Difference between revisions of "Wizard"

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Latest revision as of 16:01, 11 March 2019

Wizards are Spellweavers whose mastery of the Al'Noth comes through years of difficult study and hard work. There is no magic a Wizard cannot master, given enough time, and most Wizards reject the notion held by Sorcerers that magic is a talent. A Wizard's spellbook is filled with all manner of spells that are collected over the years, and often this spellbook is a Wizard's most prized possession.

Properly prepared, a Wizard can be a truly formidable individual. Their flexibility and the magics they can bring to bear are only limited by their spellbooks and their level of mastery, both of which are in a constant state of improvement. However, a Wizard caught by surprise or unprepared can be as weak as a kitten. As a result, most wizards try to never be caught in such a state, at least not without some other form of protection.

A Wizard will sometimes specialize in a particular aspect of magic, and such a specialized Wizard becomes an even more formidable force in that chosen aspect, though usually at the expense and exclusion of another. Such sacrifices are deemed acceptable by those who choose to narrow their study in such a way. Wizards who do so believe that what is gained outweighs that which is lost. Specialization aside, given enough time and dedication, a Wizard can master any spell from the simplest of cantrips to the most complex of rituals. With enough study and attention to detail, most Wizards learn the intricate patterns and preparations needed to teleport themselves across great distances, and many Wizards consider this accomplishment proof of their superiority over Sorcerers and other Al'Noth users.

Wizards generally begin to study magic in their early teens as an apprentice to another Wizard. There are also academies specifically established for teaching magic and the ways of the Al'Noth. Such institutions, such as the Lucindite School of Magic in Spellgard, offer a much broader and in-depth education but at the expense of the one-to-one master/apprentice relationship. Wizards have also been known to join such a school at the end of their apprenticeships in order to further their studies in an academic environment. Most Wizards will not take an apprentice before adolescence, except in more of a servant role until such time as the apprentice is deemed old enough to handle the degree of study necessary. In all of history, no cases of a Wizard's ability occurring spontaneously have ever been recorded, and it is extremely rare (some would say statistically impossible) for children to exhibit the ability to grasp the complexities of Al'Noth theory necessary to cast even the simplest of cantrips.

A Wizard's most powerful tool is intellect. Wizards tend to be very intelligent, with the most successful and powerful Wizards being able to dwarf the average person in sheer mental and analytic ability. Despite this, many Wizards have this intelligence focused on magical study and application. While some have been, Wizards are not generally found in the roles of tacticians or advisers, except of course in situations where the Wizard can comment on matters of magic. There are exceptions to every rule, of course, and Wizards are as diverse and varied as the Al'Noth itself. When a Wizard's intelligence is coupled with ambition and a lust for ever-greater power, such an individual can become a cunning and dangerous force in the world.

  • Alignment: Any
  • Hit Die: d4
  • Proficiencies: Weapons (Wizard)
  • Skill Points: 2 + Intelligence Modifier
  • Class Skills:
  • High Saving Throw(s): Will
  • BAB: Third
  • Spellcasting: Arcane (Intelligence-based, requires preparation, armor related chance of spell failure is a factor); wizards begin the game knowing all cantrips and four 1st-level spells. Must have an Intelligence score of 10 + the spell's level to cast a spell. Due to a Wizard's constant study, they learn two new spells of any level spell they are able to cast every class level. Wizard's can also learn new spells through the study of scrolls.

Abilities:

  • Level 1
    • Summon Familiar
  • Level 14
    • Tome of Teleportation

Wizard Bonus Feats - Every five levels, the wizard may select a bonus metamagic feat.

Wizard Spells per day

Base Spells per Day

Level  0  1  2  3  4  5  6  7  8  9
1   3   1   -   -   -   -   -   -   -   -
2   4   2   -   -   -   -   -   -   -   -
3   4   2   1   -   -   -   -   -   -   -
4   4   3   2   -   -   -   -   -   -   -
5   4   3   2   1   -   -   -   -   -   -
6   4   3   3   2   -   -   -   -   -   -
7   4   4   3   2   1   -   -   -   -   -
8   4   4   3   3   2   -   -   -   -   -
9   4   4   4   3   2   1   -   -   -   -
10   4   4   4   3   3   2   -   -   -   -
11   4   4   4   4   3   2   1   -   -   -
12   4   4   4   4   3   3   2   -   -   -
13   4   4   4   4   4   3   2   1   -   -
14   4   4   4   4   4   3   3   2   -   -
15   4   4   4   4   4   4   3   2   1   -
16   4   4   4   4   4   4   3   3   2   -
17   4   4   4   4   4   4   4   3   2   1
18   4   4   4   4   4   4   4   3   3   2
19   4   4   4   4   4   4   4   4   3   3
20   4   4   4   4   4   4   4   4   4   4


Epic Wizard

Knowledge is power and the quest for knowledge never ends. There is an everlasting supply of arcane lore for the epic wizard to discover.
 

  • Hit Die: d4
  • Skill Points: 2 + Intelligence Modifier
  • Bonus Feats: 23, 26, 29, 32, 35, 38
  • Epic Wizard Bonus Feats:
    • Automatic Quicken Spell I - III
    • Automatic Silent Spell I - III
    • Automatic Still Spell I - III
    • Epic Spell: Dragon Knight
    • Epic Spell: Epic Mage Armor
    • Epic Spell: Epic Warding
    • Epic Spell: Greater Ruin
    • Epic Spell: Hellball
    • Epic Spell: Mummy Dust
    • Epic Spell: Time Stop
    • Epic Spell Focus
    • Epic Spell Penetration
    • Great Intelligence
    • Improved Combat Casting