Wednesday, August 12, 2015

Egyptian Kits Part Three: Wizards

As I set forth a few weeks ago, this is the conclusion of Parts One and Two.

Wizard Kits

Amulet Maker
Amulet makers are minor wizards much like scorpion charmers. They are looked down on by the scholarly caste, clerics, and real wizards alike. However, the common folk often buy charms from these masters of spirit-lore.
Requirements: Wisdom 12
Role: Amulet makers are not wizards in the same sense as Hekau are. They do not study spells or enact rituals to call forth magic from the Golden Breath. Instead, they focus on the creation of small magical items and potions which they can either sell or use themselves.
Amulet makers may sell their amulets to the common folk and serve as a local wise-man. They may also reside in noble households and make amulets for the powerful. Many temples often keep amulet makers on hand to equip their servants and clerics with powerful magical items.
Weapon Proficiencies: Since it is needed to make their charms, a dagger is always kept on hand as a free proficiency slot.
Nonweapon Proficiencies:
Bonus Profs: reading/writing (Desert Khewed), pottery
Special Benefits: Amulet makers may create amulets imbued with magical powers. Amulets can take any form, but are often simple seals worn around the neck, ankles, or wrists. The simplest amulets an amulet maker may craft are those that sold to common folk. These cost only 5 copper to manufacture in addition to whatever material it is made of (most often clay, formed by the wizard himself). They may have one of the following effects:
Protection Against Magic: +1 to saves vs. spell
Luck: +1 to saves vs. Breath Weapon
Strong-mind: +1 to saves vs. Petrification
Safety: +1 to saves vs. Rod
Ka: +1 to saves vs. Death

In addition to these simple amulets, Amulet Makers may also create amulets capable of storing wizard spells. While Amulet Makers must learn spells and keep them recorded on papyri, they cannot themselves use magic. Instead, they imbue their amulets with the ability to replicate the power of a spell. These amulets may be used many times, however they are prone to breaking from the strain of the magic contained within. Additionally, each additional time in a 24 hour period that they are used increases this strain. The following chart shows the spell storage capacity of various materials and the costs associated with producing a working amulet of those materials.

Amulet Material Cost Storage Failure Chance
Clay 5 copper 1 25/40
Bone 10 copper 1 25/25
Stone 10 silver 1 15/10
Copper 1 gold 2 15/25
Bronze 2 gold 2 15/10
Brass 10 gold 2 10/10
Iron 20 gold 3 15/25
Steel 20 gold 3 15/10
Silver 100 gold 3 10/10
Silver and Gold 500 gold 4 15/25
Gold 1000 gold 4 15/15
Gemstone 5,000 gold 5 10/10
Gemstone 8,000 gold 6 -10%/10
Composite 15,000 gold 7 -20%/10
Masterwork 40,000 gold 8 -40%/10

Add +10% failure chance for offensive spells
Add +5% failure chance per spell level
Add +/day% failure chance for every use within 24 hours

Amulet makers may also make magical items as any wizard of the appropriate level. They do not need to use a permanency spell, and any spell they have stored in their memory qualifies as one “being cast” for the purposes of making a magical item.
Special Hinderances: Cannot cast spells as normal wizards.


Hekau

Purity Rating
8 Gold all three effects
7
6 Electrum all spells cast at max effect
5
4 Silver +1 bonus to effective level
3
2 Copper +1 bonus to duration, damage, -1 penalty to saves
1
0 (average) spells cast normally
-1
-2 Iron -1 penalty to duration, damage, +1 bonus to saves
-3
-4 Tin -1 bonus to effective level
-5
-6 Mercury all spells cast at minimum effect
-7 Lead all previous three effects
-8 Profane no spellcasting

Sleep: Immediately after sleeping, the Hekau’s purity rating drops by two levels. Purity returns at a rate of 1 level for every three hours. Every six hour period following this without sleeping increases purity by 1 level (max level 7).

Eating: Immediately after consuming food, the Hekau’s purity rating drops by one level. This may be increased by the DM depending on how much food the Hekau has consumed. Purity returns at a rate of 1 level for every six hours. Every six hour period spent without eating after that adds 1 level purity (max level 6).

Ablution: The Hekau may pay 500 gold multiplied by his next purity level and that number of hours to positively increase his purity. This expenditure purchases time and materials in a sacred temple to perform the rites necessary to purify his body. Negatives are considered positives for the purposes of ablution. To achieve level 0, the wizard need only pay 250 gold and spend 30 minutes in ritual.

Sexual Impurity: Immediately after performing any kind of sexual activity, the Hekau’s purity level drops by three levels.


Contact with Corruption: Being exposed to corrupted food, flesh, or other rotting things will reduce the Hekau’s purity. These objects must touch the Hekau physically without intervening substances (ie, the Hekau may wear gloves to handle the dead). Each individual contact reduces the Hekau’s purity rating by one.

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