Fantasy Archetypes for M&M: Part three, The Wizard
We’ve had the Rogue and the Fighter; this time it’s the turn of the magic-user. Your typical D&D spell-slinger is highly intelligent, reasonably dexterous and very lightly armoured. He’s adept with the dagger or quarterstaff, but more likely to toss spells into combat and provide knowledge and sagacious advice out of combat. As we presented a Dwarven Fighter last time, let’s make this archetype an Elven Wizard. Again, with customization, we can remove the elven features to switch races or add other interesting goodies to the mix.
As with the Dwarf, I’m going to use my 4e Racial abilities converted to Mutants & Masterminds for the Elven template, but going to drop the group bonus to Perception checks for three reasons. Firstly, at a cost of 3 points, it’s pretty expensive when you’ve only 60 points to play with. Secondly, it’s a silly Power – what possible reason does having an Elf in a party help everyone’s eyesight? What are you? Contact Lens Guy? Thirdly, I’m removing it Because I Can. M&M character generation is all about tailoring the character you want, and that includes having the freedom (if you’ve the points and GM permission) to create exactly what you want, how you want it.
So, the group Perception bonus goes.
Here’s the statblock:
Elven Wizard Archetype, PL4, 60 points
STR 10, DEX 14, CON 11, INT 15, WIS 15, CHA 14
Tough +1, Fort +1, Ref +3, Will +4
Attack +2, Grapple +2, Defense +2, Init +2
Concentration +6, Diplomacy +4, Gather Information +6, KS: Arcane Lore +8, KS:History +4, KS:Tactics +6, Notice +4, Ride +4, Survival +4
Contacts, Defensive Attack, Eidetic Memory, Master Plan, Ritualist, Equipment 1
Enhanced Trait 1 (Second Chance 1; reroll attack once per encounter), Enhanced Trait 4 (+2 attack bonus with Shortbows & Longbows), Super-Movement 1 (Sure-footed), Super-Senses 1 (Low-light Vision)
Magic 4 (All Limited 2;must be able to speak & move)
– Mystic Blast, 40′, DC 14
– AP: Shield 6
– AP: Summon Hellhounds 3 (Progression – 2 x 45 point Minions)
– AP: Teleport 2 (200′, Affects Others)
Quarterstaff (+2, DC 17) & Leather Jacket (Tough +1)
Here’s a Wizard who’s a boon to any party both in and out of combat. With his Contacts (the arcane literati has it’s uses!) and healthy ranks in Gather Information and various Knowledge skills, this is a Wizard well accustomed to researching obscure details – perfect for preparing for the next dungeon crawl. The Master Plan feat is ideal for the intelligent Wizard – make a DC10 check and all the allies gain a bonus to all attack and skill rolls for 1-3 rounds. It’s a perfect-but-simple mechanic to reflect the thinking man’s class of choice.
In combat, this is a Wizard who can throw a Mystic Blast (call it Fireball, Magic Missile, Ice Shards, or whatever you want), call up a darned good Shield, summon a couple of Hellhounds to do his bidding or teleport himself + one other 200′. As this is supposed to be a low-powered Wizard he’s going to have to choose between hurling a Mystic Blast or having a Shield in place each round; he’s not experienced enough to be able to control two spells at the same time. That will come with time, and when there’s more points to spend. I feel that makes the Wizard closer to traditional Fantasy Novel tropes and encourages more tactical play. If you want to change that, just take the Shield out of being a part of the Alternate Powers array – but that’ll cost more points. Which leads us to……..
Customization: The obvious route to customization is to change the spells. Each Alternate Power costs only 1 point, but is limited by the limitations and number of points allocated to Magic. In other words, no more than 9 points in a single Power, and every “Spell” can only be cast if your character can speak & move. If you want spells to work differently – for example, an Illusion spell which can be cast silently – that’ll have to be bought outside the Magic array. Overall though, spells are Dirt Cheap, and as the character will earn 1-3 points per session, it’s possible to pick up a new spell every single adventure and still have points to spare to round the character out further.
A scan through the Powers list in the M&M Core Book should suggest countless spells, from Flight to Shapechange and Weather Control to Paralyze; every 3e and 4e D&D spell or Power can be translated into M&M game terms should you choose, and many more besides.
Outside his skills, this is a Wizard sadly lacking in combat prowess. I’ve given him a Quarterstaff, but if he wants something more substantial (a Longsword and Longbow, perhaps, for that full-on Elven Warrior Mage effect), then that will mean shaving a few points from someplace else for more Equipment. Consider dropping Eidetic Memory and 4 points from the Knowledge skills if you want him more action-oriented.
If you prefer your Wizard without pointy ears, remove the Elven template elements and get 11 points back to spend on other things. That’ll buy you many more spells and/or combat prowess. Find another point and you’ve enough to be a Dragonborn or Halfling Wizard – or something completely unique.
As ever, the choice is yours.
Next: The Cleric!