Wizard

"She turned me into a newt!"

Wizards learn to cast spells through long hours spent pouring over old tomes and scolls.

  • HD: 1d4+ConMod (4+ConMod at 1st level)
  • BAB: Poor
  • Saves: Good Will, Poor Fortitude and Reflex
  • Skill Points: 5/level (20 at 1st level) anywhere, as well as 3/level (12 at 1st level) that must be spent on either Knowledge skills or Spellcraft.
  • Starting Equipment:
    • One simple weapon (and 30 bolts, if it's a crossbow)
    • Spellbook
    • Material Component Pouch
  • Weapons And Armor Proficiency: Simple weapons.
Lvl BAB Fort Reflex Will 1st-Lv 2nd-Lv
1st +0 +0 +0 +2 2 -
2nd +1 +0 +0 +3 3 -
3rd +1 +1 +1 +3 3 2

Spellcasting: A wizard casts arcane spells from the wizard spell list. A wizard uses Intelligence as their spellcasting stat. Their number of slots per day is shown on the chart below. Wizards regain their spells by spending an hour in study after having had appropriate rest. A wizard can only prepare a spell if it's in one of the spellbooks that they have on hand during their spell preparation. A wizard's spellbook begins play with 6 spells, and they automatically add 2 spells to their spell book any time they gain a level. They can add additional spells to their spellbooks by copying them from scrolls or borrowed spellbooks, or simply taking a spell book outright and keeping it (usually a dead enemy). Full rules for this are in the Spellcasting chapter.

Cantrips: In addition to their per-day spell slots, a wizard can select three 0th-level spells to have available every time they prepare their spells. Their 0th level spells can be used at will. At 2nd level a Wizard can select four 0th-level spells per day.

School Specialization: A wizard can choose to devote extra focus to a particular school of spells at the expense of their other studies. The wizard picks one of the eight spell schools to specialize in (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation) and also picks two schools they are entirely banned from using. A wizard cannot give up divination as a school, and a wizard who specializes in divination only needs to give up one other school. In exchange for specializing, the specialist

  • Gets +3 on Spellcraft rolls related to their chosen school.
  • Gets 1 additional free spell learned (in their chosen school) each time they level up.
  • Gain +1 spell slot at each level that they can cast which can hold any spell from their specialized school (including an additional cantrip).

Scribe Scroll: A wizard gets the Scribe Scroll feat for free.

Summon Familiar: A wizard can bond an animal into being a familiar. This is a ritual that takes 24 hours. The target animal must be smaller than the wizard's own size and typical for their species. It then gains the following changes:

  • Intelligence becomes 6
  • Can speak one language that the Wizard knows.
  • Has the HD, Hit Points, and BAB of their master. Familiars have Fortitude and Reflex as their favored saves. They always have maximum ranks in Spot, Listen, and one Knowledge skill of the Wizard's choice.
  • Improved Evasion (Half effect on failed reflex saves, no effect on successful saves)

The familiar's connection with the material and animal world gives the wizard a benefit as well. They can select one of the following benefits:

  • +2 on Fortitude or Reflex saves
  • +3 on any one skill linked to Strength, Dexterity, or Charisma

If the familiar dies the wizard can bond with another animal by performing the ritual again at any time.

Wizard Spell List

In addition to the eight schools of magic that a wizard can specialize in, there is also a Universal school that some spells fall into. Wizards can't specialize in the Universal school.

Cantrips

Arbjuration

  • Resistance: Subject gains +1 on saving throws.

Conjuration

  • Acid Splash: Orb deals 1d6 acid damage.

Divination

  • Detect Poison: Detects poison in one creature or small object.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Read Magic: Read scrolls and spellbooks.

Enchantment

  • Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (-1 on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.

Illusion

  • Ghost Sound: Figment sounds.

Necromancy

  • Disrupt Undead: Deals 1d6 damage to one undead.
  • Touch of Fatigue: Touch attack fatigues target.

