Archive:D20r:Wizard

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(Metamagic Spells)
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!0th !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th
!Level !!BAB !!Fort !!Ref !!Will !!Special !!0th !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th
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|'''1st''' || +0 || +0 || +0 || +2 || Academic Training, Elective || 5 || 3 || - || - || - || - || - || - || - || - || -
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|'''1st''' || +0 || +0 || +0 || +2 || Academic Training, Elective, Scrollreading || 5 || 3 || - || - || - || - || - || - || - || - || -
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|'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis || 6 || 4 || - || - || - || - || - || - || - || - || -
|'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis || 6 || 4 || - || - || - || - || - || - || - || - || -
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Academic Training is "pick 3 schools, you get their spells."
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'''HD:''' d4
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Elective is "gain one spell from a school you're not studying" in a tiered pattern.
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'''Prowess:''' A Wizard gains two Prowess per level.
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Academic Training also comes with fringe benefits (conjectures): "I cast fireball while using the Einsatz Conjecture. Not only do you take 10d6 fire, but you are also now burning merrily."
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'''Skills:''' A Wizard has the Mage and Scribe skill sets and chooses one other.
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arcane thesis is "choose a spell you know, add one effect from list to its effects"
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'''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.
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eternal magic is "prepare X spell in your +X slots, cast a weak knock-off version whenever you like". Fireball would be your regular 10d6 when you normally cast it, but you could put it in an eternal slot and cast 4d6 10' radius fireballs all day long
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'''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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'''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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'''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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'''Eternal Magic:''' As Wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Eternal Spell slots are prepared 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==
==Conjectures==
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Swift action spell, effect of next spell you cast this round has X
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Activating a Conjecture is a swift action, and applies the Conjecture's effect to the next spell you cast.
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*+X DC
*+X DC
*+Xd6 [energy] damage
*+Xd6 [energy] damage
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*+X DC to Spellcraft to ID/vs counter
*+X DC to Spellcraft to ID/vs counter
*Turn ray into burst/line/cone/sphere
*Turn ray into burst/line/cone/sphere
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==Arcane Thesis Possibilities==

Revision as of 20:35, 9 September 2010

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