Main / SavageWizardMC

Chapter 1 - Class - Character Kits - Wizard Kits

Savage Wizard

Note: This kit is taken from the Complete Wizard's Handbook.

Another Savage kit is available from the Complete Fighter's Handbook.
Another Savage? kit is available from the Complete Druid's Handbook.
Another Savage Priest kit is available from the Complete Priest's Handbook.
Another Savage kit is available from the book Skills and Powers.

The Savage Wizard is the spell caster of a remote tribe, culturally and technologically primitive by the standards of the rest of the world. Although these tribes commonly maintain functional civilizations for thousands of years, their traditions, dress, and customs are so simple that most outsiders consider them unsophisticated brutes.

There are a variety of Savage tribes around the world, ranging from pacifistic societies of farmers and herders to bloodthirsty headhunters and barbarians. All, however, are sharply attuned to the natural world, sharing a deep respect for animal and plant life and an innate understanding of the mysteries of nature.

To be a Savage Wizard, a character must have a minimum Strength score of 11 and a minimum Constitution score of 13.

To abandon this kit, a character must renounce his membership with his tribe and become a citizen of a different culture. Since tribal roots run deep, a dramatic change such as this should be slow in coming; a Savage Wizard must have advanced at least five levels since leaving his tribe and experiencing adventures in the outside world before cutting ties with his tribe.

Preferred Schools: Because their Constitutions tend to be exceptionally high, Savage Wizards excel in the schools of conjuration/summoning and invocation/evocation.

Barred Schools: Savage Wizards lack the natural aptitude for mastering the schools of abjuration and enchantment/charm.

Role: Most tribesmen are dazzled and impressed by magic, so the Savage Wizard typically holds a position of great power in his tribe. If not the actual ruler, the Savage Wizard is a respected teacher or tribal counselor. Depending on the nature of the tribe, the Savage Wizard is known by a variety of names, among them Witch Doctor, Mundunugu, Wangateur, and Isangoma.
The Savage Wizard's power can sometimes work against him, particularly if his tribe is exceptionally superstitious or if an ambitious tribesman schemes to usurp the wizard's leadership role. If the tribe becomes convinced that the wizard is consorting with demons or otherwise stirring up dark forces better left alone, they may expel the wizard from the tribe with the threat of execution if he returns. This is one way that a Savage Wizard might link up with an adventuring party.

In a campaign, the Savage Wizard takes the role of an outsider, baffled and intimidated by the mysteries of the "civilized" world. Products of technology, such as oil lanterns and crossbows, both fascinate and frighten him. While he is at home in the darkest jungles or most treacherous mountains, he is extremely uncomfortable in cities and towns. If the Savage Wizard is from a relatively pacifistic tribe, he might serve as the conscience of his party, questioning their eagerness to kill, their obsession with wealth, their selfishness, and their inequitable system of justice.

Secondary Skills: The Savage Wizard's Secondary Skill should be based on the primary occupation of his tribe; that is, if his tribe is mostly fishermen, his Secondary Skill should be Fishing. Other likely skills include Forester, Groom, Hunter, and Trapper/Furrier.

Weapon Proficiency: Required (one of the following, representing his tribe's weaponof choice): spear, blowgun, dagger, knife, or sling. Regardless of whether the Savage Wizard eventually becomes familiar with new weapons, he is likely to prefer his tribal weapon throughout his adventuring career.

Nonweapon Proficiencies: (General) Direction Sense or Weather Sense (player choice); (Warrior) Endurance or Survival. Recommended: (General) Animal Handling, Animal Training, Fire-Building, Fishing, Riding (Land- based), Rope Use, Swimming; (Warrior, double slots) Animal Lore, Bowyer/Fletcher, Hunting, Mountaineering, Running, Set Snares, Tracking; (Priest, double slots) Healing, Local History; (Rogue, double slots) Jumping, Tightrope Walking, Tumbling; (Wizard) Herbalism, Religion. A Savage Wizard cannot take Etiquette or Heraldry when first created.

