The Collages of Magic have a variety of methods
of recruiting and training their young members. However, the typical
warrior-wizard is not constrained by the methods of the Collages. If a young
wizard decides to take up this career then he often seeks the patronage of an
older, more powerful wizard to guide him to magical supremacy. The relative
youth and vigour of the young man is often a stark contrast, undiminished by
years of study, or the toll that living by magic takes, to his master. Indeed,
some of the older Wizards take apprentices based more on their apparent ability
to act as bodyguard, rather than their magical ability.
In some circumstances, a young wizard might venture on the same sort of quest
his master did, even without his protection. He might be on a quest for the old
man, proving his skill, or perhaps have decided that he was tired of sweeping up
messy experiments, and have struck out on his own, determined to learn the rest
of his trade by experience. Perhaps his master has been slain, and the young
wizard seeks to take his revenge. Thus, it is not impossible for a young wizard
to go adventuring, provided that he can find companions stout enough to defend
him until he masters his own potential.
Note that to play as the Apprentice you will need access to my Wizard's Guild
expansion.
Wounds |
1D6+7 |
Move |
4 |
Weapon Skill |
3 |
Ballistic Skill |
6+ |
Strength |
4 |
Toughness |
3 |
Initiative |
3 |
Attacks |
1 |
Pinning Roll |
3+ |
Before he left his master, the Apprentice chose an item of
magical power from his master's vaults.
He may choose one such item from the list below.
Spell Sword- The Sword acts as normal, and stores a spell in it. It has the
Stored Spell ability- make the appropriate roll on the table from the Wizard's
Guild. This is a permanent attribute. In addition, the sword is a magical
weapon.
Wizard's Staff- The Apprentice can only access a portion of this Staff's energy.
It starts with the Power Store and Reroll Power Dice ability, though it only
carries 1D3 power points initially (though can be charged to 6). The Staff
follows all of the usual rules for Wizards Staffs.
Potions- 1D3+3 potions, chosen randomly from all of the tables in the Wizard's
Guild.
Jewel of Power- Carries an extra 1D3+3 Power Points. Unlike normal Jewel of
Power, this one can be recharged, to a total of 6 Power Points.
Cloak of Mystery- The wearer may use this 1D6 times each adventure, either to
make them at -1 to be hit for a turn, or to break pinning automatically.
Spell book- roll 3D6 and buy spells as normal. These spells can be used as if
the Apprentice knows them, but the Apprentice may do nothing but cast spells in
a turn he uses his Spell book.
In addition to this, the Apprentice receives a Sword. If he selected a weapon for his magical item, he receives a single potion, rolled randomly from the tables.
Starting Spells
To select the initial spells, roll 1D6+1. The Apprentice may
draw this many cards from the initial spell list. He must discard all but 2.
The Apprentice receives Power equal to the Power Dice each turn.
He begins with 1D3 Stored Power.
Rules for Treasure and Equipment
The Apprentice can use anything usable by the Wizard.
To represent his martial prowess, the Apprentice also gains skills. He may roll for one Skill from the list at the end.
Advanced Rules
Generally the Apprentice can be assumed to follow the rules
for the Wizard. However, he is also a better warrior, in part because he has
devoted more time to learning such skills. This means that he is slightly more
'physical', but is also less skilled at matters of the arcane that a
fully-fledged Wizard.
Power
The apprentice gains the following bonuses to the Power Dice. These are not
applied if the Power Dice is a 1.
Battle Level |
Power Bonus |
1-2 |
0 |
3 |
+1 |
4 |
+2 |
5-6 |
+3 |
7 |
+4 |
8 |
+5 |
9 |
+6 |
10 |
+7 |
Apprentices very much enjoy the cosmopolitan buzz of the city,
and tend to do well. They can visit all of the places the Wizard can get to, and
have much the same modifiers. In alehouses and such, their youth and
inexperience will betray them, so they have the same negatives, but in
upper-class joints they fit in well, having been trained to mingle with society,
so gain the positives.
The Apprentice may also visit the Fighting School if he feels particularly
mercurial, rolling 2D6-2.
Now that the Apprentice is separated from his original master,
it makes sense for him to seek another sponsor. This sponsor, will not
necessarily travel with him, but will still offer him some assistance, in return
for a bit of work.
