Grey Elves
are a much rarer and often more erudite branch of Elvenkind. Grey Elves are
usually wizards, and particularly excel at Divinatory Magics. Frailer and
smaller than their kin, they make up for their physical limitations with a
great gift for magic. |
Cost |
Ability |
3 |
Graceful: +1 DEX |
5 |
Quick-witted: +5 INT |
2 |
Attractive: +4 COM |
3 |
Alert: Lightsleep |
5 |
Innate Divinatory
Comprehension: KS: Divination +1 |
17 |
Mage Sight: Detect Magic
[No Sense Group], Discriminatory, Range, Sense |
3 |
Elven Senses: +1 PER All
Senses |
5 |
Elven Eyes: Nightvision |
10 |
Elven Mind: +30 Mental
Defense vs. Sleep & "Charm" Effects Only (-2) |
4 |
Longevity: LS: 2000 Years |
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-5 |
Distinctive Feature: Elf
(Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures) |
-5 |
Slight of Limb: -5 STR |
-6 |
Frail: -3 CON |
-6 |
Frail: -3 BODY |
+15 |
Total Cost of Package |
With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
|
3*
|
Elven Archery: +1 OCV w/ all Bows
|
2*
|
Elven Longsword Training: +1 OCV w/ Long Swords
|
5*
|
Elven Cool: +10 PRE; Defensive Use Only
|
6
|
Elven Graces: 1 level of Combat Luck
|
20
|
Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
|
25
|
Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
|
8
|
Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
|
10
|
Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
|
6
|
Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
|
10
|
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
|
10
|
Elven Fighting: Two Weapon Fighting: HtH
|
2
|
Elven Weapons Group: WF: Blades, Spears, Bows
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-2
|
Frail: -2 STR
|
-4
|
Fragile: -2 CON
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
|
-10
|
Psychological Limitation: Arrogant & Haughty (Common, Moderate)
|
-10
|
Psychological Limitation: Ethnocentricity (Common, Moderate)
|
The Wizardry Magic System is detailed
here.
|
Gifted Wizards have a basic natural understanding of Magic. All the theory, history,
and facts surrounding the use of Magic is nice (if you're into that sort of thing),
but a Gifted Wizard doesn't really need to know all of that nonsense; it's all just
intended to get less talented Spellcasters to where the Gifted already starts out.
|
If in a University, a Gifted Wizard student is the sort that sleeps thru or skips
all the lectures, fails the writtens, and then aces every practical making the other
students look simpleminded in the process. If taught by a mentor the Gifted's seeming
inability to grasp instruction in the nuances of the Art and yet still be able to
turn around and work Magic as well as or better than other Apprentices tends
to drive their instructors up the wall.
|
Cost
|
Ability
|
34
|
Wizard VPP (30 Pool)
|
19
|
Spellcraft 13-
|
1
|
Literacy w/ Native Language
|
1
|
Naturally Gifted Spellcaster: Reputation (A medium-sized group; 8-) +1/+1d6
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*17
|
Higher Spell Level Pool: +15 Pool
|
5
|
Bright: +5 INT
|
10
|
Brilliant: +10 INT
|
5
|
+1 with All Int Based Rolls
|
2
|
WF: Wizard Group (Dagger, Darts, Staff)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-10
|
Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)
|
The Wizardry Magic System is detailed
here.
|
Graduate Wizards learned their profession in an institution dedictated to teaching
the Arcane Art in a standardized fashion. The trade off in individualized instruction
was theoretically compensated for by the rigorous course blocks and least common
denominator instruction techniques employed in a formalized class environment.
|
Graduates tend to have a very solid textbook grasp on the basics of Wizardly Magic
(or they dont graduate) but also tend towards the inflexible. They also usually
have a complete lack of exposure to other types of Magic and their mindset is typically
not capable of applying basic comprehension of theory to deviations from textbook
examples they may encounter in a real world environment.
|
NOTE: Not all students at a University of Magic are necessarily Graduates;
representatives of all five Basic Wizard Packages may be found on campus. For example,
a Journeyman may be a student that is favored by an eccentric professor and receives
more personalized instruction or "do their own thing"; a Gifted student
is the naturally talented type that ignores their instruction, taking only what
they want from it; a Bookworm student would be the geeky over-scholarly type that
misses the bigger picture in favor of the details; a Maven is the type of student
that is really good at certain aspects of the instruction but cannot seem to master
certain others. However, Graduates would likely be the norm at most such schools,
and the ones most likely to maintain their "alumni" status with the school.
|
NOTE: Similarly, the Graduate Package may be taken for a character that did
not attend a University of Magic, but wants to use the Spell School model instead
of Spellcraft; simply switch out the Membership Perk with a 1 point Basic 8- Contact
Perk for the character's mentor.
|
Cost
|
Ability
|
34
|
Wizard VPP (30 Pool)
|
3
|
Scholar
|
16
|
All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS:
Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
|
1
|
Literacy w/ Native Language
|
1
|
Membership: Graduate of a University of Magic
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*17
|
Higher Spell Level Pool: +15 Pool
|
5
|
Bright: +5 INT
|
10
|
Brilliant: +10 INT
|
5
|
+1 with All Int Based Rolls
|
2
|
WF: Wizard Group (Dagger, Darts, Staff)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Poor Student (Was a notoriously bad student, either thru thick
headedness or poor attendance, etc -- this colors peoples perception of character)
(Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)
|