The Wizard
Alignment: Any.
Hit Die: d4.
The wizard’s class skills
(and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int),
Profession (
skill descriptions.
Skill Points at
1st Level: (2 + Int
modifier) x4.
Skill Points at Each
Additional Level: 2 + Int modifier.
|
Table: The Wizard |
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——–——————— Spells per
Day —–——————— |
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|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
+0 |
+0 |
+0 |
+2 |
Summon familiar, Scribe Scroll |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+1 |
+0 |
+0 |
+3 |
|
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+1 |
+1 |
+1 |
+3 |
|
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
4th |
+2 |
+1 |
+1 |
+4 |
|
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+2 |
+1 |
+1 |
+4 |
Bonus feat |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
6th |
+3 |
+2 |
+2 |
+5 |
|
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
7th |
+3 |
+2 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
8th |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
9th |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
10th |
+5 |
+3 |
+3 |
+7 |
Bonus feat |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+5 |
+3 |
+3 |
+7 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
|
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
14th |
+7/+2 |
+4 |
+4 |
+9 |
|
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
|
15th |
+7/+2 |
+5 |
+5 |
+9 |
Bonus feat |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
|
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
|
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
|
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus feat |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
All of the following are
class features of the wizard.
Weapon and Armor
Proficiency: Wizards are proficient
with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but
not with any type of armor or shield. Armor of any type interferes with a
wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the
sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead
of time (see below).
To learn, prepare, or cast a
spell, the wizard must have an Intelligence score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a wizard’s spell
is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is given on
Table: The Wizard. In addition, she receives bonus spells per day if she has a
high Intelligence score.
Unlike a bard or sorcerer, a
wizard may know any number of spells. She must choose and prepare her 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.
Bonus Languages: A wizard may substitute Draconic for one of the bonus
languages available to the character because of her race.
Familiar: A wizard can obtain a familiar in exactly the same
manner as a sorcerer can. See the sorcerer description and the information on
Familiars below for details.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus
feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a
bonus feat. At each such opportunity, she can choose a metamagic
feat, an item creation feat, or Spell Mastery. The wizard must still meet all
prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in
addition to the feat that a character of any class gets from advancing levels.
The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these
feats.
Spellbooks: A wizard
must study her spellbook each day to prepare her
spells. She cannot prepare any spell not recorded in her spellbook,
except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except
those from her prohibited school or schools, if any; see School Specialization,
below) plus three 1st-level spells of your choice. For each point of
Intelligence bonus the wizard has, the spellbook
holds one additional 1st-level spell of your choice. At each new wizard level,
she gains two new spells of any spell level or levels that she can cast (based
on her new wizard level) for her spellbook. At any
time, a wizard can also add spells found in other wizards’ spellbooks
to her own.
SCHOOL SPECIALIZATION
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). Specialization allows a wizard
to enhance her ability to cast spells from her chosen school, but she then
never learns to cast spells from some other schools.
A specialist wizard gains the
benefit of special powers. Each school grants different abilities (see below).
She also gains a +2 bonus on Spellcraft checks to
learn the spells of her chosen school. Furthermore, any time the specialist
learns a new spell from his school of specialization, he treats that spell as
if he had mastered it with the Spell Mastery feat.
The wizard must choose
whether to specialize and, if she does so, choose her specialty at 1st level.
At this time, she must also give up two other schools of magic (unless she
chooses to specialize in divination; see below), which become her prohibited
schools.
A wizard can never give up
divination to fulfill this requirement.
Spells of the prohibited
school or schools are not available to the wizard, and she can’t even cast such
spells from scrolls or fire them from wands. She may not change either her
specialization or her prohibited schools later.
Alternatively
a specialist wizard can choose to prepare one additional spell of her specialty
school per spell level each day, she doesn’t gain any
of the special abilities below. She still gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
If she takes this path chooses to forsake two other schools of magic (unless
she chooses to specialize in divination; see below). Because she does not study these schools with
the same fervor, she only uses half her class level when determining her caster
level for spells from these schools.
