Wizard

Description


With magic's return, a few unintelligible words and fleeting gestures can once again carry more power than a battleaxe, 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 their spellbook 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 magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or ignoble motivations that other adventurers have.

The wizard's strength is their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience, and they can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate their spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field (see School Specialization below). Like a sorcerer, a wizard can call a familiar - a small, magical animal companion that serves them. For some wizards, their familiars are their only true friends.

Overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favour chaos over law.

Wizards often recognize each other as comrades or rivals. Even wizards from very different cultures or magical traditions have much in common because they all conform to the same laws of magic. Unlike fighters or rogues, wizards tend to see themselves as members of a distinct, if diverse, group. In civilized lands where wizards study in highly regulated academies, schools, or guilds, wizards also identify themselves and others according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic wizard who learned his arts from a doddering hermit, they nevertheless can't deny the rustic's identity as a wizard.

Humans take to magic for any of various reasons: curiosity, ambition, lust for power, or just personal inclination. Human wizards tend to be practical innovators, creating new spells or using old spells creatively. Elves are enthralled by magic, and many of them become wizards for love of the Art. Elf wizards see themselves as artists, and they hold magic in high regard as a wondrous mystery, as opposed to the more pragmatic human wizards, who see magic more as a set of tools or tricks. Illusion magic comes so simply to gnomes that becoming an illusionist is just natural to brighter and more talented ones. Gnome wizards who don't specialize in the school of illusion are rare, but they don't suffer under any special stigma. Half-elf wizards feel both the elf's attraction to magic and the human's drive to conquer and understand. Dwarf and halfling wizards are rare because their societies don't encourage the study of magic. Half-orc wizards are rare because few half-orcs have the brains and/or circumstances necessary for wizardry. Drow (evil, subterranean elves) often take up wizardry, but wizards are quite rare among the savage humanoids.

Wizards prefer to work with members of other classes. They love to cast their spells from behind strong fighters, to "magic up" rogues and send them out to scout, and to rely on the divine healing of clerics. They may find members of certain classes (such as sorcerers, rogues, and bards) to be not quite serious enough, but they're often not judgmental.

The wizard's role depends somewhat on their spell selection, but most wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some wizards provide great support to their comrades by way of their spells, while others may focus on divination or other facets of wizardry.

(For setting and server specific familiar guidelines, please review: https://www.dragonsneck.com/wiki/Companions-and-Summons)

Alignment Restriction: None

Hit Die: d8

Proficiencies:
Weapon - Simple
Armor - None (robes)
Shield - None

Skill Points: 3 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Heal, Intimidate, Perform, Sense Motive, Spellcraft, Taunt

Primary Saving Throws: Will

Base Attack Bonus: +1/2 Levels

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and three + intelligence modifier 1st-level spells.

Level Progression / Spells per Day

LevelHit DiceBABFortReflexWillFeatsSpells/Day:0123456789
1st1d8+0+0+0+2
Scribe scroll, Weapon proficiency (wizard), Spell School Variant Ability, Learn Scroll
4/ 4
2nd2d8+1+0+0+3Summon Familiar5/ 5
3rd3d8+1+1+1+35/ 53
4th4d8+2+1+1+45/ 64
5th5d8+2+1+1+45/ 641
6th6d8+3+2+2+5Wizard Bonus Feat6/ 752
7th7d8+3+2+2+56/ 7521
8th8d8+4+2+2+6Spell School Variant Ability6/ 8632
9th9d8+4+3+3+66/ 86321
10th10d8+5+3+3+7Arcane Artisan I7/ 87432
11th11d8+5+3+3+77/ 874321
12th11d8+6/+1+4+4+8Wizard Bonus Feat7/ 875432
13th11d8+6/+1+4+4+87/ 8754321
14th11d8+6/+1+4+4+98/ 8765431
15th11d8+6/+1+5+5+9
Spell School Variant Ability
8/ 87654321
16th11d8+6/+1+5+5+108/ 87765421
17th11d8+6/+1+5+5+108/ 877654321
18th11d8+6/+1+6+6+11Arcane Artisan II9/ 877765321
Wizards receive unlimited damage-dealing cantrips.

Familiars have been completely overhauled.


Arcane Artisan: The wizard receives a cost reduction of 20% in the crafting of wands and scrolls. This reduction increases to 40% at level 18.

Wizard Specialist Variants
Dev Note: Prohibited schools are enforced on specialist wizards.
Spell SchoolAbilities/Bonuses
Generalist
Level 1 - Force Blast: Blasts an enemy with a ranged touch attack dealing 1d10 + ½ class level magical damage. This ability may be used once every 3 minutes.

Level 8 - Journeyman’s Recall:
The wizard instantly allows his next 1st, 2nd or 3rd level spell cast within 12 seconds to not consume a spell slot. This ability may be used once per day.

