Red Wizard of Thay
Red Wizard of Thay
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic).
Requirements
To qualify to become a Red Wizard, the character must fulfill the following criteria.
- Race: Human
- Feats: Spell Penetration, Greater Spell Penetration, one Metamagic or Item Creation Feat (other than Scribe Scroll)
- Spellcasting: Specialist Wizard, able to cast 3rd level arcane spells
- Skills: 8 Ranks in Spellcraft
- Alignment: Non-Good
Class Skills
The class skills of the Red Wizard are:
- Bluff
- Concentration
- Craft Alchemy
- Intimidate
- Lore
- Spellcraft
Class Features
Base Attack Bonus Progression: Low
Skill Points at Each Level: 2 + Int modifier
Hit Dice: D4
Weapon and Armor Proficiency: The Red Wizard of Thay gains no new weapon or armor proficiencies.
Spells Per Day/Spells Known: When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.
Enhanced Specialization: Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however). This second prohibited school depends upon the Red Wizard's specialization school:
- Abjuration, Conjuration, Evocation, Necromancy, and Transmutation lose access to the school of Illusion
- Divination loses access to the school of Enchantment
- Enchantment and Illusion lose access to the school of Abjuration
Specialist Defense: A Red Wizard gains a bonus to defending against schools from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.
Spell Power: At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells from all schools is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.
Wizard Bonus Feat: Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.