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Wizards
A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seems easy, but they only hint at the time the wizard must spend poring over his spellbook in preparation and the years spent in apprenticeship to learn the arts of magic. For wizards, magic is not a talent, but a difficult, rewarding art.

Characteristics: The wizard's strength is his spells. Everything else is secondary. He learns new spells as he explores and grows in experience.

Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in his chosen field, but it denies him access to some of the spells that lie outside that field. You must choose specialization during character creation and once chosen, it can never be changed.

Like a sorcerer, a wizard can call a familiar—a small, magical animal companion that serves him.

Alignment: Any. Overall, wizards show a slight tendency toward law over chaos, because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favor chaos over law.

Other Classes: Wizards prefer to work with members of other classes. They love to cast their spells from behind strong fighters, to "magic up" rogues and send them out to scout and to rely on the divine healing of clerics. They may find members of certain classes (such as sorcerers, rogues and bards) to be not quite serious enough, but they're usually not judgmental.

Role: The wizard's role depends somewhat on his spell selection, but most wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies.

Abilities: Intelligence determines a wizard's spell power, how many spells she can cast per day and how difficult those spells are to resist. A high Dexterity score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a wizard extra hit points.

Hit Die: d4

Class Skills

  • Bluff, Concentration and Spellcraft.


  • Skill Points at 1st Level: (2 + Int modifier) x 4.


  • Skill Points at Each Additional Level: 2 + Int modifier.


  •  The Wizard
    Level
    Base Attack Bonus
    Fort Save
    Refx Save
    Will Save
    Special
    1st
    0
    0
    0
    +2
    Summon Familiar, Scribe Scroll
    2nd
    +1
    0
    0
    +3
    ---
    3rd
    +1
    +1
    +1
    +3
    ---
    4th
    +2
    +1
    +1
    +4
    ---
    5th
    +2
    +1
    +1
    +4
    Bonus Feat
    6th
    +3
    +2
    +2
    +5
    ---
    7th
    +3
    +2
    +2
    +5
    ---
    8th
    +4
    +2
    +2
    +6
    ---
    9th
    +4
    +3
    +3
    +6
    ---
    10th
    +5
    +3
    +3
    +7
    Bonus Feat

    Class Features

    Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow and quarterstaff. Wizards are not proficient with any type of armor or with shields. Armor of any type interferes with a wizard's movements, which can cause his spells to fail (if those spells have somatic components).

    Spells: A wizard casts arcane spells. A wizard must choose and prepare his 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. 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.

     Wizard Spells Per Day
    Spell Level
    0
    1
    2
    3
    4
    5
    Caster Level
    ---
    ---
    ---
    ---
    ---
    ---
    1st
    3
    1
    ---
    ---
    ---
    ---
    2nd
    4
    2
    ---
    ---
    ---
    ---
    3rd
    4
    2
    1
    ---
    ---
    ---
    4th
    4
    3
    2
    ---
    ---
    ---
    5th
    4
    3
    2
    1
    ---
    ---
    6th
    4
    4
    3
    2
    ---
    ---
    7th
    4
    4
    3
    2
    1
    ---
    8th
    4
    4
    3
    3
    2
    ---
    9th
    4
    4
    4
    3
    2
    1
    10th
    4
    4
    4
    3
    3
    2

    Unlike a bard or sorcerer, a wizard may know any number of spells, but he must choose and prepare his spells ahead of time. In the game, you choose the spells you want your wizard to memorize when your party rests.

    Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and serves as a companion and a servant. Here is the Wizard's and Sorcerer's Familiar table:

     Wizard Familiars
    Familar
    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
    Lizard
    Master gains a +2 bonus on Will save checks
    Owl
    Master gains a +3 bonus on Spot checks
    Rat
    Master gains a +2 bonus on Fortitude checks
    Raven
    Master gains a +3 bonus on Appraise checks
    Snake
    Master gains a +3 bonus on Bluff checks
    Toad
    Master gains a +3 hit points
    Weasel
    Master gains a +2 bonus on Reflex saves

    Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feat enables him to create magic scrolls.

    Bonus Feats: At 5th and 10th level, a wizard gains a bonus feat.