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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[]

Wizard Specialisations[]

Specialized Wizards have the following Opposed Schools:

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[]

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.

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells

Metamagic[]

Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.

Wizard Metamagic
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 BarbarianBardCivilianDruidFighterMonkPaladinPriestRangerRogueSorcererWizard
Prestige Classes Arcane ArcherAssassinBlackguardBreach GuardDaemonbinderHarper ScoutHigh MagePale MasterShadowdancerShifterSkincarverSpirit CallerSword LeaderTriadic KnightWeapon MasterWild ShotWitch Hunter