Musketeer (Wizard variant) Garb: Yellow belt or sash. Some sort of military garb, or the various trappings of black-powder firearms such as powder-horns, bandoleers, et cetera. The Musketeer must of course have the ubiquitous gun. Weapons: Musket, and any one handed, non-hinged weapon under 4ft in length, staff, spear, dagger. Note that the use of weapons will deduct from the Musketeer's available magic points. Due to their limited spell choices, it is appropriate for a musketeer to select more weapons than a wizard ordinarily would. In keeping with the spirit of the class, every Musketeer should make their own musket, which should have a stab legal tip (bayonet) and strike legal stock (butt-stroke). For rules purposes the musket is a spear, albeit a somewhat clumsy one. Armor: None, but see below. Shields: None. Levels: Instead of class levels, Musketeers select spells from the Wizard spell list in exactly the same way that normal wizards do. These are not actually spells, but are intended to model the effects of the musket and appropriate "class abilities". The spells suggested are merely that. Verbal spells are more accurate, while spell balls can be used more often, so the spells represent various degrees of damage, accuracy, and rates of fire. All effects should be treated exactly as their normal spell counterparts would, for simplicity of play. Multiple spells balls can be charged and thrown, simulating more accuracy or greater damage, but this reeks of cheese. If the musket is damaged or destroyed, then the Musketeer should not be able to use any missile spells; to do so would be poor role-playing of the worst kind. Level 1: Basic shots are simulated with "Magic Bolt", a spell ball doing 1pt of damage on a hit. Level 2: Shots are simulated with two spells; "Lightning Bolt" for a powerful and lethal shot that ignores armor on a direct hit, and "Wounding", a verbal which represents accurate shooting to injure. Level 3: The increasing deadliness of the Musketeer is modeled by the "Fireball", which ignores armor and kills even on a graze. Level 4: Even deadlier and more accurate shooting is represented by the lethal verbal spell "Curse" Level 5: The musketeer has attained the peak of his killing art, now capable of killing even the most heavily defended foes with a well-placed shot. This is modeled by the "Sphere of Annihilation". Level 6: The Musketeer is capable of setting a final explosion using his personal supply of gunpowder, represented by the spell "Killing Grounds". Suggested Genre Spells: Non-missile/projectile skills are just ones that fit the particular flavor I am going for with the Musketeer class, and are entirely optional. The staging of the spells should be changed to show the new flavor of the class. Please note that many of them are defensive in nature, representing armor of some sort, hard cover, or even luck, while others deal with flame and explosives. Given the Musketeer's affinity for gunpowder, this should be readily apparent. A few, like "Honor Duel" or "Bladesharp" reflect the fact that Musketeers are warriors like any other, proud and capable of battle, often becoming experienced and tough as they progress in skill. Lvl 1: Honor Duel, Bladesharp Lvl 2: Mend, Protection from Flame Lvl 3: Protection from Projectile, Protection Lvl 4: Protection from Magic, Pyrotechnics Lvl 5: Vivify, Warskill Lvl 6: Defend, Expertise