Wizard
BAB F/R/W Defense Special
1 0 0-0-2 0 Spell book, Spellcasting
2 1 0-0-3 0
3 1 1-1-3 1
4 2 1-1-4 1
5 2 1-1-4 2
6 3 2-2-5 2
7 3 2-2-5 3
8 4 2-2-6 3
9 4 3-3-6 4
10 5 3-3-7 4
11 5 3-3-7 5
12 6/1 4-4-8 5
13 6/1 4-4-8 6
14 7/2 4-4-9 6
15 7/2 5-5-9 7
16 8/3 5-5-10 7
17 8/3 5-5-10 8
18 9/4 6-6-11 8
19 9/4 6-6-11 9
20 10/5 6-6-12 9
Spellcasting: A wizard cast spells by preparing the right combination of materials and empowering them with his magic. A wizard can have a number of prepared spells per day based on his level as seen below. These material components need to be tracked on the Wizards character sheet. A wizard need be careful with his prepared spells for they can be lost, stolen or destroyed. If he loses a prepared spell, still imbued with his magical energy, then he cannot use that energy again until the spell is cast or destroyed. To unprepare one of his spells a wizard need simply destroy the prepared material components or disenchant a prepared item.
SpellBook: A wizard's spell book holds within all the knowledge needed for him to prepare his spells. It is often written only for the wizard and with a special type of script known almost exclusively to himself, so another wizard's spellbook may need time to figure out. A wizard needs his spellbook to prepare his spells. If he does not have his spellbook then he simply cannot prepare his spells. If he loses it he can sense the spellbook's direction though not the distance or pinpoint exactly where it is. The spellbook also receives a +2 on all saves, based on the Wizard's saves. To create a new spellbook the wizard must buy a special prepared tome costing no less than 30SP and spend at least 1000SP of special components to magical imbue his book. In doing so the Spellbook is capable of generating pages should he run out, so the Wizard should only need one spell book, and is very light in the hands of the wizard who made it.
Spells Per Day
1 2 3 4 5 6 7 8 9
1 1
2 2
3 2 1
4 3 2
5 3 2 1
6 3 3 2
7 4 3 2 1
8 4 3 3 2
9 4 4 3 2 1
10 4 4 3 3 2
11 4 4 4 3 2 1
12 4 4 4 3 3 2
13 4 4 4 4 3 2 1
14 4 4 4 4 3 3 2
15 4 4 4 4 4 3 2 1
16 4 4 4 4 4 3 3 2
17 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4
Schools of Magic: Necromancy, Elemental, Arcane, Demonic
Skills: 4+Int
General: Knowledge Arcane
Knowledge Religion, Knowledge Arch&Engineering, Knowledge Nature, Knowledge Local, Perception, Stealth, Disguise Self, Swim, Ride, Gather Information
Feat Classes:
Studious - The Wizard has spent long years of his life studying even the simplest of cantrips. He is capable of Memorizing spells without his book. He can memorize 1st level spells to start and may memorize 1 spell level higher for every 5 levels he receives. (i.e. at 5th -2nd, 10th - 3rd, 15th-4th, 20th-5th.)
Knowledge Lusty - The Wizard may make an untrained attempt at any knowledge skill. If he is trained in a particular knowledge skill he gains a +2 bonus.
Powerful - The Wizard has spent all his time and energy making his spells more effective. He may add 1 DC to a particular school of spells.
Mental Capacity - The wizard may gain 1 extra spell per day in a particular school for each level of spells he obtains.
Necromancy (Preq. Mental Capacity - Necromancy)- The wizard is practiced in drawing forth his magical energies from the dead and sprits of the dead.
2 - Power of the Dead - If the wizard is ever within 500 feet of a freshly dead body ( dead within 2 days) he receives an additional +1 to all his spell DCS.
4 - Dead Friends - The wizard may compel a dead body to speak to him and have a short conversation with it. The body gets a WILL save as if it was alive DC 10+Wizard Level - each day it has been dead.
6 - Life Drinker - The Wizard has begun to understand how to sap the life force from those still living and empower his spells. If he spends 1 standard action to sap a target, he will be able to replenish one of his prepared spells for that day. The target gets a FORT save DC 10+3+INT; if he fails he takes 1d6 points of damage per Wizard level up to 20d6. for every 10 points of damage caused the wizard may recall 1 level of spells. (i.e. if 20 dmg is taken by the enemy he may recall a 2nd level spell.) This action can only be done 1/day (Preq. Power of the Dead)
8 - Deathly State - If the Wizard should fall to 0 or lower HP he will enter a state in which he is a spirit. This spirit has up to 10 HP -1 for every point he drops below 0. In this state the wizard cannot be affected by non-magical weapons, and even with magical weapons they have a 50% chance to miss him. Magic, however, affects the wizard normally except that he cannot be seen by normal means. The Wizard will be able to cast any spells he had prepared, destroying the prepared materials as he does. He is not able to leave the spot in which he fell or communicate those who still live. If the wizard reaches -10 HP his exits this spirit form. (Preq. Dead Friends.)
