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.