Wizard

Absolute masters of the arcane. Unlike Sorcerers a wizard possesses no innate talent for magic, but instead practices it throughout years of study and practice to ensure its perfection. Groups of wizards study together in colleges and can bring about new discoveries in the world of magic and the power of the arcane. The only question is how much they are willing to sacrifice to make that discovery a possibility.

Wizards are best defined by only a few questions. What do they study? How in depth are their studies? What colledge did they learn from? And finally, the most important of questions, what will they do to me if I happen to stand in their way. Its the uncertainty of these questions that makes a wizard feared by a general public until they prove what they can do to the public. At which point it may or may not help that public perception.

Show spoiler

Wizard Level Up Benefits

Preferred Stats: Intelligence, Dexterity, Constitution
Starting Gold: 3d4x10; or by level.
HP: (1+Con Mod)*level.
Starting Age: Advanced


LevelSpecial
1stSummon Familiar, Specialization, College, Bonus Feat
2nd
3rd
4th
5thBonus Feat
6th
7th
8th
9th
10thBonus Feat
11th
12th
13th
14th
15thBonus Feat
16th
17th
18th
19th
20thBonus Feat, Capstone

Wizard Spells Per Day


SpellsPer Day
Level01st2nd3rd4th5th6th7th8th9th
1st31--------
2nd42--------
3rd421-------
4th432-------
5th4321------
6th4332------
7th44321-----
8th44332-----
9th444321----
10th444332----
11th4444321---
12th4444332---
13th44444321--
14th44444332--
15th444444321-
16th444444332-
17th4444444321
18th4444444332
19th4444444433
20th4444444444

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Any)(Int), Magicraft (Int), Profession (Wis)

Chosen Skills: 3 + Int Modifier

Base Attack Bonus: Poor

Saves: Fortitude (Poor), Reflex (Poor), Will (Good)

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizards movement which can cause their spells with somatic components to fail.

Any spell that creates a temporary magical item will also provide proficiency in that item for the duration of the spell. This includes ray and touch spells automatically grant proficiency, and can be treated as such for the purposes of gaining feats.

Spells: A wizard casts arcane spells and must prepare what spells they can cast for the day ahead of time. To learn/cast spells, the wizard must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a wizards spell is the wizards Intelligence score+ the spell level + other modifiers.

Like other spellcasters, wizards can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the per day table above. In addition, they receive bonus spells per day if they have a high Int score.

Unlike other casters, wizards may know any number of spells. They must choose what spells they memorize and prepare them after a good nights sleep and spending 1 hour studying their spellbook. During this hour of study, a wizard prepares as many spells for the day as they have slots to cast them with, and can cast these spells in any combination, so long as they maintain the spell slot used for the spell cast.

Familiar: Taking 24 hours and materials worth less than 1gp, a wizard may obtain a familiar. The creature serves as a companion and servant. The wizard chooses a familiar based on the familiar list available to them. If the familiar dies or is dismissed by the wizard, they must attempt a DC 15 fortitude saving throw. Failure means losing 1 HP per sorcerer level; success reduces the loss to ½ of that amount, until a familiar is re-obtained.

A character with more than one class that grants a familiar may only have one familiar at a time. However, the class levels of both classes stack in order to gain the benefits of the familiar itself.

Specialization: A wizard may choose ONLY at first level to specialize in a school of magic. They choose the desired school and can cast one spell of their specialty school per level, per day. In addition, they gain a +2 bonus on Magicraft checks to learn spells of their chosen school, as well as any other magicraft checks dealing with their chosen school. However, they may never learn spells cast from two other schools of magic (only one if choosing divination). The schools of magic that a wizard can cast are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and Universal. You cannot choose Universal spells as a specialty school or as a prohibited school.

College: At first level, a wizard may choose a college of study to focus in. A wizard may change their college at any time, provided they study the college for 1 week per wizard level, and spend 10gp per day for materials for raw materials required for the college. The different colleges are explained below as well as their effects.

Bonus Language: Wizards may add Draconic to their list of known languages, as most arcane writings and ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.

Bonus Feat: At 1st, 5th, 10th, 15th and 20th level, a wizard gains a bonus feat. AT each such opportunity, they can choose any feat that associates with spells or spellcasting so long as they meet the requirements of the feat.

Spellbooks: A wizard must study their spellbook each day to prepare spells. They cannot prepare any spell not recorded in their spellbook, except for the ability to read magic, which all wizards can prepare from memory.