10 - Corpse Maker - Any enemy who falls to 0 or below HP but is not dead can be snuffed out by the Wizard as a standard action. The life he takes is put into a pool of magic that last until the end of combat and can be used to add additional damage to any offense spell he cast. (i.e. he steals the life from a Cracal at 0 HP and gains 10 points to his magical pool. These 10 points can then be used to add damage to any offensive spell he cast.) (Preq. Life drinker)
12 - Death and Decay - If the Wizard ever dies his spirit may enter the corpse of a recently dead body (within 2 days) if he does so within 2 hours of his death. Upon doing so the Wizard becomes undead. He loses all bonuses from constitution to HP but still retains the hit dice he has already rolled and his Constitution drops to 0. If he is hit by sunlight he suffers 1d6 points of damage per round and he gains a natural claw attack that deals 1d4 points of damage. He is capable of doing this 1/day. (Preq. deathly State.)
14 - Death's puppets - The Wizard can make a recently dead humanoid rise once more under his control. While doing this the wizard cannot move or speak but can see through the eyes of the corpse and command it. The corpse moves at 20ft a round or 10ft a round in case of a slow creature and can attack with whatever weapon is on him at the Wizards attack bonus, no strength is added to damage. He can also cast spells from the corpse and count the range of the spell as starting from the corpse. He can have up to 5 such puppets at one time. (Preq. Corpse Maker)
16 -Last Will - The Wizard can trap the souls of the recently dead (Within 1 hour) and use them to fuel his abilities. The Trapped soul gets a Will save DC 10 + 5 + INT. The Wizard can have up to 10 souls trapped at any time and use them to do one of the following effects: Increase Spell DC by 5, Increase damage by x2, Increase spell range by x3 or regain spell 5th lvl or lower. (Preq. Death and Decay)
18- Lich Born - The Wizard is capable of sending his life-force into a specially prepared object which takes 2 weeks to prepare and can cost no less than 1000 GP. Whenever his body dies he may enter an intact humanoid corpse that is within 100feet of his container, no matter how old the body is. He suffers all the same effects of Death and Decay. The magical container is considered an artifact and can only be destroyed using a very high level spell or an equally powerful artifact weapon. Once inside a new body he may not leave it unless he is once again slain. If the Wizard kills himself he is trapped within his container for 1 week before he can exit once again. (Preq. Last Will)
20 - Death's Master - The Wizard may choose not to enter his container and instead remain as a spirit. He can be no more than 1000ft away from his container at any time and follows the rules for Deathly state. However he has half of his normal HP and if his spirit is destroyed he is forcefully returned to his container and cannot escape as a spirit again for the rest of the day, to enter a corpse or float around. In Spirit form the Wizard gains a +1 to all DCs that stacks with any other power and is capable of using , feats or spells. (Preq. Lich Born)
Nature - The wizard has learned to focus on gaining his energies from the life of the world around him and has a great appreciation for the power of nature.
2 - Energy of Nature - The Wizard gains a +1 DC to all spells when in forests or other life abundant environments. He suffers a -1 DC in particularly lifeless environments such as deserts or wastelands.
4 - Natural Shape - The Wizard is capable of using the energies of nature to change into one of the following forms: Tiny Bird, Wolf, Rat or Bat. When in Bird form he gains the ability to fly 30 feet good and gains a +10 Perception. In Wolf form he gains a 40 ft movement speed, low light vision and scent. In rat form he gains a +10 stealth, scent and low light vision. In Bat form he gains the ability to fly 30 feet good and blindsight 60ft. He gains no natural attack in any of these forms though he does gain a +1 defense bonus and AVS bonus in all forms. It takes 1 standard action to shift into any form, including humanoid.
6 - Natures Ally - The Wizard may speak to any animal. (Preq. Energy of nature.)
8 - Natural Spell - The Wizard is capable of casting his spells while in a shifted form. (Preq. Natural Shape)
10 - Natural Movement - The Wizard may enter a tree and transport himself to any other tree within that forest. (Preq. Natures Ally)
12 - Power of Nature - The Wizard may invoke the power of nature to grant him great haste. 1/day The Wizard may cast two spells in the same round as a FRA.(Preq. Natural Spell.)
