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{|border=1px !Level !!BAB !!Fort !!Ref !!Will !!Special !!0th !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th |- |'''1st''' || +0 || +0 || +0 || +2 || Academic Training, Elective || 5 || 3 || - || - || - || - || - || - || - || - || - |- |'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis || 6 || 4 || - || - || - || - || - || - || - || - || - |- |'''3rd''' || +1 || +1 || +1 || +3 || - || 7 || 4 || 3 || - || - || - || - || - || - || - || - |- |'''4th''' || +2 || +1 || +1 || +4 || Eternal Magic, Elective || 8 || 5+1 || 4 || - || - || - || - || - || - || - || - |- |'''5th''' || +2 || +1 || +1 || +4 || Arcane Thesis || 9 || 5+1 || 4 || 3 || - || - || - || - || - || - || - |- |'''6th''' || +3 || +2 || +2 || +5 || - || 10 || 5+1 || 5 || 4 || - || - || - || - || - || - || - |- |'''7th''' || +3 || +2 || +2 || +5 || Elective || 12 || 6+1 || 5 || 4 || 3 || - || - || - || - || - || - |- |'''8th''' || +4 || +2 || +2 || +6 || Arcane Thesis || 14 || 6+1 || 5+1 || 5 || 4 || - || - || - || - || - || - |- |'''9th''' || +4 || +3 || +3 || +6 || - || 16 || 6+1 || 6+1 || 5 || 4 || 3 || - || - || - || - || - |- |'''10th''' || +5 || +3 || +3 || +7 || Elective || 18 || 6+1 || 6+1 || 5 || 5 || 4 || - || - || - || - || - |- |'''11th''' || +5 || +3 || +3 || +7 || Arcane Thesis || 20 || 7+1 || 6+1 || 6 || 5 || 4 || 3 || - || - || - || - |- |'''12th''' || +6/+1 || +4 || +4 || +8 || - || 22 || 7+2 || 6+1 || 6+1 || 5 || 5 || 4 || - || - || - || - |- |'''13th''' || +6/+1 || +4 || +4 || +8 || Elective || 25 || 7+2 || 7+1 || 6+1 || 6 || 5 || 4 || 3 || - || - || - |- |'''14th''' || +7/+2 || +4 || +4 || +9 || Arcane Thesis || 28 || 7+2 || 7+1 || 6+1 || 6 || 5 || 5 || 4 || - || - || - |- |'''15th''' || +7/+2 || +5 || +5 || +9 || - || 32 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 4 || 3 || - || - |- |'''16th''' || +8/+3 || +5 || +5 || +10 || Elective || 35 || 7+3 || 7+2 || 7+1 || 6+1 || 6 || 5 || 5 || 4 || - || - |- |'''17th''' || +8/+3 || +5 || +5 || +10 || Arcane Thesis || 38 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 4 || 3 || - |- |'''18th''' || +9/+4 || +6 || +6 || +11 || - || 42 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 5 || 4 || - |- |'''19th''' || +9/+4 || +6 || +6 || +11 || Elective || 46 || 7+3 || 7+2 || 7+1 || 7+1 || 7 || 6 || 6 || 5 || 5 || 3 |- |'''20th''' || +10/+5 || +6 || +6 || +12 || Arcane Thesis || 50 || 7+4 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 6 || 6 || 4 |} '''HD:''' d4 '''Prowess:''' A Wizard gains two Prowess per level. '''Skills:''' A Wizard is trained in the Mage skill set and chooses one other. If using Skill Points, a Wizard gains 2+INT skill points per level, and are trained in the Scribe skill set. '''Proficiencies:''' Wizards are proficient in all simple weapons, plus any one weapon group of their choice, but not with armor or shields. Armor interferes with their motions, which can cause spells with somatic components to be at risk of failure. '''Academic Training:''' A Wizard's basic academic training typically involves learning from three of the myriad schools of magic. (These are ''not'' to be confused with the eight "schools" - now called ''categories'' - of magic from 3.5). They can cast any spell they've learned from these schools without preparing them ahead of time. Casting these spells requires an Intelligence score of at ''least'' 10+(Spell level). The Difficulty Class for a saving throw against the spell is 10 + The spell level + The Wizard's Intelligence modifier. A Wizard casts spells per day by the number slots above (''ignoring the "+X" - see Eternal Magic, below''). They receive bonus spells per day if they have a high Intelligence score (one if their Intelligence modifier is equal to or above the spell level, and an additional one for every four above the modifier needed for the first). Academic Training also allows spells to be enhanced with Conjectures (see below). '''Elective:''' Wizards take most spells from three core schools, but, like most people, like having a ''little'' variety in life. Whenever they gain an elective (at 1st level, 4th level, 7th level, 10th level, etc.), they may take any one Wizard spell from outside their three schools, and learn it as if it were of their three schools. Electives cannot be modified with Conjectures. '''Arcane Thesis:''' At 2nd level and every three levels afterward, Wizards spend time working on a spell to develop an arcane thesis. The spell is intrinsically modified by the wizard using their own schematics: to do so, a wizard selects one spell they are capable of casting and one option from the list of arcane thesis options. After that point, the chosen spell's effects always include those of the selected thesis. A spell may have more than one thesis applied to it, though few wizards put that much faith in a singular spell. '''Eternal Magic:''' As Wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Eternal Spell slots are prepared with any one spell as a Wizard refreshes their spells. Any spell in an Eternal Slot can be used, in a weakened form, as an at-will power. In a pinch, the Eternal Slot itself can be spent for the day, casting the spell itself - however, doing so offers no particular advantage, and does mean you cannot use the weakened version at-will anymore. ==Conjectures== Activating a Conjecture is a swift action, and applies the Conjecture's effect to the next spell you cast this turn. Only one Conjecture may be activated at a time. *+X DC *+Xd6 [energy] damage *+status effect (''slow'' for one round, immobilize, etc) *+X lingering damage *+X damage per die *+X' range *+X' AoE *Chaining *Trap-trigger *+Xd6 damage cap *+X% duration *Adds combat maneuver *Hits ethereal *+X vs SR *+X DC to Spellcraft to ID/vs counter *Turn ray into burst/line/cone/sphere ==Arcane Thesis Possibilities== *Any known conjecture ==Schools of Magic== === Abjuration Derivatives === * Shielding (Resistance, Endure Elements, Protection from X, etc.) * Sealing (banishing outsiders, arcane lock, and the like) * Cleansing (Dispel Magic and the like) === Conjuration/Evocation Derivatives === * Force/Sonic * Fire/Frost * Wind/Thunder * Light/Darkness === Divination Derivatives === * Detection (Detect X, Arcane Sight, etc.) * Reading (Read Magic, Identify, Tongues, etc.) * Viewing (Any Divination that calls on long-range vision like Chairvoyance) === Enchantment Derivatives === * Charms * Compulsions Special note: Some spells that were Compulsions in OGL may be modified to be available to both subclasses for d20r - same effect, two different ways of getting to it. === Illusion === * Baleful Vision (Color X, Hypnotic Pattern, etc. * Tricky Vision (X image, ventriloquism, etc.) * Defensive Vision (Displacement, Mirror Image, etc.) === Necromancy === * False Life (manipulation of undead) * Life Draining (Chill Touch and the like) === Transmutation === * Creature Modification * Weapon Modification * Object Modification
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