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'''Skill Ranks per Level:''' 3 + Int modifier.
'''Skill Ranks per Level:''' 3 + Int modifier.


=== Table: Wizard ===
=== Table: Wizard ===
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== Class Features ==
== Class Features ==
=== Weapon and Armor Proficiency ===
=== 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.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
 
==== 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.


===Implements===
The Wizard is one of the classes which is allowed to use Implements to boost their magical ranged touch attacks.  See the [[Crafting_Magic_Implements]] page for more details.


===Spells (Sp)===
===Spells (Sp)===
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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.
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.
: '''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.


d20pfsrd link to Sorcerer/Wizard [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard Spell List].
: 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).  The complete rules for adding spells are [[http://www.d20pfsrd.com/magic#TOC-Adding-Spells-to-a-Wizard-s-Spellbo here:]]
:: '''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.
* [[Sorcerer/Wizard Spells]]


=== Bonus Languages (Ex) ===
=== Bonus Languages (Ex) ===
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.


=== Arcane Bond (Ex or Sp) ===
=== Arcane Bond (Ex or Sp) ===
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FYI There are feats intended for familiars and animal companions. Here are a few:
FYI There are feats intended for familiars and animal companions. Here are a few:


* Critical Conduit
* [[Critical Conduit (Feat)]]
* Extra Item Slot
* [[Extra Item Slot (Feat)]]
* Familiar Spell (Metamagic)
* [[Familiar Spell (Feat)]]
* Familiar Focus
* [[Familiar Focus (Feat)]]
* Spell Sponge
* [[Spell Sponge (Feat)]]
 


=== Arcane School===
=== Arcane School===
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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.
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====
==== 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.
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 (Sp) ===
=== Cantrips (Sp) ===




=== Powerful Cantrips 1 (Sp) ===
=== Powerful Cantrips 1 (Sp) ===
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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 may not have metamagic feats applied to them.
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 may not have metamagic feats applied to them.


=== Powerful Cantrips 2 (Sp) ===
=== Powerful Cantrips 2 (Sp) ===
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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 his list of known 2nd level spells. Spells from opposition schools may not be made into powerful cantrips.  Powerful Cantrips may not have metamagic feats applied to them.
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 his list of known 2nd level spells. Spells from opposition schools may not be made into powerful cantrips.  Powerful Cantrips may not have metamagic feats applied to them.


=== Powerful Cantrips 3 (Sp) ===
=== Powerful Cantrips 3 (Sp) ===
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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 his list of known 3rd level spells.  Spells from opposition schools may not be made into powerful cantrips.  Powerful Cantrips may not have metamagic feats applied to them.
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 his list of known 3rd level spells.  Spells from opposition schools may not be made into powerful cantrips.  Powerful Cantrips may not have metamagic feats applied to them.


 
=== Creator (Su) ===
=== Scribe Scroll (Su) ===
At 1st level, a wizard gains [[Creator (Feat)]] as a bonus feat.
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
 


=== Bonus Feat ===
=== Bonus Feat ===
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the wizard fancies. 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.
At 5th, 10th, 15th, and 20th levels, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the wizard fancies. 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.


A wizard may also choose an [http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-discoveries Arcane Discovery] that he qualifies for in place of a bonus feat at these levels.
A wizard may also choose an [http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-discoveries 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).  The complete rules for adding spells are [[http://www.d20pfsrd.com/magic#TOC-Adding-Spells-to-a-Wizard-s-Spellbo here:]]
====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.
===Implements===
The Wizard is one of the classes which is allowed to use Implements to boost their magical ranged touch attacks.  See the [[Crafting_Magic_Implements]] page for more details.


== Epic Wizard ==
== Epic Wizard ==
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| colspan="23" | Apotheosis!
| colspan="23" | Apotheosis!
|}
|}


== Epic Class Abilities ==
== Epic Class Abilities ==


===Bonus Feat===
===Bonus Epic Feat===
The Wizard may choose a feat from the Item Creation, Magic, or Metamagic category's
At 22nd, 25th, 28th, 31st and 34th levels, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the wizard fancies. 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.


A wizard may also choose an [http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-discoveries Arcane Discovery] that he qualifies for in place of a bonus feat at these levels.


=== High Magic I (Su) ===
=== High Magic I (Su) ===
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 its 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
Beginning at 21st level, Wizards receive the [[Perfect Spell (Feat)|Perfect Spell]] metamagic feat for free as a bonus featFurthermore, all of the wizard's 1st level spells are cast as though they were enhanced with Perfect Spell, without increasing their spell slot level.
 
Perfect Spell maximizes the effects of a spell, and then DOUBLES itYep, a double Maximize, gotta love it.
 
But...that still leaves those low level spell slots un-used...right?  I mean, Perfect Spell is +6 levels, right?
 
Well, the High Magic ability fixes that, too.  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 increase 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 (Su) ===
=== High Magic II (Su) ===
All the Wizards second level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.
All the Wizards 2nd level spells are affected by [[Perfect Spell (Feat)|Perfect Spell]] with no increase in spell slot level.
 


=== High Magic III (Su) ===
=== High Magic III (Su) ===
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.
All the Wizards 3rd level spells are affected by [[Perfect Spell (Feat)|Perfect Spell]] with no increase in spell slot level.
 


=== High Magic IV (Su) ===
=== High Magic IV (Su) ===
All the Wizards fourth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.
All the Wizards fourth level spells are affected by [[Perfect Spell (Feat)|Perfect Spell]] with no increase in spell slot level.
 


=== High Magic V (Su) ===
=== High Magic V (Su) ===
All the Wizards fifth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.
All the Wizards fifth level spells are affected by [[Perfect Spell (Feat)|Perfect Spell]] with no increase in spell slot level.
 


=== High Magic VI (Su) ===
=== High Magic VI (Su) ===
All the Wizards sixth level spells are affected by Perfect Spell for free, namely, maximized then doubled for no increase in spell slot level.
All the Wizards sixth level spells are affected by [[Perfect Spell (Feat)|Perfect Spell]] with 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 ===
=== Spells ===
Epic wizards get higher level spells slots, usable for adding metamagic to their high level spells.
Epic wizards get higher level spells slots, usable for adding metamagic to their high level spells.

Revision as of 15:31, 26 May 2016