Tuesday, October 13, 2026

Complete Wizard's Kit Evaluation

 Complete Wizard was my jam. I liked it a lot, but, to be honest, I only ever really wanted to be a witch, because of the free magic items; everything else was kinda meh for me. So, let's dig into them. I'll note that each wizard kit has barred schools for specialization, though these don't actually prevent them from using those spells... Patricians won't specialize in Necromancy, but he can still use Necromancy is not otherwise prevented (i.e. illusionists have it barred as a class).

Academicians: Why not just call them academics? Who knows! They have a slight restriction on WP (boiling down, more or less, to "can't pick darts or quarterstaves at 1st level"), a bonus of Reading/Writing, and a reaction bonus with scholars, intellectuals, and similar folks, and a bonus (static or scaling with age, DMs choice) to Intelligence and Wisdom checks. In return, they have a -1 to hit on the first attack against any given opponent, and some soft "You should be a pedant and kind of a jerk about it" RP guidance that doesn't rise to the level of a modifier.

I kind of like this one; it's practically pure improvement, because a -1 to hit with melee weapons is mechanical flavor of little real impact, but it definitely skews the character a certain way. The RP "hindrance" of "you have to be a pedant" isn't backed by any particular teeth, though I question how much teeth it could be given, especially as it is oriented towards intra-party action.

Amazon Sorceress: Still kinda meh. Same "significant bonus against rare opponents, and a reaction penalty for the same people", but with a slight benefit: they can pick some more martial weapons: the Spear or the Long Bow, with an implication to also eventually get proficiency in the javelin or other bows (they're listed as possible equipment). There's also suggestions to change your amazons if they're not humans... half-elves should have short bows, gnomes should have throwing axes or short swords, and get tracking and survival instead of Riding and Animal Training, and elves should get Endurance and Set Snares. The "can hit some men better, and some men are jerks" is still a meh modification, but the bonus NWP and the WP change are nice.

Anagakok: An interesting one, with a lot of modifications. Like the amazon, they have some non-standard weapons available (bows, harpoons, javelins, and tridents), and some basic survival skills (Endurance, Survival, Weather Sense). They can find food for themselves and others, have a spell-like ability to give opponents a -1 to hit themselves and others for a decently long time (1 turn/level), and doesn't take damage from natural environments like they're used to (either extreme heat or cold; doesn't apply to spells or other attacks). In return, they have a decent reaction penalty (-2 for everyone not familiar with their culture), and a -1 to pretty much everything when they're in the opposite clime (Frigid when its hot, Torrid when its cold). But these are EXTREMES... 100*F and 0*F. Frigid Anagakok is fine through 99*, and Torrid down to 1*, which feels really light, even for the pervasiveness of the penalty. Even in our heated world, on the edge of the desert, it's not hitting 100* often enough to be a big penalty for the Frigid Anagakok. They're a pretty extreme character choice... you're playing the weirdo... but I'm not sure about the mechanical balance for some nice benefits.

Militant Wizard: I wanted to like them, but they're not good. Bonus WP and a big list of available weapons... axes, swords, bows, crossbows, etc. No pole-arms except basic spears. Bonus of Endurance. Can take Warrior NWPs without penalty. But, in return, they pick up an extra barred school (specialists), or pick up weird hindrances... forbidden from 8th and 9th level spells (more or less pointless), an effective two-point drop of intelligence (for EVERYTHING), or getting, essentially, three barred schools for no apparent reason. For all that Amazons and Anagakok just give away more martial weapons, this kit wants you to pay a really high price for them. Hard pass.

Mystic: Limited WP choice (even as they level up), bonus Astrology and Religion. Bonus weekly spell power... feign death, levitate, or Spirit Form (the best choice, IMO), which lets them astrally project and fly their spirit around. In return for this once-a-week spell-like power, they have to meditate two hours a day, every day, or they cast a number of spells equal to those of a wizard 1 level lower. This is, IMO, another too-big of cost for too small a benefit. The Spirit Form ability is cool, but, otherwise, it's a once-a-week spell that isn't that great. If they were once a day, they would maybe be worth it; as it is, it's too much for too little.

Patrician: Like the Noble Warrior and Noble Priest, the Patrician gets a chunk of change, reaction modifiers with other nobles, the ability to demand shelter, and some bonus NWP, in exchange for conspicuous consumption and the need to host others when he can. Compared to they Mystic and the Militant wizard, this is a relatively balanced and light kit... you get a bit of a cash boost at first, some NWPs that are nice, and a bearable penalty... but they're also pretty meh, beyond that.

