Tuesday, February 3, 2015

Campaign Design - Base Classes: Familiars

Gaining a Familiar
An arcane engineer, generalist wizard, hexblade, shadowsworn, or sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 shillings. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion or servant. The sorcerer or wizard chooses the kind of familiar he gets. As the sorcerer or wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by its master, the master must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer or wizard level; success reduces the loss to one-half that amount. However, the master's experience total can never go below 0 as a result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that gains a familiar may only have one familiar at a time. Class levels in classes that grant a familiar stack for determining the powers of the familiar that depend upon the master's level.

Familiars
Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. Unless otherwise augmented, a familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by an arcane spellcaster. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Normally, only a normal, unmodified animal may become a familiar, meaning a druid/sorcerer could not normally use her animal companion as a familiar. Consult the list of basic familiars to determine what kind of base creature the familiar is. Alternatively, a caster with the Improved Familiar feat who meets all of the other prerequisites may select a familiar from the list of improved familiars.

A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar Basics: Use the base statistics for a creature of the familiar's kind as presented here, but make the following changes:
  • Hit Dice: For the purpose of effects related to the number of Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.
  • Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  • Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Strength or Dexterity modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
  • Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers for saves, and it does not share any of the other bonuses that the master might have on saves (from magic items or feats, for example).
  • Skills: For each skill in which either the master or the familiar has ranks, use the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use.
Familiar Abilities: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Master Class Level
Natural Armor Adjustment
Intelligence
Special
1st-2nd+16
Skill Augmentation (Listen and Spot), improved evasion, share spells, empathic link
3rd-4th+27
Deliver touch spells
5th-6th+38
Speak with master
7th-8th+49
Speak with animals of its kind
9th-10th+510
-
11th-12th+611
Spell resistance
13th-14th+712
Scry on familiar
15th-16th+813
-
17th-18th+914
-
19th-20th+1015
-

Familiar Ability Descriptions: The abilities listed on the familiar ability table have the following effects:
  • Natural Armor Adjustment: The number noted here is an improvement to the familiar's existing natural armor bonus. It represents the preternatural toughness of a spell-caster's familiar.
  • Intelligence: The familiar's Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.
  • Skill Augmentation (Listen and Spot) (Ex): The presence of the familiar sharpens its master's senses. When the familiar is within arm's reach, the master gains the Skill Augmentation (Listen and Spot) feat.
  • Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a familiar takes no damage if it makes a successful saving throw, and half damage even if the saving throw fails.
  • Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within five feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type.
  • Empathic Link (Su): The master has an empathic link with his familiar out to a distance of 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the nature of the link, only general emotional content (such as fear, hunger, happiness, or curiosity) can be communicated. Not that the low Intelligence of a low-level master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
  • Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. if the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master could. If the master casts another spell before the touch is delivered, the touch spell dissipates.
  • Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
  • Speak With Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): Bats with bats, dogs with dogs and wolves, rats and mice with rodents, cats with felines, hawks, owls, and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures of the family Mustelidae, and so on. Such communication is limited by the intelligence of the conversing creatures.
  • Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
  • Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Familiar Feats
Arcane casters can acquire a number of feats relating to their familiars. These feats generally improve the abilities of the familiar, making it more useful to its master, but unless otherwise noted they are usually only available to a spellcaster with a familiar.

Familiar Growth
Familiars normally develop powers and abilities as their masters grow in strength. The mystical bond between familiar and master strengthens with time and proximity. While this connection is more than enough for many sorcerers and wizards who would rather devote their time and energy to personal development, some grow to value their familiars as companions and friends. Some mages merely come to understand their familiar's utility and seek to further increase the abilities of this valuable asset. In either case, it is possible for a character to channel some of his life energy into his familiar, giving it extraordinary powers and abilities.

A familiar always grows through its master's gifts and does not gain experience on its own. The master chooses how much experience goes to the familiar, and when. The familiar's master must perform a ritual requiring magical materials costing 100 shillings per 1,000 experience points to be transferred. The master cannot take back experience given to a familiar, nor can a master give so much experience that it would cause him to lose a level. If the mage chooses to give his familiar fewer experience points than necessary for the desired effect, those experience points will reside within the familiar until the transfer is complete. There is no limit to the amount of time between rituals. if the familiar or his master dies, the unspent experience points are lost, even if the master is brought back to life.

