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wizard [2013/06/22 01:10] – archmage | wizard [2016/07/22 20:40] (current) – [Enchantment] archmage | ||
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- | * Familiar: A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magical endeavors. Rules for familiars appear | + | * < |
- | * Bonded Object: Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects always possess the masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.\\ | + | * < |
- | A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required crafting feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. | + | |
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+ | ===== Arcane Schools ===== | ||
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+ | The following descriptions detail each arcane school and its corresponding powers. | ||
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+ | ==== Abjuration ==== | ||
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+ | The abjurer uses magic against itself, and masters the art of defensive and warding magics. | ||
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+ | ==== Conjuration ==== | ||
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+ | The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. | ||
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+ | ==== Divination ==== | ||
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+ | Diviners are masters of remote viewing, prophecies, and using magic to explore the world. | ||
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+ | ==== Enchantment ==== | ||
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+ | The enchanter uses magic to control and manipulate the minds of his victims. | ||
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+ | ==== Evocation ==== | ||
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+ | Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. | ||
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+ | ==== Illusion ==== | ||
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+ | Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. | ||
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+ | ==== Necromancy ==== | ||
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+ | The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. | ||
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+ | This creature is a loyal servant that follows your commands and accompanies you on adventures if desired. If the skeletal minion is destroyed, you suffer no ill effects and may replace it by performing a ceremony identical to the one that allowed you to obtain your first servant. | ||
+ | Your skeletal minion gains power as you gain wizard levels. The skeleton has a number of Hit Dice equal to your class level. Add one-half of your class level to the skeleton’s natural armor bonus. Add one-third of your class level class level to the skeleton’s Strength and Dexterity scores.\\ | ||
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+ | ==== Transmutation ==== | ||
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+ | Transmuters use magic to change the world around them. | ||
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+ | ==== Universal ==== | ||
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+ | Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters. | ||
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