Within the walls of The Great Library ancient mysteries are revealed to young people with very special talents. They learn to channel the echos of dead and dying gods to warp reality around them. With their magic they can act as grand chess-masters changing the flow of an entire battle.
Hit die: d4 starting HP: 6 + 2*con modifier, average per level: 3+ con modifier
Wizards have a max skill of their level +3
Wizards begin with 4*(int modifier + 2) skill points
Wizards gain (int modifier +3) skill points per level
At first level and every level divisible by 5 you gain a skill specialization
Arcanist: Wizards always have maximum ranks in Arcana without spending any skill points.
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).
The attack bonus for a wizard’s spell is the spell level + the wizard’s Intelligence modifier +1/2 level.
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 wisdom.
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.
Cantrips: A wizard has access to spells that he never expends. When she prepares spells she may prepare a number of cantrips (listed as 0th) according to the table below. She may cast any prepared cantrip any number of times, but she may only have one active instance of any given cantrip per spell slot (example: a wizard prepares the “light” spell in one of his slots but not in any of the others. She may only have one “light” spell active at any given time and a second casting dispels the first. If she had two “light” spells prepared she could have two active instances at a time.)
Arcane Magic: Wizards cannot cast spells effectively while wearing armor. If desired, they can wear armor anyway but it might still interfere with spellcasting. Armor restricts the complicated gestures that a wizard must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, a spellcaster can cast it with no issue 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.
Scribe Scroll: You gain the Spell Storing feat for free.
Spellbook: 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 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 or scrolls to her own. Copying a new spell into her spellbook costs gold equal to the spell level squared x10 gp. Additionally if a scroll is not expended in the casting an amount of gp equal to the scroll’s cost must be paid.
Familiar: You gain a familiar that functions as a companion. Common choices are bat, cat, hawk, lizard, owl, rat, raven, tiny dog, tiny snake, toad, weasel, homunculus, spirit, fairy, imp, and crab. This creature is an extension of you. Animal familiars are treated as though they were magical beast rather than simply an animal. A familiar may speak with its master. At 4th level it may speak with other creatures of the same species, and at 6th level may speak common or any language known by its master. You may choose a knowledge skill upon gaining a familiar, they use your skill modifier in place of their own. A familiar has ½ your hp, AC: level + 16, Fort: level +6, Ref: level +16, Will: level +14. Attack bonus: level +2, damage: 1d4 +1 + ½ level.
Upon taking this feat choose a skill, when your familiar is within six squares of you, you gain a +3 bonus to that skill. Any spell cast on the master may at the master’s discretion also affect his familiar. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type.
Slotted Spells: A slotted spell has its duration increased to 24 hours. If a spell is slotted it must be harmless to the target, it may only affect you if it affects the entire party. You have a number of slots equal to half your level. A spell takes up one slot per spell level. This may only be used on spells with a duration of 1 minute or more. The spell ends for the target if that target moves more than 1 mile away from you.
Spells per level as per pathfinder because I cannot be arsed to html it into the page. Specialization works the same as well.
|1st||1|| Cantrips, Arcane Magic,
Familiar, Scribe Scroll
Crafting feats produce magical items. You can willingly depower an item so that it no longer counts against your limit. If you want to allow others to use a crafted item you must go through further rituals to transform it into a permanent spell storing item.
Spell storing: You can turn spells into scolls, runes, and other one use spell storing items. You may have a number of such items determined by the below table. It takes one hour to produce such an item and requires you to cast the spell into the scroll. The attack bonus equals the minimum ability score + spell level + 1/2 your level.
Craft impliment: You may cast any spell you know (chosen at creation) from an implement three times per day. You may only possess 2 crafted implements at any time, and one may be equal to your second highest spell level or lower, the second must be at least one level below that. You use the attack bonus from the table if the implement is used to attack. It takes 4 hours to craft an implement.
Improve implement: You may use your casting modifier and level to determine caster level and attack bonus with your implements. Requires: Craft implement.
Craft major implement: You create a major implement that you may only have one of at a time. This implement takes 24 hours to craft and comes with 8 charges. Choose any three spells you know. Casting spells of your level cost 4 charges, spells of one level lower cost 2, spells of any lower cost 1. This does not count toward your possessed impliments for craft implement. Requires: Improved implement, level 9
Defensive Specalist: Any abjuration spells you cast are doubled in duration.
