Intended for use alongside classes similar to warmage/beguiler/etc., with ToB-style multiclassing.WizardHD:
d4Class Skills (2+Int):
Concentration, Craft, Decipher Script, Disable Device, Knowledge (all skills, taken individually), Profession, Search, Spellcraft, Use Magic Device.
Weapon and Armor Proficiency:
|1st||+0||+0||+0||+2||Eldritch blast (least), Lore, Spells, Trapfinding|
|2nd||+1||+0||+0||+3||Dismantle spell, Extended lifespan|
|6th||+3||+2||+2||+5||Eldritch blast (lesser), Talent|
|7th||+3||+2||+2||+5||Improved dispel +1|
|11th||+5||+3||+3||+7||Eldritch blast (greater)|
|12th||+6/+1||+4||+4||+8||Eclectic learning, Talent|
|13th||+6/+1||+4||+4||+8||Improved dispel +2|
|14th||+7/+2||+4||+4||+9||Craft grand grimoire|
|16th||+8/+3||+5||+5||+10||Eclectic learning, Eldritch blast (dark)|
|18th||+9/+4||+6||+6||+11||Reconfigure spell, Talent|
|20th||+10/+5||+6||+6||+12||Eclectic learning, Improved dispel +3|
Wizards are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a wizardís movements, which can cause his spells with somatic components to fail. Spells:
A wizard casts spells spontaneously based on Intelligence. He has knowledge of every spell on his spell list (see below), like a warmage. Every two levels a wizard possesses in other classes stack with his wizard level for determining caster level and spells per day (eg. a wizard 10/fighter 10 would cast as a wizard 15).Eldritch Blast (Sp):
A wizard's eldritch blast deals 1d6 damage per two caster levels (round up) as a ranged touch attack with range Close (25ft +5ft per caster level). The appearance of an eldritch blast varies from wizard to wizard, with some being nearly invisible while others resemble physical projectiles or streams of energy. Unlike most spell-like abilities an eldritch blast has somatic components, making it subject to ASF from wearing armour.
In addition he gains one Least invocation, which must be an eldritch essence or blast shape invocation. At 6th, 11th and 16th levels he learns a Lesser, Greater and Dark invocation respectively, subject to the same restrictions.Lore (Ex):
Thanks to long hours of study, a wizard has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the wizard's class level in place of the bard level.Trapfinding:
Wizards can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Wizards can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A wizard who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Dismantle Spell (Sp):
At 2nd level, a wizard may attempt to end a single spell which he has identified as if casting targeted greater dispel magic
at his normal caster level, except that the casting time is increased to 1 minute. He may use this ability at will.Extended Lifespan (Ex):
At 2nd level a wizard's maximum lifespan is increased by 2 years per wizard level he possesses (adjust this modifier if his wizard level changes; this can result in death if his maximum lifespan falls below his current lifespan).Talent:
At every 3rd level a wizard may select a talent from the list below. Talents marked with an asterisk may be selected multiple times. He may use spell-based talents with spells from any class, not just wizard.
- Arcane Fire (Su): When using eldritch blast, the wizard can sacrifice one spell slot to convert it to a supernatural ability and increase its damage by +1d6 per spell level.
- Arcane Reach*: The wizard can use spells with a range of touch on a target up to 30 feet away as a ranged touch attack. This range increases by an additional +30ft for each time he selects this ability after the first.
- Bonus Feat*: The wizard gains one metamagic or item creation feat as a bonus feat, as long as he meets the prerequisites.
- Effortless Casting: The wizard may apply the Silent Spell and Still Spell metamagic feats to wizard spells without increasing the level of the affected spell. This has no benefit if the wizard does not possess the feat in question.
- Enhanced Alchemy: The wizard can create enhanced versions of alchemical items and substances by expending a spell slot as part of the crafting process. If the item or substance deals damage, multiply the damage dealt by the spell level. If the item or substance doesnít deal damage, multiply the duration of its effect. If the item or substance doesnít deal damage and doesnít have a specific listed duration (or has an instantaneous duration), multiply all dimensions of its area. In addition, the item's save DC (if any) is increased by an amount equal to the spell level.
In order to expend a slot as part of this ability, the wizard must have a number of ranks in Craft (alchemy) at least 3 greater than the minimum caster level required to cast a spell of that level.
- Familiar*: The wizard gains a familiar. If he has multiple familiars his Share Spells ability allows him to share each spell with a single familiar only.