Equipment: The only weapon the Savage Wizard can purchase initially is his tribal weapon (see Weapon Proficiency). He must spend all of his remaining gold when he is created; he may not keep any unspent gold. He can purchase only equipment that would normally be available to his tribe; for instance, his tribe probably has herbs, nuts, fishing nets, and rafts available, but they are unlikely to have chains, lanterns, hourglasses, or magnifying glasses. The DM has the final word as to what equipment is available to any particular Savage Wizard.

Special Benefits: The Savage Wizard receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.

1. The Savage Wizard can manufacture a protective talisman once per week. The talisman is a small pouch of herbs hung on a leather cord which is worn around the subject's neck. The talisman gives protection from evil to the wearer, identical to the effects of the 1st-level wizard spell. The talisman offers continual protection for a full day, after which time the herbs disintegrate. Dispel magic or a similar spell permanently cancels the magic of that particular talisman. The Savage Wizard requires no less than one hour to manufacture a talisman.
2. Once per week, the Savage Wizard can construct a small replicant of any single victim of his choice. The replicant is about 6 inches tall, made of clay, and crudely resembles the form of the victim. It must also contain a lock of hair, a fingernail, or other small piece of organic material from the victim. A Savage Wizard requires one hour to manufacture a replicant.
Whenever the Savage Wizard cuts a piece from the replicant, sticks a pin in it, or otherwise "attacks" it, the replicant suffers 1-4 hit points of damage. The victim who is represented by the replicant suffers an identical amount of damage, regardless of the distance between the replicant and the victim (however, the victim must be on the same plane of existence as the replicant). Every type of damage on the replicant inflicts 1-4 hit points of damage; therefore, the Savage Wizard must take care not to destroy the replicant, for burning, crushing, or throwing the replicant into a pool of quicksand still inflicts only 1-4 hit points of damage. The replicant disintegrates when any of the following conditions are met:
* The replicant has suffered 10 hit points (or more) of damage.
* Dispel magic or a similar spell is cast on the replicant.
* A week passes since the replicant's creation.
3. Once per week, the Savage Wizard is able to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him. To be receptive to an omen, the wizard must do nothing but concentrate for one uninterrupted turn; if his concentration is broken, he cannot attempt to interpret an omen for another week. After the turn of concentration, he studies his surroundings for an omen-- a rippling pond, a gathering of clouds, a swarm of insects, or the veins in a leaf are all possible sources of omens.
A wizard usually consults an omen before starting a journey, engaging in a major battle, or embarking on some other significant task. If the DM has knowledge about the proposed action, the omen should reveal the appropriate information; for instance, if the party is considering exploring an abandoned building, but the DM knows it contains a spectre, the result should be an ill omen. In situations where the DM has no information on which to base his judgement, roll 1d10.


Savage Wizard Omen Results

d10 RollResult
1-2Ill Omen: The party should not undertake the task this day. If they ignore the omen, all party members will suffer a -1 penalty on "to hit" and saving throw rolls for the rest of the day, their chance for encounters will be doubled, and a -3 reaction modifier will be applied to all encounters
3-4Great Danger Exists: If the party proceeds, their chance for encounters is doubled for the rest of the day and a –3 reaction modifier applies to all encounters. Opponents have a +1 applied to their chance to hit
5-7Neutral Omen: The information is vague. No special modifiers apply
8-9Favorable Omen: The party members' movement rate is increased by 50% for the rest of the day, and opponents have a -1 applied to their chance to hit
10Auspicious Omen: All effects of a Favorable Omen apply; additionally, all party members gain a +1 on all saving throws made for the rest of the day


Special Hindrances: The Savage Wizard's strange appearance and manners make strangers wary of him. Therefore, he suffers a -2 reaction adjustment from all NPCs not from his own tribe (PCs can react as they wish, but they should quickly become accustomed to the Savage and accept him as an equal.)

Wealth Options: The Savage Wizard begins with only (1d4 +1) x 5 gp. As the campaign progresses, the Savage will have the opportunity to acquire more treasure, and it is up to the player whether he appreciates its value or rejects it as a worthless. (For instance, a Savage might accept gold but have a superstitious belief that requires him to reject gems.)

Races: No restrictions