A wizard can
never forsake divination to fulfill this requirement.
Spells of
the prohibited school or schools are not available to the wizard, and she can’t
even cast such spells from scrolls or fire them from wands. She may not change
either her specialization or her prohibited schools later.
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: Spells that protect, block, or banish. An abjuration
specialist is called an abjurer. An adjurer
gains a spell resistance equal to her wizard level plus her intelligence
modifier. An adjurer can cast shield as a spell like ability at
will; caster level being equal to class level.
Conjuration: Spells that bring creatures or materials to the
caster. A conjuration specialist is called a conjurer. A conjurer may add the half
ashura, half celestial, half deva,
half dragon, half fey, or half infernal template to any creature she
summons. He can cast summon monster I as a spell like ability
at will; caster level being equal to class level. He can not add a template to monster summoned
via this spell like ability.
Divination: Spells that reveal information. A divination
specialist is called a diviner. When casting a spell which requires multiple
rounds to obtain all information such as detect
chaos, the diviner automatically receives all information. Additionally it only takes you one minute to
cast scrying or greater
scrying. She
can cast identify as a spell like
ability at will; caster level being equal to class level. Unlike the other
specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or
grant the caster power over another being. An enchantment specialist is called
an enchantress or enchanter. When an
enchantress casts an enchantment spell with a duration, the enchantment spell
lasts twice as long as normal, if she uses the meta-magic feat extend spell on
an enchantment spell the spell lasts thrice as long as normal, instead of twice
as long as normal. An enchantress can cast charm
person as a spell like ability at will; caster level being equal to class
level.
Evocation: Spells that manipulate energy or create something from
nothing. An evocation specialist is called an evoker. As he gains levels he
learns to sacrifice prepared spells to cast a number of known evocation spells. An evoker can cast magic missile as a spell like ability at will; caster level being
equal to class level.
|
Table: Evoker
Evocation Spells Known |
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———————— Spells Known —–——————— |
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|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
∞ |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
∞ |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
∞ |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
4th |
∞ |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
∞ |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
6th |
∞ |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
7th |
∞ |
1 |
1 |
1 |
1 |
— |
— |
— |
— |
— |
|
8th |
∞ |
2 |
1 |
1 |
1 |
— |
— |
— |
— |
— |
|
9th |
∞ |
2 |
1 |
1 |
1 |
1 |
— |
— |
— |
— |
|
10th |
∞ |
2 |
2 |
1 |
1 |
1 |
— |
— |
— |
— |
|
11th |
∞ |
2 |
2 |
1 |
1 |
1 |
1 |
— |
— |
— |
|
12th |
∞ |
2 |
2 |
2 |
1 |
1 |
1 |
— |
— |
— |
|
13th |
∞ |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
— |
— |
|
14th |
∞ |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
— |
— |
|
15th |
∞ |
3 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
— |
|
16th |
∞ |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
— |
|
17th |
∞ |
3 |
3 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
|
18th |
∞ |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
|
19th |
∞ |
3 |
3 |
3 |
2 |
2 |
2 |
1 |
1 |
1 |
|
20th |
∞ |
3 |
3 |
3 |
2 |
2 |
2 |
1 |
1 |
1 |
Illusion: Spells that alter perception or create false images.
An illusion specialist is called an illusionist. An illusionist automatically adds two
illusion spells to his spellbook every time he gains
a level that grants access to a new spell level, these spells are in addition
to the normal spells he adds to his book at each level. Additionally, whenever
an illusionist casts a shadow illusion
the spell is considered 10% more real than normal. An illusionist
can cast disguise self as a spell
like ability at will; caster level being equal to class level.
Necromancy: Spells
that manipulate, create, or destroy life or life force. A necromancy specialist
is called a necromancer. A necromancer gains the ability to rebuke or command undead
as an evil cleric of the same level.