To Seek a Patron the Apprentice must roll 1D6. A Novice must roll 4+, a Champion
5+, a Hero 6+, while a Lord may not attempt this. If the roll is a success the
Apprentice must work for 1D6 days. Then he may roll on the table below to see
what aid he is given.
Roll |
Aid Given |
2 |
The Apprentice is given 1D6+BLx10 gold. |
3 |
The Sponsor offers the Apprentice 1D3 potions, from any of the tables. |
4 |
The Apprentice gains +1 when rolling to Recharge Magical Items in this settlement. |
5 |
Roll on the Consultation Table, +1 |
6 |
Roll on the Consultation Table, +2 |
7 |
If the Apprentice has a Wizards' Staff, for the next adventure it gains a new enchantment. Otherwise, reroll. |
8 |
The Apprentice may choose one benefit from the Consultation Table (not extra Wounds) |
9 |
If the Apprentice has a Spell Sword, he learns to cast another spell through it. Roll on the table to see what. He cannot cast both in one turn however- he must choose one. If he doesn't have a Spell Sword, reroll. |
10 |
A strict course of diet and regime is prescribed for his stay, and the Apprentice grows in strength and fitness. He gains +1 Starting Wound. |
11 |
The Apprentice is given a tour of the Settlement. He may buy any one item from each Special Location, if he wishes, even if he cannot normally visit. In addition, he can roll an extra D3 when trying to find a Special Location. |
12 |
The Sponsor teaches the Apprentice some new spells. Roll 3 dice and buy spells as usual. |
The Apprentice trains as normal, paying his money and taking a
week to advance. Because he is trying to maintain a fighting form as well as
learn magic, he has to compromise between the two extremes. Each time he goes up
a level he gains 3 new slots for spells, and a new skill. He must decide which
he wishes to give precedence to. If he chooses the spells, he can roll 3 dice
and buy spells as normal. However, he cannot use his new skill in the next
adventure. If he chooses the skill, he learns it as normal and may use it
immediately, but gains no spell dice. He must use the usual procedure to gain
new spells and fill his slots, though he cannot do this on this visit to the
settlement.
As well as this, the Apprentice gains 1D6 Stored Power as usual each time he
gains a Battle Level. If he has a Wizard's Staff, it gains attributes at the
appropriate levels.
Note that if the Apprentice starts with a Spell Book, these spells cannot be
changed.
There is one other thing that the Apprentice can do between
his adventures. For whatever reason, he left his first master. Sometimes he can
try to go back… Each time he advances a Title (at BL 2, 5 and 9) then he may
go to visit his master. If his reason for leaving was that his master died, then
he will return to examine his tower. If he left because he was thrown out, he
will be sneaking into the vaults to see if he can steal anything else.
The Apprentice must travel 1D6 days to reach the tower. He may bring any other
warriors who want to come. When he arrives, he goes to the vault (after greeting
his old master, if appropriate). Place the Tomb Chamber, and roll on the
Objective Room Table, modified for how many warriors are present. Fight the
combat as normal. These monsters are either magical creations, placed to guard
the vault and to test you, or real monsters that have come to inhabit the vault.
Any Spell-casters benefit from an extra 1D6 Power each turn. Chance-casters (Elf
Ranger) gain +1 to the Power Dice per turn. This is because the tower has been
situated to best channel the winds of magic.
Once the combat is over, each warrior may take an Objective Treasure. The
Apprentice also gains one of the Magical Items he chooses from at the beginning
of his career, though he cannot gain more than one of any of them.
The Apprentice's reliance on his fighting skills separates him
from more experienced warrior-wizards. As well as this, his relative youth (and
arrogance!) allow him to attempt magical feats that other, wiser wizards would
never dream of trying. If he is lucky, he will live to know better!
Roll a D66 | |
11-13 |
Ambidextrous |
14-16 |
Tunnel Fighter |
21-23 |
Dirty Blow |
24-26 |
Spell-storm |
31-33 |
Killing Blow |
34-36 |
Dodge |
41-43 |
Focused Mind |
44-46 |
Mighty Blow |
51-53 |
Parry |
54-56 |
Retorts |
61-63 |
Run |
64-66 |
Herblore |
The Apprentice can be played in a number of ways. He could be
a studious type who doesn't really want to go adventuring. Equally, he could be
a young warrior, destined for great things, who uses magic as just another tool.
