Wizard of the Black Ring
(Adapted for D&D Third Edition from Robert E. Howard's Conan stories)

Prestige Class for the Hyborian Age of Conan the Cimmerian

Magic was the major force of the Hyborian Age, and power belonged to the mage whose command of magical knowledge and possession of charms, potions, gems, talismans, and tomes exceeded that of his or her rivals.  Of course, gaining control of rare and much coveted sorcerous  artifacts often required great wealth and strength of arms as wall as cunning.  The ultimate goal of all black magic was omnipotence and immortality - to become like the gods and wield power, to be master of mankind and emperor of all the world's riches.  Often in an attempt to  increase the quality and quantity of evil magical energy, magicians would band together in unholy brotherhood, though each individual mage undoubtedly nurtured the selfish dream one day to displace and rule over his less deserving brethren.  The most powerful and unrelentingly evil of all these brotherhoods was the Black Ring, whose ancient rituals of unspeakable obscenity were performed worldwide though based in Stygia.  Relying upon the principle that "blood aids great sorcery", the Wizards of the Black Ring preached and practiced human sacrifice as a means of summoning and controlling demons and the powers of darkness.

Requirements

Spell Casting : Must be able to cast Arcane Magic
Knowledge (Arcana) - 8 ranks
Intimidation Ranks - 2
Spellcraft Ranks - 6
Special: Must be accepted as an acolyte by another member of the Black Ring

Class Skills:
               Alchemy (Int), Appraise (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Intimidation (Cha), Knowledge (any) (Int), Scry (Int), Spellcraft (Int)

Skill points at each level are 4+Int modifier.

Class Features:
                Weapon and Armor proficiency:  Black Ring Wizards gain no proficiency in any weapon or armor.
                Spells per day:  A Black Ring wizard continues training in magic.  Thus a Black Ring acolyte gains new spells per day as if he had gained a level in a spell casting class that he belongs to.

The Wizard of the Black Ring

Class Level       Bonus     Fort Save      Ref. Save    Will Save      Special                                     Spells per day
1                       +0             +0               +0                +2     Combined Levels                            +1 level of existing class
2                       +1             +0               +0                +3     Spell Boost                                      +1 level of existing class
3                       +1             +1               +1                +3     Blood Sorcery                                 +1 level of existing class
4                       +2             +1               +1                +4     Spell Dilettante                                +1 level of existing class
5                       +2             +1               +1                +4     Powerful Presence                           +1 level of existing class
6                       +3             +2               +2                +5     Spell Boost                                      +1 level of existing class
7                       +3             +2               +2                +5      Magical Might                               +1 level of existing class
8                       +4              +2               +2                +6     Knowing Stare                               +1 level of existing class
9                       +4              +3               +3                +6     Spell Boost                                    +1 level of existing class
10                     +5              +3               +3                +7     Mastered Name                             +1 level of existing class

Combined Levels: Add the character's Black Ring level's to the levels of any other arcane spell casting class he has when determining the level-based effects of spells. 

Spell Boost: The wizard of the Black Ring gains the ability to cast a spell one level higher than his current highest level spell oncer per day.  The wizard also gains a single spell known for that level if he does not otherwise know any spells of that level.  Once that spell is chosen, it does not change.  It is always a bonus spell.

Blood Sorcery: The Wizard of the Black Ring can use the blood of a freshly slain victim to increase the power of his spells.  He can either add two to his casting level, add two to the DC of the spell, or add any metamagic feat desired to the spell without increasing its level.  He can also add sacrificial blood to magic items for the same effects.

Spell Dilettante: The Wizard of the Black Ring can choose one other character class whose spell list he can choose from when selecting new spells that are known to him when he gains levels.  Even if the character class chosen is divine in nature, the spells count as arcane for the wizard of the Black Ring.  Once the class is chosen it cannot be changed.  This is a supernatural ability.

Powerful Presence: The Wizard of the Black Ring gains +2 to Diplomacy and Intimidate checks.  Once per day, as a standard action, he can force all living beings within a 30 foot radius to make a Will save (DC 10+Black Ring class levels+Charisma bonus) or suffer a -2 morale penalty on attacks, saves and skill checks for 1 round / black ring level.  This is a supernatural ability.

Magical Might: The difficulty class for all spells cast by the Wizard of the Black Ring is increased by 2.

Knowing Stare: Once per day, the Wizard of the Black Ring can invoke a 30 foot gaze attack that holds all living creatures.  Those affected must make a Will save (DC 10+Black Ring level+Charisma Bonus) or be held for 1 round/Black Ring level.  This is a supernatural ability.

Mastered Name: Upon reaching 10th level, a Wizard of the Black Ring can sense when another being speaks his name.  When this occurs the wizard knows the exact location and the name of the speaker.  He is free to ignore such knowledge, retaining the details for when they seem significant.  This awareness is sufficient to allow the wizard to scry on the individual as if he had just met the speaker (DC 10).  It does not convey enough information to allow the wizard to teleport to the speaker's location, though such information could be gathered through other magical means, including scrying.
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