====== Wizard ======
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
===== Class Attributes =====
echo "Hit Dice:"; d4\\
echo "Alignment:"; Any\\
echo "Armor Proficiencies:"; None\\
echo "Weapon Proficiencies:"; Club, dagger, heavy crossbow, light crossbow, and quarterstaff\\
echo "Skill Points/Level:"; 2 + Int\\
echo "Class Skills:"; Arcana (Int), Concentration (Con), Cosmology (Int), Dungeoneering (Int), History (Int), Insight (Wis), Linguistics (Int), Nature (Wis), Religion (Int), Trade (Int)\\
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ 0 ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^
| 1st | +0 | +0 | +0 | +2 | Arcane Bond, Arcane School, Cantrips, Scribe Scroll | 3 | 1 | - | - | - | - | - | - | - | - |
| 2nd | +1 | +0 | +0 | +3 | Bonus Feat | 4 | 2 | - | - | - | - | - | - | - | - |
| 3rd | +1 | +1 | +1 | +3 | | 4 | 2 | 1 | - | - | - | - | - | - | - |
| 4th | +2 | +1 | +1 | +4 | School Power | 5 | 3 | 2 | - | - | - | - | - | - | - |
| 5th | +2 | +1 | +1 | +4 | | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
| 6th | +3 | +2 | +2 | +5 | Bonus Feat | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
| 7th | +3 | +2 | +2 | +5 | | 5 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8th | +4 | +2 | +2 | +6 | | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | +3 | +3 | +6 | | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10th | +5 | +3 | +3 | +7 | Bonus Feat | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11th | +5 | +3 | +3 | +7 | | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12th | +6/+1 | +4 | +4 | +8 | School Power | 5 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
| 13th | +6/+1 | +4 | +4 | +8 | | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14th | +7/+2 | +4 | +4 | +9 | Bonus Feat | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
| 15th | +7/+2 | +5 | +5 | +9 | | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
| 16th | +8/+3 | +5 | +5 | +10 | | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
| 17th | +8/+3 | +5 | +5 | +10 | | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +9/+4 | +6 | +6 | +11 | Bonus Feat | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +9/+4 | +6 | +6 | +11 | | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| 20th | +10/+5 | +6 | +6 | +12 | School Power | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
===== Class Abilities =====
echo "Spells:"; A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list presented in the Player’s Handbook. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.\\
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see page 8 of the Player’s Handbook). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
echo "Arcane Bond (Ex):"; At 1st level, wizards form a powerful bond with an object or a creature. The wizard selects one of the following abilities:
* echo "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 on the [[Familiars|Familiars]] page of the wiki.
* echo "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.
echo "Arcane School:"; A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
echo "Cantrips:"; Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on the previous table under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
echo "Scribe Scroll:"; At 1st level, a wizard gains Scribe Scroll as a bonus feat.
echo "Bonus Feat:"; At 2nd level and every four levels thereafter, a wizard gains a bonus magic, metamagic, or crafting feat. A wizard must meet the prerequisites before taking the feat.
echo "Spellbooks:"; A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.
===== Arcane Schools =====
The following descriptions detail each arcane school and its corresponding powers.
==== Abjuration ====
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
echo "School Arcana:"; You gain a +2 bonus on saves against spells and spell-like abilities. This bonus increases by +1 for every six wizard levels you possess, up to a maximum of +5 at 18th level.\\
echo "School Powers:"; Your focus and growing mastery in abjuration magic grants you special abilities, which are detailed below.\\
echo "Energy Absorption (Su):"; At 4th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.\\
echo "Spontaneous Dispelling (Ex):"; At 12th level, you gain the ability to spontaneously cast the spell //dispel magic//. This ability is similar to the cleric’s ability to spontaneously cast cure spells, with a few exceptions. You can expend four or more levels of prepared spells to cast dispel magic, and seven or more levels of prepared spells to cast //greater dispel magic//. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to the required amount (0-level spells don’t count). For example, an abjurer using this variant could lose two 2nd-level spells or one 1st-level spell and one 3rd-level spell to cast dispel magic.\\
echo "Arcane Denial (Ex):"; At 20th level, you gain true mastery over magic. You gain a +4 bonus on all dispel checks, and can counterspell spell-like abilities in addition to normal spells. Additionally, you can counterspell as an immediate action (instead of a readied action).
