Wizards

The Wizard

The art of Wizardry is both complicated and time consuming. These individuals dedicate themselves to the study of magik and the mastering of arcane incantations with a focus on enchantments, transmutations, and potent evocations. Wizards seek to bend the magikal energies of the cosmos through force of will and the spoken word. This causes them to search the wide world over for the knowledge necessary to become true masters and as such they become mobile storehouses for much knowledge, which is often prized by those with whom they come in contact.
Wizards canwizard1 often be found in a library discussing arcane matters with a sage; or in the local tavern arguing the quality of one brand of ale over another; or wandering in the heart of an ancient keep seeking forgotten magik. Their art allows them to choose among the greatest variety of spells both combative and practical. This wide variety translates to versatility and individuality. The Wizard is able to tailor his repertoire of spells to best suit his personality and goals. This makes them very valuable to adventuring groups, although much of their knowledge is of the mundane kind as well. The primary attributes for this class are Intelligence and Wisdom.

Class Abilities:

Level Title Attribute Class Ability Table
1 – 4 Apprentice Int: 13
Wis: 12 Language: Gain the proficiency of a language of the player’s choice and one language for every two levels afterward to the maximum permitted by his Intelligence.
5 – 8 Scholar Int: 14
Wis: 13 Education: The individual has spent many hours of research in the course of his travels and has now become an amateur sage. The wizard must choose a major and a minor topic of specialty at this point. The Wizard advances in proficiency, starting as Bachelor and ending as a Doctor. He may answer questions and have knowledge on these subjects as dictated by the Sage Table below.
9 –12 Enchanter Int: 15
Wis: 14 Receptacle of Power: The wizard is able to create a Power Source or magikal physical receptacle for power points. He is able to store two times his level in power points. The receptacle can only be recharged by the expenditure of power points by the wizard who created the item. The construction of the device will be handled in conjunction with the Game Master.
13 – Wizard Int: 16
Research: Due to the high degree of studying skill the wizard is able to determine the “true name” of a particular subject or a specific command word for a magikal item. The time needed is one day per hit dice of the subject or level of magik at which the item operates. The time necessary may be modified by the Game Master for purposes of game play, and the Wizard must have access to some knowledge source in order to study: e.g. other sages, libraries, old scrolls, tomb writings etc. and these must be germane to the topic being researched.

Special Advantages:

Lore:
— Wizards gain the ability of Read Languages at a rate of 3% per level beginning at first level.

Experience:
— Gain a +2 to base wisdom score, not to exceed 18.
Non-Weapon Proficiencies:
The Wizard is a man of learning and study. As such, he has mastered a few important skills in the field of academics.
-Education 4
-Magik Sense
-Identify Artifact
-Languages, Ancient
-Monster Lore
-Ancient History

wizard2Sage Skills:
The Wizard may choose an area of study that will be his major interest and an area that will be his minor interest. The table below indicates the various fields of study and modifiers for research; as well as level of proficiency. The areas of study often have a non-weapon proficiency prerequisite. The Wizard must use a slot to take this skill. The Wizard’s ability to answer a question is based on a proficiency check against a base roll of 14 with modifiers based on his skill level and on factors listed on the Sage Table of the DMG, page 107.

Degree of Study and Modifiers Table
Level Title Major Modifier Minor Modifier
5-8 Bachelor 0 -1
9-12 Master +2 +1
13- Doctor +4 +2
Sage Table
Study Prerequisite Abilities and Limitations
Architecture Engineering Knowledge of forms, structures, styles of specific race.
Art Artistic Ability Knowledge of forms, styles, periods of specific race
Astronomy Astronomy Navigation, astrology and history.
Botany Plant Lore Thorough knowledge of topic.
Cartography Cartography History, symbology, and interpretation.
Chemistry Chemistry Breakdown of substances, may brew poisons and acids.
Cryptography Super-Numerate Break codes, unusual ciphers, and picto-languages.
Engineering Engineering As the Secondary Skill.
Folklore Local History One race or region only.
Genealogy Heraldry One race or region only.
Geography Cartography Regional expertise.
Geology Metallurgy Advanced knowledge of metals and mineral deposits.
Heraldry Heraldry As the NWP but without a check necessary.
History History One race or region only. All ancient and current.
Languages None One language group only.
Law Local History One race or region only.
Medicine Healing Knowledge of anatomy.
Metaphysics Planar Lore One plane only.
Meteorology Weather Sense Advanced knowledge of weather patterns and phenomenon
Music None One race only.
Oceanography Seamanship Knowledge of seas, sea creatures, and jurisdictions.
Philosophy Philosophy One race only. Aids in Exceptional feats of Wisdom.
Sociology Local History One race or region only.
Zoology Animal Lore Thorough knowledge of topic.
Becoming a Wizard:
Those who would walk the path of the Wizard must either come under the tutelage of another Wizard or be accepted by a guild. Both will likely expect a measure of payment to cover time and materials. Moreover they are just as interested in knowledge, which is the bread and butter of Wizards and so may require information or other artifices of Arcanum as payment for the information that they are sharing. If a member of a guild the Wizard will most certainly be expected to pay dues. Beyond this there are no special requirements for this class. Wizards tend to enjoy a high social status as they are most often revered as scholars and wise advisors. The character must have a minimum of a 13 Intelligence and a 12 Wisdom.

