Wizard
From Arinthdnd
Alignment: Any
Hit Die: 1d4
Class Skills
The wizard's class skills are bluff, concentration, craft, decipher script, intimidate, knowledge (all skills taken individually), profession, spellcraft.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell Pool Bonus |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Wizard Talent x 2, Arcane Will | +2 |
2nd | +1 | +0 | +0 | +3 | Wizard Talent | +2 |
3rd | +1 | +1 | +1 | +3 | -- | +3 |
4th | +2 | +1 | +1 | +4 | Wizard Talent | +3 |
5th | +2 | +1 | +1 | +4 | -- | +4 |
6th | +3 | +2 | +2 | +5 | Wizard Talent | +4 |
7th | +3 | +2 | +2 | +5 | -- | +4 |
8th | +4 | +2 | +2 | +6 | Wizard Talent | +5 |
9th | +4 | +3 | +3 | +6 | -- | +5 |
10th | +5 | +3 | +3 | +7 | Wizard Talent | +5 |
11th | +5 | +3 | +3 | +7 | -- | +6 |
12th | +6/+1 | +4 | +4 | +8 | Wizard Talent | +6 |
13th | +6/+1 | +4 | +4 | +8 | -- | +6 |
14th | +7/+2 | +4 | +4 | +9 | Wizard Talent | +7 |
15th | +7/+2 | +5 | +5 | +9 | -- | +7 |
16th | +8/+3 | +5 | +5 | +10 | Wizard Talent | +8 |
17th | +8/+3 | +5 | +5 | +10 | -- | +8 |
18th | +9/+4 | +6 | +6 | +11 | Wizard Talent | +9 |
19th | +9/+4 | +6 | +6 | +11 | Wizard Talent | +9 |
20th | +10/+5 | +6 | +6 | +12 | Wizard Talent | +10 |
Class Features
School Specialization: A wizard may still specialize in a certain school of magic, to the total neglect of two others. Doing so permanently increases the Wizard's spell pool by +1.
Arcane Will: When making a will-save to resist drain from an arcane spell, you may substitute your wisdom modifier with your intelligence modifier.
Wizard Talents
Wizard Talents can be one of two things; any of the following feats, if you meet the prerequisites, or any of the following abilities detailed below (again, if you meet the prerequisites).
Feats:
- Skill Focus (Concentration)
- Skill Focus (Spellcraft)
- Any Metamagic Feat
- Spell Mastery
- Spell Focus
- Greater Spell Focus
- Combat Casting
- Improved Combat Casting
- Tattoo Focus (see Red Wizard)
- Spell Pool Bonus
- Improved Familiar
Abilities:
Familiar
Prerequisites: None
Description: As ability for Wizards/Sorcerers
Increased Spell Pool
Prerequisites: None
Description: Permanently increases your spell pool by +1. May be taken multiple times, and its effects stack.
Watchful Spirit
Prerequisites: None
Description: As Wu Jen ability.
Student of Chaos
Prerequisites: Must be taken at 1st Level.
Description: As ability for Wild Mages, with the following added effect: every time you cast a spell, you must roll a 1d10. On a result of 1, you trigger a wild surge. Roll a % dice, and consult the list Wild Mage to determine the result. Furthermore, if you take this ability, you cannot learn any metamagic feats.
Scribe Scroll
Prerequisites: None
Description: As ability for Wizards/Sorcerers
Spell Secret
Prerequisites: None
Description: As Wu Jen ability; may be taken up to five times. Each time this ability is taken, you must also select a taboo.
Draw Spellglyph
Prerequisites: Must know Glyph of Warding Spell, Scribe Scroll, Decipher Script 7 ranks, Knowledge Arcana 7 ranks
Description: As Geometer Ability
Book of Geometry
Prerequisites: Draw Spellglyph
Description: As Geometer Ability
Sigilsight
Prerequisites: Book of Geometry
Description: As Geometer Ability
Pass Sigil
Prerequisites: Sigilsight
Description: As Geometer Ability
Powerful Spellglyph
Prerequisites: Pass Sigil, Must know spell 'Greater Glyph of Warding'
Description: As familiar ability for Wizards/Sorcerers
Arcane Fire
Prerequisites: 18th Level, or Wild Magic. (If acquired through wild magic, you do not have to permanently reduce your spell pool)
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Counterspelling
Prerequisites: 14th Level
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Elements
Prerequisites: 16th Level
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Shaping
Prerequisites: 12th Level
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Spell-Like Ability
Prerequisites: 10th Level
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Enhanced Specialization
Prerequisites: Tattoo Focus, 6th Level, School Specialization.
Description: As ability for Red Wizards; also permanently increases your spell pool by +1.
Specialist Defense +1
Prerequisites: Enhanced Specialization.
Description: As ability for Red Wizards. May be taken up to 4 times, to a bonus of +4
Spell Power +1
Prerequisites: Enhanced Specialization, OR Level 10 and permanently giving up a spell-pool point.
Description: As ability for Red Wizards. May be taken up to 5 times, to a bonus of +5.
Circle Leader
Prerequisites: Level 12
Description: As ability for Red Wizards.
Great Circle Leader
Prerequisites: Level 16
Description: As ability for Red Wizards.
Wild Magic
Prerequisites: Student of Chaos, 4th Level
Description: The effect depends on your level - 4th Level: Reduce your caster level by 2 for all spells you cast from now on. However, every time you cast a spell, add 1d4 to your adjusted caster level.
8th Level: Reduce your caster level by 3 for all spells you cast from now on. However, every time you cast a spell, add 1d6 to your adjusted caster level.
12th Level: Reduce your caster level by 4 for all spells you cast from now on. However, every time you cast a spell, add 1d8 to your adjusted caster level.
16th Level: Reduce your caster level by 5 for all spells you cast from now on. However, every time you cast a spell, add 1d10 to your adjusted caster level.
20th Level: Reduce your caster level by 6 for all spells you cast from now on. However, every time you cast a spell, add 1d12 to your adjusted caster level.
Reckless Dweomer
Prerequisites: 10th Level, Wild Magic
Description: As a standard action, you may use a spell-pool point to activate your Wild Surge ability. You must choose your target before you roll for the effects. Roll a 1d6 to determine any effects which may vary by spell level. Consult the list Wild Mage.
Random Metamagic
Prerequisites: Wild Magic Sudden Metamagic: Anytime you:
- A - roll either the minimum or maximum to your Wild Magic level adjustment (for example, the results of a 1 or a 6 on a 1d6)
- B - roll a natural 20 to resist drain
you can apply to the spell any metamagic feat you meet the requirements of. Wild Mages are otherwise unable to apply metamagic feats, and cannot normally learn metamagic feats.