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Cavalry Wizard
By Tim Martin
This is not really a sub-class per se,
but merely a standard magic-user who has memorized a number of
new spells designed to aid horse-mounted troops and cavalry.
The only significant area of spells that might aid steeds but
that are not included in this group are those that heal, but
these spells are strictly the perview of clerics and druids.
In my campaign, set in the Forgotten
Realms, the sea mage (detailed in among other places Dragon magazine
issue 235 November 1996 which had the articles "Mage on
Deck" by Ted Zuvich and "Arcane Lore I: Sea Spells"
by Brian Dunnell) became quite important. The campaign was set
in and around the Sea of Fallen Stars, and as ships were important
to the fortunes of the player characters, merchant companies,
and to nations means arose to protect the important and costly
assets ships represent. Eventually sea mages became quite prevalent,
with a wide variety of spells in their possession, that could
help in ship construction, speed up ship repair after battles,
allows ships to move faster, and even protect against the scourge
of fire.
This lead to a magical arms of race
of sorts, and the castle mage arose as well, to provide a measure
of protection of support to castles and fortifications. With
both of these types of mages in place, militarily the defensive
side of a given battle was greatly favored over the offensive
side.
This lead to the establishment of the
cavalry mage. Not as powerful as either the sea mage or the castle
mage, nevertheless this group sought to strengthen cavalry forces,
whether for small engagements or major battles.
FIRST LEVEL
Calm Mount (Enchantment/Charm)
| Range: |
10 yards |
| Duration: |
2 rounds/level |
| AE: |
1d4 mounts + 1 mount per level |
| Comp: |
V,S,M |
| Saving throw: |
Neg |
This spell allows a wizard to calm animals that have been spooked
by any of a number of effects - lightning, explosions, wolves
howling, etc. If the animal fails its save, it will be docile
and at ease, able to handled safely. This spell can function
on wild, unbroken mounts, but they receive +2 bonus to their
saving throw. The main components are soothing speech on the
part of the spell caster and a small amount of honey and a piece
of leathre, both consumed in the casting.
Detect Condition (Divination)
| Range: |
10 yards |
| Duration: |
Instant |
| AE: |
Up to 4 mounts |
| Comp: |
V,S |
| Saving throw: |
None |
This spell duplicates the cavalier's ability to estimate the
relative worth of a steed, whether it is of low-worth (one-third
or fewer of the maximum possible hit points for the creature),
average worth, or high worth (two-thirds or better of the maximum
possible hit points). By this spell, a cavalry mage can select
a steed with +2 hit points per hit die, up to the maximum hit
points available.
Imbue Riding Ability (Alteration)
| Range: |
Touch |
| Duration: |
1 day/level |
| AE: |
Individual touched |
| Comp: |
V,S |
| Saving throw: |
Neg. |
It becomes necessary for individuals to accompany cavalry units
that do not have a land-based riding proficiency, such as war
wizards or even clerics. This spell will impart all abilities
and benefits of a traditional land-based riding proficiency.
It does not equal the level and expertise of a cavalier or a
paladin.
SECOND LEVEL
Improved Shield (Evocation)
| Range: |
10 yards |
| Duration: |
1 turn/level |
| AE: |
One mount and one rider |
| Comp: |
V,S |
| Saving throw: |
None |
| CT: |
3 |
Otherwise similar to the 1st level wizard spell Shield, it provides
protection to the mount as well.
Locate Mount (Divination)
| Range: |
1 mile + 1 mile/level |
| Duration: |
10 hours |
| AE: |
1 individual mount |
| Comp: |
V,S |
| Saving throw: |
None |
By means of this spell a cavalry wizard or any other casting
this spell can determine the location of a known, individual
mount. Once a clear mental image of the mount in question has
been achieved, the caster determines direction and distance of
the mount if it is within range of the spell.
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