
Wizards are arcane spellcasters who depend on intensive study to create their magic. By analyzing the effects of changes and comparing them to the experiences of their predecessors, a Wizard methodically searches for the best ways to manipulate the Weave. Utterly devoted to magic, their strength is in their spells. When prepared, they are deadly. When caught by surprise, they are weak. As Wizards grow in experience, they learn to relax and expand their mind so it can be filled with ever more and more complicated spells.
Wizards are viewed with suspicion by the people of Impiltur, for they break the common laws of possibiity and carry a potential for vast destruction. At the same time, magic is an integral part of life and a Wizard who proves helpful, reliable and conservative in their magic use is welcome indeed.
WARNING: To cast a spell, a wizard must have a Intelligence score of 10 + the spell's level. For example, to cast a 5th-level spell, a wizard must have a Intelligence of 15.
Properties[]
- Hit Die: d4.
- AB Progression: Low.
- Primary Save: Will.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Heal (skill), Intimidate, Knowledge and Spellcraft.
- Proficiencies: Weapon Handling, Weapon Proficiency (Wizard).
- Spellcasting: Arcane (Intelligence-based, spell preparation is required, spell failure from armor is a factor).
Wizard Specialisations[]
Specialized Wizards have the following Opposed Schools:
- Abjuration vs Necromancy
- Conjuration vs Transmutation
- Divination vs Illusion
- Enchantment vs Evocation
Specialized Wizards gain +1 spell slot per level. They can only use this slot to memorize a spell from their chosen school.
Progression[]
Lvl | BAB | Saves | Feats | HP range | Base spells per day | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | |||||
1st | +0 | +0 | +0 | +2 | Familiar, Scribe Scroll | 4±CON Modifier | 5 | 2 | — | — | — | |
2nd | +1 | +0 | +0 | +3 | 8±CON Modifier | 5 | 3 | — | — | — | ||
3rd | +1 | +1 | +1 | +3 | 12±CON Modifier | 6 | 4 | 2 | — | — | ||
4th | +2 | +1 | +1 | +4 | Bonus Feat | 16±CON Modifier | 6 | 5 | 3 | — | — | |
5th | +2 | +1 | +1 | +4 | 20±CON Modifier | 7 | 5 | 4 | 2 | — | ||
6th | +3 | +2 | +2 | +5 | 24±CON Modifier | 7 | 7 | 5 | 3 | — | ||
7th | +3 | +2 | +2 | +5 | 28±CON Modifier | 7 | 7 | 5 | 4 | 2 | ||
8th | +4 | +2 | +2 | +6 | Bonus Feat | 32±CON Modifier | 7 | 7 | 7 | 5 | 3 |
Feats[]
- Familiar - The spellcaster can summon and possess a familiar.
- Scribe Scroll - The spellcaster can create a scroll of any spell that the character knows. Scribing a scroll costs a certain amount of coin.
Bonus Feat List[]
- Arcane Defense
- Spell Focus
- Greater Spell Focus
- Spell Penetration
- Greater Spell Penetration
- Empower Spell
- Extend Spell
- Maximize Spell
- Quicken Spell
- Silent Spell
- Still Spell
- Brew Potion
- Craft Wand
- Ritual Magic - Fires a beam at an enemy multiple times per day. Effects increase if others target the same enemy that round (requires INT 11, WIS 11, CHA 11, Concentration 5, Spellcraft 5).
- Spellsword - Removes the Arcane Spell Failure penalty from light armour.
- Spellshield - Removes or reduces the Arcane Spell Failure penalty from shields (requires Spellsword, Shield Proficiency and CON 13+).
- Battlemage - Reduces the Arcane Spell Failure penalty from medium armour (requires Spellsword, Medium Armour Proficiency, CON 13+ and base attack bonus 3+).
- Combat Casting
- Improved Combat Casting (8) - Casting spells provokes no attacks of opportunity (requires Combat Casting, 10 Concentration).
Familiars[]
- Crow - increases Knowledge: Arcana
- Rat - increases Knowledge: Architecture and Engineering
- Bat - increases Knowledge: Dungeoneering
- Hawk - increases Knowledge: Geography
- Owl - increases Knowledge: History
- Toad - increases Knowledge: Local
- Weasel - increases Knowledge: Nature
- Cat - increases Knowledge: Nobility and Royalty
- Lizard - increases Knowledge: Planes
- Snake - increases Knowledge: Religion
- Spider - increases Intimidate
Familiars grant +2 to a skill while they are around and increase caster level by 1, but deal 1d6 damage to the wizard when they die. This damage cannot reduce the wizard below 1 HP.
Spells[]
Wizards now have access to different spells. For changes to spells, please refer to the spell list link.
Metamagic[]
Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.
