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Post by The Hive Mind on Thu May 15, 2014 2:00 pm

Some channelers desire to expand their spellcasting capabilities past their natural abilities. These curious individuals often pursue a more rigorous and systematic approach to magic than is followed even by traditional hermetic channel- ers. The wizards of Aryth study complex spell formulas that require precise movements, carefully phrased intonations, and an array of physical components to generate magical effects. They are able to prepare spells ahead of time, allow- ing them to use less of their own energy when casting. The study of magic also brings knowledge of the fundamentals of magic, opening new doors to metamagic and the creation of items of power. It takes a great deal of dedication to become a wizard, but the benefits are both powerful and rewarding for those who choose the path.

Hit Die: d4.

WIZARD.... Ae2d9b10


Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Feats: Magecraft (hermetic), one metamagic and one item creation feat, and two Spellcasting feats.
Spellcasting: Must know at least 13 spells of 1st level or higher.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st ----------------+0 -------------+0 -------+0 --------+2 -----Improved spellcasting, wizardcraft
2nd ----------------+1 -------------+0 -------+0 --------+3 -----Efficient study 10%
3rd ----------------+1 -------------+1 -------+1 --------+3 -----Bonus feat
4th ----------------+2 -------------+1 -------+1 --------+4 -----Spellcasting
5th ----------------+2 -------------+1 -------+1 --------+4 -----Efficient study 20%
6th ----------------+3 -------------+2 -------+2 --------+5 -----Bonus feat
7th ----------------+3 -------------+2 -------+2 --------+5 -----Spellcasting
8th ----------------+4 -------------+2 -------+2 --------+6 -----Efficient study 30%
9th ----------------+4 -------------+3 -------+3 --------+6 -----Bonus feat
10th ---------------+5 -------------+3 -------+3 --------+7 -----Spellcasting

Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: Wizards gain no additional proficiency with weapons or armor.

Improved Spellcasting: Wizard levels grant similar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that wizard levels stack with channeler levels for the purposes of determining the highest-level spells the character can cast. A character with more channeler and wizard levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast.

Additionally, each time the character achieves a new wizard level, he gains one new spell of any level and school he can cast. A wizard can learn additional spells according to the normal rules for learning spells.

Finally, the character's maximum spell energy increases by one point for every level of wizard he gains.

Wizardcraft (Ex): At 1st level, the wixard learns to prepare spells ahead of time to be cast later in the day. While this restricts their choice of spells compared to the normal method of casting, casting such spells is much easier: a prepared spell costs only half the spell energy (rounded up) normally required to cast a spell of that level. This reduction applies after spell levels have been added for metamagic feats. This reduction does not stack with the reduced cost provided by spell talismans or any ability that allows spells to be cast with a reduced cost in spell energy. It can never cost less than one point of spell energy to prepare a spell, and a wizard can prepare 3 spells/class level.

A wizard must rest 8 hours and spend one hour studying in order to prepare spells each day. Any spells he wishes to prepare must be studied at the beginning of the day, and the spell energy required for the spells is expended when they are prepared. This spell energy cannot be regained until the wizard gets another full night's rest. When the wizard rests and recovers this spell energy, any uncast prepared spells are lost.

When a character reaches 2nd level, he compiles a spellbook containing all of the spells that he knows. The bonus spells he gains with each wizard level are also added his spellbook automatically. The wizard's spellbook otherwise follows all the rules for wizards' spellbooks presented in the core rules, including the process used to add new spells to the spellbook. Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in his spellbook (except for read magic, which all wizards can prepare from memory).

Efficient Study (Ex): Wizards expend less of their own energy when learning new spells through study and when creating magic items. At 2nd level, the wizard spends 10% less XP for either action. This reduction increases by 10% every three levels thereafter.

Bonus Feats: The wizard gains a bonus feat at 3rd, 6th and 9th level. The feat chosen must be either an item creation or metamagic feat.

Spellcasting: At 4th, 7th, and 10th level, the wizard gains a Spellcasting feat of his choice. A wizard who qualifies may choose Greater Spellcasting instead.
The Hive Mind
The Hive Mind

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