Friday, August 14, 2009

Supplement III: Eldritch Wizardry part 6

I’ll begin first with a correction: the list of powers given yesterday also applies to Thieves and Assassins. This is a nice rationalization for me, as it ties in all the classes with no magical ability.

Now we move in to the abilities available to Magic-Users and Illusionists. Beginning with their Basic Abilities, there are a few that are exactly like the Fighting Man’s – Levitation, Clauraudience, Clairvoyance, Reduction and Expansion. In addition, there are some that are basically the same as some spells – Detection of Good/Evil, Detection of Magic, ESP, and Hypnosis (which is like the Suggestion spell).

Molecular Agitation is the only Basic Ability of note. It allows the user to rapidly move an object’s molecules, thereby setting it on fire with his mind. And yes, it works on flesh, dealing 1 point of cumulative damage per round. And although the target must be in view, it also works with Clairvoyance! That’s a nasty combo.

There is a bit of overlap in the Superior Abilities as well. Precognition, Telekinesis, and Astral Projection are like the Fighting Man abilities of the same name. Dimension Door is exactly like the spell. Teleport is as well, but psionic strength points can be expended to lessen the chance of materializing too high or too low. Etherealness mimics the potion, and it also factors in the psychic winds in the Astral Plane. Shape Alteration is similar to the Polymorph Self spell, but the user doesn’t have a chance to take on the persona of the creature imitated. The only other ability is Telepathic Projection, which lets the user mentally communicate with someone else who has ESP, and give mental commands to others.

So there’s not much to say about the abilities given to Magic-Users. There are certainly some things that could break a game if obtained early, but that’s half the fun. And a high-level Wizard isn’t going to get much of an advantage beyond his already god-like abilities.

NEXT: The Cleric abilities.

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