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{|class="bordered zebra header class" !Level !!BAB !!Fort !!Ref !!Will !!Special !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th |- |'''1st''' || +0 || +0 || +0 || +2 || Cantrips, Conjecture (Neophyte) || 3 || - || - || - || - || - || - || - || - || - |- |'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis|| 4 || - || - || - || - || - || - || - || - || - |- |'''3rd''' || +1 || +1 || +1 || +3 || - || 4 || 3 || - || - || - || - || - || - || - || - |- |'''4th''' || +2 || +1 || +1 || +4 || Eternal Magic, Conjecture (Neophyte) || 5 || 4 || - || - || - || - || - || - || - || - |- |'''5th''' || +2 || +1 || +1 || +4 || Arcane Thesis || 5 || 4 || 3 || - || - || - || - || - || - || - |- |'''6th''' || +3 || +2 || +2 || +5 || - || 5 || 5 || 4 || - || - || - || - || - || - || - |- |'''7th''' || +3 || +2 || +2 || +5 || Conjecture (Acolyte) || 6 || 5 || 4 || 3 || - || - || - || - || - || - |- |'''8th''' || +4 || +2 || +2 || +6 || Arcane Thesis || 6 || 5 || 5 || 4 || - || - || - || - || - || - |- |'''9th''' || +4 || +3 || +3 || +6 || - || 6 || 6 || 5 || 4 || 3 || - || - || - || - || - |- |'''10th''' || +5 || +3 || +3 || +7 || Conjecture (Acolyte) || 6 || 6 || 5 || 5 || 4 || - || - || - || - || - |- |'''11th''' || +5 || +3 || +3 || +7 || Arcane Thesis || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - || - |- |'''12th''' || +6/+1 || +4 || +4 || +8 || - || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - || - |- |'''13th''' || +6/+1 || +4 || +4 || +8 || Conjecture (Magus) || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - |- |'''14th''' || +7/+2 || +4 || +4 || +9 || Arcane Thesis || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - |- |'''15th''' || +7/+2 || +5 || +5 || +9 || - || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - |- |'''16th''' || +8/+3 || +5 || +5 || +10 || Conjecture (Magus) || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - |- |'''17th''' || +8/+3 || +5 || +5 || +10 || Arcane Thesis || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - |- |'''18th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - |- |'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 3 |- |'''20th''' || +10/+5 || +6 || +6 || +12 || Arcane Thesis, Conjecture (Archmage) || 7 || 7 || 7 || 7 || 7 || 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 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. '''Spellcasting:''' Prepares spells per level every day, casts from those prepared spells spontaneously. See Eternal Magic for +1s. ''Prepared Spells Per Level'' {|class="bordered zebra header class" !Level !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th |- |'''1st''' || 2 || - || - || - || - || - || - || - || - || - |- |'''2nd''' || 3 || - || - || - || - || - || - || - || - || - |- |'''3rd''' || 3 || 1 || - || - || - || - || - || - || - || - |- |'''4th''' || 3+1 || 1 || - || - || - || - || - || - || - || - |- |'''5th''' || 3+1 || 1 || 1 || - || - || - || - || - || - || - |- |'''6th''' || 3+1 || 2 || 1 || - || - || - || - || - || - || - |- |'''7th''' || 3+1 || 2 || 1 || 1 || - || - || - || - || - || - |- |'''8th''' || 4+1 || 2+1 || 2 || 1 || - || - || - || - || - || - |- |'''9th''' || 4+1 || 2+1 || 2 || 1 || 1 || - || - || - || - || - |- |'''10th''' || 4+1 || 3+1 || 2 || 2 || 1 || - || - || - || - || - |- |'''11th''' || 4+1 || 3+1 || 2 || 2 || 1 || 1 || - || - || - || - |- |'''12th''' || 4+2 || 3+1 || 3+1 || 2 || 2 || 1 || - || - || - || - |- |'''13th''' || 5+2 || 3+1 || 3+1 || 2 || 2 || 1 || 1 || - || - || - |- |'''14th''' || 5+2 || 3+1 || 3+1 || 3 || 2 || 2 || 1 || - || - || - |- |'''15th''' || 5+2 || 4+1 || 3+1 || 3 || 2 || 2 || 1 || 1 || - || - |- |'''16th''' || 5+3 || 4+2 || 3+1 || 3+1 || 3 || 2 || 2 || 1 || - || - |- |'''17th''' || 5+3 || 4+2 || 4+1 || 3+1 || 3 || 2 || 2 || 1 || 1 || - |- |'''18th''' || 6+3 || 4+2 || 4+1 || 3+1 || 3 || 3 || 2 || 2 || 1 || - |- |'''19th''' || 6+3 || 4+2 || 4+1 || 4+1 || 3 || 3 || 2 || 2 || 2 || 1 |- |'''20th''' || 6+4 || 5+3 || 4+2 || 4+1 || 3+1 || 3 || 3 || 2 || 2 || 1 |} '''Cantrips (Sp):''' Know cantrips == INT mod, can cast at will. '''Conjecture:''' Gain a conjecture from the tier listed or less. '''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. ==Conjectures== Activating a conjecture is a swift action and remains until you activate another conjecture. You may only have one conjecture active at a time. ===Neophyte Conjectures=== *+Xd6 [energy] damage *+X' range *+X' AoE *Hits ethereal *Turn ray into burst/line/cone/sphere *+X DC to Spellcraft to ID/vs counter ===Acolyte Conjectures=== *+status effect (''slow'' for one round, immobilize, etc) *+X% duration *+X lingering damage *+X damage per die *+Xd6 damage cap *Adds combat maneuver ===Magus Conjectures=== *Chaining *+X DC *+X vs SR ===Archmage Conjectures=== ==Arcane Thesis Possibilities== *Any known conjecture == Possible Schools Design? == * Analysis: A "meta-school" that ''all'' wizards get automatically - techniques related to seeing/understanding magic around them (Read Magic, Detect Magic, Identify being the iconic three). * Air: The manipulation of air and the currents that move it. * Calling: The summoning/manipulation of extraplanar creatures that are ''not'' elementals. * Command: Making people do things with magic (that is, compulsion). * Divination: The seeing of things beyond one's immediate perception (distant viewing, attempting to read the past/future). * Elementals: The summoning/manipulation of elementals. * Emotion: The placement of and manipulation of other's emotions (charm effects, also fear). * Enhancement: The introduction of foreign energies into living beings to enhance them. * Fire: The creation of and manipulation of raw burning. * Force: The manipulation of raw force. * Frost: The creation of and manipulation of raw cold. * Imbuing: The placement of foreign energies into objects. * Life: The arcane manipulation of life - acting to preserve or drain it in various ways. * Light: The creation, removal, and manipulation of light. * Necromancy: The creation/manipulation of Undead. (Unlike old, does ''not'' include things that drain life or the like. ONLY manipulation of the dead.) * Symbols: The placement of runic symbols that, when looked at, have effects. * Thunder: Thunder, THUNDERCATS, HOOOOOO~! (Couldn't resist.) * Words: The uttering of single, powerful words. ==Disciplines Concept== When taking your primary school, you have to forsake a Discipline other than the one your school is in. You cannot learn from schools in your forbidden Discipline, including using tomes penned by those Schools (though tomes of the same spell may be written by two different schools in two different Disciplines). ===The Disciplines=== '''Alteration:''' Changing the states of things, temporarily but directly '''Conjuration:''' Creating or summoning things, bringing things forth temporarily '''Divination:''' Foreseeing things and altering the future '''Evocation:''' Pure magic with limited structure, magic not confined by effect '''Motivation:''' Changing or creating states of mind, prompting such changes in external fashion '''Preparation:''' Changes a state indefinitely or in a preset fashion, reacts to outside influences ===Example School: Arcane Armory=== '''Evocation''' '''Basic Power:''' When you full-cast a single-target spell on yourself or an ally, the recipient of that spell gets a +1 insight bonus to attack rolls, damage rolls and AC for 1 round per level of the spell. Multiple such boons overlap in duration and do not stack. 