Wizard

From Arinthdnd

Alignment: Any

Hit Die: 1d4

[edit] 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.

Table: The Wizard
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell 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

[edit] 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.

[edit] 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
  • Drain Resistance (Lower Drain DC by 1)
  • Improved Drain Resistance (lower Drain DC by 1)
  • Familiar Spell (lower Drain DC by 4 on a single spell)

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.

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