (basic) 1.
2+ 1+0+0+3 Detect Magic 2
3+2+ 1+ 1+3 damage reduction 1/ cold iron, magic flame 2d6 2
4+3+ 1+ 1+4 Operation Item 3
5+3+ 1+ 1+4 magic flame 3d6 3
6+4+2+2+5 New Magic (Basic or Auxiliary) 4
7+5+2+2+5 Damage Reduction 2/ Cold Iron, Magic Flame 4d6 4
8+6/+ 1+2+2+6 purgatory vitality 1 5
9+6/+ 1+3+3+6 magic flame 5d6 5
10+7/+2+3+3+7 Energy resistance 5 6
1 1+8/+3+3+7 damage reduction 3/ cold iron, magic flame 6d6 7
, new witchcraft (primary, intermediate or advanced)
12+9/+4+4+8 Huadian Item 7
13+9/+4+4+8 purgatory vitality 2 8
14+ 10/+5+4+4+9 magic flame 7d6 8
15+11+6/+1+5+9 injury reduction 4/ cold iron 9
16+12/+7/+2+5+10 new witchcraft (primary, intermediate and advanced10
Or darkness)
17+12/+7/+2+5+10 magic flame 8d6 10
18+13/+8/+3+6+1kloc-0/purgatory vitality 5 1 1
19+14/+9/+4+6+1shaojian 5/ hantie 1 1
20+15/+10+5+6+12 magic flame 9d6, energy resistance 10 12.
4E Wizard: /4e/bcat/4e _ PHB/C04-c-06.html
The wizard of 5E: /bbs/index.php? topic=70370
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