Two New Wizard Classes for D&D 2E
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- How To Make Your Own Pen And Paper RPG: Part 2 (Character Sheets)
Now that youve decided (or at least have some ideas about) the genre, complexity, role and medium of your RPG (after reading part 1) Youre ready to start working on your Character Sheets. Here are some...
Darkmages and Redeemers
Darkmage (Demoncrafter)
Ability Requirements - Int 9
Alignment - Any Evil
Prime Requisites - Intelligence
Races Allowed - All
Description - Darkmages are a type of magic-user that gains their powers and spells from a patron demon. In order to become a Darkmage one must summon a demon and offer a sacrifice in order to gain his magic. The demon and sacrifice is as varied as man itself. Usually something of non-material significance or highly prized materials (a unicorns horn, hair from a saints head, etc.) By nature Darkmages are evil to the core, their souls having been corrupted by the use of ‘demon’ magic. If a Darkmage repents for his sin or changes his alignment to a non-evil he instantly loses all powers and incurs the wrath of his patron demon. Demoncrafters are rare in that it takes almost no skill in order to perform their magic, as it is supernaturally granted to them. Demons and Darkmages though may at times fight as enemies, are also bound to each other and have an underlying connection.
Powers
1st level: The darkmage is able to summon a familiar without having to know the actual spell. The ritual requires 12 hours of offering the patron demon the proper components (ala the 1st level spell). The darkmage may chose to summon a demon, demon-kin, imp or imp-kin as a familiar with 100% accuracy. A darkmage’s familiar is as evil and twisted as the caster summoning it.
3rd level: The darkmage can detect demons, demon-kin, imps and imp-kin that are invisible, disguised or polymorphed with a 5% accuracy per level. Furthermore, the darkmage is able to ‘see’ the workings of a demonic creature (i.e. spells cast or magical items made by them). The power takes a full round to use.
5th level: The darkmage may call upon an imp-kin and offer it a contract. This is done with 100% accuracy. There is also a 5% chance each level a lesser demon will answer the call. The summoned creature will not attack as long as something worthwhile is offered. If dissatisfied the demon may become angry and attack, but this is rare. This power may be used once a week.
7th level: The darkmage gains protection against all demon kind. All saving throws against demonic attacks (spells, powers, etc.) are made with a +2 bonus. The darkmage also gains a +2 to attack and damage verse a demon. Furthermore, all demonic creatures suffer a -2 to attack the darkmage and a -2 to damage as well.
9th level: The darkmage is able to call forth a lesser demon once a month with 100% accuracy. There is also a 5% chance per level that a greater demon will answer the call. The darkmage must offer something worthwhile to the demon to form a pact.
11th level: The darkmage may entice a demon to act as his personal servant for up to 101 days. The demon is summoned by any means, though this power does not grant the demoncrafter anymore summoning powers. The demon must be persuaded to agree by a sacrifice. If not offerings or made or are worthless the demon is most likely to be enraged and attack the darkmage. The demon usually requires 1d4 offerings if something of true worth is not available, and if needed for some evil plot or something ‘entertaining’ it is much more likely to comply.
13th level: The darkmage may call upon a greater demon to aid him. This is done with 100% accuracy. Again, a worthwhile sacrifice must be made to appease the demon. It requires 1d6 offerings unless something of true worth is available.
15th level: The darkmage may travel to the Lower Planes by passing a successful Intelligence check, a failure means “bad timing” and he cannot attempt this power again for 6 turns. The darkmage is allowed to bring a number of passengers with him, one passenger per 3 levels within 100 yards. The darkmage and his passengers are allowed to safely survive from the environments not its denizens! If passengers are abandoned on the Lower Planes they are able to survive until the darkmage himself departs. On returning to the prime material plane they arrive at the exact or close to spot from whence they left.
17th level: The darkmage can seek and receive an audience with Ron Cerr (demon king) of the demon courts, a truly great and horrific honor. The darkmage can seek this once a year. This must be done so by summoning his patron demon and requesting it of him. The demon is bound not to attack, and request it of Ron Cerr himself. Within 1d10 days a procession of demons will appear and grant the darkmage his audience. This power also allows the darkmage to send a willing representative in his stead. In order to gain access to Ron Cerr, the darkmage must wait at the edge of the Faithless Soil until allowed entry. In the case of the demon courts, one will be greeted at the courts whim. The demon courts will answer question with an Int 25. They may also pass judgment and give advice in dealings. The demon court also rules on those who have abandoned the magic, and a saving roll vs. death is called for. If pass the courts allow the accused to live and perhaps grant powers again, a fail equals death. Ron Cerr will slay any darkmage he seeks his audience without a truly great and dire cause.
