The Quintessential Wizard
The Quintessential Wizard is the fourth book in Mongoose Publishing's Collector Series. Each book in this series provides new options and details for a given core race or class. The Quintessential Wizard provides new game options for members of the wizard class.
The Quintessential Wizard is written by prolific d20 system author Mike Mearls, who also wrote The Quintessential Rogue, as well as contributing to various supplements by AEG and Fiery Dragon, and adventures in Atlas Games' Penumbra line.
A First Look
The Quintessential Wizard is a 128-page perfect-bound softcover book priced at $19.95. This is a good value compared with other companies that only offer a 96 page book for this price.
As with other books in the Collector Series, the cover of the book has a russet brown faux leather look with no illustrations, similar to the AD&D 2nd edition "complete" handbooks that the Collector Series seems to imitate.
The interior is black and white. The interior illustrations vary in quality. As with many Mongoose books, the best pictures seem to be those by Danilo Moretti, Marcio Fiorito, Rick Otey, David Griffiths, and Renato Guedes. I find some of the pictures rather unappealing. There is some depicted nudity in the illustrations.
A Deeper Look
The Quintessential Wizard is sorted into topical sections.
Character Concepts
The first section deals with character concepts. Character concepts as described in the Collector Series of books are ideas for character backgrounds with pre-packaged modifications to a character class (in this case, all are applied to the wizard class). Ideally, the character concept will be a balanced character choice that grants only as many benefits to the class as it takes away. This is somewhat akin to the idea of modified character classes as discussed in the D&D 3e PH, or kits in the various AD&D 2e "complete" books.
Character concepts in the Quintessential Wizard include:
- Academic
- Alchemist
- Entertainer
- Exorcist
- Arcane Craftsman
- Fortune Teller
- Geomancer
- Gutter Mage
- Hedge Wizard
- Investigator
- Knight of the Staff
- Pyromancer
- Sea Mage
- Summoner
- Tattoo Mage
- Theoretician
- War Wizard
- Wind Mage
- Wizard Hunter
In past reviews of books in the collector series, I have been rather down on the concept of character concepts, primarily because they tended to rely on assigning the character disadvantages to skills the character would never use and attest that was sufficient compensation. In the Quintessential Wizard, this is not the case. The character concepts herein actually trade off character resources – primarily bonus feats and class skills – and as such seem like they would be much more balanced in play.
The Prestige Wizard
The second section introduces a number of prestige classes targeted at wizards. These are:
- Arcane Avatar: This is a high-level wizard who has become so steeped in magic the he becomes part of it. In addition to continued spellcasting advancement, the arcane avatar gains spell restistance and class abilities that let him better shape magic, such as a class abilities that lets him sacrifice multiple spell slots to prepare a single spell that isn't in his books.
- Arcane Avenger: The arcane avenger is a wizard who has been wronged by some race, and dedicates her life and her study of magic to defeating creatures of this race. The arcane avenger receives class abilities which boost the character's effectiveness against their designated enemy.
- Society of Atheists: The Society of Atheists is a network of wizards who see deities not as sovereign powers, but dangerous beings who have duped mortals into serving them. The prestige class has abilities that are especially useful against divine magic and divine spellcasters.
- Spelleater: The spelleater is a character loathed by many wizards. In addition to slow continued spellcasting advancement, the spelleater can absorb prepared spells from a wizard and later inscribe them in his spellbook. At higher levels, this ability becomes more versatile.
- Soulforger: The soulforger is a wizard who has unlocked the secrets of creating life from lifeless components. A complete system for building new creatures is included in the class description. Unfortunately, as the soulforger gains experience, the nature of her studies slowly drive her mad.
- Sun mage: The sun mage is an elven wizard who focuses on light and sun related magic. The sun mage receives normal continued spell advancement as well as class abilities relating to sunlight.
- Wordbearer: The wordbearer is specialized in words of power that have devastating effects. The character does not receive continued spellcasting advancement, but receives a number of power-word type spell-like abilities that can be used as free actions.
These prestige classes are probably some of the better ones in the Collector series. The classes are all unique and interesting enough to make the players want to play them and the DM want to include them in the game.