14 - Rebirth - The Wizard undergoes an ancient ritual in order to have his form reborn. The Wizard Becomes partial elemental - Earth, Air, Fire or Water and gains the abilities from the chosen type. Earth - Acid Immunity, Poison Immunity, Air - Electricity immunity and +20 foot movement, Water - Cold immunity and may move through water at 50ft a round, water breathing, Fire- Fire immunity and may cast a chosen fire spell 4th lvl or lower at will. (Preq. Natural Spell)
16 - Life-force - The Wizard can feel the energy of every living creature within 1000ft and can judge based on that their power. This also gives him a +20 chance to spot invisible foe and a +10 will save vs. illusions that would imitate life. (Preq. Rebirth)
18 - Elemental Fury - The Wizard gains a +1 DC bonus on any elemental spell and all elemental spells do x2 dmg when cast by the wizard. (Preq. Power of Nature)
20 - Elemental Form - The Wizard becomes imbued with the power of his chosen element. He gains the following abilities based on his element. Earth - DR 10/- Earthen Movement - The ability to move through earth as if it were water. Air - Fly speed 50ft Perfect, the ability to blast enemies with a 10d6 dmg lightning bolt at will DC 10+5+INT REF save, Water - In water you are invisible, Also while in water you can regenerate your full life bar within an hour. Fire - Your chosen 4th level or lower fire spell is maximized at all times and you may summon a tornado of flames with a 10ft radius and 30feet high that moves at 50 feet a round on your command. The tornado does 15d6 points of dmg and has a reflex save 10+5+INT. The Tornado requires your concentration and can only be summoned 3/day. (Preq. Rebirth)
Demonic(Preq. Knowledge Religion) - The wizard seeks to draw his power from a much darker source. He often aligns himself with Demons or Devils in order to draw forth their power to use for his own purposes. He must be careful for he may become their pawn or servant if he is not careful. (Not all wizards who seek the demonic path are evil, although they may be foolish)
Demon Lord's that power can be drawn from -
Graz'zt, The Dark Prince - One of the most powerful demons in all the Abyss, Graz'zt is lord of three layers of that plane. He is a tall, darkly handsome demon with shiny black skin and green, glowing eyes. Graz'zt dresses in regal finery, but his slightly pointed ears and yellow fangs mark him for the demon he is. Most strikingly of all his digits: He has six ebony fingers on each hand and six toes on each foot. Graz'zt is a deeply sexual, erotic being, The dark prince never goes anywhere without a retinue of female monsters. He is dangerously charming and seductive and speaks with eloquence and grandeur.
Yeenoghu, Demon Prince of Gnolls - It is said that Yeenoghu was once a mortal gnoll that has become a powerful Demon Lord. He still sees a kinship with the gnolls and many gnolls pay him homage. Yeenoghu is very powerful and controls a layer of the Abyss, which he calls Yeenoghu's Realm. There, he hunts lesser demons and other creatures while he plots his next attack against layers of the Abyss or the Mortal Planes.
Dispater, Lord of the Second - Dispater is the Iron Duke - the lord of the Iron City of Dis. His home is the Iron tower, an impregnable fortress made to protect him. Dispater is the picture of caution and careful thought. He never acts rashly and always has at least nine different backup plans and escape routes at any given moment. No matter the situation, however, Dispater keeps a veneer of calm, gentlemanly manners. He never shows anger or contempt, making him all the more charming - and dangerous.
Mephistopheles, Lord of the Eight - Mephistopheles is an archdevil who has long held a great deal of power in hell. Mephistopheles rules over the frozen waste of Cania, the eighth layer of hell. Mephistopheles displays a facade of charm, civility and understated wit. Secretly, he has a terrible temper and flies into frequent rages while in his palace in Cania - a citadel called Mephistar. Even though Mephistopheles rules a realm of ice he himself is the plane's heart of scorching flame. Mephistopheles has developed an extremely hot, corrupt type of energy known as hellfire, tapped from the substance of the plane itself.
2 - Demonic Pact 1 - You align yourself with 1 of 4 Lords of the Abyss/Hell. In doing so you gain powers that normal Wizards simply cannot get. However each lord demands his own price, giving into the lord's demands gives you power while ignoring them stretch your own powers thin. Should you ever fully fall to their will you will be drawn into the Abyss/Hell and serve them as your new master. Each time you use one of their powers you must make a Fort save DC 4 + Pact level. If you fail you gain 1 Demonic point. Once your demonic points equal your constitution you die. To rid yourself of Demonic points you must do something that would upset or betray your lord. For instance, in Yeenoghu's case kill Gnolls.
Graz'zt - Demonic Charm - you gain a gaze attack that can charm humanoids or intelligent monsters at will. DC 10 + 2 + CHA
Yeenoghu - Demonic Howl - you gain the ability to emit a terrifying howl. Any within 30 feet of you that hear it must make a WILL save DC 10 +2 + CHA or become paralyzed for 5 rounds.
