Wizard (Mana)

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This version of the Sorcerer uses the Mana variant spellcasting system.

A Wizard is a very different take on Arcane magic than the Sorcerer. Where the Sorcerer is wild and passionate, the Wizard is studious, disciplined, and patient. His power comes from long hours spent studying magic itself, and he may learn a great deal more spells than the Sorcerer.

Hit Die

d4

Skills

Skills Per Level

2 + Int; times 4 at 1st level

Class Skills

The Wizard's class skills (and the key ability modifier for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (each taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

The following are all class features of the Wizard.

Level Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Mana
Multiplier
1st +0 +0 +0 +2 Summon Familiar, Specialization 2
2nd +1 +0 +0 +3 3
3rd +1 +1 +1 +3 2nd Level Specialist Spell, 1/day 3
4th +2 +1 +1 +4 4
5th +2 +1 +1 +4 3rd Level Specialist Spell, 1/day 4
6th +3 +2 +2 +5 5
7th +3 +2 +2 +5 4th Level Specialist Spell, 1/day 5
8th +4 +3 +3 +6 6
9th +4 +3 +3 +6 5th Level Specialist Spell, 1/day 6
10th +5 +3 +3 +7 7
11th +5 +3 +3 +7 6th Level Specialist Spell, 1/day 7
12th +6/+1 +4 +4 +8 8
13th +6/+1 +4 +4 +8 7th Level Specialist Spell, 1/day 8
14th +7/+2 +4 +4 +9 9
15th +7/+2 +5 +5 +9 8th Level Specialist Spell, 1/day 9
16th +8/+3 +5 +5 +10 10
17th +8/+3 +5 +5 +10 9th Level Specialist Spell, 1/day 10
18th +9/+4 +6 +6 +11 11
19th +9/+4 +6 +6 +11 11
20th +10/+5 +6 +6 +12 12

Weapon and Armor Proficiency

A Wizard is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not in any form of armor. Armor may interfere with his Arcane spells if they have Somatic Components, which most do.

Spellcasting

A Wizard may cast Arcane spells by preparing them each morning. To do so requires at least eight hours of uninterrupted sleep (or in the case of creatures that do not sleep, general rest and inactivity), and then an hour spent studying his Spellbook.

During this time, the Wizard may prepare as many spells from his Spellbook as he has Mana for - this Mana is unused until the Wizard actually casts the spell, but having the spell prepared effectively "ties up" the Mana so it cannot be used for any other use. Each spell costs an amount of Mana equal to three quarters of the square of the spell's level.

A Wizard need not tie up all his Mana in spells at the beginning of the day, but preparation always takes a full hour to prepare new slots.

A Wizard gains Mana each morning after a full night's rest equal to his Caster Level times his Mana Multiplier, which is equal to 2 + one half of his class level, plus bonus Mana for having a high Intelligence score.

A Wizard may always prepare Read Magic, even without his Spellbook. Every other spell requires his own Spellbook to study from (all normal Spellbook rules apply).

The Save DC of his spells is equal to 10 + the spell's level + his Int modifier.

To learn a spell, his Intelligence score must be equal to or greater than 10 + the spell's level, and his Caster Level must be equal or greater than twice the spell's level (but see below). He learns the spell by scribing it in his Spellbook (normal rules apply, but no free spells; all must be learned from scrolls or other Spellbooks, and paid for in full).

Specializing

A Wizard does not have the intuitive knowledge of his spells that a Sorcerer does, but his hours of study grants him better understanding of his spells. However, there is only so much time in a day, and so a Wizard cannot possibly master all of the schools of magic.

Therefore, he specializes: he chooses one school to be his specialization, and has two schools which he is forced to ignore in their entirety. The specialized school is important for his Specialist Spell feature. He must choose two prohibited schools, from which he cannot learn or cast spells, not even from magic items, but he may not choose Divination as one of his prohibited schools. Diviners must still ban two other schools.

A Wizard also has the option to be a "Focused" Specialist - he must ban a third school, but gains a number of bonus Mana each morning equal to the Mana cost of the highest level Wizard spell he can cast, which must be spent on preparing any number of spells from his specialized school. This Mana may be combined with his normal Mana, but it must always be used to cast spells from his specialized school.

Cantrips

A Wizard's Spellbook starts with a number of cantrips equal to three times his Int modifier, one of which must be Read Magic (even though he does not need his Spellbook to prepare it, learning Read Magic from his Spellbook was an important part of his entry into the Wizard class). From then on, he may scribe Cantrips into his Spellbook as normal.

Summon Familiar

A Wizard may summon a familiar as normal.

Specialist Spells

At 3rd level, a Wizard gains the ability to learn and scribe 2nd level spells from his specialist school into his Spellbook, and may prepare any one each day (paying for its Mana as usual).

Once he reaches 4th level (and is therefore capable of casting 2nd level spells normally), this feature is obsolete and he may prepare 2nd level spells from any schools except those that he banned normally, without the once per day restriction.

If he is a multiclass Wizard with a higher Caster Level (and therefore capable of casting 3rd level spells normally), this feature does nothing.

This feature is not a part of his spellcasting and is therefore not included when prestige classes grant "+1 to an existing (Arcane) spellcasting class".

At 5th level, he gains the same feature but with 3rd level spells. At 7th, 9th, 11th, 13th, 15th, and 17th, he gains the feature for 4th, 5th, 6th, 7th, 8th, and 9th level spells, respectively.

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