==== Conjuration ====
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
echo "School Arcana:"; Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). Additionally, whenever you cast 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).\\
echo "School Powers:"; Your focus in conjuration magic grants you special abilities, which are detailed below.\\
echo "Spontaneous Summoning (Ex):"; At 4th level, you can expend a prepared spell to cast any //summon monster// spell of an equal or lower level. For example, a conjurer who has prepared //haste// (a 3rd-level spell) may lose that spell to cast //summon monster I//, //summon monster II//, or //summon monster III//.\\
echo "Dimensional Steps (Sp):"; At 12th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.\\
echo "Persistent Binding (Ex):"; At 20th level, you can change the duration of any summon monster spell that you cast to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. In addition, the DC of any caster level check made to dispel your summoned creatures is increased by 4.
==== Divination ====
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
echo "School Arcana:"; You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).\\
echo "School Powers:"; Your focus in divination magic grants you special abilities, which are detailed below.\\
echo "Diviner’s Insight (Sp):"; At 4th level, as an immediate action you can grant yourself an insight bonus on all attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
echo "Scrying Adept (Su):"; At 12th level, you are always aware when you are being observed via magic, as if you had a permanent //detect scrying//. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.\\
echo "Seer’s Gift (Sp):"; At 20th level, you can use //clairaudience/clairvoyance// and //scrying// at will as spell-like abilities with a caster level equal to your wizard level, but they require concentration to maintain and their effects last only for as long as you concentrate.
==== Enchantment ====
The enchanter uses magic to control and manipulate the minds of his victims.
echo "School Arcana:"; You can add Deception, Diplomacy, and Intimidate to your list of class skills. You also gain a +2 competence bonus with these skills. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.\\
echo "School Powers:"; Your focus in enchantment magic grants you special abilities, which are detailed below.\\
echo "Extended Enchantment (Ex):"; At 4th level, whenever you cast a spell from the enchantment school you may treat it 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. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
echo "Mental Assault (Ex):"; At 12th level, whenever a creature successfully saves against one of your mind-affecting enchantment spells, they suffer a -2 penalty on saves against mind-affecting spells and abilities for 1 minute. If a creature successfully saves against another one of your mind-affecting enchantment spells while under the effects of this ability, they must succeed at a Will saving throw (using the same DC as the spell they just saved against) or be dazed for 1 round.\\
echo "Beguiling Presence (Su):"; At 20th level, you gain a +4 bonus on saves made against mind-affecting abilities, and whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per //spell turning//. In addition, whenever you engage in social interaction with a creature for at least 1 minute, you may subject them a Will saving throw (DC equal to 10 + ½ your wizard level + your Intelligence modifier). On a failed save, the creature is treated as being under the effects of a //charm monster// spell cast by you, except with a duration of 4 hours.
==== Evocation ====
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
echo "School Arcana:"; Whenever you cast an evocation spell that deals hit point damage, add your Intelligence modifier +1 per four wizard levels to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell.\\
echo "School Powers:"; Your focus in evocation magic grants you special abilities, which are detailed below.\\
echo "Versatile Evocation (Su):"; At 4th level, when you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other three energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
echo "Force Barrage (Ex):"; At 12th level, as a standard action you can expend a prepared spell slot to unleash a flurry of force missiles that automatically strike your foes. This ability is treated in all ways as per the //magic missile// spell, except that the amount of missiles fired is equal to the level of the consumed spell slot, and each missile deals 1d6+1 force damage. This ability is treated as an evocation (force) effect with a spell level equal to the level of the consumed spell slot.
Additionally, whenever you cast an evocation (force) spell, you gain a +4 bonus on caster level checks to overcome spell resistance.\\
echo "Piercing Energy (Ex):"; At 20th level, any energy spells that you cast can ignore some or all of a target’s resistance to energy. When casting an evocation spell with an energy descriptor, every creature affected by the spell is treated as if its resistance to the spell’s energy type was 15 points lower, to a minimum of 0. (This lowered resistance applies only for the purposes of this spell; other effects with the same energy descriptor must get through the creature’s normal resistance.) This 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. Additionally, whenever you roll a caster level check to overcome spell resistance when casting an evocation spell, you may roll twice and taker the higher result.
