Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Amber Wizard, as long as they have take all the advances and skills for a Level 3 Wizard.
Note that characters who wish to become an Amber wizard must spend 1D6+6 months training at one of the Amber College wilderness retreats near Altdorf before they are allowed to leave.
Advance Scheme - Level 4 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+4 |
+40 |
+1 |
+30 |
+30 |
+30 |
+30 |
+30 |
|
Advance Scheme - Level 5 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+5 |
+40 |
+1 |
+30 |
+40 |
+40 |
+40 |
+40 |
|
Skills - Level 4 (Acolyte)
- Arcane Language: Elvish
- Cast Spells: Amber Magic level 4
- Follow Trail
- Manufacture Potions
- Manufacture Scrolls
- Secret Language: Battle Tongue
Skills - Level 5 (Master)
- Cast Spells: Amber Magic level 5
- Divining: Haruspication (animal entrails)
- Game Hunting
- Manufacture Magic Items
- Silent Move: Rural
Magic Points
- Humans: +4D4 points per level
- Halflings: +2D4 points per level
Trappings
- Clothing made from animal skins
- Jewellery made from bones, teeth, and bits of amber
- Bow
Special Psychological Rules
Amber wizards who have completed their Level 4 Amber wizard career become afraid of crowds and crowded places (demophobia). In any town or city situation, an Amber wizard's Cl is halved and the gamesmaster may impose a fear check if an Amber wizard finds himself in a large crowd.
Career Exits
- Amber Wizard - of next level
- Daemonologist - level 1
- Illusionist - level 1
- Necromancer - level 1