- Mastery of Counterspelling: When the wizard counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
- Mastery of Elements: The wizard can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spellís casting time is unaffected. The caster decides whether to alter the spellís energy type and chooses the new energy type when he begins casting.
- Mastery of Shaping: The wizard can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spellís area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
- Permanent Spell*: Select one spell you can cast with a duration of 1 hour/level or greater. The duration of a single casting of that spell becomes Permanent. If dispelled, the effect returns within 1d4 rounds (like a magic item). The effect ends if subjected to a Mage's disjunction spell (though it is entitled to a Will save to resist, at your bonuses) or on your death/destruction.
You may transfer ownership of this spell to another in a ritual lasting 1 hour, as long as they are capable of casting spells of that level. That character is then considered the original caster, and he gains the ability to further transfer ownership of the effect.
- Phylactery*: You may place a part of your soul inside an item, granting you immunity to [Death] effects (or +2 turn resistance if you are undead). If you die your soul moves to this item 1 round later unless it is somehow trapped. You return to life adjacent to the item 1d10 days later, as per true resurrection except that even constructs and undead can be revived. If the item is destroyed, you lose a character level (and die, if your soul is within it at the time). You may have a total number of phylacteries in existence at a time equal to the number of times you have selected this talent.
- Skill Mastery (Ex): The wizard becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. When making a skill check with a wizard class skill, he may take 10 even if stress and distractions would normally prevent him from doing so.
At every 4th level a wizard adds one spell from any list to his spell list, but its level is increased by 1.Craft Grimoire:
At 5th level a wizard may craft grimoires, spellbooks containing one or more spells from any spell list. While he has a grimoire at hand a wizard can cast the spells contained within as if they were on the wizard spell list (with the act of reading the grimoire becoming an additional component), but the spell slot expended is 3 levels higher than normal. The spells do not gain any other benefit of an increased level, such as higher save DCs. Researching and adding a spell requires a Knowledge (arcana, religion or nature) check depending on its origin (DC = 15 + 3x spell level), which receives a +2 circumstance bonus if the wizard can see a demonstration of the spell during the process.
A grimoire can normally be used only by its creator; to use a grimoire belonging to another spellcaster you must succeed on a Spellcraft check to decode it. Failure results in a discharge of magical energy which deals 1d6 points of damage per (adjusted) spell level to the reader.Improved Dispel:
At 7th, 13th and 20th levels the wizard gains a +1 bonus on dispel checks, as well as to the DCs to dispel his spells.Suppress Spell (Sp):
At 10th level, on a successful use of Dismantle Spell a wizard may choose to suppress the spell's effects instead of ending it. This suppression lasts for 1 round or as long as the wizard concentrates on the spell, after which the spell returns to normal.Craft Grand Grimoire:
At 14th level a wizard may permanently invest a spell slot from any of his spellcasting classes into a grimoire, either as part of its creation or at a later date. Select one spell from the same class of the same level or lower; the wizard may read from the grimoire to cast that spell as a spell-like ability. He may do this 1/day if the spell is the same level as the sacrificed slot, +1/day for each level lower. He must pay XP and expensive material components as normal.
When adding the powers of a grand grimoire to an existing grimoire, the wizard may treat the spells contained within it as wizard spells, but daily uses are determined after applying the +3 level increase (eg. sacrificing a 7th-level slot for fireball
would allow him to use it 2/day).
If a grand grimoire is destroyed, the spell splot returns to its owner immediately (but is considered expended until he next regains spells).Timeless Body (Ex):
At 17th level, a wizard no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the wizard still dies of old age when his time is up.Reconfigure Spell (Sp):
At 18th level, on a successful use of Dismantle Spell a wizard may choose to change any of the choices made when the spell was cast instead of ending it. He may choose to only partially modify the parameters if he wishes, eg. keeping half of the original targets of a multi-target spell and changing the others.Eureka:
At 19th level, spells a wizard casts from a grimoire use a slot 2 levels higher than normal, rather than 3. Spells gained from the Eclectic Learning class feature count as their original level, rather than their level +1.New FeatsApprentice Wizard
[General]You have learned the basics of magic.Prerequisites:
Must not have any levels of wizardBenefit:
You can cast cantrips (0-level spells) as a 1st-level wizard.Special:
If you ever gain a level of wizard, replace this feat with Precocious ApprenticeCArc
or another feat for which you meet the prerequisites.Extend Eldritch Blast
[General]Your eldritch blast can strike foes from greater distances.Prerequisites:
Your eldritch blast's range increases to Medium (100ft +10ft per caster level).