20th level: The darkmage is able to create a demon prison (ala Al-Qadim creature prison rules)
Ability Requirements - Int 9, Wis 9
Alignment - Any good
Prime Requisites - Intelligence
Races Allowed - All
Description - A Darkmage may redeem himself in such a manner that he becomes what is called a ‘Redeemer’. This is done by cutting his alliance with demons and requires an alignment change to any good alignment. The Redeemer must then chose a good god to worship, though he may revere any others he wishes. Demons will automatically be able to recognize the Redeemer for what he is and will obviously be less than pleased. If a familiar is already possessed, the wizard must seek a means to cut ties with it. This will in no doubt lead to a contfrontation with the familiar, as it will be insensed at the darkmages betrayal. This is also a dedication to the darkmage’s new righteous path and is proof to this god of his loyalty.
Powers
1st level: The Redeemer is able to summon a familiar without having to know the actual spell. The ritual requires 12 (ala the 1st level spell). The Redeemer may chose to summon any good-aligned creature as a familiar with 100% accuracy.
3rd level: The Redeemer can still detect demons, demon-kin, imps and imp-kin that are invisible, disguised or polymorphed with a 5% accuracy per level. Furthermore, the Redeemer is able to ‘see’ the workings of a demonic creature (i.e. spells cast or magical items made by them). The power takes a full round to use. He is also able to recognize all angelic work, i.e. magical items made by, spells cast by, etc.
5th level: The Redeemer gains the ability to call upon a lesser angel once per week for aid. This is done with a 10% chance per level, and if failed this power may not be used again until the next day. The angel arrives in a friendly manner, though will not fight for the Redeemer unless the wizard is attacked. The angel will not act as a servant, messenger or load-bearer, and will only provide shelter and/or protection. Of course, through role-playing more can be gained through the angel, but this is often only in great need and if the angel is properly motivated. Also, angels never forget a kind act and will often go above and beyond to aid those Redeemers who are worthy of it.
Also once per week, the redeemer may seek the advice of one of the “Faithful”, these are direct servants and proxies of the gods. The proxy will answer 1 question per every 3 levels of the caster. The proxy has the INT of 25 and is unable to give complete information, only being able to help guide the redeemer. In order to perform this power, the wizard must meditate for a full turn.
7th level: The Redeemer gains protection against all demon kind. All saving throws against demonic attacks (spells, powers, etc.) are made with a +2 bonus. The Redeemer also gains a +2 to attack and damage verse a demon. Furthermore, all demonic creatures suffer a -2 to attack the Redeemer and a -2 to damage as well.
9th level: The Redeemer is able to call forth an angel once per month. The angel will be friendly unless he/she has been summoned for a worthless or mundane cause. The angel is able to perform either a labor, transport, active protection. The angel will perform nothing it feels is non-good and will stand for no abuse. Other services may be gained, but this up to role-playing.
11th level: The Redeemer now gains the ability to bind a demon into servitude for 101 days. Demons are often willing to do so, in hopes of ‘recapturing’ the redeemer and converting him back to his evil ways. This is possible! In order to succesfully bind the demon a lengthy ritual is performed in which the demon’s true name or ‘taken name’ is known. However, a redeemer may also force a present demon into servitude by passing a successful CHA check with various modifiers. The demon is bound to obey for the 101 days as long as he is not used for evil purposes. If done so, the demon is freed and will most certainly attack the redeemer. If any and all conditions of the deal are followed, the demon will not attack the redeemer or any of his party for 101 days.
13th level: The Redeemer is now able create a demon prison and entrap the creature (ala Al-Qadim rules)
15th level: The Redeemer may travel to one Upper Plane by passing a successful Intelligence check, a failure means “bad timing” and he cannot attempt this power again for 6 turns.
17th level: The Redeemer may travel to any of the Upper Planes by passing a successful Intelligence check, a failure means “bad timing” and he cannot attempt this power again for 6 turns.The Redeemer is allowed to bring a number of passengers with him, one passenger per 3 levels within 100 yards. If passengers are kept on the plane until the redeemer himself departs. On returning to the prime material plane they arrive at the exact or close to spot from whence they left.
20th level: The redeemer can seek and receive an audience with the good god whom he worships. The wizard can seek this once a year. This must be done so by summoning an angel and requesting it of him. Within 1d10 days a procession of angels will appear and grant the redeemer his audience. The diety will answer questions with an Int 25. They may also pass judgment and give advice in dealings. If this power is done for not of a worthy cause the god will be greatly offended and may remove the redeemer’s powers. If angered, the wizard must pass a save vs. death (with various modifiers) or lose his powers.
- Dungeons & Dragons Roleplaying Game Official Home Page
Dungeons & Dragons - Wizards of the Coast
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CommentsLoading...
You've done very well in describing what happens in each level. Descriptive. Thumbs up!









Porshadoxus 12 months ago
Interesting ideas here. Your title says these are for 2E, but I believe Powers are from 4E. Please correct me if I'm wrong.