Wizard Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
See also: Arcane Society
Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.
Hit Die: d6
Starting Gear: Wizards begin their adventures with the basic gear listed below as well as 2d10 Silver Marks in 'savings'.
- One week's trail raitions
- Flint and steel
- Map case with blank paper
- Writing Case
The wizard's class skills are:
Common Plot Skills include:
Skill Ranks per Level: 2 + Int modifier.</p>
Base Attack Bonus
|1st||+0||+0||+0||+2||Channel Arcane Magic, Specialization, Arcane Rituals||3||1||—||—||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Bonus Feat, Specialization||4||4||4||3||3||2||—||—||—||—|
The following are the class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of metal armor or shield. Metal Armor, except those specifically noted, interfere with a wizard's ability to channel arcane magic, which can cause his spells to backfire. This allows wizards to wear padded and leather armor without harmful side-effects.
A wizard casts arcane spells drawn from the Arcane Spells 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).
Wizards have a wide variety of powers called spells available to them, fueled by the arcane energy of the universe. A wizard's spells differ from those of other arcanists usually in terms of usage or scale. When in combat, a wizard favors spells that hinder many enemies at once, rather than attacking one or that empower themselves or allies When casting spells, wizards often use magical implements such as staffs, orbs, or wands. These implements concentrate the arcane power in a spell, increasing its effectiveness.
The most basic spells available to wizards are known as cantrips and require little skill on the part of the wizard in order for them to be cast. Such spells are typically small tricks of magic such as creating a light source, a sound, or moving a small object telekinetically. Wizards are also skilled in the use of rituals , powerful spells that require a significant amount of time and energy to cast, thereby making them impractical in battle but immensely useful in non-combat applications. As with their daily spell, wizards keep these rituals written in a spellbook, where each spell takes up at least a page per its level and rituals taking up to three per level.
(See Spellbooks below):
A wizard begins play with a spellbook containing:
- 2D4 + (Intelligence Modifier) 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools
- 1D4 + (Intelligence Modifier) 1st-level spells (except those from his prohibited schools, if any; see Arcane Schools).
At each new wizard level, he gains 1D4 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).
A wizard will study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for Channel Magic which all wizards can prepare from memory.
Prepared spells can be cast without additional effort. Unprepared spells require 1 action per spell level in preparation before the spell is cast.
A wizard's spell pool is the amount of energy that they can channel into their spells per day. So long as a wizard has mana they can continue to cast their prepared or unprepared spells. For example: If a wizard has prepared Ice Bolt as a spell that day, he does not need to prepare it multiple times. He can continue to cast that spell for so long as he has mana. See Also: Mana
Rather than being given 'Scribe Scroll' or 'Summon Familiar', at 1st level, wizards can form a small number of Arcane Rituals.
At first level the wizard has two, level 1 rituals that they know. Each additional level they can learn one additional ritual. Learned rituals may not exceed their casting level.
For example, a level 2 wizard may learn an additional level 1 ritual. A level 3 wizard may learn an additional level 2 ritual.
Arcane School Specialization
Every wizard will discover their talent with magic as they learn it. That is to say that as a wizard advances in level, they will discover which schools of magic they are good at channeling and which schools they aren't. As they specialize in one school of magic, gaining additional spells and powers based on that school. This choice (discovery) must be made at 1st level, and once made, it cannot be changed. All wizards are able to cast spells, without penalty from the universalist school.
Wizards will have a primary school which they excell at and will gain a secondary school which they will develop at a later level (level 10).
A wizard that chooses to specialize in one school of magic must select any other school as his opposition schools. 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 Universal school do not receive a school slot.
Spell preparation and casting
Wizards cast their spells by using their acquired magical knowledge and experience. In particular, they learn most new spells by seeking out magical writings and copying them into their spellbooks, a method that allows them, unlike sorcerers, to master any number of permissible spells once they find them, assembling a broad and versatile arsenal of power. Many wizards see themselves not only as spell casters but as philosophers, inventors, and scientists, studying a system of natural laws that are for the most part unknown and undiscovered.
- Resting: Wizards need to rest prior to spell casting. This may be in the form of sleep or meditation. A wizard who refuses to sleep and then goes on a spell casting binge (which is not entirely impossible, but rare due to temporal allowances) will grow weary - possibly delusional - and may experience many negative health effects due to the drain on their supply of mana .
- Casting: When the need calls for a certain spell to be cast, wizards will allow their thoughts to retreat back into their consciousness in order to obtain it, and it often appears that wizards are in trances while they are casting. While there is some credence to that, they are not so much entranced that they cannot recognize situations outside their subconscious. When they find the spell they want, wizards will then complete the trigger sequence.
- Preparing Spells: Wizards prepare spells so that they can cast them without much thought. They are spells that are ready to be cast at a moment's notice. Should a wizard have to cast a spell that has not been prepared, it just takes a few moments to look up the basics in his spellbook.
See Preparing Spells
A wizard may substitute Medjia for one of the bonus languages available to the character because of his race.
At 1st level, a wizard gains a meta-magic feat as a bonus feat at first level. At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a number of other types of feats (SEE Feats). 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.
Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The 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).
See also: Arcane Magic and Armor
Types of Wizard
- Elf: Only Solonari (High Elf), Malanari (Dark Elf) or Quenari (Half-Elf) permitted. Sylvanari and Crysanari do not permit their people to engage in arcane magic. Those who do are shunned from their societies as they pose a risk to the whole of their people (after the destruction of the Solonari kingdom, who can blame them)
- Dwarf: Shield Dwarf (Barzul ), Half-Dwarf (Zulner ) are common. Mountain dwarves do not permit arcane magic as its felt to be too dangerous.
- Gnome: Nothing stopping you. Go for it.
- Halfling: Wizards are extremily uncommon and then only found among the Norbril.
- Human: Nothing stopping you. Go for it. Just remember Channeling Sickness .
Ardus Blackwell • Astinon Norello • Daethen Firethorn • Duvell Argen • Gwenyth Aerys • Jaryth Argen • Kurz Borrath • Maegwyn Aerys • Margaux Tarly • Marshall Blackwell • Mazryth Argen • Padryk Baelyn • Rydan Krey • Shurak Shadow-Fell • Stanyr Baelyn • Theomar Farstride • Wisam Aerys
Wizards by Race
Agram Stargazer • Alwyn • Aranis Bromwell • Ardus Blackwell • Astinon Norello • Avryn Blackstar • Daethen Firethorn • Draken Rhal • Dromis • Duvell Argen • Emmon of Briarbuck • Eogin • Evryn Torgus • Feldrin Grellen • Gedryn • Gendrys • Gwenyth Aerys • Hashan Aban Kasar • Hayden Blackwater • Jaerun • Jaryth Argen • Jaxyl • Kelek the Cruel • Kyrean Alba • Kyson • Lelanna • Maegwyn Aerys • Marek • Marinda of Thornhaven • Marshall Blackwell • Master Broom • Mazaran • Mazryth Argen • Mogador of Blackwatch • Ormalon • Randelfur • Renly of Brookford • Rydan Krey • Rykon of Thornwall • Stanyr Baelyn • Telvor • Tethys Thornwalker • Theomar Farstride • Wisam Aerys • Yaesul