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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= Wizards are educated spellcasters of the arcane powers. Their training is rigorous and strongly focused on research and intellect, and often they are firmer with the theory than with the practical implementation of their powers. With the right preparation and research, wizards are extremely powerful spell-casters, and certainly they are the characters with the strongest focus on practicing magic, but without their preparation they are not nearly as effective. '''Class Skills''' The wizard’s class skills (and the key ability for each skill) are Concentration Concentration (Con+Wis), Craft (Int+?), Knowledge (arcana) (2xInt), Knowledge (the planes) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?) and Spellcraft (Int+Wis). '''Skill Points at 1st Level''': (2 + Int modifier) × 4. '''Skill Points at Each Additional Level''': 2 + Int modifier. '''Hit Points at 1st Level''': 6 + Con modifier '''Hit Points at Each Additional Level''': 1 + Con modifier '''Spell Points at 1st Level:''' 10 + Int modifier '''Spell Points at Each Additional Level:''' 4 + Int modifier. '''Spell point regeneration (per night’s rest):''' 2d10 + int modifier '''Starting Age:''' complex '''Starting Wealth: 3d4 x10 gp (75 gp) =Table: The Wizard= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +0 | +0 | +2 | Scribe Scroll, simple energy control, Specialization |- |2nd | +1 | +1 | +0 | +0 | +3 | |- |3rd | +1 | +1 | +1 | +1 | +3 | |- |4th | +2 | +1 | +1 | +1 | +4 | |- |5th | +2 | +2 | +1 | +1 | +4 | Specialization feature |- |6th | +3 | +2 | +2 | +2 | +5 | advanced energy control |- |7th | +3 | +2 | +2 | +2 | +5 | |- |8th | +4 | +3 | +2 | +2 | +6 | |- |9th | +4 | +3 | +3 | +3 | +6 | |- |10th | +5/+0 | +3 | +3 | +3 | +7 | Specialization feature |- |11th | +5/+0 | +4 | +3 | +3 | +7 | |- |12th | +6/+1 | +4 | +4 | +4 | +8 | complex energy control |- |13th | +6/+1 | +4 | +4 | +4 | +8 | |- |14th | +7/+2 | +5 | +4 | +4 | +9 | |- |15th | +7/+2 | +5 | +5 | +5 | +10 | Specialization feature |- |16th | +8/+3 | +5 | +5 | +5 | +10 | |- |17th | +8/+3 | +6 | +5 | +5 | +10 | |- |18th | +9/+4 | +6 | +6 | +6 | +11 | perfect energy control |- |19th | +9/+4 | +6 | +6 | +6 | +11 | |- |20th | +10/+5/+0 | +7 | +6 | +6 | +12 | Specialization feature |- |} =Class Feature= * '''Weapon and Armor Proficiency''': Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail. * '''Spells''': A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). 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 the spell level + the wiz-ard’s Intelligence modifier + 1d20. Unlike a sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While study-ing, the wizard decides which spells to prepare. A wizard gets 10 + Intelligence modifier Spell points at first level and 4 + Intelligence modifier spell-points at each additional level. A wizard’s spell casting ability is dependant on his spell points as usual. * '''Bonus Languages''': A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. * '''Basic energy control''': At 1st level, a wizard cam channel one spell energy point per turn and can keep a total of her Intelligence modifier Energy points under her control, but not more than three points. * '''School Specialization''': A school is one of eight groupings of spells, each defined by a common theme. A wizard must specialize in one school of magic (see below). A wizard gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school and a +2 bonus to Concentration checks to cast a spell from the chosen school. Apart from the chosen speciality, she must also give up two other schools of magic, which become her prohibited schools. Spells of the prohibited schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. In addition to the different spells, every wizard also gains a number of additional traits based on his or her specialization. On 5th, 10th and every 5 levels ever after, the wizard gains a specific feature based on the specialized school. * '''Advanced Energy Control''': At 6th level, a wizard has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Intelligence modifier +1 or five, which ever is lower. * '''Complex Energy Control''': At 12th level, the wizard becomes a true master of the arts of magic. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + her Intelligence modifier, but the amount of spell points can not exceed seven. * '''Perfect energy control''': At 18th level, a wizard has perfected the arts of magic. She can control the in-ner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that she can control increases to Intelligence modifier +3, but not more than nine. * '''Spellbooks''': A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her 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 her pro-hibited school or schools, see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks or on arcane scrolls to her own, making this spell available to the wizard. Wizards know no other way to gain new spells apart from this. =Wizard School specialisations= ==Abjurer== The abjurers are the specialists of anti-magic spells and are the wizards with the least depend-ency on magic and the most self-sufficient approach to it. Abjurers gain an additional class skill of choice every time the Specialization Feature is achieved and gain an additional skill point per level (in-cluding 4 skill points at first level). ==Summoner== The Summoner is a specialist for summoning spells and often learns most about the crea-tures they call and control. A summoner gains the augment summoning feat at first level and Survival as a class skill and gain a +2 bonus for every step of the specialization feature for every check of knowl-edge or survival to identify creatures and their traits, starting at 1st level. ==Seer== Seers are divination specialists and are often the most respected arcane spellcasters. Seers gain Search, Spot and Listen as additional class skills and gain a +1 bonus to these skills for every time they gain the specialization feature. ==Enticer== The Enticer is a specialist for Enchantment spells and are often Con-artists, liars and infiltra-tors. These magicians are specialised in the most subtle casting of magic and the rule over the mind of sentient people. Enticers gain Bluff and Sense Motive as additional class skills and ay use the Bluff skill to hide spellcasting gestures and invocations. This works like the disguise spell feat, but it is based on the Bluff skill, not perform. This works for one spell rank for every time the specialization feature is gained. ==Elementalists== Elementalists are Evocation specialists and often the most destructive spellcasters. Ele-mentalists chose one elemental descriptor, such as Fire. Whenever they cast a spell with this descriptor, they gain a +1 bonus to the concentration check for every time they gain the specialization feature. It doesn’t matter if the spell with the descriptor is an evocation spell or not to gain this bonus. ==Illusionists== Illusionists are among the most subtle spellcasters. They gain Move Silently and Hide as additional class skills through this stealthier connotations, and they gain a +1 bonus to perceive and resist illusionary spells for every step of the specialization feature. ==Necromancer== The power over life and death is alluring, and the necromancer is the one who has fallen for this lure. Necromancers. If the Necromancer creates an undead creature through a spell such as ''animate dead'' or ''create undead'', he may add an additional bonus hit dice to the created creature for every time he gains the specialisation feature, starting at level 1. ==Blood Mages== Blood mages are Transmutation experts and also most strongest egocentric of all spell-casters. Blood Mages gain a +1 bonus to all concentration checks on all spells they cast on themselves, and only on themselves, even when these spells are no transmutation spells.
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