Transmutation

  • Mage Hand: 5-pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Message: Whispered conversation at distance.
  • Open/Close: Opens or closes small or light things.

Universal

  • Arcane Mark: Inscribes a personal rune (visible or invisible).
  • Prestidigitation: Performs minor tricks.

1st-Level Wizard Spells

Arbjuration

  • Alarm: Wards an area for 2 hours/level.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Hold Portal: Holds door shut.
  • Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration

  • Grease: Makes 10-ft. square or one object slippery.
  • Mage Armor: Gives subject +4 armor bonus.
  • Mount: Summons riding horse for 2 hours/level.
  • Obscuring Mist: Fog surrounds you.
  • Summon Monster I: Calls extraplanar creature to fight for you.
  • Unseen Servant: Invisible force obeys your commands.

Divination

  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Secret Doors: Reveals hidden doors within 60 ft.
  • Detect Undead: Reveals undead within 60 ft.
  • Identify: Determines properties of magic item.
  • True Strike: +20 on your next attack roll.

Enchantment

  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.

Evocation

  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion

  • Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
  • Disguise Self: Changes your appearance.
  • Magic Aura: Alters object's magic aura.
  • Silent Image: Creates minor Illusionion of your design.
  • Ventriloquism: Throws voice for 1 min./level.

Necromancy

  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Transmutation

  • Animate Rope: Makes a rope move at your command.
  • Enlarge Person: Humanoid creature doubles in size.
  • Erase: Mundane or magical writing vanishes.
  • Expeditious Retreat: Your speed increases by 30 ft.
  • Feather Fall: Objects or creatures fall slowly.
  • Jump: Subject gets bonus on Jump checks.
  • Magic Weapon: Weapon gains +1 bonus.
  • Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells

Arbjuration

  • Arcane Lock: Magically locks a portal or chest.
  • Obscure Object: Masks object against scrying.
  • Protection from Arrows: Subject immune to most ranged attacks.
  • Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Conjuration

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  • Fog Cloud: Fog obscures vision.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Divination

  • Detect Thoughts: Allows “listening” to surface thoughts.
  • Locate Object: Senses direction toward object (specific or type).
  • See Invisibility: Reveals invisible creatures or objects.

Enchantment

  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Hideous Laughter: Subject loses actions for 1 round/level.
  • Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Evocation

  • Continual Flame: Makes a permanent, heatless torch.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Shatter: Sonic vibration damages objects or crystalline creatures.

Illusion

  • Blur: Attacks miss subject 20% of the time.
  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Magic Mouth: Speaks once when triggered.
  • Minor Image: As silent image, plus some sound.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
  • Misdirection: Misleads Divinationinations for one creature or object.
  • Phantom Trap: Makes item seem trapped.

Necromancy

  • Blindness/Deafness: Makes subject blinded or deafened.
  • Command Undead: Undead creature obeys your commands.
  • False Life: Gain 1d10 temporary hp +1/level (max +10).
  • Ghoul Touch: Paralyzes one subject, which exudes stEnchantment that makes those nearby sickened.
  • Scare: Panics creatures of less than 6 HD.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation

  • Alter Self: Assume form of a similar creature.
  • Bear's Endurance: Subject gains +4 to Con for 1 min./level.
  • Bull's Strength: Subject gains +4 to Str for 1 min./level.
  • Cat's Grace: Subject gains +4 to Dex for 1 min./level.
  • Darkvision: See 60 ft. in total darkness.
  • Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
  • Fox's Cunning: Subject gains +4 Int for 1 min./level.
  • Knock: Opens locked or magically sealed door.
  • Levitate: Subject moves up and down at your direction.
  • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Pyrotechnics: Turns fire into blinding light or choking smoke.
  • Rope Trick: As many as eight creatures hide in extradimensional space.
  • Spider Climb: Grants ability to walk on walls and ceilings.
  • Whispering Wind: Sends a short message 1 mile/level.

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