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Wizard

Description-A few initellagble words and a gesture carry more power than a battle axe, when they are words and gestures of a wizard.. these simp0le acts make magic seem easybut they only hint at the time a wizard pours over her spell book,prepareing eachspell for casting and the years in apprinticeship to learn the arts of magic.

Alignment: Any.

Hit Die: d4.

Class Skills: The wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

Weapon and Armor Proficiency: Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.

TABLE: The Wizard
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2 Summon familiar,
Scribe Scroll
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Bonus feat

TABLE: Wizard Spells Per Day
--------------------Spells per Day---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 4 3 2 1 - - - -
10 4 4 4 3 3 2 - - - -
11 4 4 4 4 3 2 1 - - -
12 4 4 4 4 3 3 2 - - -
13 4 4 4 4 4 3 2 1 - -
14 4 4 4 4 4 3 3 2 - -
15 4 4 4 4 4 4 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4

Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.

Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.

Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.

Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery.

Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory).

Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook.

School Specialization
A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.

The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Spells that do not fall into any of these schools are called universal spells.

Abjuration: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or

Transmutation; or (2) both Divination and Necromancy.

Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3)

Transmutation, or (4) any three schools.

Divination: To become a diviner, a wizard must select any other single school as a prohibited school.

Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or

Transmutation; or (2) both Divination and Necromancy.
Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3)
Transmutation; or (4) any three schools.

Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.

Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.

Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.

SORCERER & WIZARDS FAMILIARS
Familiar: A sorcerer or a wizard can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant.
Even if the character is multiclassed with two or more classes that allow a familiar, only one familiar is permitted. For these kinds of multiclassed characters all the class levels in classes allowing a familiar are combined for determining the familiar’s abilities.
The master chooses the type of familiar he gets. As the master increases in level, the familiar also increases in power. In the special case of a character with both sorcerer and wizard levels, the character can add those levels together to determine the power level of the familiar.
If the familiar dies, or the master chooses to dismiss it, the master must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a master's experience point total can never go below zero as the result of a familiar's demise. A slain or dismissed familiar cannot be replaced for a year and day. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a Constitution point when this happy event occurs.
These special abilities only apply when the master and familiar are within one mile of each other.
Table: Familiars
Familiar Special
-------- -------
Bat -
Cat Master gains a +2 bonus to Move Silently checks
Hawk -
Owl Has low-light vision; master gains a +2 bonus on
Move Silently checks
Rat Master gains a +2 bonus to Fortitude saves
Raven Speaks one language
Snake (Tiny) Poisonous bite
Toad Master gains +2 to Constitution score
Weasel Master gains a +2 bonus on Reflex saves
Familiar Basics: Use the basic statistics for a creature of its type, but make these changes:
Hit Dice: Treat as the master's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.
Hit Points: One-half the master's total, rounded down.
Attacks: Use the master's base attack bonus. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.
Saving Throws: The familiar uses the master's base saving throw bonuses if they're better than the familiar's.
Skills: Use the normal skills for an animal of that type or the master's, whichever are better.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the level of the master. The abilities are cumulative.
Table: Familiar Special Abilities
Master Natural
Class Level Armor Int Special
----------- ------- --- -------
1-2 +1 6 Alertness, improved evasion, share
spells, empathic link
3-4 +2 7 Touch
5-6 +3 8 Speak with master
7-8 +4 9 Speak with animals of its type
9-10 +5 10
11-12 +6 11 Spell resistance
13-14 +7 12 Scry on familiar
15-16 +8 13
17-18 +9 14
19-20 +10 15
Natural Armor: This number improves the familiar's AC.
Intelligence: The familiar's Intelligence score.
Alertness: The presence of the familiar sharpens its master's senses. While the familiar is within arm's reach, the master gains Alertness.
Improved Evasion: If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.
Share Spells: At the master's option, he may have any spell he or she casts on themselves also affect a familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell's effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionally, the master may cast a spell with a target of "You" on a familiar (as a Touch range spell) instead. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type.
Empathic Link: The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see through the familiar's eyes, but the two of them can communicate telepathically. This is a supernatural ability.
Because of the empathic link between the familiar and the master, the master has the same connection to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport into that room as if he has seen it too.
Touch: If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master casts a touch spell, the familiar can be designated as the "toucher." (The master and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the master could. As normal, if the master casts another spell, the touch spell dissipates.
Speak with Animals of Its Type: The familiar can communicate with animals of approximately the same type as itself (including dire variants). The communication is limited by the Intelligence of the conversing creatures.
Speak with Master: The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.
Spell Resistance: If the master is 11th level or higher, the familiar gains spell resistance equal to the master's level + 5.
Scry: If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

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