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Wizard

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Wizard

 

Game Rule Information

 

Wizards have the following game statistics:

Abilities: Intelligence is critical to a wizard and her magical spells. Dexterity increases a wizard’s Armor Class and Reflex saves, and Constitution increases her hit points and Fortitude saves.

Alignment: Wizards can be of any alignment.

Hit Die: d6

 

Class Skills

The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (Int), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Intelligence bonus) ×4

Skill Points at Higher Levels: 2 + Intelligence bonus

 

LevelBABFortRefWillSpecial
1+0+0+0+2Talisman
2+1+0+0+3
3+1+1+1+3
4+2+1+1+4
5+2+1+1+4Bonus 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+7Bonus feat
11+5+3+3+7-
12+6/+1+4+4+8Aspect of power (lesser)
13+6/+1+4+4+8
14+7/+2+4+4+9Mind over matter
15+7/+2+5+5+9Bonus feat
16+8/+3+5+5+10
17+8/+3+5+5+10
18+9/+4+6+6+11Aspect of power (greater)
19+9/+4+6+6+11
20+10/+5+6+6+12Bonus feat

 

Class Features

 

All of the following are class features of the wizard.

 

Weapon and Armor Proficiency: Wizards are proficient in basic weapons or crossbows. Wizards are not proficient with any type of armor, nor with shields.

 

SPELL SLOTS PER DAY/SPELLS READIED AT ONE TIME

Level0123456789Level0123456789
131153
242263
34213642
44324743
5532157532
6533268543
754321786432
864332896543
96443219975432
1065433210976543
116544321119865432
126554332129876543
13665443211399765432
14665543321499876543
1566654432115998765432
1666655433216999876543
176666544321179998765432
186666554332189999876543
196666654432199999876543
206666655443209999987654

 

Spells: A wizard’s primary focus is casting spells. They have access to simple and complex spells. A wizard is limited to a certain number of spells of each spell level per day, according to his class level. A wizard may choose to ready any simple or complex spell, provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast according to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a wizard must have a Intelligence score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell’s level + the wizard’s Intelligence modifier. Bonus spells for wizards rely on Intelligence.

 

Wizard spells always have both somatic and verbal components. Thus, wizards face spell failure chances when wearing armor.

 

A wizard needs his talisman (see below) as a focus to cast spells. Without it, treat his caster level as one level lower and double casting times for all spells (standard-action spells become full-round spells, full-round spells take 2 rounds to cast, and so on).

 

Talisman: A wizard's talisman traditionally comes in one of three forms: a familiar, a grimoire, or a staff.

 

Familiars are magical companions imbued with arcane power and bonded to the wizard. A wizard summons or binds a familiar in a daylong ritual that uses up 100 gp of magical materials.

 

A familiar does not have to be in physical contact with the wizard to act as a focus, but it must be alive, on the same plane, and no further away than 100 feet + 10 feet per class level.

 

If the familiar dies, the wizard is stunned for 1d4 rounds and gains a negative level. If the wizard succeeds on a DC 15 Fortitude saving throw after a week, the negative level disappears; otherwise it remains until the wizard gains enough experience to advance to his next level. A slain or dismissed familiar cannot be replaced for a month. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. If the wizard dies and returns to life, he automatically reacquires his familiar at no cost.

 

A character with more than one class that grants a familiar may have only one familiar at a time.

 

Grimoires, or spellbooks, are arcane tomes that contain notes, equations, and formulas relating to a wizard's complex spells. It takes a full day and 100 gp of materials to prepare a grimoire. A spellbook is magically fortified, and has a hardness of 8 and 30 hit points. The grimoire's hit points increase at a rate of 2 per wizard level, and the hardness increases at a rate of 1 point per three wizard levels. A grimoire is treated as a magic item and has saving throw bonuses equal to 2 + one-half the wizard's class level. An attended grimoire either makes saving throws as the wizard or uses its own saving throw bonus, whichever is better.

 

A grimoire does not have be presented to act as a focus, but must be intact, on the same plane, and in the same five-foot square. The wizard must have the grimoire to ready spells; without it he readies one spell less than normal of each spell level he can cast.

 

A wizard suffers no ill effects if his grimoire is destroyed, but suffers the penalties for not having it noted above, and must pay 100 gp per page to recreate the spellbook. Each complex spell takes one page per spell level (zero-level spells take one-half page each, rounded up to a full page).

