Wizard

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Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.

While other spellcasters may have a vested interest in a particular planar viewpoint, the wizard prefers a more open policy toward the planes. To a wizard, the planes represent knowledge and power, and the wizard who can learn the secrets of the planes without regard to those planes' alignments or other traits is a true master of magic.


Hit Die: d4

Proficiencies: Armor (Robes), Weapons (Wizard)

Skill Points: 2 + INT

Class Skills: Concentraton, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Profession (all), Spellcraft

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell difficulty class), and requires preparation. Wizards begin the game knowing all cantrips and four 1st-level spells.

Special abilities & feats

  • Level 1 Scribe Scroll, Summon Familiar
  • Wizard bonus feats: every five levels (up to wizard level 20), the wizard may select a bonus feat, chosen from the metamagic and spell feat lists. This bonus feat is in addition to the feats every character gains for advancing in character level. If the character is an epic character (not necessarily an epic wizard) then the available bonus feats include those in the epic wizard bonus list. This bonus feat (one per five levels) option is replaced by the epic bonus feat progression (one every three levels) once the character reaches epic wizard levels (with the first epic bonus at level 23).
  • All wizards gain the infinitely castable spell-like ability Mage Bolt at level 2 which deals 1d4+1 magic damage, scaling with wizard levels*. For more info, see below.

Spell Schools

  • New prohibited schools:

Abjuration is opposed by and opposes Evocation.

Conjuration is opposed by and opposes Transmutation.

Divination is opposed by and opposes Illusion.

Enchantment is opposed by and opposes Necromancy.


Each school now has a special bonus at level two in addition to providing one spell slot per day.

  • Abjuration - Reduces Arcane Spell Failure by 15%. Applied to the character's skin.
  • Conjuration - Summons gain +2 to their base stats. Does not affect undead summons.
  • Divination - Stoneskin line of spells cast at epic level. In addition, during DM driven events you may replace any one roll with a roll of a value of your choosing (DM's discretion, does not reset upon rests).
  • Enchantment - Gains the Heroism spell which increases all nearby allies attack rolls, saves, and skills by +2 for turns/level. Usable once per day.
  • Evocation - Gains the spell-like ability Arcane Vortex that send out bolts of elemental energy. Each bolt deals 1d4 random elemental damage a target in the area, gain one additional bolt per caster level. Usable unlimited times per day.
  • Illusion - Gains 2d6 Sneak Attacks.
  • Necromancy - Gains immunity to poison and diseases.
  • Transmutation - May shift up to +4 base stats into either their Strength or Dexterity, at the expense of a proportionate amount of Con and the stat that wasn't chosen. (IE +4 Str, -2 Dex -2 Con) Resets on rest.

Arcane Adept

At 6th level of wizard or higher, specialized wizards will gain the ability to further specialize into their chosen schools via a feat. This feat is unavailable to generalist wizards.


  • All wizards with the adept feat have their Mage Bolt damage increased from d4s to d6s.


  • Abjuration - Gains Martial Weapon Proficiency, Medium Armor Proficiency, and Shield Proficiency.
  • Conjuration - Summons gain an additional +4 to their base stats. (Total of +6)
  • Divination - Gains both the ability prevent an ally's death once per day (mechanically implemented as the resurrect ability), and will automatically heal itself to full the first time the wizard drops below 20% HP per day. You also gain a second 'charge' of the dice changing ability.
  • Enchantment - The Heroism spell doubles in potency and also grants immunity to fear for the duration.
  • Evocation - Arcane Vortex damage increases from d6s to 2d4s.
  • Illusion - Gains +5 base ranks of hide, move silently, disable device, and pick lock.
  • Necromancy - Negative energy damage now heals the wizard.
  • Transmutation - May now shift up to +6 base stats.

Arcane Savant

  • Coming Soon

At 16th level, a wizard with the Arcane Adept feat has it upgraded to the Arcane Savant feat and gain a special bonus based on their school of study.