==== Illusion ====
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
echo "School Arcana:"; You can add Stealth to your list of class skills. Also, any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).\\
echo "School Powers:"; Your focus in illusion magic grants you special abilities, which are detailed below.\\
echo "Chains of Disbelief (Ex):"; At 4th level, your illusion spells become so convincing that they create doubt even in those who are aware of the illusion. Even if a viewer disbelieves an illusion created by you and communicates the details of the illusion to other creatures, those other creatures do not receive 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.\\
echo "Shadow Shaper (Ex):"; At 12th level, you gain a special bond with the Shadowfell, increasing the save DCs of illusion spells that you cast with the shadow descriptor by +2. This benefit stacks with similar bonuses, such as from Spell Focus.
Additionally, while in any condition of illumination that would normally grant you concealment, you instead gain total concealment (as if you were invisible).\\
echo "Master of Deception (Su):"; At 20th level, you are considered to be under the effects of a permanent //disguise self// spell, and can change your appearance as a swift action.
Additionally, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
==== Necromancy ====
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
echo "School Arcana:"; You gain a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, and disease. This bonus increases by +1 for every six wizard levels you possess, up to a maximum of +5 at 18th level.\\
echo "School Powers:"; Your focus in necromancy magic grants you special abilities, which are detailed below.\\
echo "Skeletal Minion:"; At 4th level, you can create an undead minion (a human warrior skeleton, as described on page 226 of the //Monster Manual//). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
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.\\
echo "Enhanced Undead (Ex):"; At 12th level, any time you create or summon an undead creature (such as with //animate dead//, //create undead//, //create greater undead//, or //summon undead//), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, +4 turn resistance, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that you can create or control.\\
echo "One with Death (Su):"; At 20th level, you become immune to all negative energy and death effects as if you were under the effects of a permanent //death ward// spell. In addition, you gain blindsight to a range of 60 feet, but only for detecting living and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
==== Transmutation ====
Transmuters use magic to change the world around them.
echo "School Arcana:"; You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.\\
echo "School Powers:"; Your focus in transmutation magic grants you special abilities, which are detailed below.\\
echo "Transmutable Memory (Ex):"; At 4th level, you can alter some of your prepared spells in a short amount of time. Once per day, you can give up a number of prepared spell levels (up to a maximum total equal to half your class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don’t count). For example, a 12th-level transmuter who uses this variant can lose two 1st- level spells and two 2nd-level spells from memory (a total of six spell levels, half the character’s class level) and prepare two 3rd- level spells. Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If your concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.\\
echo "Change Shape (Sp):"; At 12th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like the //polymorph// spell.\\
echo "Mutable Form (Su):"; At 20th level, you gain DR 3/- and are considered to be constantly under the effects of one of the following spells: //alter self//, //enlarge person//, //expeditious retreat//, //reduce person//, //spider climb//, or //water breathing//. Switching between these effects is a swift action. In addition, you are immune to any spell or ability that would alter your physical form against your will (such as the //baleful polymorph// or //flesh to stone// spells).
==== Universal ====
Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.
echo "School Arcana:"; You gain a single metamagic feat of your choice. You must meet the prerequisites before taking the feat.\\
echo "School Powers:"; As a universalist, you gain access to special abilities, which are detailed below.\\
echo "Metamagic Mastery (Ex):"; At 4th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 4th level and one additional time per day for every two wizard levels you possess beyond 4th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.\\
echo "Spell Familiarity (Ex):"; At 12th level, you may choose two spells that you know and are able to cast. You gain +1 to your effective caster level when casting these spells, and gain the ability to cast these spells spontaneously by expending a number of levels of prepared spells equal to the level of the spell you are spontaneously casting. You can pick an additional spell for every two wizard levels you possess beyond 12th.\\
echo "Master of All Magic (Ex):"; At 20th level, you gain a +4 bonus on Arcana checks, your caster level increases by 1, and you gain a +1 bonus to the DC’s of your wizard spells.