Wizard
Wizard
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:
Abjuration: Opposition School: Transmutation.
Protective Ward: As a Standard Action you can emit a 30-foot aura of protection for a number of rounds equal to your Wizard level. You and your allies within this aura gain a +2 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic) and physical damage. The deflection bonus increases by +1 for every six Wizard levels you possess to a maximum of +5 at 18th level. The Damage resistance increases to 10 at the 13th level. This ability has a 10-minute cooldown.
Elemental Ward: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type and two resistances can be chosen.
Conjuration: Opposition School: Divination.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage for every Wizard level you possess. This ability has a 1-minute cooldown.
Summoner's Charm: Whenever you cast a spell from the Summon Monster line, you increase the duration of the conjuring to 1 minute/level. At the 20th level, any Summon Creature spell is treated as permanent (until rest). You may only summon one creature this way at a time.
Divination: Opposition School Enchantment.
Diviner's Fortune: You can touch a creature as a standard action, filling them with prophetic foresight. This divination gives the target creature a bonus on attack rolls and saving throws equal to half your Wizard level (minimum 1) for 3 rounds. This ability has a 5-minute cooldown.
Forewarned: You are able to anticipate threats before they happen and gain a +2 bonus to your dodge AC. Additionally, your ability to sense these dangers grants you the Spring Attack feat at 8th level.
Enchantment: Opposition School Evocation.
Dazing Touch: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage for every cleric level you possess. This ability has a 1-minute cooldown.
Aura of Despair: Beginning at 3rd level, the Wizard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Evocation: Opposition School Illusion.
Magic Missiles: As a standard action you fire bolts of pure arcane energy at a target. Each bolt does 1d4 + 1 damage per 3 Wizard levels. A wizard with this ability can fire 1 bolt plus one for every four Wizard levels to a maximum of 6 bolts at level 20.
Intense Spells: You are adept at evocations and are able to empower your damaging spells. Whenever you cast a spell from the evocation school that deals damage you deal additional damage equal to 2d6 + half your Wizard level. The additional damage is magic damage and only applies once to a spell and not once per missile, bolt, or ray.
Illusion: Opposition School Necromancy.
Blinding Ray: As a standard action you point a finger at a nearby enemy and fire a ray of blinding energy. The target must make a will save or be blinded for three rounds.
Deceptive Flourish: You gain a +2 enhancement bonus on Bluff and Disguise skill checks. This bonus increases by 1 for every 4 wizard levels you have, up to a maximum of +7 at 20th level. In addition, you gain the benefits of the nondetection spell permanently.
Necromancy: Opposition School Transmutation
Grave Rot: As a standard action you point two fingers at a nearby enemy and fire a ray of putrid energy. The target must make a will save or be stunned for one round, and additionally contracts Ghoul Rot if they fail a check against the disease.
Bolster Undead: Undead that you create are stronger than those created by Wizards of different schools. From the 1st level, your undeaed gain a +1 bonus to attacks and 5/Silver damage reduction. At level 14, these bonuses increase to +2 and 10/Silver. Undead also gain bonus hitpoints equal to twice your Wizard Level.
Transmutation: Opposition School: Abjuration
Telekinetic Fist: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d6 points of bludgeoning damage for every two wizard levels you possess to a maximum of 10d6 damage at level 20.
Physical Enchantment: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Generalist: Opposition School: None
Force Missile: Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. All secondary targets must be within 30 feet of the primary target, and no secondary target can be struck more than once. Missiles without a secondary target do not ricochet off the primary target. If spell resistance causes the spell to fail to harm the primary target, the missile does not ricochet to additional targets. The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike.
Metamagic Adapt: You are incredibly adept at shaping spells. At 3rd level you gain the Extend Spell metamagic feat. At the 12th level you gain Silent Spell.
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.