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Wizards are magical adepts who learn their arts through careful study, training and research. However, they make weak fighters.
By filling their spellbook with magic the wizard will learn more than their sorcerous counterpart.
Class Overview
- Ability Scores: Intelligence, Dexterity, and Constitution are important for wizards. An Intelligence of 10 + the spell level is required to cast a wizard spell. High Intelligence improves the number of spells that may be cast per day and how hard those spells are to resist.
- Alignment: Any
- Hit Die: d4
- Good Saving Throws: Will
- Class Skills: Concentration, Knowledge (Arcane), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), and Spellcraft.
- Weapon Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are not proficient with any type of armor of shield. Armor may interfere with a wizard's magic casting.
Special Abilities
- Wizard Spells: A wizard casts arcane spells, drawn from the wizard/sorcerer spell list. Wizards must choose and prepare spells in advance. To prepare or cast a spell, a wizard must have an Intelligence score of at least 10 plus the spell level.
- Familiar: A wizard or sorcerer may choose between 8 different familiars during character generation, including the bat (+3 to Listen checks), cat (+3 to Move Silently checks), hawk (+3 to Spot checks), owl (+3 to Search checks), rat (+2 to Fortitude saves), snake (+3 to Bluff checks), toad (+3 hit points), and weasel (+2 to Reflex saves).
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