Sunday, February 1, 2015

Campaign Design - Base Classes: Wizard

Wizard
(adapted from The Player's Handbook and Unearthed Arcana)

A few words and fleeting gestures carry more power than a sword or a spear when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spell book preparing each spell for casting and the years before that spent in apprenticeship to learn the arts of magic.

Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magic theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent, but a difficult, rewarding art.

Abilities: Intelligence determines how powerful a spell a wizard can cast, how many spells she can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a wizard extra hit points, a resource that she is otherwise very low on.

Alignment: Any.

Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The wizard's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Decipher Script (Int), Knowledge: Any (Int), Profession: Any (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the wizard:
  • Base Attack Bonus: Poor. A wizard gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A wizard gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A wizard gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A wizard gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • 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 of any type interferes with a wizard's arcane gestures, which can cause her spells with somatic components to fail.

  • Spells: A wizard casts arcane spells (the same type of spells available to sorcerers), which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare spells ahead of time. To cast a spell, a wizard must have an Intelligence score of 10 + the spell's level (Intelligence 10 for 0th-level spells; Intelligence 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell's level + the wizard's Intelligence modifier. Like other spell casters, a wizard can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Unlike a sorcerer, a wizard may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells).

  • Bonus Languages: A wizard may select Sûlic or Quolin for one of the bonus languages available to the character because of her race. Many ancient tomes of magic are written in Sûlic or Quolin and apprentice wizards often learn these languages as part of their studies.

  • Spellbooks: A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing twenty 0th-level spells, plus three 1st-level spells of the wizard's choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of the wizard's choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based upon her new wizard level) for her spellbook. If the wizard is a specialist wizard, one of these two spells gained must be from her specialty school. At any time, a wizard can also add spells found on scrolls or in other wizard's spellbooks to her own (see Arcane Magical Writings).

  • School Specialization: A school is one of eight groupings, each defined by a common theme, such as illusion or necromancy. If desired, a wizard may specialize in one school of magic. A wizard who does not specialize in a particular school of magic is called a generalist wizard. Specialization gives a wizard an alternate set of wizard and arcane powers, but she can never learn to cast extra spells from other schools. Essentially, a wizard gains exceptional mastery over a single school by neglecting the study of other schools.

    In addition to the other alternate powers that a specialist wizard receives, she gains a +2 bonus on Spellcraft checks to learn spells of her chosen schools (see Arcane Magical Writings).

    The wizard must choose whether to specialize, and if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic unless she chooses to specialize in divination, which become her prohibited schools. A diviner must only designate one other school of magic to become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she cannot even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

    The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
    • Abjuration: Spells that protect, block, or banish. An aburation specialist is called an abjurer.
    • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjuror
    • Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike other specialists, a diviner must only give up one other school
    • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
    • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
    • Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
    • Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
    • Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
    • Universal: This is not a school, but rather a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

  • Cantrips: At 1st level an every wizard level thereafter, a wizard may choose one cantrip she knows from her spellbook. She may cast the selected cantrips at will, without having to prepare them. This means that a 1st level wizard will be able to cast one cantrip as an at-will power, a 2nd level wizard will be able to cast two cantrips as an at-will power, and so on, until the character reaches 20th level, at which point they will be able to cast twenty cantrips as at-will powers. If possible, a specialist wizard must select at least half of their chosen cantrips from their specialty school.

  • Bonus Feat: At 1st level a wizard gains Scribe Scroll as a bonus feat. This feat enables her to create magic scrolls. A conjurer gains the Augmented Summoning feat at 1st level as a bonus feat instead of the Scribe Scroll feat.

  • Wizard Power: At 1st level, a wizard gains their wizard power. What power they gain depends upon whether they are a specialist or generalist wizard:
    • Generalist: A generalist wizard gains one of the following abilities. This choice must be made at 1st level, and once made may not be changed thereafter.

      • Aligned Spellcaster (Ex): A generalist wizard with this ability must choose an alignment they have that is not neutral. Spells they cast gain the appropriate alignment descriptor unless they already have the opposite alignment descriptor. Spells they cast that target creatures of the opposite alignment are cast at +1 caster level and at +2 caster level if they have the opposite alignment as a subtype. Area of effect and other spells that affect such creatures without targeting them do not gain this bonus. A true neutral spellcaster gains no benefit from this ability.