Level 15 - Master’s Recall: The wizard instantly allows his next 4th, 5th or 6th level spell cast within 12 seconds to not consume a spell slot. This ability may be used once per day.
Abjuration
Level 1 - Abjurer’s Aegis: The wizard instantly gains a deflection bonus to armor class equal to 1 + ¼ class level. This ability may be used once every 5 minutes. Duration is 1 + INT modifier rounds.

Level 8 - Allay: The wizard may instantly annuls magical effects on a target, as the Dispel Magic spell. This ability may be used once per day.

Level 15 - Energy Absorption: The wizard shields himself from the elements, as the Energy Buffer spell, but with a cap of 140 hit points. This ability may be used once per day.
Conjuration
Level 1 - Summoner’s Command: Grants the next creature summoned by the wizard a +1 bonus to its level. This ability may be used once every 30 minutes.

Level 8 - Greater Convocation: Grants the next creature summoned by the wizard a +2 bonus to constitution, a +1 bonus to armor class, a +1 bonus to saving throws, and allows it to regenerate 1 hit point each round. This ability may be used once per hour.

Level 15 - Summoner's Will: Duplicates the next creature summoned by the wizard's Summon Creature spell. This ability may be used once per day. The creatures have a duration of 1 round per class level.
Divination
Level 1 - Diviner’s Fortune: The wizard grants a creature a +1 bonus to attack rolls and saving throws. These bonuses increase to +2 at level 12, and to +3 at level 18. Duration is 1 + INT modifier rounds. In addition, the wizard permanently gains a bonus to his Sense Motive skill checks equal to ¼ class level. This ability may be used once every 5 minutes.

Level 8 - Scry Soul: The wizard may attempt to scry the true identity of another character. Upon succeeding on a Concentration skill check, he learns their true name and whether or not they are disguised. The DC of this skill check is 14 + the scried character's level. Should the wizard fail this check, the scried character is alerted that someone has attempted to scry them but not whom. This ability may be used once per day.

Level 15 - Secret Eye: The wizard enchants a non-stackable item, which acts as a beacon leading to the creature that possesses it. Secret Eye may only enchant one item at once, and may be dispelled normally. This ability may be used once per day.

Level 15 - Pierce the Veil: The wizard scries on their item enchanted with Secret Eye, revealing the location of its current possessor. This ability may be used once per hour.
Enchantment
Level 1 - Daze Bolt: The wizard launches a discombobulating bolt of energy at an enemy. The enemy is dazed for 1 round + 1 round per 8 class levels unless they succeed on a Will saving throw. The DC for this ability is 10 + ½ class level + INT modifier. This ability may be used once every 3 minutes.

Level 8 - Alluring Enchantments: Whenever the wizard successfully casts a Charm spell on an enemy, they have a 10% chance of it afflicting all enemies in a 5-meter radius with the same effect.

Level 15 - Dominating Charm: When the wizard successfully casts a Charm spell on an enemy, they become dominated for the same duration instead. This does not affect enemies charmed by Alluring Enchantments.
Evocation
Level 1 - Prismatic Barrage: Blasts an enemy with elemental missiles, dealing 1d2 magical damage, 1d2 fire damage, 1d2 acid damage, 1d2 cold damage, and 1d2 electric damage. This ability has a 25% chance for its cooldown to be immediately refreshed on use.. This ability may be used once every 3 minutes.

Level 8 - Evoker’s Fury: The wizard's evocation spells have a 10% chance of dealing an additional 1d10 magical damage to enemies in a 5-meter radius around the target.

Level 15 - Trance of Destruction: The wizard's evocation spells, and damage cantrips, have a 3% chance of allowing their next evocation spell of 2nd, 3rd, 4th, 5th, or 6th level to be cast without consuming a spell slot.
Illusion
Level 1 - Illusory Image: The wizard creates an illusory clone of themselves (including the appearance of effects on the Wizard). The clone mimics the casting of spells known by its creator, drawing the attention of nearby enemies but dealing no damage. It cannot interact with the environment, cannot trigger traps, and has 100% concealment. This ability may be used once per hour. Duration is 1 round + ¼ class level rounds.

Level 8 - Phasing Illusionist: This wizard instantly creates dozens of blurred copies of himself, slightly detached from his material form, and constantly fleeting in and out of existence. The caster immediately gains 50% concealment for 1 round, as the Displacement spell. Every 2 rounds, this effect is applied again. This ability may be used once every 10 minutes. Duration is 1 minute.