 

A wizard's staff is a conduit for his power, and specifically attuned to him. Regardless of its construction or composition, it has a hardness of 12, 50 hit points, and a break DC of 30. The staff’s hit points increase at a rate of 2 per wizard level, and the hardness and break Difficulty Class increase at a rate of 1 point per three wizard levels. A staff is treated as a magic item and has saving throw bonuses equal to 2 + one-half the wizard's class level. An attended staff either makes saving throws as the wizard or uses its own saving throw bonus, whichever is better.

 

If a wizard’s staff breaks, he is stunned for 1d4 rounds. It takes a month and 1,000 gp in materials to create a new one. A wizard can only have one staff attuned to him at a time. If the wizard finds a new staff he would rather become attuned to, switching requires no money, just a week of meditation. Should the wizard die or take on a new staff, the old staff becomes normal (unless it had been given other magical properties, in which case they remain). A slain wizard who comes back from the dead can immediately and automatically re-attune to his old staff as a free action.

 

A multiclass sorcerer/wizard may use his key weapon as his talisman for both classes. The weapon is treated as a wizard's staff, and gains the most advantageous abilities of each class.

 

Multiple Talismans: A wizard can acquire multiple talismans, and gains some protection by doing so. Each talisman must be of a different type (familiar, grimoire, or staff). The wizard suffers the normal penalties if one talisman is slain or destroyed, but can still use the other talisman(s) as a focus and does not take a penalty to caster level or suffer increased casting time.

 

Bonus Feats: Every five levels, a wizard gains a bonus feat. At each such opportunity, she can choose an item creation feat or metamagic feat. 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.

 

Lesser Aspect of Power (Su): Beginning at 12th level, the wizard becomes so steeped in magic that it comes through as an everpresent side-effect. The wizard can choose one of the following abilities to call upon at will, as a free action (once he makes his selection, he cannot choose another):

  • Distinct Voice (Su): If he wishes, anyone within 100 feet can hear the wizard, regardless of noise around him, even when whispering.
  • Glowing Footsteps (Su): When he wishes, a wizard can make his footsteps glow with a magical aura for 1 round, wherever he goes.
  • Innate Spell (Su): The wizard chooses a 0-level spell to cast once per day as a spell-like ability with no components or focus as a free action.
  • Sparkles (Su): The wizard creates a flash of sparkles at any time.
  • Special Eyes (Su): The wizard can make his eyes glow a chosen color whenever he wishes. Alternatively, his eyes might have tiny symbols (skulls, crosses, etc.) in the pupils all the time. Or they might permanently be an unnatural color.

 

Mind Over Matter (Ex): At 14th level and beyond, a wizard can use his uncanny intellect, coupled with secrets learned while studying magic, to gain an advantage in situations that usually demand brute force. In situations requiring a Strength check, he can make an Intelligence check instead. For example, when he must force open a stuck door, the wizard can make an Intelligence check to best position himself for leverage and recall some secret knowledge about the magic stored within the wood of the door to get it open. This ability never affects attack or damage rolls, except that, when making an opposed grapple check to avoid being grappled, the wizard can use his Intelligence modifier rather than his Strength modifier.

 

Greater Aspect of Power (Su): At 18th level, the wizard becomes further steeped in magic that comes through as an ever-present side-effect.

The wizard can choose another ability defined under lesser aspect of power, or one of the following abilities that he can call upon at will, as a free action:

  • Discard Focus (Su): The wizard no longer needs his talisman as a focus to cast spells.
  • Disdain Need (Su): The wizard no longer needs to eat or drink. He gets all his nourishment from magic.
  • Display Power (Su): The wizard can cause himself to grow more powerful and impressive at will, gaining a +4 circumstance bonus to Intimidate checks.
  • Innate Spell (Su): The wizard can choose one 0- or 1st-level spell to cast once per day as a spell-like ability with no components or focus as a free action.
  • Magic Touch (Su): The wizard can sense if an object touched has a magical aura (but he gains no further information).
  • Name of Power (Su): The wizard becomes aware when anyone speaks his name (referring specifically to him). He knows when it happens, and learns the name of the speaker.
  • Touch Not the Earth (Su): The wizard’s feet no longer touch the ground. Instead, when he walks he floats 2 inches above any surface. While he cannot use this ability to float higher, and it does not save him from falls, it does allow him to leave no tracks and avoid traps triggered by weight placed upon a floor. This spell does not affect the wizard’s weight.

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