      • Beleaguered Spellcaster (Ex): Whenever a wizard with this ability takes an amount of damage equal to 3 times their arcane caster level from one attack, the next spell they cast is automatically maximized or extended (the wizard's choice) without increasing the spell level or casting time.

        You may use this ability a number of times per day equal to 1 + the wizard's Intelligence modifier (minimum 1 time per day).

      • Disciple of Hœnir: A generalist wizard with this ability qualifies for item creation feats as a character 1 caster level higher than they actually are. Magic items they create are crafted at +1 caster level. The item created gains this bonus for free. The wizard does not pay the extra cost associated with the higher caster level. If a wizard with this ability destroys a permanent magic item, they lose all arcane spellcasting abilities for 1 day per caster level of the item.

      • Eidetic Spellcaster: A generalist wizard with this ability does not gain the Scribe Scroll feat. The wizard does not need a spellbook either to record spells they know or to prepare known spells. They still learn spells normally, either through gaining levels in wizard or learning from other spellbooks or scrolls, and they must pay all the normal costs for learning new spells (used instead for special incenses rather than inks) but they do not need to put them into a spellbook.

      • Impromptu Metamagic: Each day, a generalist wizard with this ability may choose a metamagic feat they have. They can cast spells affected by that feat without increasing the spell level or casting time of the spells. They may not use any other metamagic feats that day. They may use this ability a number of times per day equal to 5 minus the level adjustment of the metamagic feat. The wizard may apply the metamagic feat spontaneously, as they cast the spell. They do not need to prepare the spell with the metamagic feat already applied. Even though this ability does not increase the spell's level, the character must be able to cast spells of the level the spell would be if they applied the metamagic feat normally.

      • Summon Familiar: A generalist wizard with this ability can obtain a familiar.

    • Abjurer: An abjurer must choose one of the following special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Resistance to Energy (Su): Once per day an abjurer can create a mystical shield that grants herself or any one creature she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the abjurer's class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.

      • Skilled Abjurer: An abjurer with this ability casts all abjuration spells at +1 caster level. Any noninstantaneous, nonpermanent abjuration spell they cast on someone other than themselves that does not require concentration has double to duration. They cannot use this ability on any spell with a duration that has been modified in any other manner, such as with the Extend Spell metamagic feat.

      • Urgent Shield (Sp): The abjurer can create a temporary shield of force that grants her a +2 shield bonus Armor Class. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (Minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of. The effect lasts until the start of her next turn.

    • Conjurer: A conjuror must choose one of the following special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Abrupt Jaunt (Sp): The conjuror can teleport up to 10 feet. The conjuror cannot bring along any other creatures. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (Minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Rapid Summoning (Ex): Any time a conjurer with this ability casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned). Conjurers using this ability gain the normal benefits from enhancing a summon monster with the Quicken Spell feat.

      • Skilled Conjuror: A conjuror with this ability casts all conjuration spells at +1 caster level. Any creature they conjure with any summon spell gains a +2 enhancement bonus to Dexterity and Wisdom for the duration of the spell that summoned it.

    • Diviner: A diviner must choose one of the following two special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Enhanced Awareness (Ex): A diviner with this ability adds Sense Motive to her list of class skills. She only needs to study an item for 10 minutes (rather than an hour) when casting identify. An arcane eye cast by a diviner moves at 20 feet per round when studying its surroundings (rather than 10 feet per round). A diviner gains a +1 bonus to the save DC of the character's divination spells. This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.

      • Glimpse Peril (Sp): The diviner gains a flash or foresight into the danger lying in her future. She gains a +2 insight bonus on her next saving throw she makes before her next turn. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Skilled Diviner: A diviner with this ability casts all divination spells at +1 caster level. Whenever they cast a divination spell, they immediately gain a +2 insight bonus on Listen and Spot checks for 1 hour per level of the spell they cast (0th-level spells grant the bonus for 30 minutes). Multiple castings of divination spells do not stack.