Name | Level | Empower (2nd) | Extend (1st) | Maximize (3rd) | Quicken (4th) | Silent (1st) | Still (1st) |
---|---|---|---|---|---|---|---|
Acid splash | 0 | yes | no | yes | yes | yes | yes |
Daze | 0 | no | yes | no | yes | yes | yes |
Electric jolt | 0 | yes | no | yes | yes | yes | yes |
Flare | 0 | no | yes | no | yes | yes | no |
Light | 0 | no | yes | no | yes | yes | no |
Ray of frost | 0 | yes | no | yes | yes | yes | yes |
Resistance | 0 | no | yes | no | yes | yes | yes |
Burning hands | 1 | yes | no | yes | yes | yes | yes |
Charm person | 1 | no | yes | no | yes | yes | yes |
Color spray | 1 | yes | no | yes | yes | yes | yes |
Endure elements | 1 | no | yes | no | yes | yes | yes |
Expeditious retreat | 1 | no | yes | no | yes | yes | yes |
Grease | 1 | no | yes | no | yes | yes | yes |
Horizikaul's boom | 1 | yes | no | yes | yes | yes | yes |
Ice dagger | 1 | yes | no | yes | yes | yes | yes |
Identify | 1 | no | yes | no | yes | yes | yes |
Ironguts | 1 | no | yes | no | yes | yes | yes |
Mage armor | 1 | no | yes | no | yes | yes | yes |
Magic missile | 1 | yes | no | yes | yes | yes | yes |
Magic weapon | 1 | no | yes | no | yes | yes | yes |
Negative energy ray | 1 | yes | no | yes | yes | yes | yes |
Protection from alignment | 1 | no | yes | no | yes | yes | yes |
Ray of enfeeblement | 1 | yes | yes | yes | yes | yes | yes |
Scare | 1 | no | yes | no | yes | no | yes |
Shelgarn's persistent blade | 1 | yes | no | no | yes | yes | yes |
Shield | 1 | no | yes | no | yes | yes | yes |
Sleep | 1 | yes | yes | yes | yes | yes | yes |
Summon creature I | 1 | no | yes | no | yes | yes | yes |
True strike | 1 | no | no | no | yes | yes | no |
Balagarn's iron horn | 2 | no | no | no | yes | yes | yes |
Blindness/deafness | 2 | no | yes | no | yes | yes | no |
Bull's strength | 2 | yes | yes | yes | yes | yes | yes |
Cat's grace | 2 | yes | yes | yes | yes | yes | yes |
Cloud of bewilderment | 2 | no | yes | no | yes | yes | yes |
Combust | 2 | yes | no | yes | yes | yes | yes |
Continual flame | 2 | no | no | no | yes | yes | yes |
Darkness | 2 | no | yes | no | yes | yes | no |
Death armor | 2 | no | yes | no | yes | yes | yes |
Eagle's splendor | 2 | yes | yes | yes | yes | yes | yes |
Endurance | 2 | yes | yes | yes | yes | yes | yes |
Flame weapon | 2 | no | yes | no | yes | yes | yes |
Fox's cunning | 2 | yes | yes | yes | yes | yes | yes |
Gedlee's electric loop | 2 | yes | no | yes | yes | yes | yes |
Ghostly visage | 2 | no | yes | no | yes | yes | yes |
Ghoul touch | 2 | no | yes | no | yes | yes | yes |
Invisibility | 2 | no | yes | no | yes | yes | yes |
Knock | 2 | no | no | no | yes | no | yes |
Lesser dispel | 2 | no | no | no | no | yes | yes |
Melf's acid arrow | 2 | yes | no | yes | yes | yes | yes |
Owl's wisdom | 2 | yes | yes | yes | yes | yes | yes |
Resist elements | 2 | no | yes | no | yes | yes | yes |
See invisibility | 2 | no | yes | no | yes | yes | yes |
Stone bones | 2 | no | yes | no | yes | yes | yes |
Summon creature II | 2 | no | yes | no | yes | yes | yes |
Tasha's hideous laughter | 2 | yes | yes | yes | yes | yes | yes |
Ultravision | 2 | no | yes | no | no | yes | yes |
Web | 2 | no | yes | no | yes | yes | yes |
Clairaudience/clairvoyance | 3 | no | yes | no | yes | yes | yes |
Clarity | 3 | no | yes | no | yes | no | yes |
Dispel magic | 3 | no | no | no | yes | yes | yes |
Displacement | 3 | no | yes | no | yes | yes | no |
Find traps | 3 | no | yes | no | yes | yes | yes |
Fireball | 3 | yes | no | yes | yes | yes | yes |
Flame arrow | 3 | yes | no | yes | yes | yes | yes |
Greater magic weapon | 3 | no | yes | no | yes | yes | yes |
Gust of wind | 3 | no | no | no | yes | yes | yes |
Haste | 3 | no | yes | no | yes | yes | yes |
Hold person | 3 | no | yes | no | yes | yes | yes |
Invisibility sphere | 3 | no | yes | no | yes | yes | yes |
Keen edge | 3 | no | yes | no | yes | yes | yes |
Lightning bolt | 3 | yes | no | yes | yes | yes | yes |
Magic circle against alignment | 3 | no | yes | no | yes | yes | yes |
Mestil's acid breath | 3 | yes | no | yes | yes | yes | yes |
Negative energy burst | 3 | yes | no | yes | yes | yes | yes |
Protection from elements | 3 | no | yes | no | yes | yes | yes |
Scintillating sphere | 3 | yes | no | yes | yes | yes | yes |
Slow | 3 | no | yes | no | yes | yes | yes |
Stinking cloud | 3 | no | yes | no | yes | yes | yes |
Summon creature III | 3 | no | yes | no | yes | yes | yes |
Vampiric touch | 3 | yes | no | yes | yes | yes | yes |
New Spells[]
- Arcane Mark: The first casting of this spell asks the caster to type out the description of a personal sigil. This sigil will be attached to all future castings of the spell. Subsequent casters ask the caster to type out up to 6 symbols. These symbols will be attached to that particular casting only. A mark will be placed on the ground at the casting location, containing the sigil and the symbols. This can only be read after casting a Detect Magic spell and the mark will remain for 24 hours before disappearing.
- Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
- Animate Hinge: When cast, the hinges of the nearest door or container attempt to open or close. If the object is trapped, there is a 20% chance that the trap is disabled for the next 2 rounds. This success or failure will not be reported. The spell fails if the object has been locked.
- Prestidigitation: This spell has no effects beyond those RPed by the caster.
- Arcane Specialty: The effects of this spell depend upon the caster's chosen Spell School. It has no effect for a Generalist Wizard or a Sorcerer.
- Abjuration creates a Spell Mantle effect, absorbing a single spell of 4th level or less. The spell lasts 1 round/level and can be cast upon any creature.
- Conjuration summons the wizard's familiar (allowing multiple summonings per day) or grants it a +3 temporary HP per level for 1 turn per level if it's already present.
- Divination allows the target to understand (but not speak) any language for 1 turn/level.
- Enchantment confuses a single target for 1 round/level, if a Will save is failed. Spell resistance applies as normal.
- Evocation creates a medium-radius fireball at the caster's feet, causing d4 fire damage/level to all but the caster. A successful Reflex save halves this damage. Spell resistance applies as normal.
- Illusion adds a +5 bonus to Bluff for 1 turn/level. It also creates d6 silver coins per level. These coins have no value to experienced merchants and will show themselves to be fake after 1 round/level.
- Necromancy turns one minion of the caster into an undead entity, granting immunity to mind spells, critical hits, death magic, poison and disease. After 1 round/level, the minion dies.
- Transmutation converts a stack of Spell Crystals into one belonging to a different Spell School.
- Contagion: Creates an OnHit Disease property (DC 14) for the selected weapon. This lasts 1 turn/level. The nature of the disease is randomized.
Prestige Routes[]
This assumes the character has only a single class to meet the requirements and is non-human before taking the prestige class (PrC). Human characters will have greater flexibility in regards to feat progression due to the extra feat granted at character creation by their racial bonus, Quick to Master. Some class routes to prestige may also favour multi-classing in order to more effectively meet pre-requisites or to better synergise the character's skill set to suit the PrC, however caution is advised as most PrCs have strict skill requirements (meeting the unmodified rank, not a modified rank) and the wrong combination of classes (due to cross-classing of skills) may result in further delaying and reducing the levels of a prestige class obtainable or render it entirely unobtainable for the character.
Prestige Class | Minimum Wizard Class Level | Maximum Prestige Class Level | Skill | Skill | Feat | Feat |
---|---|---|---|---|---|---|
Arcane Archer | 6th Level | 2nd Level | 7 ranks in Spellcraft at 4th Level | - | - | Weapon Focus: Longbow or Weapon Focus: Shortbow at 3rd Level |
Daemonbinder | 4th Level | 4th Level | 7 ranks in Spellcraft at 4th Level | - | Spell Penetration at 1st Level | Greater Spell Penetration at 3rd Level |
High Mage | 5th Level | 3rd Level | 8 ranks in Spellcraft at 5th Level | - | - | Combat Casting at 1st or 3rd Level |
Pale Master | 4th Level | 4th Level | 7 rank in Spellcraft at 4th Level | - | - | Spell Focus: Necromancy at 1st or 3rd Level |
Spirit Caller | 5th Level | 3rd Level | 7 ranks in Concentration at 4th Level | 4 ranks in Sense Motive at 5th Level | - | Alertness at 1st or 3rd Level |
Notes[]
Classes | ||
Base Classes | Barbarian • Bard • Civilian • Druid • Fighter • Monk • Paladin • Priest • Ranger • Rogue • Sorcerer • Wizard | |
Prestige Classes | Arcane Archer • Assassin • Blackguard • Breach Guard • Daemonbinder • Harper Scout • High Mage • Pale Master • Shadowdancer • Shifter • Skincarver • Spirit Caller • Sword Leader • Triadic Knight • Weapon Master • Wild Shot • Witch Hunter |