When a she casts animate dead she
can do so as a swift action, as if the spell had been quickened; she may do so
once a day per five levels. When a
necromancer casts create undead or create greater undead it only takes her ten
minutes. Lastly, anytime she casts create undead, or create greater undead, he may spend a rebuke attempt for the day to
make the undead make a will power save DC 10+ ½ his necromancer level+ his
intelligence modifier.
Transmutation: Spells that transform the recipient physically or
change its properties in a more subtle way. A transmutation specialist is
called a transmuter. A transmuter and his familiar and can cast alter self at will as a spell like
ability, their caster levels being equal to the transmuter’s
level. At level 9 a transmuter gains the
ability to cast polymorph three times
a day as a spell like ability. At level
17 a transmuter gains the ability to cast shape
change once a day as a spell like ability.
Lastly, a transmuter gains
the spell like ability the touch of disintegration
which mimics the spell disintegration
in many ways allowing fortitude save for partial affect and negated by spell
resistance. Your hand glows in an otherworldly
green. You must make a successful melee touch attack to hit. Any creature
struck by the ray takes 2d6 points of damage. Any creature reduced to -10 or
fewer hit points by this ability is entirely disintegrated, leaving behind only
a pile of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object,
the ray simply disintegrates as much as one 1- foot cube of nonliving matter.
Thus, the spell disintegrates only part of any very large object or structure
targeted. The touchs affects even objects constructed
entirely of force, such as forceful hand or a wall of force, but
not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that
makes a successful Fortitude save is partially affected, taking only 1 point of
damage. If this damage reduces the creature or object to -10 or fewer hit
points, it is entirely disintegrated.
Only the
first creature or object struck can be affected; that is, the ray affects only
one target per casting.
Universal: Not a school, but a category for spells that all
wizards can learn. A wizard cannot select universal as a specialty school or as
a prohibited school. Only a limited number of spells fall into this category.
FAMILIARS
A familiar is a normal animal
that gains new powers and becomes a magical beast when summoned to service by a
sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus,
base save bonuses, skills, and feats of the normal animal it once was, but it
is treated as a magical beast instead of an animal for the purpose of any
effect that depends on its type. Only a normal, unmodified animal may become a
familiar. An animal companion cannot also function as a familiar.
A familiar also grants
special abilities to its master (a sorcerer or wizard), as given on the table
below. These special abilities apply only when the master and familiar are
within 1 mile of each other.
Levels of different classes
that are entitled to familiars stack for the purpose of determining any
familiar abilities that depend on the master’s level.
|
Familiar |
Special |
|
Bat |
Master gains a +3 bonus on
Listen checks |
|
Cat |
Master gains a +3 bonus on
Move Silently checks |
|
Hawk |
Master gains a +3 bonus on
Spot checks in bright light |
|
Lizard |
Master gains a +3 bonus on
Climb checks |
|
Owl |
Master gains a +3 bonus on
Spot checks in shadows |
|
Rat |
Master gains a +2 bonus on
Fortitude saves |
|
Raven1 |
Master gains a +3 bonus on
Appraise checks |
|
Snake2 |
Master gains a +3 bonus on
Bluff checks |
|
Toad |
Master gains +3 hit points |
|
Weasel |
Master gains a +2 bonus on
Reflex saves |
|
1 A raven familiar can speak one language of its
master’s choice as a supernatural ability. |
|
|
2 Tiny viper. |
|
Familiar Basics: Use the basic statistics for a creature of the
familiar’s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit
Dice, use the master’s character level or the familiar’s normal HD total,
whichever is higher.
Hit Points: The familiar has one-half the master’s total hit
points (not including temporary hit points), rounded down, regardless of its
actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from
all his classes. Use the familiar’s Dexterity or Strength modifier, whichever
is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a
normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base
save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated
from all his classes), whichever is better. The familiar uses its own ability
modifiers to saves, and it doesn’t share any of the other bonuses that the
master might have on saves.
Skills: For each skill in which either the master or the
familiar has ranks, use either the normal skill ranks for an animal of that
type or the master’s skill ranks, whichever are better. In either case, the
familiar uses its own ability modifiers. Regardless of a familiar’s total skill
modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability
Descriptions: All familiars have
special abilities (or impart abilities to their masters) depending on the
master’s combined level in classes that grant familiars, as shown on the table
below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the
familiar’s existing natural armor bonus.
