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Spell-Expert
Spell-Expert


Human, base stats: Str 8, Dex 10, Con 16, int 10, Wis 10, Chr 20.  
Human, base stats: Str 8, Dex 10, Con 16, int 20, Wis 10, Chr 10.  


Example Feats
Example Feats

Revision as of 17:29, 12 July 2013

Go back to Reese's Campaign page.

Bah, adventures are such a bother....

Description:

Ahhh, the wizard. There is no more iconic, or awesome, class than the Wizard. As a result, we did nothing to 'mess up a good thing.' We added a few tiny tweaks, to make sure a Wizard has the adventuring stamina, even at first level, to keep going just as long as the Fighter can. No more will any Wizard ever say, "Guys, we need to sleep, I need spells." What did we do? Check out 'Powerful Cantrips." You will like it!

And you know, with that one small change, the Wizard pretty much is perfect.

So grab your staff and your spellbook and play a Wizard, they are the most flexible characters in the game!


Alignment: Any

Hit Die: d4

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.


Table: Wizard

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane bond, arcane school, cantrips, Powerful Cantrips 1, Scribe Scroll 4 1
2nd +1 +0 +0 +3 5 2
3rd +1 +1 +1 +3 5 2 1
4th +2 +1 +1 +4 5 3 2
5th +2 +1 +1 +4 Bonus feat 5 3 2 1
6th +3 +2 +2 +5 5 3 3 2
7th +3 +2 +2 +5 5 4 3 2 1
8th +4 +2 +2 +6 5 4 3 3 2
9th +4 +3 +3 +6 5 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 5 4 4 3 3 2
11th +5 +3 +3 +7 Powerful Cantrips 2 6 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 6 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 6 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 6 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus feat 6 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 6 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 6 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Powerful Cantrips 3, Bonus feat 7 4 4 4 4 4 4 4 4 4


Class Features

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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.


Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

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.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

d20pfsrd link to Sorcerer/Wizard Spell List.


Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.


Arcane Bond (Ex or Sp)

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, book, orb, ring, rod, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

FYI There are feats intended for familiars and animal companions. Here are a few:

  • Critical Conduit
  • Extra Item Slot
  • Familiar Spell (Metamagic)
  • Familiar Focus
  • Spell Sponge


Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.


Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.


Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).


Powerful Cantrips 1

At 1st level, the wizard chooses one of the first level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell.

Each time the wizard gains a level, if he wishes, he can change the spell he has chosen as his powerful cantrip, though it must still come from his list of known 1st level spells. Spells from opposition schools may not be made into powerful cantrips.


Powerful Cantrips 2

At 11th level, the wizard chooses one of the second level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell. (To be clear, this is in addition to the 1st level spell he knows as a cantrip.)

Each time the wizard gains a level, if he wishes, he can change the spell he has chosen for one of his powerful cantrips, though it must still come hist list of known 2nd level spells. Spells from opposition schools may not be made into powerful cantrips.


Powerful Cantrips 3

At 20th level, the wizard chooses one of the third level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell. (To be clear, this is in addition to the 1st and 2nd level spells he knows as a cantrip.) Spells from opposition schools may not be made into powerful cantrips.


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, he can choose a metamagic feat, an item creation, 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 feats 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 those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.


Spellbooks

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his 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 his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).


Spells Gained at a New Level
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.


Spells Copied from Another Spellbook or Scroll
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.


Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


Wizard Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Spell-Expert

Human, base stats: Str 8, Dex 10, Con 16, int 20, Wis 10, Chr 10.

Example Feats

1st Level: Dodge, Still Spell. These are always useful. Always.

3rd Level: Spell penetration. Because caster level checks are HARD.

5th Level: Spell focus, Silent Spell. Let's see them make THIS saving throw. More important, gags and silence spells don't do a thing any more.

7th Level: Dazing Spell. Your spells are terrible in their power. AS THEY SHOULD BE.