Peasant Wizard: Opened up weapon proficiencies a bit to include bows and spears, a general peasant-like NWP, reaction modifier with peasants... and, technically, cannot own a spellbook. They can only own one thing worth 15gp, which spellbooks are worth far more. Total value is no more than 75gp, and spellbooks are worth far more. Like, what the hell, man? Didn't you read this? The "barred schools" also says peasants don't have many diviners, which is another WTF from me. I thought Militant wizard was unnecessarily punitive, and mystic wasn't worth the cost, but "Oh, you can't own a spellbook" is simply ridiculous.

Savage Wizard: Kind of a variation on the Anagakok, from a similarly savage tribe. Spears and blowguns are available, they get a couple of NWPs (the Anagakok gets 3 of the 4 options, while the savage only gets 2), and a weekly spell-like ability... day-long Protection from Evil, a voodoo doll that can do up to 10 points of damage to a single target (though you need hair, fingernails, or something similar), or fortune-telling, which is 50/50 bonus or penalty... and, of course, the requisite reaction penalty. The day-long protection from evil 1/week is kind of nice, the others are just meh (seriously, it doesn't tell the future, it just gives you penalties have the time). None of them are worth the cost, even though the cost isn't that big. But the day-long protection from evil is interesting, because the kit ALSO forbids you from Abjuration. And, BTW, though you can make a voodoo doll, you can't do enchantment/charm. Ugh. Bad choices, IMO.

Witch: Oooooh, boy. They're pretty BIG changes. Let's start with downsides. No WP, ever, but you still have restrictions on the weapons you must buy. HUGE reaction penalty from most people (-3), and even more from people with low Int or Wisdom (-5)... but you don't suffer it from people with a good Int or Wisdom (13+). There's a 20% chance, cumulative, of an angry mob forming EVERY DAY. If you manage to avoid it for five days, it will be 12d6 people come for your head. Additionally, you have one sort of big penalty... either a -2 to attacks and saves on nights of the full moon and three days on either side (so, every night for a week, every 4 weeks), a 25% chance of the same penalties happening on any given night, or -1 to attack all night, every night. The third is, IMO, the least burdensome, for all that it happens every night... -1 to attack isn't great, but it also isn't why you're playing a wizard.

In return? Bonus NWP (herbalism and... Spellcasting?) 1500gp worth of magic items at 1st level (not sure what they mean by GP, here, since the DMG in 2e went to pure XP value, which is what we used). Always get detect magic and read magic, which weren't that big of bonuses for us, since we gave those to all wizards. Then, every odd level from 3 to 13, they get a bonus ability. Secure familiar for free, brew a sleeping poison (up to 8 HD, save to negate). Brew Class L contact poison (not a combat poison; contact, but 2-8 minute onset, and 10/0 damage). At 9th level, it is a NO SAVE charm person or charm monster, with the only limitations being no more than 8 HD, and no more than one at a time (and that is only inferred). Sweet monkey. At 11th, they can make a flying ointment, at 13th, they can curse a person for 24 hours, no save.

Witches are kind of insane, and despite their massive drawbacks, may even be overpowered. At 9th level, they have a no-save charm on anyone 8th level or under. At 13th, it's a no-save, 24 hour curse. The note at the end says that the DM should experiment, and avoid the temptation to make them too powerful but they are big on paper.

Wu Jen: WP from an expanded list (blowgun, short bow, or a few asian weapons), at +1 to hit with them, bonus NWPs. At 4th level, they can cast a spell for maximum effect 1/day, provided it is three levels below their own... so 1st level spells at 4th, 2nd at 5th, 3rd at 6th, 4th at 7th... then any one spell per day, because they'd get 5th at 8th, but they don't get 5th level spells until 9th, and so it just tracks with maximum spell level from there. As a cost, they get a taboo at level 1, and an additional taboo at level 6, 11, 16th, etc. The effects of the taboos are left up to the DM, but can have some big role-playing difficulties if they're enforced... like can't sleep within 20 yards of the opposite sex, or can't cut hair, or can't take the life of an insect (hello, thri-kreen!). I don't particularly like how wishy-washy the mechanics are... the DM is given options from "Lose spells" to "just die", and it feels like this might have been graded a bit... your first level taboo causes X, your 6th level taboo causes Y (or it causes X and your 1st level taboo causes Y), but I think it's a not-bad kit, for all that... not as extremely powerful as a witch, but with a nice ability balanced by some ill-defined but definitely supposed to be mechanical penalties.

Overall? Meh. The Academicians are ok, the Anagakok are neat, and there are a few that expand the weapon selection. But some are just horrible. The militant wizard pays extremely for bonus WP, the mystic has a pretty huge cost for a once a week talent, the peasant wizard cannot, and I must stress this, CANNOT own a spellbook, much less things like a research library. I think the militant wizard is the most offensive, because of the very high cost they might pay, but, once again, the Peasant Wizard cannot own a spellbook, because they are too expensive, and they aren't often diviners for some reason. They're mostly just weird and poorly thought out.

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