Any Level 3 or Level 4 Battle Magic Wizard may enter the Bright College as a Level 4 Bright Wizard, as long as they have taken all the advances and skills for a Level 3 Wizard. Note that characters that wish to become a Bright Wizard must spend 1D6+6 months training at the College in Altdorf and four months with the army and must prove their skills pose no threat to society before they may 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: Bright Magic level 4
- Manufacture Potions
- Manufacture Scrolls
- Secret Language: Battle Tongue
Skills - Level 5 (Master)
- Cast Spells: Bright Magic level 5
- Divining: Pyromancy (patterns in fire)
- Etiquette
- Manufacture Magic Items
Magic Points
- Humans: +4D4 points per level
- Halflings: +2D4 points per level
Trappings
- Flame red robes (uniform)
- Ornamental keys (symbolising the unlocking of hidden knowledge)
- Ordinary clothing (for time spent off-duty)
Career Exits
- Bright Wizard - of next level
- Daemonologist - level 1
- Illusionist - level 1
- Necromancer - level 1