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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.
<php>echo “<b>Hit Dice:</b>”;</php> d4
<php>echo “<b>Alignment:</b>”;</php> Any
<php>echo “<b>Armor Proficiencies:</b>”;</php> None
<php>echo “<b>Weapon Proficiencies:</b>”;</php> Club, dagger, heavy crossbow, light crossbow, and quarterstaff
<php>echo “<b>Skill Points/Level:</b>”;</php> 2 + Int
<php>echo “<b>Class Skills:</b>”;</php> 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 |
<php>echo “<b>Spells:</b>”;</php> 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.
<php>echo “<b>Arcane Bond (Ex):</b>”;</php> At 1st level, wizards form a powerful bond with an object or a creature. The wizard selects one of the following abilities:
<php>echo “<b>Arcane School:</b>”;</php> 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.
<php>echo “<b>Cantrips:</b>”;</php> 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).
<php>echo “<b>Scribe Scroll:</b>”;</php> At 1st level, a wizard gains Scribe Scroll as a bonus feat.
<php>echo “<b>Bonus Feat:</b>”;</php> 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.
<php>echo “<b>Spellbooks:</b>”;</php> 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.
The following descriptions detail each arcane school and its corresponding powers.