Tricks of the Trade
This section is sorted into a few smaller subsections with general advice for would be masters of the arcane arts:
Creative Spellcasting: This section analyzes a few arcane spells for potential creative use. For example, blindness/deafness can be used as a defense against creatures like harpies, and rope-trick can be used to set up an ambush or trap.
Personalized Magic: The section on personalized magic discusses choosing the wizards spells to reflect a certain theme to assist in characterization. Sample thematic spell lists include the investigator, the diabolist, the crusader, the protector, and the scholar.
Building Your Own List: This section discusses how to make personalized spell lists as in the previous section, as well as discusses ways that you may want to customize the appearance of spells in order to make wizards even more distinctive.
Arcane Duels and Competitions: This section discusses a few arcane contests. The first is arcane chess. Arcane chess is a boardgame similar to chess, but in which the pieces move themselves. Peiced can be made to perform supposedly illegal moves by being invested with spell energy. Mechanically, and arcane chess game is resolved by opposed spellcraft and knowledge (arcane) checks, the victor in each such bout receiving a point towards victory. However, each participant may bid prepared spells to boost the results of a roll.
The other means of arcane contest discussed is the spell duel. The wizards in a spell duel don't target each other. Rather, they set their spells off at a safe distance. Each caster makes level checks modified by the level of spell cast and the character's charisma modifier, and possibly a synergy bonus from perform. The spell duel here is not about destroying one another, but impressing onlookers.
Wizard Feats
This section introduces new feats intended for wizard characters; many such feats are designated as "wizard" feats and can only be taken by characters with wizard levels.
Some of the feats include:
- Arcane Armor Proficiency (Light, Medium, or Heavy): The proficiencies require the appropriate "normal" armor proficiency. Each of these reduces the arcane failure percentage for casting spells while in that type of armor.
- Arcane Senses: You can use detect magic, detect undead, or detect [alignment] at will as a free action. Some GMs may not be too keen on allowing this. Spell like actions at will is pretty generous, but at least it is not combat oriented.
- Durable Magic: The DC to dispel spells you cast is increased by 2.
- Imbue Weapon: This metamagic feat allows you to cast a touch spell through a weapon, and the effects are applied when the weapon hits.
- Machine Master: Your echantment spells can affect constructs normally.
- Mystic Bloodhound: You can study the emanations of a magic spell to determine who cast it.
- Power Surge: You can channel extra power into your spells; by taking 2 points of constitution damage, you can raise the DC of a spell by 2.
- Spell Stealer: If you counter an opponent's spell, you may force it to target a different target rather than simply countering it.
Overall, this is a fair selection of feats to provide some interesting capabilities to a wizard character.
Tools of the Trade
The Tools of the Trade section details various items, magical and mundane, that a wizard may use.
Amongst the mundane you will find items such as deep-pocketed robes, wizard's armor (armor specifically crafted to allow for freedom of movement, and thus offers less protection but also has a lower spell failure percentage), alchemical substances, and special scrollcases (including scrollcases of materials such as adamantine.)
Magic items include new weapon qualities such as spellbreaker (which dispels magical protections), specific magic weapons such as the mage blade (which grants certain feats including martial weapon proficiency when wielded by an arcane spellcaster), potions, staffs (such as the staff of force, with force related spells in addition to acting as a brilliant energy weapon), and wondrous items (such as the gloves of reach, which cast spectral hand or telekenisis.) There is also a small selection of wondrous items intended for use by familiars. However, some of the staffs have DCs that do not follow the guidelines for magic item DC.
Libraries and Spellbooks
This section presents the wizard character with new options for storage of spells and arcane knowledge. In it, a number of new variants on spellbooks are presented. For example, instead of an actual book, you can opt for an amulet with an elemental or demonic spirit bound in it, with certain advantages and drawbacks. You can even inscribe your spellbook on the skin of yourself or others as tattoos.
Spellbooks may be imbued with a number of magical enhancements. These special qualities can do a variety of things such protect the book from harm, ward it against interlopers, or reduce the time it takes to prepare spells.
The rules for libraries define statistics for libraries and rules for using them. Libraries are defined by size, similar to the d20 system creature size categories. The size of the library determines how many topics it can cover and what kind of a bonus it provides when using the library for research.
