Wizard

Wizard

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"In the time it takes you to draw your sword, my spell will leave you a smudge on the floor. Choose wisely. "

A few unintelligible words and a fleeting gesture carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spell book, and the years spent in apprenticeship to learn the arts of magic.
Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magic’s whenever they can.

Alignment: Any.

Hit Die: d4

Class Skills: (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int).

Wizards are Literate (see Languages for details).

Level BAB Fort Save Reflex Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll 3 1 - - - - - - - -
2nd +1 +0 +0 +3 - 4 2 - - - - - - - -
3rd +1 +1 +1 +3 - 4 2 1 - - - - - - -
4th +2 +1 +1 +4 - 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 - 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 - 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 - 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 - 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 - 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4 +8 - 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4 +8 - 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 - 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Features:

All of the following are class features of the wizard.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: 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).

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. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Intelligence score, see: Bonus Spells.

Like all other spellcasters in Therafim, the Wizard casts spells spontaneously however a full nights sleep is still required to recover spent spell slots.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar: A wizard can obtain a familiar (see below). 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 is unusually tough and intelligent. The creature serves as a companion and servant.

The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks: 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 (except those from her prohibited school or schools, if any; see School Specialization, below) 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 to her own.

To add a spell to your spellbook, it requires the use of special inks that cost 100 gold pieces per level of the spell. To copy a spell from an existing spellbook, the cost is 50 gold pieces/level. This does not apply to the two spells normally gained per level, as these are considered part of normal living expenses.

School Specialization:

A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.

Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Familiars:

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar 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 in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven Master gains a +3 bonus on Appraise checks
Snake Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  • A raven familiar can speak one language of its master's choice as a supernatural ability.
  • A snake familiar is counted as a Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master Class Level Natural Armor Adj. Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7 Deliver Touch Spells
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10 -
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13 -
17th-18th +9 14 -
19th-20th +10 15 -

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.


Variant: Dragonblood Mage

This class option advances as the Wizard normally does, except as listed below:

Spellscales and the members of other dragonblood races tap into their innate draconic talents to achieve greater heights of arcane power, forgoing any pretense of mundane pursuits, a dragonblood mage explores new approaches to casting arcane spells.

Hit Die: d4.

Requirements:

  • To take the dragonblood mage substitution level, a character must have the dragonblood subtype and be about to take his 1st level of Wizard.
  • This substitution requires you to replace the standard Wizards familiar class feature and Scribe Scroll feat with the below bonuses.

Class Skills:
Dragonblood mage substitution levels have the class skills of the standard Wizard class, minus Craft and Profession, plus Use Magic Device. In addition, a dragonblood mage who takes the 1st-level racial substitution level gains a class skill from his Draconic Heritage feat.

Skill Points at Each Level: 2 + Int modifier (four times this number as a beginning character).

Class Features:

All the following are class features of the dragonblood mage racial substitution levels.

Arcane Insight (Ex): A 1st-level dragonblood mage’s racial talent with magic grants him keen insights into arcane mysteries. Each time he selects a dragonblood mage substitution level, he gains a cumulative +2 insight bonus on Knowledge (arcana) checks.

Draconic Heritage: A 1st-level dragonblood mage gains Draconic Heritage as a bonus feat.


ACF: Focused Specialist

This class advances as the Wizard normally does, except as listed below:

Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.

Special Requirement: You must be a specialist Wizard, 1st Level

Replaces:

* You lose one spell slot from each level of wizard spells you can cast. if you later gain the ability to cast higher-level spells, you lose one spell slot from each new level of spells you can cast.
* You must also choose another prohibited school of magic, which can't be divination.

Benefits:

* You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.

ACF: Immediate Magic

Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker's fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn’t look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight. Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.

Level: 1st.

Must be a specialist Wizard.

Replaces: If you select this class feature, you do not gain a familiar.

Benefit: You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your Int modifier. This is an extraordinary ability.

You can’t activate this ability in response to an attack that you aren’t aware of. For instance, if an invisible rogue strikes at you, you can’t activate urgent shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted.

To select this ability, you must also choose to specialize in a school of magic. The spell-like ability gained depends on your specialty (see below).

Urgent Shield (abjuration): You create a temporary shield of force that grants you a +2 shield bonus to AC.

Abrupt Jaunt (conjuration): You teleport up to 10 feet. You can’t bring along any other creatures.

Glimpse Peril (divination): You get a flash of foresight into the danger lying in your future. You gain a +2 insight bonus on the next saving throw you make before your next turn.

Instant Daze (enchantment): When an enemy that has HD equal to or less than your wizard level makes a melee attack against you, you can render him dazed (Will negates). This is a compulsion, mindaffecting ability.

Counterfire (evocation): When a visible enemy within 60 feet targets you with a ranged attack or spell, you can respond with a glowing arrow of force. This requires a ranged touch attack to hit and deals 1d6 points of damage per three wizard levels. Both attacks resolve simultaneously (neither can disrupt the other).

Brief Figment (illusion): You create a figment double of yourself (similar to mirror image). The image lasts until it is struck or until the start of your next turn.

Cursed Glance (necromancy): When a visible enemy within 60 feet targets you with an attack or spell, you can respond with a curse. If the enemy fails a Will save, he takes a –2 penalty to AC and on saving throws.

Sudden Shift (transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.