Level 15 - Vision of Awe: The wizard conjures an ethereal spectacle so incredible that it confuses all creatures in a 10-meter radius unless they succeed on a Will saving throw. The DC for this ability is 10 + ½ Wizard level + INT modifier. This ability may be used once per day. Duration is 3 rounds.
Necromancy
Level 1 - Fetid Ray: The wizard launches a ranged touch attack, dealing 1d6 negative energy damage and inflicting an enemy with the Zombie Creep disease unless they succeed on a Fortitude saving throw. The DC for this saving throw is 15. This ability may be used once every 5 minutes.

Level 8 - Acolyte Necromancer: Grants the next undead creature summoned by the wizard a +2 bonus to strength, and constitution, and allows it to regenerate 2 hit points per round. This ability may be used once per hour.

Level 15 - Deathly Embrace: All undead creatures summoned by the wizard are affected by the Death Armor spell. Duration is 1 round + ¼ class level.
Transmutation
Level 1 - Abnormal Growth: The wizard distorts a creature's limbs, inflicting it with a -1 penalty to attack rolls and 10% spell failure unless they succeed on a Will saving throw. The DC for this saving throw is 10 + ½ class level + INT modifier. These penalties are increased to -2 and 20% at level 12, and to -3 and 30% at level 18. This ability may be used once every 3 minutes. Duration is 3 rounds.

Level 8 - Enhance Attributes: The wizard grants themselves or an ally a +2 bonus to all ability scores and saving throws. This ability may be used once every 20 minutes. Duration is 1 round + ¼ class level rounds.

Level 15 - Body of Stone: The wizard instantly encases himself in stone. He gains DR 30/+3 and 100% damage immunity to fire, cold, and acid damage. However, he suffers a 25% damage vulnerability to sonic damage and cannot move or perform other actions. This ability may be used once per day. Duration is 3 rounds.


Spells:

Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Level Spells8th Level Spells9th Level Spells
Acid SplashBurning HandsAcid WeaponBull's StrengthAnimate DeadBall LightningAcid fogBanishmentBlackstaffBlack Blade of Disaster
DazeCharm PersonBalagarn's Iron HornCat's GraceAssay ResistanceCloudkillChain LightningControl UndeadConjure Creature VIIIConjure Creature IX
Electric JoltChill TouchBlindness/DeafnessClairaudience/ClairvoyanceBear's EnduranceCone of ColdCircle of DeathConjure Creature VIICreate UndeadCreate Greater Undead
FlareColor SprayCause FearClarityBestow CurseConjure Creature VConjure Creature VIDelayed Blast FireballHorrid WiltingDominate Monster
Force NeedleConjure Creature IConjure Creature IICloud of BewildermentCharm MonsterDismissalEthereal VisageFinger of DeathIncendiary CloudEnergy Drain
LightEndure ElementsCombustCommand UndeadConfusionDominate PersonFlesh to Stone
Great Thunderclap
Mass Blindness/DeafnessGreater Spell Mantle
Mage HandExpeditious Retreat
Darkness
Conjure Creature IIIConjure Creature IVEnergy BufferGlobe of InvulnerabilityMordenkainen's SwordMass Charm
Meteor Swarm
Ray of FrostGreaseDeath ArmorDispel MagicContagionFeeblemindGreater Dispelling
Power Word, Stun
Mind BlankMordenkainen's Disjunction
ResistanceHorizikaul's BoomEagle's SplendorDisplacementDimension DoorFirebrandGreater Spell Breach
Prismatic Spray
PremonitionWail of the Banshee
The First SpellIce DaggerFlame WeaponFind TrapsElemental ShieldGreater Shadow ConjurationGreater StoneskinProtection From SpellsScreenWeird
IdentifyFox's CunningFireballEnervationHold MonsterIsaac's Greater Missile StormShadow ShieldSunburst
IrongutsFrost WeaponFlame ArrowFearLesser Mind BlankLegend LoreSpell Mantle
Mage ArmorGedlee's Electric LoopGreater Magic WeaponIce StormLesser Spell MantleMass Haste
Magic MissileGhostly VisageGust of WindImproved InvisibilityMagic Circle Against AlignmentShades
Magic WeaponGhoul TouchHasteIsaac's Lesser Missile StormMestil's Acid SheathStone to Flesh
Negative Energy RayGlitterdustHold PersonLesser Spell BreachMind FogTenser's Transformation
Ray of EnfeeblementInvisibilityInvisibility SphereMinor Globe of Invulnerability
Shelgarn's Persistent BladeKnockKeen EdgePhantasmal Killer
ShieldLesser DispelLightning BoltRemove Blindness/Deafness
SleepLightning WeaponMestil's Acid BreathRemove Curse
True StrikeMelf's Acid Arrow
Negative Energy Burst
Shadow Conjuration
Owl's WisdomProtection from AlignmentStoneskin
Resist ElementsProtection From ElementsWall of Fire
Scorching RayScintillating Sphere
See InvisibilitySlow
Stone BonesVampiric Touch
Stinking Cloud
Ultravision
Web