Deflection: You may negate a spell targeting you as a counter. The spell must target reflex and cannot be an area of effect spell. You make a caster level check vs. 11 + the caster level of the spell; if successful you are not affected by the spell. Requires: Defensive Specialist.
Reflection: Successfully deflecting a spell causes it to target the caster instead of you. It has the same attack roll that it would have had affecting you. Requires: Deflection
Hop: You may teleport 2 spaces as a move action. You cannot use this ability when grappled or your hands are restrained.
Skip: Hop now allows you to teleport 4 spaces. You teleport with up to one willing creature touching you. Requires: Hop
Flash Step: Counter; If an attack targeting your reflex or AC misses by 5 or more you may teleport 2 squares. Once per encounter after finding out the results of an attack you may increase your reflex and AC by 5 and if that causes an attack to miss you may teleport up to 4 spaces. Requires: Skip
Jump: Hop may teleport you and up to six willing creatures touching you up to 6 spaces. You may use hop to escape grapples. Requires: Skip
Caller: Double the duration of any summoning spells you cast. You may telepathically order these creatures.
Summoner: All creatures you summon gain the following: +2 str, +2 con. Requires: Caller
Seeker: You may hone in on the location of an object or creature. In order to do so you must cast a ritual while you have a piece of the object, or something strongly associated with it (if you want to find a particular door you could use the tools used in its creation, the key, splinters from the door itself or have the assistance of the creator). So long as you concentrate on the spell you can sense what direction the object is relative to you. If you stop concentrating you must start concentrating again within a minute or you need to perform the ritual again.
Danger sense: Swift action; Choose an enemy, you are informed of what defenses that creature’s attacks can target, then choose one: +2 AC, +1 fort, +1 ref, or +1 will.
Danger Warning: When you choose a defense with Danger Sense all allies within 10 spaces gain +1 to that defense. You also gain a +2 bonus to initative Requirement: Danger sense
Sense Weakness: You know the remaining hp of your chosen Danger Sense enemy, that enemy is affected by vulnerability equal to your wisdom the next time it is dealt damage. Requirement: Danger Sense
Full Analysis: You may look at the stat block of your Danger Sense chosen enemy. You and all allies gain +1 attack and defenses against this enemy. * Requirement: Sense Weakness, Danger Warning*
Charming Personality: You may use charisma instead of wisdom for your spells. All enchantment spells gain a +1 to attack and you gain an additional +1 bonus on opposed charisma checks called for by enchantment spells.
Project empathy; Counter: When you are hit by an attack that deals damage. Attack vs. will (level +wis) daze attacking creature for one round. You may use this ability once per encounter. You gain +2 bluff, insight, and intimidate.
Powerful Will: +2 Will. Once per encounter as a counter; a spell that attacks will misses you: You may cast an enchantment spell you know with a +2 bonus on the attack. The spell only affects the creature that attacked you.
Full automagic: When you attack with a cantrip that deals damage you may cast a second cantrip that deals damage as a free action. Usable once per round.
Energy Substitution: Once per encounter you can change the energy damage of any spell you know to fire, cold, acid or electricity.
Nail Solutions: You may sacrifice any spell you know. When you do you make a ranged attack vs. reflex targeting one foe dealing 1d8 per spell level damage. The damage can be fire, cold, acid or electricity, your choice. Requires: energy substitution
Veiled assault: Invisibility spells you cast last 1.5x their normal duration. If you make an attack while invisible you take a -40 to your stealth checks instead of breaking invisibility. This penalty lasts until the end of your next turn. You may only use this ability once per casting of invisibility.
Frightful Illusion: Once per encounter you can designate a spell with a duration potentially illusory. Make your attack as normal. After determining who is affected by the spell you may choose to reduce the duration to one round. If you do so the spell is not expended, but it cannot deal damage and any effects are illusionary.
Levitator: You float six inches off the ground whenever you wish. You may move at your speed, but you must at all times have a solid object beneath you. You ignore any ground based magical effects (such as entangle) and do not trigger pressure plates and the like. You gain a +2 to stealth and athletics checks while levitating. You also gain a +1 to your reflex defense. Reduce all falling damage by 30 ft.