Vanilla Wizard of the Coast

Level

KXP

MTG Wiz/Pri

123 456 789

1

0

1-- --- ---

2

2.5

20- --- ---

3

5

21- --- ---

4

10

320 --- ---

5

20

421 --- ---

6

40

422 0-- ---

7

80

432 1-- ---

8

160

433 20- ---

9

250

433 21- ---

10

500

443 22- ---

11

700

444 330 ---

12

900

444 441 ---

13

1100

555 442 0--

14

1300

555 442 1--

15

1500

555 552 10-

16

1700

555 553 21-

17

1900

555 553 320

18

2100

555 553 321

19

2300

555 553 331

20

2500

555 554 332

21

2700

555 554 442

22

2900

555 555 443

23

3100

555 555 553

24

3300

555 555 554

25

3500

555 555 555

26

3700

666 655 555

27

3900

666 666 655

28

4100

666 666 666

29

4300

777 766 666

30

4500

777 777 766

31

4700

777 777 777

32

4900

888 877 777

33

5100

888 888 877

34

5300

888 888 888

35

5500

999 988 888

36

5700

999 999 999

Requisites:

Int 10

Alignment:

any

HD/level:

&d4

Weapon Prof.:

2+level/4

To Hit Table:

Wiz

Save Table:

Wiz/Pri

Reference:

Alternate Wiz. of the Coast

Groups:

Wizard, Priest, Lost, Alt

Complexity:

CF=2

Gets Int bonus to progression. When you take this class, choose one from the following Schools/Spheres:

Black (both a Wizard School and a Priest Sphere), Blue (Wizard School), Green (Priest Sphere), Red (Wizard School), White (Priest Sphere).

You know vanilla creature spells of the chosen color. All other Mtg spells Opposite. When you cast a vanilla creature spell with this class, the creature summoned has an offensive DL equal that creature’s power and a defensive DL equal to its toughness. For example, if you cast a SL=5 Gigantosaurus, you would summon a creature with an offensive DL of 10 and a Defensive DL of ten but an actual DL of five.

2/reset: Convert a vanilla summon spell of your chosen color from MTG to D&D.

Level 1: Free Mtg Vanilla racial adjective (All stat adj. overwritten to 0; XP divisor overwritten to 1; Will retain no special abilities).