Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Wizard
|
|
|
|
|
|
|
---------- Spells per Day ---------
|
Level
|
Base Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
1st |
+0 |
+0 |
+0 |
+2 |
Summon familiar, |
3
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2nd |
+1 |
+0 |
+0 |
+3 |
|
4
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3rd |
+1 |
+1 |
+1 |
+3 |
|
4
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4th |
+2 |
+1 |
+1 |
+4 |
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5th |
+2 |
+1 |
+1 |
+4 |
Bonus feat
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
6th |
+3 |
+2 |
+2 |
+5 |
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
7th |
+3 |
+2 |
+2 |
+5 |
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
8th |
+4 |
+2 |
+2 |
+6 |
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
9th |
+4 |
+3 |
+3 |
+6 |
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
10th |
+5 |
+3 |
+3 |
+7 |
Bonus feat
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
11th |
+5 |
+3 |
+3 |
+7 |
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
14th |
+7/+2 |
+4 |
+4 |
+9 |
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
15th |
+7/+2 |
+5 |
+5 |
+9 |
Bonus feat
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus feat
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
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 10 + the
spell level + the wizard's Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is given on
Table: The Wizard. In addition, she receives bonus
spells per day if she has a high Intelligence score.
Unlike a
bard or
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 studying, the wizard decides which
spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the
bonus languages available to the character because of her race.
Familiar: A wizard can obtain a
familiar in exactly the same manner as a
sorcerer can. See the
sorcerer description and the information on Familiars below for details.
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 prohibited school or schools, if any; 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 each new wizard level, she gains two new
spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add
spells found in other wizards'
spellbooks to her own.
SCHOOL SPECIALIZATION
A school is one of eight groupings of
spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra
spells from her chosen school, but she then never learns to cast
spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on
Spellcraft checks to learn the
spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or 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.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Spells that do not fall into any of these schools are called universal
spells.
Abjuration:
Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration:
Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination:
Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment:
Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation:
Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion:
Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy:
Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation:
Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for
spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of
spells fall into this category.
FAMILIARS
A
familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a
sorcerer or wizard. It retains the appearance, Hit
Dice, base
attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a
familiar. An animal companion cannot also function as a
familiar.
Levels of different classes that are entitled to familiars stack for the purpose of determining any
familiar abilities that depend on the master's level.
Familiar
|
Special
|
Bat |
Master gains a +3 bonus on Listen checks |
Cat |
Master gains a +3 bonus on Move Silently checks |
Hawk |
Master gains a +3 bonus on Spot checks in bright light |
Lizard |
Master gains a +3 bonus on Climb checks |
Owl |
Master gains a +3 bonus on Spot checks in shadows |
Rat |
Master gains a +2 bonus on Fortitude saves |
Raven1 |
Master gains a +3 bonus on Appraise checks |
Snake2 |
Master gains a +3 bonus on Bluff checks |
Toad |
Master gains +3 hit points |
Weasel |
Master gains a +2 bonus on Reflex saves |
1 A raven familiar can speak one language of its master's choice as a supernatural ability. |
2 Tiny viper. |
Familiar Basics: Use
the basic statistics for a creature of the
familiar's kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit
Dice, use the master's character level or the
familiar's normal HD total, whichever is higher.
Attacks: Use the master's base
attack bonus, as calculated from all his classes. Use the
familiar's Dexterity or Strength modifier, whichever is greater, to get the
familiar's melee
attack bonus with natural weapons.
Saving Throws: For each
saving throw, use either the
familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The
familiar uses its own
ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the
familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the
familiar uses its own
ability modifiers. Regardless of a
familiar's total skill modifiers, some skills may remain beyond the
familiar's ability to use.
Familiar Ability Descriptions: All familiars have
special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below.
The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the
familiar's existing natural armor bonus.
Share Spells: At the master's option, he may have any
spell (but not any
spell-like ability) he casts on himself also affect his
familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the
spell or effect has a duration other than instantaneous, it stops affecting the
familiar if it moves farther than 5 feet away and will not affect the
familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a
spell with a target of "You" on his
familiar (as a touch range
spell) instead of on himself.
Empathic Link (Su): The master has an empathic link with his
familiar out to a distance of up to 1 mile. The master cannot see through the
familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his
familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a
familiar can deliver touch
spells for him. If the master and the
familiar are in contact at the time the master casts a touch spell, he can designate his
familiar as the "toucher." The
familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a
familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a
familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his
familiar (as if casting the
scrying spell) once per day.
Master Class Level
|
Natural Armor Adj.
|
Int
|
Special
|
1st-2nd |
+1 |
6 |
Alertness, improved evasion, share spells, empathic link |
3rd-4th |
+2 |
7 |
Deliver touch spells |
5th-6th |
+3 |
8 |
Speak with master |
7th-8th |
+4 |
9 |
Speak with animals of its kind |
9th-10th |
+5 |
10 |
- |
11th-12th |
+6 |
11 |
Spell resistance
|
13th-14th |
+7 |
12 |
Scry on familiar |
15th-16th |
+8 |
13 |
- |
17th-18th |
+9 |
14 |
- |
19th-20th |
+10 |
15 |
- |
Wizards and sorcerers do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they'll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats-light, medium, and heavy-and the
Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or
sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a wizards or
sorcerer must make while casting any
spell that has a somatic component (most do). The armor and shield descriptions list the arcane
spell failure chance for different armors and shields.
By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane
spell failure chance for such armor. A
bard wearing armor heavier than light or using any type of shield incurs the normal arcane
spell failure chance, even if he becomes proficient with that armor.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such
spells can also be cast even if the caster's hands are bound or if he or she is grappling (although
Concentration checks still apply normally). Also, the
metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.