Spells
No book on wizards would be complete without a few new spells. A sampling of the new spells includes:
- Grave Storm: A cone of death magic damages opponents. Any creatures slain by the spell are raised as zombies under the casters control.
- Loyal guardian: An invisible shield hovers around the caster that can automatically intercept one attack per round.
- Melzek's Swarm of Voracious Hell Beetles: The caster summons otherworldly beetles (apparently from the movie The Mummy) that rapidly devour their targets.
- Unseen Trickster: This spell produces an invisible entity similar to an unseen servant, but it can harass foes and filch items.
- Weapon Ward: This spell grants the character damage reduction against one type of weapon: slashing, bludgeoning, or piercing. However, the damage reduction does not count against magic weapons. Considering that this spell is a level higher than stoneskin, this spell seems a little weak by comparison.
The Wizard's Staff
This section introduces a new type of magic item, the arcane nexus, along with a new craft feat to make them. The arcane nexus can take many forms, but the larger they are, the more powers they can contain. Thus they often take the form of a staff. An arcane nexus is attuned to a particular wizard, so it is useless to anyone else.
The staff can provide a variety of abilities. These fall into four categories: encoded abilities, spell enhancements, spell repositories, and wondrous features.
Encoded abilities require the caster to expend one of their spell slots when preparing spells. Each encoded ability is similar to a low level spell, but with certain benefits. For example, the burning hands ability can be used originating from the end of the staff instead of at the wizard, and the detect magic ability detects magic in any object touched with the staff for a full day.
Spell enhancements can enhance spells in certain ways when cast while the wizard is touching the nexus. For example, arcane cleave allows the caster to better penetrate spell resistance, and metamagic enhancement allows you to use a meatamagic feat on a spell without modifying the spell level once per day.
Spell repository allows you to store a spell within the nexus. This has two effects. First off, you may use that nexus in the place of a spellbook when preparing that spell. The second is that you may swap out a prepared spell for the stored spell.
Wondrous features are general magic effects similar to standard magic items. For example, arcane parry grants a bonus on saves versus spells. Bound spirit provides you with bonuses to a specific skill.
I found the arcane nexus rule an interesting addition to the magic items rules. It makes the wizards staple magic item – the staff – into a more personal representation of the character's power.
Wizard Mercenaries
This section focuses not on wizards themselves, but on those assigned to see to their well being: bodyguards. The section starts out with rules for acquiring mercenary bodyguards and determining their loyalty.
A new selection of feats is provided for would-be bodyguards to let them better protect their charges. Absorb blast, for example, lets the bodyguard trade reflex saving throws with the wizard, and arrow shield lets a character use deflect arrows on missiles targeted at other characters.
Finally, there is a new prestige class called the Bodyguard of the Crimson Shield. This class is primarily intended to act as elite protectors in a land where wizards are in a prestigious position. They receive bonus feats (many from the ones introduced earlier in this section) and have other abilities that provide bonus toughness feats, makes them more difficult to turn against their charge, and lets him force spells targeting his charge to target him instead.
Apprentices
This chapter provides rules for handling apprentices. The feat Arcane Tutor provides the character with a number of apprentices up to fourth level. The feat is similar to Leadership in that the number and level of the apprentices is determined by the character's level and charisma modifier.
The chapter discusses the advantages and drawbacks of apprentices. Among other things, apprentices can assist the wizard in research and item creation, with some possible complications...
Towers
The last section is devoted to towers. The rules are a fairly straightforward menu-driven construction system with some embellishment. The placement of the tower can provide advantages and disadvantages when dealing with or researching certain types of magic. There are a number of magical enhancements available, letting you add special chambers with magical properties, or even do things like create walking towers.
Conclusions
Creating books about classes and races is somewhat difficult. One is faced with the possibilities of deviating too much from the basic concept and making something so bizarre that players won't appreciate it, or creating something that does not go far enough to create something interesting and useful. Mike Mearls does a good job of this with the Quintessential Wizard, providing a supplement that both plays to the basic concept of the class yet enhances it significantly.
-Alan D. Kohler