    • Enchanter: An enchanter must choose one of the following two speial abilities. This choice is made at 1st level and may not be changed thereafter:

      • Instant Daze (Sp): When an enemy that has Hit Dice equal to or less than the enchanter's wizard level makes a melee attack against the enchanter, the wizard can render him dazed. This is a compulsion, mind-affecting ability. The save DC is equal to 10 + ½ the enchanter's wizard level + the enchanter's Intelligence bonus. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Loyal Cohort: An enchanter gains the service of a loyal cohort of the player's choice (with the DM's approval). The cohort is a character of any allowable race and class two levels lower than the enchanter's wizard class level. The cohort is gained when the enchanter is 3rd level and is a 1st level when first gained; after that point follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal. The enchanter doesn't gain any followers from this ability. If the enchanter selects the Leadership feat, she attracts followers as normal, the penalty to the enchanter's effective level is eliminated, and the enchanter automatically qualifies for the "special power" modifier to her Leadership score.

      • Skilled Enchanter: An enchanter with this ability casts all enchantment spells at +1 caster level. For 24 hours after an enchantment spell they cast expires, the target of the spell takes a -2 penalty on all Will saves made to resist the sorcerer's spells or spell-like abilities. The enchanter may only affect one creature at a time in this way. If their enchantment spell affected multiple targets, they must choose one creature against whom the penalty applies. Whenever an enchantment spell the enchanter cast expires while such a penalty is active, the old penalty immediately disappears.

    • Evoker: An evoker must choose one of the following two special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Counterfire (Sp): When a visible enemy within 60 feet targets the evoker with a ranged attack or spell, the evoker can respond with a glowing arrow of force. This requires a ranged touch attack to hit and deals 1d6 points of damage per three wizard levels. Both attacks resolve simultaneously and thus neither can disrupt the other. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Energy Affinity (Ex): An evoker with this ability must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).

      • Skilled Evoker: An evoker with this ability casts all evocation spells at +1 caster level. Whenever the evoker casts an evocation spell that deals hit point damage, that spell deals +1 point of damage.

    • Illusionist: An illusionist must choose one of the following two special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Brief Figment (Sp): The illusionist can create a figment double of herself similar to that created by mirror image. This image lasts until it is struck or until the start of her next turn. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by an illusionist with this ability and communicates the details of the illusion to other creatures, those other creatures do not gain the normal +4 bonus on their saving throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

      • Skilled Illusionist: An illusionist with this ability casts all illusion spells at +1 caster level. Whenever the illusionist casts an illusion (shadow) spell that creates a partially real effect (such as shadow conjuration or shadow evocation), the effect is 10% more real than normal.

    • Necromancer: An necromancer must choose one of the following special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Cursed Glance (Sp): When a visible enemy within 60 feet targets the necromancer with an attack or spell, the necromancer can respond with a curse. if the enemy fails a Will save, he suffers a -2 penalty to armor class and saving throws until the necromancer's next turn. The save DC is equal to 10 + ½ the necromancer's wizard level + the necromancer's Intelligence bonus. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.

      • Skilled Necromancer: A necromancer with this ability casts all necromancy spells at +1 caster level. Each undead creature the necromancer creates with any evil spell gains a number of temporary hit points equal to the necromancer's caster level. These temporary hit points last indefinitely, only disappearing when the necromancer's creation takes damage. The temporary hit points cannot be regained once lost.

      • Undead Minion: A necromancer gains an undead minion - a human warrior skeleton as described in the Monster Manual. Obtaining this minion takes 24 hours and uses up magical materials that cost 100 shillings. This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third the necromancer's class level to the skeleton's Strength and Dexterity scores.

    • Transmuter: At transmuter must choose one of the following special abilities. This choice is made at 1st level and may not be changed thereafter:

      • Enhance Attributes (Ex): Once per day, plus one additional times per five class levels, a transmuter with this ability can add a +2 enhancement bonus to any one of her ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a free action (and counts as casting a quickened spell, so it may only be used once per round).

      • Skilled Transmuter: A transmuter with this ability casts all transmutation spells at +1 caster level. Whenever the tranmuter casts a spell that alters a creature's form, kind, or type, the DC to resist the spell increases by +1.

      • Sudden Shift (Sp): The transmuter can temporarily change her form to grant herself a climb, fly, or swim speed equal to her current land speed. If she activates this ability during her turn, it lasts until the end of that turn; otherwise it lasts until the end of the transmuter's next turn. Activating this ability is an immediate action, and it can be used a number of times per day equal to the wizard's Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half the wizard's class level (minimum 1st) and the caster level is equal to the wizard's class level. The wizard cannot activate this ability in response to an attack she is not aware of.