Some granted abilities allow a familiar to grant a bonus to its master. Others aid the familiar itself. To provide its master with a bonus, the familiar must be within 5 feet of the master. These bonuses do not stack. In all special power descriptions, the term "master level" refers to the arcane class level of the familiar's master. All abilities are supernatural unless otherwise noted.
  • Alternate Form: The familiar has a single alternate form, which can be any object of the same size as the creature. The form must be chosen when the ability is granted. The familiar can hold this form as long as it wants. Changing into an object negates any other bonuses usually given to the master even if it is within 5 feet. Experience Point Cost: 300.
  • Blindsight: The familiar gains blindsight to a range of 30 feet. Experience Point Cost: 500.
  • Blink: The familiar can blink in and out of the ethereal plane as per the blink spell. The familiar can use this ability three times per day, and each use lasts for 1 round per master level. Experience Point Cost: 720.
  • Breath Weapon: The familiar has a breath weapon of any type (acid, cold, electricity, fire, or sonic) that causes 3d6 points of damage (Reflex save DC 14 for half damage). The breath weapon may be used three times per day. The master must decide what type of damage and the shape of the attack (15 foot cone or 30 foot line) at the time it is bestowed. If the familiar is of an elemental type, the breath weapon must be of an energy type associated with their element (acid for earth, cold for ice or water, electricity or sonic for air, and fire for fire). Experience Point Cost: 750.
  • Breathe Air: The familiar can breathe air in addition to its normal respiration. Experience Point Cost: 720.
  • Breathe Water: The familiar can breathe in water in addition to its normal respiration. Experience Point Cost: 720.
  • Burrow: The familiar can dig and burrow through the ground, gaining a movement rate of burrow 15 feet. This is an extraordinary ability. Experience Point Cost: 100.
  • Constrict: On a successful grapple check, the familiar can crush an opponent of its size category or smaller, dealing twice its normal unarmed damage. This is an extraordinary ability. Experience Point Cost: 100.
  • Corporeal: The familiar may become corporeal twice per day for up to one minute at a time. The familiar must be naturally incorporeal to gain this ability. Experience Point Cost: 250.
  • Cute: The familiar has an otherworldly beauty about it that make it seem adorable. This mild Enchantment effect gives it a +2 bonus on its NPC reaction rolls. Any creature with hostile intentions towards the familiar must roll a Will save (DC 10) to attack it. Experience Point Cost: 250.
  • Damage Reduction: The familiar gains damage reduction 5/+1. Experience Point Cost: 300.
  • Darkvision: The familiar gains darkvision up to 60 feet. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Disease: The familiar carries a viral infection that is transmitted through its primary attack. The disease has a one minute incubation period and causes 1d4 temporary Constitution damage. The Fortitude save to resist the infection is DC 12. Experience Point Cost: 200.
  • Displacement: The familiar gains the ability to appear as if under the effect of a displacement spell. It may activate this ability at will as a move-equivalent action. Experience Point Cost: 1,200.
  • Energy Drain: The familiar's primary attack inflicts one negative level in addition to normal damage. The Fortitude save to remove the negative level is DC 12. Experience Point Cost: 500.
  • Energy Resistance: The familiar gains energy resistance 20 against one energy type (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 750.
  • Etherealness: The familiar can enter the ethereal plane for up to 1 minute per day. The time may be divided into non-consecutive rounds, and the familiar may move back and forth as a standard action. Experience Point Cost: 750.
  • Fast Healing: The familiar gains fast healing 1 as an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,000.
  • Flying (Winged): The familiar gains a new movement rate of fly 50 feet (average) in addition to its normal movement. This is an extraordinary ability. Experience Point Cost: 250.
  • Flying (Wingless): The familiar gains a new movement rate of fly 90 feet (perfect) in addition to its normal movement. Experience Point Cost: 500.
