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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.

 

Cavalry Mage page 2 >

 


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