Int: The
familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master
gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a
Reflex saving throw for half damage, a familiar takes no damage if it makes a successful
saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not
any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a
duration other than instantaneous, it stops affecting the familiar if it moves
farther than 5 feet away and will not affect the familiar again even if it
returns to the master before the duration expires. Additionally, the master may
cast a spell with a target of “You” on his familiar (as a touch range spell)
instead of on himself.
A master and his familiar can
share spells even if the spells normally do not affect creatures of the
familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out
to a distance of up to 1 mile. The master cannot see through the familiar’s
eyes, but they can communicate empathically. Because of the limited nature of
the link, only general emotional content can be communicated.
Because of this empathic
link, the master has the same connection to an item or place that his familiar
does.
Deliver Touch Spells (Su):
If the master is 3rd level or higher,
a familiar can deliver touch spells for him. If the master and the familiar are
in contact at the time the master casts a touch spell, he can designate his
familiar as the “toucher.” The familiar can then
deliver the touch spell just as the master could. As usual, if the master casts
another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and
the master can communicate verbally as if they were using a common language.
Other creatures do not understand the communication without magical help.
Speak with Animals of Its
Kind (Ex): If the master is 7th level
or higher, a familiar can communicate with animals of approximately the same
kind as itself (including dire varieties): bats with bats, rats with rodents,
cats with felines, hawks and owls and ravens with birds, lizards and snakes
with reptiles, toads with amphibians, weasels with similar creatures (weasels,
minks, polecats, ermines, skunks, wolverines, and badgers). Such communication
is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s
level + 5. To affect the familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level) that equals or
exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If
the master is 13th level or higher, he may scry on
his familiar (as if casting the scrying spell)
once per day.
|
Master Class Level |
Natural Armor Adj. |
Int |
Special |
|
1st–2nd |
+1 |
6 |
Alertness, improved
evasion, share spells, empathic link |
|
3rd–4th |
+2 |
7 |
Deliver touch spells |
|
5th–6th |
+3 |
8 |
Speak with master |
|
7th–8th |
+4 |
9 |
Speak with animals of its
kind |
|
9th–10th |
+5 |
10 |
— |
|
11th–12th |
+6 |
11 |
Spell resistance |
|
13th–14th |
+7 |
12 |
Scry on
familiar |
|
15th–16th |
+8 |
13 |
— |
|
17th–18th |
+9 |
14 |
— |
|
19th–20th |
+10 |
15 |
— |
ARCANE SPELLS
Wizards and sorcerers do not
know how to wear armor effectively.
If desired, they can wear
armor anyway (though they’ll be clumsy in it), or they can gain training in the
proper use of armor (with the various Armor Proficiency feats—light, medium,
and heavy—and the Shield Proficiency feat), or they can multiclass
to add a class that grants them armor proficiency. Even if a wizard or sorcerer
is wearing armor with which he or she is proficient, however, it might still
interfere with spellcasting.
Armor restricts the
complicated gestures that a wizards or sorcerer must make while casting any
spell that has a somatic component (most do). The armor and shield descriptions
list the arcane spell failure chance for different armors and shields.
By contrast, bards not only
know how to wear light armor effectively, but they can also ignore the arcane
spell failure chance for such armor. A bard wearing armor heavier than light or
using any type of shield incurs the normal arcane spell failure chance, even if
he becomes proficient with that armor.
If a spell doesn’t have a
somatic component, an arcane spellcaster can cast it
with no problem while wearing armor. Such spells can also be cast even if the
caster’s hands are bound or if he or she is grappling (although Concentration
checks still apply normally). Also, the metamagic
feat Still Spell allows a spellcaster to prepare or
cast a spell at one spell level higher than normal without the somatic
component. This also provides a way to cast a spell while wearing armor without
risking arcane spell failure.