Friday, August 9, 2013

A look at wizard kits from The Complete Wizard's Handbook


 
The kits discussed here are from The Complete Wizards Handbook (PHBR4) by Rick Swan.  Published in 1990

The kits in the CWH are a good starting point but probably would need modification before being included in a campaign.

Acamedician:  Reaction bonus to dealing with sages and scholars, age-based bonus to intelligence and wisdom checks.  Slight penalty to first attack against each new opponent.  Interesting background for role playing but is never going to be chosen by power gamers.  (The nerd-wizard kit)

Amazon Sorceress:  Receives gender-based reactions (good and bad).  Able to use some classical amazon weapons and proficiencies.  Unable to use two schools of magic.

Anagakok:  From an extreme heat or extreme cold culture.  Able to survive well in home conditions (artic or blazing hot desert/jungle).  Starts with little money and gets reaction penalties.

Militant Wizard:  Able to use some fighter weapons.  Access to fighter non-weapon proficiencies.  Limited spells.

Mystic:  Probably one of the kits most seriously in need of a rewrite.  Limited spells.  Gets 3 powerful once per week abilities at first level and no new abilities after that.  Must meditate daily as hindrance.

Patrician:  A rich wizard but must spend lavishly including buying a horse to start the game.  Also gets a reaction bonus from nobility.  Slightly limited spells.

Peasant Wizard:  A poor wizard who must stay poor.  Not sure that makes sense. 

Savage Wizard:  More of a tribal wizard who is skilled with magical talismans.  Interesting idea but I am not sure that it scales properly.

Witch:  A more powerful kit with several special abilities.  Given the varied meanings of the word witch, this is probably a more controversial kit, or at least a kit with a potential for controversy.

Wu Jen:  A transplant from the first edition Oriental Adventures.  Probably with all Oriental Adventures classes, you would be better playing with the Oriental Adventures rules.

Conclusion: Lots of good ideas to start with but probably most of these kits need some modification to balance their special abilities and hindrances in relation to each other.  If this is not done, several of the kits are almost unplayable because they are too weak relative to other kits.

The Complete Wizard’s Handbook will be reviewed further in a future post.

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