wizard3Advancing as a Wizard:
At 9th level a Wizard can opt to self educate from that point forward, though doing so could prove to be no less expensive it does provide the character with a greater degree of freedom in his studies. With regards to his Spells, if the Wizard is under tutelage or part of a guild he may expect to receive a minimal number of spells as part of his education. The challenge is to search the world for the great Spells, although certainly success in adventuring and the resulting treasure may allow the Wizard some option in terms of purchasing spells as well.

Experience Table
Experience Level Hit Dice (d4)
0 1 1
2,500 2 2
5,000 3 3
9,000 4 4
18,000 5 5
36,000 6 6
72,000 7 7
124,000 8 8
195,000 9 9
245,000 10 10
305,000 11 11
380,000 12 12
500,000 13 13
Wizard Spells:
Wizards have their focus on spells of Evocation, Enchantment, and Transmutation. They have some of the broadest choices but costs per spell are also high, second only to Sorcery.
Spell Table
Mage Level Spell Level
1 2 3 4 5 6 7 8 9
1 1 – – – – – – – –
2 2 – – – – – – – –
3 2 1 – – – – – – –
4 3 2 – – – – – – –
5 4 2 1 – – – – – –
6 4 2 2 – – – – – –
7 4 3 2 1 – – – – –
8 4 3 3 2 – – – – –
9 4 3 3 2 1 – – – –
10 4 4 3 2 2 – – – –
11 4 4 4 3 3 – – – –
12 4 4 4 4 4 1 – – –
13 5 5 5 4 4 2 – – –
14 5 5 5 4 4 2 1 – –
15 5 5 5 5 5 2 1 – –
16 5 5 5 5 5 3 2 1 –
17 5 5 5 5 5 3 3 2 –
18 5 5 5 5 5 3 3 2 1

Spell List
1 2 3 4 5 6
Affect Normal Fires Alter Self Blink Dig Airy Water Forceful Hand
Burning Hands Bind Dark Vision Dimension Door Animal Growth Contingency
Comprehend Lang. Darkness 15’ Delude Enchant Weapon Interposing Hand Death Fog
Enlarge Deep Pockets Explosive Runes Extension I Cloudkill Disintegrate
Erase Flaming Sphere Fireball Fire Charm Cone of Cold Extension III
Feather Fall Fog Cloud Fly Fire Shield Distance Dist. Eyebite
Floating Disk Irritation Gust of Wind Ice Storm Extension II Glassee
Gaze Reflection Knock Haste Secure Shelter Fabricate Guards and Wards
Hold Portal Levitate Massmorph Hold Monster Lower Water
Jump Magik Mouth Item Resilient Sphere Lamentable Belabourment Lucubration
Light Enfeeblement Ray Tiny Hut Plant Growth Secret Chest Move Earth
Magik Missile Rope Trick Lightning Bolt Polymorph Passwall Freezing Sphere
Mending Scare Minute Meteors Mnemonic Enhancer Sending Part Water
Message Shatter Secret Page Shout Stone Shape Stone to Flesh
Shield Stinking Cloud Slow Solid Fog Telekinesis Tenser’s Transformation
Shocking Grasp Strength Tongues Wall of Force Teleport Water to Dust
Spider Climb Web Water Breathing Wizard Eye Rock to Mud
Taunt Wizard Lock Wall of Iron
Wall of Fog
Wizard Mark

7 8 9
Grasping Hand Clenched Fist Astral Spell
Delayed Blast Fireball Binding Crushing Hand
Duo-Dimension Demand Crystalbrittle
Forcecage Glassteel Meteor Swarm
Magnificent Mansion Incendiary Cloud Mordekai’s Disjunction
Mordekai’s Sword Telekinetic Sphere Shape Change
Phase Door Permanency Succor
Reverse Gravity Polymorph All Temporal Stasis
Simulacrum Sink Time Stop
Statue
Teleport without Error
Vanish
Wizard Spell Descriptions:

Level 1:

Affect Normal Fires [Transmutation]
Cost: 1
Range: 5 yards /level
Components: V, S, M
Duration: 2 rounds /level
Casting Time: 1
Area of Effect: 10-ft. radius
Saving Throw: None
Magic Resistance: None
This spell enables the wizard to cause non-magical fires–from as small as a torch or lantern to as large as the area of effect–to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell’s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

Burning Hands [Transmutation]

Cost: 2
Range: 5ft., 120 degree arc
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: ½
Magic Resistance: Yes

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard’s thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d4 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.

Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9

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