  • Specialist Power: As a result of their focus, a specialist wizard gains an additional power based upon their school specialization. Generalist wizards do not gain these additional powers:

    • Abjurer: An abjurer gains the spontaneous dispelling extraordinary ability. At 5th level an abjurer gains the ability to spontaneously cast the spell dispel magic. This ability is similar to a cleric's ability to spontaneously cast cure spells with a few exceptions. The abjurer can "lose" four or more levels of prepared spells to cast dispel magic. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0th level spells do not count). At 11th level, an abjurer can "lose" seven or more levels of prepared spells to spontaneously cast greater dispel magic. An abjurer can use this ability in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell.

    • Conjurer: A conjurer gains the spontaneous summoning extraordinary ability. A conjurer can "lose" a prepared spell to cast any summon monster spell of a lower level.

    • Diviner: Diviners gain the prescience extraordinary ability. A diviner can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.

    • Enchanter: An enchanter gains the extended enchantment supernatural ability. Enchanters ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spell-casters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. An enchanter adds Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive to their list of class skills.

    • Evoker: Evokers gain the overcome resistance extraordinary ability. The energy spells cast by an evoker can ignore some or all of the target's resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type were 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance). The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker may use this ability one time per day, plus one additional timer per day for every two class levels attained beyond 1st level.

    • Illusionist: An illusionist gains the extraordinary ability of illusion mastery. An illusionist automatically adds two illusion spells to her spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time an illusionist learns a new illusion spell, she treats that spell as if she had mastered it with the Spell Mastery feat. Hide is a class skill for an illusionist.

    • Necromancer: A necromancer gains the enhanced undead extraordinary ability. Any time a necromancer creates an undead creature (such as with animate dead, create undead, or create greater undead, all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Dice. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.

    • Transmuter: A transmuter gains the transmutable memory extraordinary ability. A transmuter can alter some of her prepared spells in a short amount of time. Once per day, the transmuter may give up a number of prepared spell levels (up to a maximum total equal to half her class level) and prepare different spells in their place, as long as the number of newly prepared spells is equal to or less than the number of spells given up (0th-level spells do not count). Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If the transmuter's concentration is broken during this time, all spells to be lost are gone, and no spells are gained in their place.

  • Arcane Power 1: At 5th level, a wizard gains their first arcane power. What power they gain depends upon whether they have a school specialization or not:

    • Generalist: At 5th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must 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 every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    • Abjurer: At 5th level, an abjurer gains the aura of protection extraordinary ability. Once per day, an abjurer can generate a protective aura that shields against both physical and magical attacks. When the abjurer generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Intelligence modifier. This ability requires a standard action to activate and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until the abjurer is attacked or required to make a saving throw, whichever comes first.

    • Conjurer: At 5th level a conjurer's summoned creatures become particularly difficult to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures.

    • Diviner: At 5th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.

    • Enchanter: An enchanter gains the social proficiency extraordinary ability. The enchanter gains a +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive.

    • Evoker: Once per day, an evoker of 5th level or higher can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell's effect to energy of a different type. Using this ability is a free action that must be declared before the spell is cast.

    • Illusionist: At 5th level, an illusionist may add her Intelligence modifier (in addition to her Dexterity modifier) to her Hide skill checks.

    • Necromancer: A 5th level necromancer gains the undead apotheosis extraordinary ability. At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease.

    • Transmuter: A 5th level transmuter gains the spell versatility extraordinary ability. At 5th level, a transmuter can adapt magic of other schools to her own style of spellcasting. She can select one spell of any spell level that she has access to an treat it as if it were a transmutation spell for all purposes. This means that the specialist can learn the spell normally even if it is a school that she has chosen as a prohibited school, and the spell is affected by feats that affect transmutation spells such as Spell Focus or Greater Spell Focus. Once a spell is chosen to be affected by this ability, it cannot be changed.

  • Arcane Power 2: At 10th level, a wizard gains their second arcane power. What power they gain depends upon whether they have a school specialization or not:

    • Generalist: At 10th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must 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 every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    • Abjurer: At 10th level, an abjurer gains an additional daily use of their aura of protection extraordinary ability.

