Archive:D20r:Wizard

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(Arcane Thesis Possibilities)
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'''Prowess:''' A Wizard gains two Prowess per level.
'''Prowess:''' A Wizard gains two Prowess per level.
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'''Skills:''' A Wizard has the Mage and Scribe skill sets and chooses one other.
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'''Skills:''' A Wizard is trained in the Mage and Scribe skill sets and chooses one other.
'''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.
'''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.
'''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.
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: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).
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:Academic Training also allows spells to be enhanced with Conjectures (see below).
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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).
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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.
'''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.
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'''Scrollreading:''' Wizards who want to cast spells outside of their trainings can use scrolls to cast the spell, just like anyone else. They can also scribe spells that they do have training in to pass to other Wizards as if they  
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'''Scrollreading:''' Wizards who want to cast spells outside of their training can use scrolls to cast the spell, just like anyone else. They can also scribe spells that they do have training in to pass to other Wizards as if they  
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'''Arcane Thesis:''' At 2nd level and every three levels afterwards, Wizards spend time working on a spell to develop an Arcane Thesis for that spell. That spell, when cast, is ''always'' considered to have one boon from the "Arcane Thesis Possibilities" list, below. (The thesis must relate to the spell being cast.)
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'''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.
'''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.

Revision as of 21:30, 9 September 2010

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