  • Gaseous Form: Three times per day, the familiar can change itself into a gaseous form, as per the spell. It can hold this form for up to 1 minute and cannot perform any actions other than movement during this time. Experience Point Cost: 600.
  • Glow: The familiar can shed light similar to a torch. Activating this ability is a free action and does not hinder the creature in any way. Experience Point Cost: 125.
  • Immunity: The familiar gains immunity to one type of energy (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,500.
  • Improved Grab: If the familiar hits with a normal attack, it can perform a grapple check as a free action without provoking an attack of opportunity. This works exactly like the ability outlined in the Monster Manual. Experience Point Cost: 250.
  • Incorporeal: The familiar may become incorporeal for up to 1 minute at a time, three times per day. The familiar must be naturally corporeal to gain this ability. Experience Point Cost: 500.
  • Invisibility: The familiar may turn invisible as a free action for a number of minutes per day equal to its master's level. The familiar may use this ability as may times as it likes as long as the total duration of invisibility does not exceed the maximum. This ability functions just like the invisibility spell in all other respects. Experience Point Cost: 300.
  • Low-Light Vision: The familiar gains low-light vision. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • Poison: The familiar's primary attack can deliver a deadly poison in addition to normal damage. The poison deals 1d4 temporary Strength initial and secondary damage. The Fortitude save DC to resist this effect is DC 14. This ability is usable three times per day. Experience Point Cost: 500.
  • Rage: The familiar can enter a bloodthirsty rage three times per day. During the rage the familiar gains +2 Strength, +2 Constitution, and a +1 morale bonus to Will saves, but suffers a -2 penalty to its Armor Class. The rage ability lasts for 5 rounds. This is an extraordinary ability. A construct familiar cannot gain this benefit. Experience Point Cost: 750.
  • Regeneration: The familiar gains regeneration 1 as an extraordinary ability. Fire, acid, and magical effects all deal normal damage to the familiar. Experience Point Cost: 2,000.
  • Scary: The familiar has an unsettling aura surrounding it at all times. This works as a mild fear effect and gives the familiar a -2 on any NPC reaction rolls. Any creature with hostile intentions toward the creature must make a successful DC 15 Will save or furiously attack the object of its fear, suffering a -4 penalty on all attack and damage rolls against the familiar. Experience Point Cost: 250.
  • Scent: The familiar gains the Scent ability as described in the Monster Manual. This ability is an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • See Invisibility: A familiar with this power can see invisible at will. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Size Increase: The familiar grows one size category, gaining all the benefits and disadvantages of the new size. Experience Point Cost: 1,000.
  • Smite: Once per day, the familiar may attempt a smite attack against creatures of a particular alignment. The spellcaster chooses the alignment that this ability targets upon granting his familiar this power and he may not choose to target creatures with an aspect of his alignment or the familiar's alignment. This attack works exactly like a paladin's smite evil ability. Experience Point Cost: 300.
  • Speak Language: The familiar can speak one language known by the master. The level of conversation is still based on the intelligence of the familiar. This ability may be taken multiple times. each time the familiar learns a new language spoken by the master. Experience Point Cost: 100.
  • Spell-Like Ability: The familiar gains the ability to cast one spell three times per day, as a spell-like ability. The caster level of the spell is always the minimum necessary, and the saving throw is 12 + the spell level. Experience Point Cost: Spell level squared x 100.
  • Trip: A familiar that hits with its primary attack mat attempt to trip any opponent of its size or smaller as a free action that does not provoke an attack of opportunity. if the attempt fails, the opponent may not react to trip the familiar. Experience Point Cost: 100.
  • Turn Resistance: The familiar gains +2 turn resistance. This ability is only available to undead familiars. Experience Point Cost: 250.
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Monday, February 2, 2015

