Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field.
Requirements
To qualify to become a Wizard, the character must fulfill the following criteria.
- Not Applicable
Class Skills
The class skills of the Wizard are:
- Concentration
- Craft: Alchemy
- Craft: Armorsmithing
- Craft: Jewelcrafting
- Craft: Tailoring & Leatherwork
- Craft: Trap & Contraption Making
- Craft: Weaponsmithing
- Craft: Woodworking
- Decipher Script
- Knowledge: Geography
- Knowledge: Arcana
- Knowledge: Architecture
- Knowledge: Dungeoneering
- Knowledge: History
- Knowledge: Local
- Knowledge: Nature
- Knowledge: Nobility and Royalty
- Knowledge: Religion
- Knowledge: The Planes
- Lore
- Profession: Cook
- Spellcraft
Class Features
Base Attack Bonus Progression: Low
Skill Points at Each Level: 2 + Int modifier
Hit Dice: D4
Weapon and Armor Proficiency: The Wizard is proficient with no armor, as it interferes with his arcane abilities. Wizards are proficient, though, with clubs, daggers, all forms of crossbows, and quarterstaffs.
Arcane Spellcasting: A Wizard casts arcane spells, which are drawn from the Sorcerer/Wizard spell list. To prepare or cast a spell, a Wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wizards spell is 10 + the spell level + the Wizard’s Intelligence modifier. A Wizard can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Intelligence score. Wizards, unlike Sorcerers, are required to prepare their spells ahead of time, prior to each rest.
Spellcasting Schools: A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below), or be a generalist, where there are no bonuses and no penalties.
The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, the wizard gains a prohibited school (see table below). Casting spells from this prohibited school comes with a penalty of -4 caster level, and -1 DC to those spells. A specialist wizard then can prepare one additional spell per spell level each day. Unlike in the original DnD rules, the additional spell need not be of the specialist school.
This only affects a wizards spell selection; Specialist wizards get +2 on spellcraft checks when dealing with spells from their own school
Each specialization has special abilities the wizard gains as well:
Scribe Scroll: Wizards recieve the Scribe Scroll feat for free at first level.
Summon Familiar: Wizards gain this ability for free at first level, much like a Sorcerer. The familiar selected provides minor bonuses, depending on the selection made.
Wizard Bonus Feats: At level 5 and every five levels after (5, 10, 15, 20), the wizard may select a bonus feat, chosen from the metamagic, item creation and spell feat lists. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. This bonus feat is in addition to the feats every character gains for advancing in character level.