  • Abjuration - Arcane spell failure reduced by an additional 85% (total of -100% ASF). In addition, Mage Bolt gains +20% critical effect chance and whenever a mage bolt critically strikes it gives a random party member a temporary HP shield based on the wizard's intellect modifier.
  • Conjuration - Summons gain an additional +6 to their base stats. (Total of +12)
  • Divination - Gains the Time Warp ability. Time Warp anchors a wizard to a place in time; recording their health, spell slots, and position. After three rounds, the wizard is returned to that time identical to how they left it.
  • Enchantment - Gain the spell like abilities Emotion: Rage and Emotion: Despair. Each of these share the same 30 second cooldown, last for two minutes, and affect all targets in a large targeted area. Emotion: Rage grants all targets in an area +2 Emotional Damage, and +2 Regeneration. Emotion Despair causes all enemies in an area to suffer -2 to all saves, -2 to attack rolls, and -2 AC. Players are allowed saves against 18 + Half Wizard Level + Intellect modifier to ignore these effects.
  • Evocation - Arcane Vortex Damage increased from 2d4s to 2d6s.
  • Illusion - Gains the Illusory Twin ability. Illusory Twin summons an illusory clone of the wizard. This clone has all the gear and spell slots of the wizard, and is loyal to his or her commands. The clone has 70% concealment.
  • Necromancy - Become immune to critical strikes.
  • Transmutation - Gain +2 Strength, Dexterity, Constitution, and Intellect.


Further, at 20th level a wizard is granted the epic spell focus of their chosen school*.

  • Requires having the Greater Spell Focus. You cannot jump from lesser or no spell focus directly to epic spell focus.

Spells

A wizard may choose to specialize in a spell school, gaining one additional prepared spell per spell level but losing the ability to cast spells from the opposed spell school, even spells from scrolls. A wizard does not have to specialize, thus keeping access to all spells.

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells
 
5th level spells 6th level spells 7th level spells 8th level spells 9th level spells

Mage Bolt

Mage Bolt is an infinitely castable spell-like ability, castable once per round (but Haste allows twice per round like any other spell). Mage Bolt gains a missile every two caster levels, capping at 10 missiles (15 with Mage). Mage Bolt can critical hit for double damage, with the chance being equal to the Wizard's Dexterity modifier. It scales with Wizard levels in a specific pattern as seen below (the damage is per missile):


Below 15 levels of Wizard

  • Without Arcane Adept feat:
    • 1d4+1 Magical Damage
  • With Arcane Adept feat:
    • 1d6+1 Magical Damage


At least 15 levels of Wizard

  • Without Arcane Adept feat:
    • 1d4+(CL/4) Magical Damage
  • With Arcane Adept feat:
    • 1d6+(CL/4) Magical Damage
    • Bonus 20% Critical Chance


Mage Bolt is affected by Runes, directly boosting its power (namely Mage and Tempest).

Level progression

Lvl BAB Saves Feats HP range   Base spells per day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll, Weapon Proficiency (Wizard) 2-4 3 1
2nd +1 +0 +0 +3 Weapon Finesse 4-8 4 2
3rd +1 +1 +1 +3 6-12 4 2 1
4th +2 +1 +1 +4 8-16 4 3 2
5th +2 +1 +1 +4 Wizard Bonus Feat 10-20 4 3 2 1
6th +3 +2 +2 +5 12-24 4 3 3 2
7th +3 +2 +2 +5 14-28 4 4 3 2 1
8th +4 +2 +2 +6 16-32 4 4 3 3 2
9th +4 +3 +3 +6 18-36 4 4 4 3 2 1
10th +5 +3 +3 +7 Wizard Bonus Feat 20-40 4 4 4 3 3 2
11th +5 +3 +3 +7 22-44 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 24-48 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 26-52 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 28-56 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Wizard Bonus Feat 30-60 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 32-64 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 34-68 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 36-72 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 38-76 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Wizard Bonus Feat 40-80 4 4 4 4 4 4 4 4 4 4

Bonus spell slots come from items and high intelligence.

As a rule of thumb, wizards can cast spell levels up to half their class level rounded up.


Epic Wizard

  Lvl   Feats HP range
21st 42-84
22nd 44-88
23rd bonus feat 46-92
24th 48-96
25th 50-100
26th bonus feat 52-104
27th 54-108
28th 56-112
29th bonus feat 58-116
30th 60-120