Campaign Design - Base Classes: Sorcerer Spells

Sorcerer Spells
Sorcerers cast arcane spells, but they do not have spellbooks and do not prepare their spells. A sorcerer's class level limits the number of spells he can cast. His high Charisma score might allow him to cast a few extra spells. A member of the class must have a Charisma score of at least 10 + a spell's level to cast a spell.

Daily Readying of Spells: Each day, a sorcerer must focus their mind on the task of casting their spells, which requires 8 hours of sleep. The sorcerer does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear her mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need 8 hours of sleep for some reason, such as a benefit granted by their race, class, or a magic item, he still must have 8 hours of restful calm before preparing any spells. After this period of rest, the sorcerer must spend 15 minutes concentrating during which time the sorcerer readies his mind to cast his daily allotment of spells. Without such period to refresh himself, the character does not regain the spell slots he used up the day before.

Recent Casting Limit: If a sorcerer has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. All the spells he has cast within the last 8 hours count against his daily limit.

Adding Spell's to a Sorcerer's Repertoire: A sorcerer gains new spells each time he attains a new level in his class and never gains spells any other way.

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Campaign Design - Base Classes: Arcane Magical Writings

Arcane Magical Writings
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The notation constitutes a universal arcane language that wizards have discovered. The writer uses the same system no matter her native language or culture. However, each character uses the system in her own way. Another person's magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.

To decipher an arcane magical writing, a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of the effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book. Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + the spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before. If the check fails, she cannot try to prepare the spell from the same source again until the next day.

Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. If a wizard has chosen to specialize in a school of magic, she can learn spells only from schools whose spells she can cast.

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, she gains two spells of her choice to add to her spellbook. These spells represent the results of her research. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.

Spells Copied from Another's Spellbook or Scroll: A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard's spellbook. No matter the spell's source, the wizard must, the wizard must first decipher the magical writing. Next, she must spend a day studying the spell. At the end of the day, she must make Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of magic gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools.

If the check succeeds, the wizard understands the spell and can copy it into her spellbook. The process leaves a spellbook that was copied unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copies from a scroll does not vanish from the scroll.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. The fee is usually equal to the spell's level x 50 shillings, though many wizards jealously guard their higher level spell and may charge much more or even deny access to them altogether. Wizards friendly to one another often trade access to equal level spells from each other's spellbooks at no cost.

Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one.

Writing a New Spell into a Spellbook
Once a wizard understands a new spell, she can record it into her spellbook.

Time: The process takes twenty-four hours, regardless of the spell's level.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. A 0th-level spell takes up half a page. A standard spellbook has one hundred pages. Larger or smaller spellbooks can also be purchased.

Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100 shillings per page.

Note: A wizard does not have to pay these costs in time or silver for the spells she gains for free at each new level. She simply adds them to her spellbook as part of her ongoing research.

Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 shillings per page (as noted in Writing a New Spell into a Spellbook, above). The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.

Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a Spellbook
Captured spellbooks can be sold for a number of shillings equal to one-half the cost of purchasing and inscribing the spells within it (that is, 50 shillings per page). A spellbook entirely filled within spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 shillings.

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Campaign Design - Base Classes: Preparing Wizard Spells

Preparing Wizard Spells

A wizard's level limits the number of spells she can prepare or cast. Her high Intelligence score might allow her to prepare a few extra spells. She can prepare the same spell more than once, but each preparation counts as one spell towards her daily limit. preparing an arcane spell is an arduous mental task. To do so, a wizard must have an Intelligence score of at least 10 + the spell's level.

Rest: To prepare her daily spells, a wizard must have a clear mind, which requires 8 hours of sleep. The wizard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need 8 hours of sleep for some reason, such as a benefit granted by their race, class, or a magic item, she still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit: If a wizard has cast spells recently, the drain on her resources reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from overt distractions such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards must also have access to their spellbooks to study from and sufficient light to read them by. There are two exceptions: A wizard can prepare read magic and any spell she has mastered via the Spell Mastery feat even without a spellboook.

Spell Preparation Time: After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller proportion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until she prepares spells from her spellbook, the only spells a wizard has available to cast are the ones she had already prepared from the previous day and has not yet used. During the study period she chooses which spells to prepare. if a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during the day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.

Spell Slots: The various character classes all have tables showing how many spells of each level a character can cast per day. These opening for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.

Prepared Spell Retention: Once a wizard has prepared spell, it remains in her mind as a nearly cast spell until she uses the prescribed components to complete and trigger it or until she abandons it. Upon casting of a spell, the spell's energy is expended and purged from the character, leaving her feeling a little tired. Certain other evens, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in her mind are wiped away. Potent magic (such as raise dead, or true resurrection) can recover the lost energy when it recovers the character.

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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 HÅ“nir: 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

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