|A wizard's few unintelligible words and fleeting gestures can carry more power than a battleaxe. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.
Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can.
The wizard's strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.
Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside it.
· Hit Die: d4
· Base Attack Bonus: Low
· High Saves: Will
· Weapon Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
· Armor Proficiencies: None. Armor of any type interferes with a wizard's movements, which can cause her spells to fail.
· Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier
· Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, and Spellcraft.
· 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. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st level spells, and so forth).
· Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
· Familiar: A wizard can obtain a familiar.
· Spellbook: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any) 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. For example, when a wizard attains 5th level, she can cast 3rd level spells. At this point, she can add two new 3rd level spells to her spellbook, or one 2nd level spell and one 3rd level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
Epic Level Benefits [MotB Only]
· New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes.
· Ability score improvements continue every 4 levels (levels 24, 28).
· Base Attack Bonus and Base Saves continue as normal.
· Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4.
· +1 DC to all spells every third epic level (23, 26, 29).
· Caster level = class level.
· The sorcerer or wizard's familiar continues to improve:
21-22 +11 Natural armor
23-24 +12 Natural armor
25-26 +13 Natural armor
27-28 +14 Natural armor
29-30 +15 Natural armor
· +1 feat at levels 23, 26, and 29 (every 3 levels).