1st: ''mage armor*, magic weapon, shield*'' 2nd: ''acid arrow*, bear's endurance*, bull's strength*'' 3rd: ''flame arrow*, greater magic weapon, keen edge'' 4th: ''resilient sphere, stoneskin*'' 5th: ''break enchantment, interposing hand'' 6th: ''disintegrate, transformation'' 7th: ''mage's sword'' 8th: ''telekinetic sphere'' 9th: ''mage's disjunction'' ===Example School: Dazzling Display=== '''Evocation''' '''Basic Power:''' Increase the save DC of mind-affecting effects you produce by 1. You get a +1 bonus to Will saves against patterns and figments. 1st: ''color spray*, hypnotism*, ventriloquism'' 2nd: ''hypnotic pattern*, levitate, pyrotechnics*'' 3rd: ''daylight, major image, stinking cloud*'' 4th: ''rainbow pattern*, shadow conjuration*'' 5th: ''seeming, shadow evocation*'' 6th: ''mislead, veil'' 7th: ''instant summons'' 8th: ''scintillating pattern'' 9th: ''shades'' ===Example School: Dimensional Interpolation=== '''Alteration''' '''Basic Power:''' 1st: ''enlarge person, expeditious retreat*, reduce person'' 2nd: ''alter self, blur*, obscure object'' 3rd: ''blink*, displacement*, shrink item'' 4th: ''dimension door*, mass reduce person'' 5th: ''secret chest, wall of force*'' 6th: ''move earth, repulsion'' 7th: ''phase door'' 8th: ''maze'' 9th: ''etherealness'' ===Example School: Immersion Alchemy=== '''Conjuration''' '''Basic Power:''' +1 acid intensity. 1st: ''floating disk, grease*, obscuring mist*'' 2nd: ''acid arrow*, invisibility*, web'' 3rd: ''gentle repose, stinking cloud, water breathing'' 4th: ''contagion*, minor creation'' 5th: ''cloudkill, mind fog'' 6th: ''acid fog, flesh to stone'' 7th: ''statue'' 8th: ''horrid wilting'' 9th: ''foresight'' ===Example School: Necromantic Orchestration=== '''Motivation''' '''Basic Power:''' 1st: ''cause fear*, detect undead, unseen servant'' 2nd: ''command undead, daze monster*, scare*'' 3rd: ''deep slumber, halt undead*, ray of exhaustion*'' 4th: ''animate dead*, crushing despair'' 5th: ''magic jar, waves of fatigue*'' 6th: ''create undead, undeath to death'' 7th: ''control undead'' 8th: ''create greater undead'' 9th: ''weird'' ===Example School: Phantasmal Induction=== '''Conjuration''' '''Basic Power:''' 1st: ''animate rope, floating disk, unseen servant'' 2nd: ''command undead, knock, spectral hand'' 3rd: ''fly*, halt undead*, phantom steed'' 4th: ''animate dead*, confusion*'' 5th: ''mage's faithful hound, telekinesis*'' 6th: ''repulsion, undeath to death'' 7th: ''reverse gravity'' 8th: ''irresistible dance'' 9th: ''dominate monster'' ===Example School: Voice of Power=== '''Motivation''' '''Basic Power:''' Increase the save DC of language-dependent and sonic effects you produce by 1. You get a +1 bonus to saves against language-dependent and sonic effects. 1st: ''charm person*, comprehend languages, ventriloquism'' 2nd: ''daze monster*, hideous laughter*, whispering wind'' 3rd: ''dispel magic*, suggestion, tongues'' 4th: ''charm monster*, shout*'' 5th: ''dominate person*, sending'' 6th: ''greater dispel magic, mass suggestion'' 7th: ''power word blind'' 8th: ''power word stun'' 9th: ''power word kill'' ===Example School: Warding Guardian=== '''Preparation''' '''Basic Power:''' +1 deflection bonus to AC per spell level available to you (excluding cantrips). 1st: ''alarm, hold portal, shield*'' 2nd: ''arcane lock, protection from arrows*, phantom trap'' 3rd: ''explosive runes, hold person*, protection from energy*'' 4th: ''fire trap, lesser globe of invulnerability*'' 5th: ''hold monster*, private sanctum'' 6th: ''globe of invulnerability, guards and wards'' 7th: ''spell turning'' 8th: ''symbol of death'' 9th: ''imprisonment''
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