Wizards begin play with a spellbook containing all 0-level wizard spells (except those from their prohibited school or schools, if any) plus 3 spells with 1st-level effects of their choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional spell with a 1st-level effect of their choice.

At each new wizard level, they gain two new spells that they are able to cast. At any time, a wizard can also add spells found in other wizards' spellbooks to their own.

Capstone: Upon reaching level 20, a wizard may choose a capstone. Gain 1 additional spell per day of their specialization if they have chosen one. Add your Intelligence modifier to the damage or DC of any spell you cast (you choose upon casting the spell). Use metamagic feats at -1 to the spell level (to a minimum of 0)

Wizards College

Becoming a wizard is no simple matter of picking up a spellbook and speaking a word or two. Instead, a wizard devotes time, and study into the practice of the arcane. How they wield the arcane however depends on the college they learned from. Supposedly there are hundreds of colleges throughout the world, however if any of the rumors are to be true, Orzhov seems to be the primary country to learn arcane magic within, and holds several colleges just on its main campus within Atrum Caedes.

To start with colleges, an alchemical college is filled with those who specialize in the creation of physical goods for magic. All wizards and spellcasters are able to create magic items, however, students of the alchemical college have a much easier time making more potent goods for others to use.

Show spoiler

There are many colleges throughout the world, but a wizard has the option to pick and choose which is best for the right situation that they expect to encounter. Here are some of the many possible examples for a wizard to choose regarding a wizards college.

Alchemic

+:Gain a bonus to your levels as a spellcaster to any check to create magical items or alchemical products.

+:You can create any magical items as if you were +2 CL.

-:You cannot use the quicken feat or similar abilities for spellcasting, and all spells take a minimum of a standard action. Spells with casting times longer than a full round action take twice as long.

-:Cannot choose transmutation as a prohibited school.

~:For as many spells as you have spell levels, you may remove a spell slot as at least a full round action (but if the spell takes longer, it requires at least that much time) to create a scroll-like creation (though it does not have to be made of paper). This item is infused with a spell of your choice, with the supplied metemagic feats, and enhancements that you choose. Anyone can use this item you create to activate the spell as if they themselves were the source of casting the spell, and may direct the spell as they wish. The spell slot spent does not come back upon rest, but the caster during their daily prep may choose to deactivate the item to regain their spell slots, or to keep the item active. if they still posess the item, they may at that time instead change the spell applied to it. Only a detect magic spell can detect what type of spell, or what the spell is that is applied on the item created.

Coven

+:Gain a +1 bonus to CL per 2 spellcasters assisting the wizard in a ritual to a maximum of double the wizards level.

+:Rituals take 1/2 the time when cast by a coven wizard.

-:Get a -2 penalty to Caster level when spellcasting without assistance

-:Can only counter a spell using the exact spell that is to be counterspelled, instead of a similar spell or directly opposite.

~:Can create a coven, requiring exactly three coven college wizards to make a pact with one another. These coven wizards all share the same spell slots, and can use each others spell slots. However, if any of the coven die, or the coven breaks (which takes a full days ritual to set and/or break) the other coven members lose 1hp per level of the other two coven members, which can potentially kill the individual coven members if they are not prepared. This damage is treated as untyped for the purposes of damage reduction.

Exchangists

+:--

+:--

-:--

-:--

~:--

Forbidden

+:--

+:--

-:--

-:--

~:--

Incantationists

+:--

+:--

-:--

-:--

~:--

Weaponcasters

+:You can use spells with somatic components even when wielding weapons in both hands.

+:Any non BAB bonus that increases your ability to hit with the weapon you are using when casting a spell also increases your caster level.

-:All spells require a successful weapon strike on the target, even if it is a non hostile target or spell.

-:All spells with a range greater than touch or personal must use a ranged weapon, and still require a successful attack. Spells that create missile effects do not use ammunition, but otherwise ammunition will be used as well. You can throw a weapon to make it a ranged weapon.

~:All spells with a ranger greater than touch or personal use a ranged weapons range instead of its listed range.

Wordsmiths

+:--

+:--

-:--

-:--

~:--

Career

Qualifications

By all technicalities, anyone with a modicum of intelligence can become a wizard. By all practical standards however, training a wizard is an expensive, time consuming, and dangerous process that few places in the world are willing to accept that risk. As such, a wizard usually comes from a family of great wealth, or has even greater talent than a sorcerer in the ideas of philosophy and the arcane.


Comments

Please Login in order to comment!