9th Level: Selective Spell. This lets you nuke at will, no matter what your pesky team-mates are doing.

10th Level: Elemental Spell, Acid. You know what's better than fireball? Acid ball.

11th Level: Widen Spell: Size does matter. Oh yes, it does.

13th Level: Maximize Spell. Finally! Some PROPER firepower!

15th Level: Greater Spell Penetration, Quicken Spell. Punch it through, baby, and then cast ANOTHER spell!

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. As a Wizard, perfection is your normal state.

20th Level: Intensify Spell. Yeap. Because a 30d6 Polar Acid Ray sounds about right.

Epic Wizard

Table: Epic Wizard

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st +11/+6 +7 +7 +12 High Magic I 7 5 5 4 4 4 4 4 4 4 1
22nd +11/+6 +8 +8 +13 Bonus Feat 7 5 5 5 5 4 4 4 4 4 2
23rd +12/+7 +8 +8 +13 High Magic II 7 5 5 5 5 5 4 4 4 4 2 1
24th +12/+7 +9 +9 +14 7 5 5 5 5 5 5 4 4 4 3 2
25th +13/+8 +9 +9 +14 Bonus Feat 7 5 5 5 5 5 5 5 4 4 4 2 1
26th +13/+8 +10 +10 +15 High Magic III 7 5 5 5 5 5 5 5 5 4 4 3 2
27th +14/+9 +10 +10 +15 7 5 5 5 5 5 5 5 5 5 5 3 2 1
28th +14/+9 +11 +11 +16 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 4 3 2
29th +15/+10 +11 +11 +16 High Magic IV 7 5 5 5 5 5 5 5 5 5 5 5 4 2 1
30th +15/+10 +12 +12 +17 7 5 5 5 5 5 5 5 5 5 5 5 5 3 2
31st +16/+11 +12 +12 +17 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 5 5 4 3 1
32nd +16/+11 +13 +13 +18 High Magic V 7 5 5 5 5 5 5 5 5 5 5 5 5 5 4 3
33rd +17/+12 +13 +13 +18 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 1
34th +17/+12 +14 +14 +19 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 1
35th +18/+13 +14 +14 +19 High Magic VI 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4
36th Apotheosis!

Epic Class Abilities

Bonus Feat

The Wizard may choose a feat from the Item Creation, Magic, or Metamagic category's


High Magic I

It may be difficult to believe, but in the higher Epic levels you will find your Wizard having little use for such things as that old reliable standby, Fireball. 10d6 with a save is just not much use, frankly, unless you need a good minion-mopper, and since it's low level even the save DC isn't terribly high. But never worry, Wizards are the masters of magic, and they have a solution to this problem, and that solution is called the Perfect Spell feat. Perfect Spell maximizes the effects of a spell, and then DOUBLES it.

But...that still leaves those low level spell slots un-used...right? I mean, Perfect Spell is like +forty levels, right?

Well, the High Magic ability fixes that. High Magic is the EPIC version of Powerful Cantrips, and it puts Powerful Cantrips to shame. High Magic I grants the Wizard the benefits of Perfect Spell on all his first level spells for free. And this does NOT ncrease the spell slot level required! So, while using a first level spell slot, the spells damage numbers are maximized, then doubled. A forty point Magic Missile still isn't much to celebrate, but it's certainly not bad, either.

High Magic II

All the Wizards second level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.


High Magic III

All the Wizards third level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level. 120 point fireballs? Not too shabby, even at this level.


High Magic IV

All the Wizards fourth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.


High Magic V

All the Wizards fifth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.


High Magic VI

All the Wizards sixth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.

Wait....

Wait just one minute!

Isn't Disintegrate a sixth level spell? It sure is! Huh.... That's a 480 point attack for a measly sixth level spell slot.

Well, there's a reason you get this at 35th level. :)


Spells

Epic wizards get higher level spells slots, usable for adding metamagic to their high level spells.