    • Conjurer: At At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution scores. These bonuses stack with those granted by the Augmented Summoning feat.

    • Diviner: At 10th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.

    • Enchanter: At 10th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skill chosen at 5th level.

    • Evoker: A 10th level evoker gains a second daily use of their substitute energy ability.

    • Illusionist: At 10th level, the illusionist's illusions become infused with shadow stuff, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spell;s increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.

    • Necromancer: At 10th level, the necromancer's undead apotheosis continues. The necromancer gains a +4 bonus on saving throws to resist ability damage, ability drain, or energy drain.

    • Transmuter: At 10th level a transmuter may select an additional spell as the subject of their spell versatility extraordinary ability.

  • Arcane Power 3: At 15th level, a wizard gains their third arcane power. What power they gain depends upon whether they have a school specialization or not:

    • Generalist: At 15th level, a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must 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 every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    • Abjurer: At 15th level, an abjurer gains a third daily use of their aura of protection extraordinary ability.

    • Conjurer: At 15th level a conjurer's summoned creatures become even more difficult to dispel. The addition to the DC to dispel the conjurer's summoned creatures increases to 4.

    • Diviner: At 15th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.

    • Enchanter: At 15th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skills chosen at 5th and 10th level.

    • Evoker: A 10th level evoker gains a third daily use of their substitute energy ability.

    • Illusionist: At 15th level, an illusionist can hide in plain sight (as the ranger ability, except the illusionist need not be in natural terrain).

    • Necromancer: At 15th level a necromancer's undead apotheosis continues. The necromancer's bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease increases to +4.

    • Transmuter: At 15th level, a transmuter may select a third spell as the subject of their spell versatility extraordinary ability.

  • Arcane Power 4: At 20th level, a wizard gains their fourth arcane power. What power they gain depends upon whether they have a school specialization or not:

    • Generalist: At 20th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must 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 every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    • Abjurer: At 20th level, an abjurer gains a fourth daily use of their aura of protection extraordinary ability.

    • Conjurer: At 20th level, the bonuses to Strength and Constitution gained by the conjurer's summoned creatures increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.

    • Diviner: At 20th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.

    • Enchanter: At 15th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skills chosen at 5th, 10th, and 15th level.

    • Evoker: A 20th level evoker gains a fourth daily use of their substitute energy ability.

    • Illusionist: At 20th level, the illusionist gains the ability to blend into shadows. In any condition of illuminations that would normally grant the illusionist concealment, she instead gains total concealment (as if she were invisible).

    • Necromancer: At 20th level, a necromancer gains 25% resistance to critical hits, as the light fortification special ability.

    • Transmuter: At 20th level, a transmuter may select a fourth spell as the subject of their spell versatility extraordinary ability.
Wizard
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Cantrips, Scribe Scroll, Wizard Power, Specialist Power
3
1
-
-
-
-
-
-
-
-
2nd
-
4
2
-
-
-
-
-
-
-
-
3rd
-
4
2
1
-
-
-
-
-
-
-
4th
-
4
3
2
-
-
-
-
-
-
-
5th
Arcane Power 1
4
3
2
1
-
-
-
-
-
-
6th
-
4
3
3
2
-
-
-
-
-
-
7th
-
4
4
3
2
1
-
-
-
-
-
8th
-
4
4
3
3
2
-
-
-
-
-
9th
-
4
4
4
3
2
1
-
-
-
-
10th
Arcane Power 2
4
4
4
3
3
2
-
-
-
-
11th
-
4
4
4
4
3
2
1
-
-
-
12th
-
4
4
4
4
3
3
2
-
-
-
13th
-
4
4
4
4
4
3
2
1
-
-
14th
-
4
4
4
4
4
3
3
2
-
-
15th
Arcane Power 3
4
4
4
4
4
4
3
2
1
-
16th
-
4
4
4
4
4
4
3
3
2
-
17th
-
4
4
4
4
4
4
4
3
2
1
18th
-
4
4
4
4
4
4
4
3
3
2
19th
-
4
4
4
4
4
4
4
4
3
3
20th
Arcane Power 4
4
4
4
4
4
4
4
4
4
4

Home     Base Classes

No comments:

Post a Comment