He might be a typical student, trying to experience something of the world
(which translates into getting drunk) before settling down to a life of toil.
Equally, he might be hell-bent on revenge, and be trying desperately to gain the
skills necessary. A lot depends on what you choose as his background. If you
cannot decide why he went adventuring, roll on the following table:
1 |
His master was killed, and he intends to take revenge. He is scouring the Old World for the culprits, and is determined to learn the skills, martial and magical, that will allow him victory. |
This translates to a passionate hatred of evil. |
2 |
He left his master, as he was desperate for adventure. |
He will be impatient and brash |
3 |
His master threw him out because of a few 'missing' items… |
He is a sneaky so-and-so, and has few moral scruples. |
4 |
The Apprentice seeks a cure for his master's disease, inflicted in a battle with foul chaos creatures |
The Apprentice must develop his martial skills, so he can better pursue his quest. |
5 |
The Apprentice's master was old and feeble, and died of old age. Since that day, the Apprentice has sought to honour his memory, and attain the height of his powers. |
The Apprentice seeks perfection in magical skills. |
6 |
The Apprentice is destined to wander; honing his skills, until he is ready to undertake the task assigned him by the gods. |
The Apprentice seeks perfection in all skills. |
This should be a clue to how to roleplay him.
Wizard's Apprentice Battle-Level Chart
BL |
Gold |
Title |
M |
WS |
BS |
S |
DD |
T |
W |
I |
A |
L |
WP |
Pin |
Skills |
1 |
0 |
Novice |
4 |
3 |
6+ |
4 |
1 |
3 |
1D6+7 |
3 |
1 |
0 |
3 |
3+ |
1 |
2 |
2000 |
Champion |
4 |
3 |
6+ |
4 |
1 |
3 |
2D6+7 |
4 |
2 |
0 |
4 |
3+ |
2 |
3 |
4000 |
Champion |
4 |
4 |
6+ |
4 |
1 |
3 |
2D6+7 |
4 |
2 |
1 |
4 |
3+ |
3 |
4 |
8000 |
Champion |
4 |
4 |
5+ |
4 |
1 |
3 |
3D6+7 |
4 |
2 |
1 |
4 |
3+ |
4 |
5 |
12000 |
Hero |
4 |
5 |
5+ |
4 |
2 |
4 |
3D6+7 |
4 |
2 |
2 |
4 |
2+ |
5 |
6 |
18000 |
Hero |
4 |
5 |
5+ |
4 |
2 |
4 |
4D6+7 |
4 |
3 |
2 |
5 |
2+ |
6 |
7 |
24000 |
Hero |
4 |
5 |
5+ |
4 |
2 |
4 |
4D6+7 |
4 |
3 |
2 |
5 |
2+ |
7 |
8 |
32000 |
Hero |
4 |
5 |
5+ |
4 |
2 |
4 |
5D6+7 |
5 |
3 |
3 |
5 |
2+ |
8 |
9 |
45000 |
Lord |
4 |
6 |
4+ |
4 |
3 |
4 |
5D6+7 |
5 |
3 |
3 |
5 |
2+ |
9 |
10 |
50000 |
Lord |
4 |
6 |
4+ |
4 |
3 |
4 |
6D6+7 |
6 |
3 |
3 |
5 |
2+ |
10 |
The Apprentice was actually something of a spoof warrior when
I started, but it seems to be fairly serious. As ever, he is entirely
unplaytested, and I have not balanced all of his skills. He may actually be a
more powerful wizard than the Wizard himself after a while, especially as I
couldn't think of very many 'magical' skills.
The idea for a Wizard's Apprentice came from the Hero Quest games, where I
believe they could be hired as additional warriors. I thought vaguely that it
might be a good idea for a warrior, but didn't really do anything. Then I
started thinking about a Student of the Collages of Magic, which led me to this.
It could be quite interesting if the Apprentice was present with his master. I
would cut back on his Stats, to make him weaker, but give him bonuses for magic,
as his master instructs him.
Enjoy!
Thecustodian
4th October 2003
"Bigger Tables! Better Choices! More Rules!"