THE CLASSES IN SUHNDI:
WIZARDS
Among the unlettered general Suhndi population, there is a misconception that
Wizards also receive their powers from Salaman, and the wizards do nothing to
discourage this error. Though a few wizards are pious, they can in fact be any
alignment, and most happily play the role of piety in order to be left alone by
temple authorities (and potential mobs) so they can pursue their studies. Which
are quite advanced...
The University System
which spans all the Suhndi lands is a closeknit and intensive
family of famous magic colleges where apprentices study wizarding with a depth
that might surprise the less formally organized wizards of the Vree. In fact,
for his whole life a Suhndi wizard traditionally wears some emblem of his university
(or -ties)--a cloak lined with its colors, a ring, an amulet, a tattoo. These are
marks of great pride, and with a glance at them, Suhndi wizards can size each other
up pretty accurately.
Thanks to the brilliant University System, all Suhndi wizards are specialists.
But unlike ordinary specialists, they are prohibited from only one school of
spells, not two.
However, because the schools Illusion and Transmutation require a conscious
appreciation of the chaotic to work, they are not taught in Suhndi universities,
and are essentially alien to the culture. They may never be selected as spells
to be automatically added to the spell book when leveling. (Strangely, a Suhndi
wizard may not choose Illusion or Transmutation as his forbidden school; perhaps
they are so foreign, there is no way to specifically disregard them while
studying--or perhaps amidst this orderly civilization, the repressed chaos of the
individual wizard's heart generates a secret affinity for the spells, which prevents
their total prohibition from his mind.)
(Yeah, the second one!)
Instead, Illusion and Transmutation spells are very difficult for a Suhndi wizard
to acquire; one can only be entered into the character's spellbook once he has
located a wizard willing to share it--and since everyone in the world has the Suhndi
over a barrel on this, that can get expensive. Whereas acquiring an unknown
spell usually costs about 50 gp per spell level, acquiring an Illusion or
Transmutation spell will cost a Suhndi wizard at least five times, perhaps ten
times as much. Furthermore, once the spell is copied into the spellbook, the
character must study it for a day and then make a Spellcraft check at
DC 20 + spell level. Success means the spell can be used thereafter without
penalty, but failure means the transcription is useless, and the character must
gain another rank of Spellcraft before trying to transcribe it again.
On the positive side, once the spell is acquired, it can become a source of income,
should any other Suhndi wizards seek the character's knowledge…
Other bonuses to being a Suhndi wizard: at first level, in addition to any
Intelligence modifier, they are able to write four first-level spells in their
spellbook instead of three, and at each level thereafter they may enter a base of
three spells, not two.
Instead of dagger proficiency, they start with kukri proficiency.
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