Dispater - Telepathy - You gain the ability to communicate with humanoids within 100 feet of you with your mind. They do not know it is you who speaks to them unless you want them to or they roll a DC 15 intelligence check. This ability can activate spells which require opponents to hear a certain component to be affected.
Mephistopheles - You gain a +1 DC to all Demonic and Fire based spells.
4 - Demonic Wish - Once per day, they Wizard may call upon his demonic patron's powers to add a +5 to any roll he decides to make except a Pact roll.
6 - Evil Eye - The Wizard can deform one his own eyes through a Demonic ritual. In doing so the wizard gains the ability to see greater distances (Increasing spell range by 1.5) and remove it so that it may float about and spy on his enemies for him. It has his stealth +10 and moves at 40 feet a round. It cannot move more than 10 feet off the ground or go more than 1 mile away from the Wizard. In addition you gain a -5 perception test due to your deformed eye. (Preq. Demonic Pact 1)
8 - Demonic Pact 2 - You may continue to draw power from the Demonic lord you have chosen or make an alignment with a new patron. Having more than one patron gives you a -1 to all Pact saves.
Graz'zt - See invisibility - Your eyes can now see invisible foes at all times. Also your charm ability DC is now 10+4+CHA.
Yeenoghu - Extra Arm - You grow a third arm that is a bit smaller than your normal ones. This arm can be concealed fairly easily due to its demonic nature. This arm allows you to cast spells even with both hands busy. It also can act independently of the body, if you ever find yourself falling or in other situations where the arm can act it can reach out and make a REF save even when normal REF saves are not allowed or provide a +5 REF save in these instances.
Dispater - Flesh to Iron - Upon a successful touch attack the target must make a FORT save DC 10 + 4 + CHA, if he fails his skin becomes iron ( he becomes paralyzed) for 1 hour.
Mephistopheles - Hellfire - Any spell that uses fire is now considered Hellfire. Hellfire causes and additional 1.5 damage and ignores fire immunity.
10 - Control - You begin to gain control of your abilities. You may make a WILL save whenever you reach 5 or more Demonic points to reduce the Pact points you have. DC 10 + Number of points you have. If you succeed you reduce the amount by 2d6, if you fail you gain 1d4. (Preq. Demonic Wish)
12 - Evil's Brand - Any Evil Creature with an intelligence lower than 8 must roll a WILL save DC 10 + 6 + CHA or refuse to attack you for 24 hours. (Preq. Demonic Pact 2)
14 - Cunning Trick - You have been able to deceive the Demon Lord's for some time and have gained the ability to call forth more of their energy for your supposed service. Once per day you can gain +10 to any roll, except Pact saves. (Preq. Control.)
16 - Demonic Pact 3- You may continue to draw power from the Demonic lord you have chosen or make an alignment with a new patron. Having more than one patron gives you a -1 to all Pact Saves. (Preq. Evil's Brand)
Graz'zt - Domination - Your charm and demonic powers allows to dominate an enemy. You can only have 1 creature dominated at a time and it lasts until you or someone else releases them. They will do any action that you wish, even go suicide. This power can be cast 1/day. The target gets a WILL save, DC 10+5+CHA.
Yeenoghu - Terrify - Any enemy within 50 feet can be affected by this ability. Your image transforms into a horrible visage and causes all enemies in range to be paralyzed with fear. Any who fail their WILL save will drop whatever they are holding and fall prone, curling up into a ball and cowering. The target will not react if attacked or interacted with and counts as helpless. This fear last until the Wizard is no longer within LoS. DC 10 + 5 + CHA
Dispater - Iron Flesh - Your flesh becomes reflective and metallic like. You gain a 10/adamantium DR and become immune to electricity.
Mephistopheles - You gain the ability to throw out Hellbolts. This is a spell-like ability you can cast at will. It counts as a 5th lvl spell, range touch up to 400ft, and does 15d6 dmg (Hellfire damage included).
18 - Mastery - You have mastered the dark energies that you invoke. You now automatically reduce 1 Demonic point a day and if you fail a control save you do not gain 1d4 points. (Preq. Control.)
20 Power Thief - You have made your final pact with the Demon Lords, however you have also lived long enough to trick them. All this time they believed you were their servant but it was them who served you. You may pick 1 of the following powers. Also your pact powers no longer bestow Demonic Points and your Control skill gives you a permanent +1 Demonic Spell DC while Mastery skill can be used to add up to 5 points to any Demonic Spell DC, once a day, WILL DC 10+Spell Level (Preq. Demonic Pact 3)
Graz'zt - Black Hand - One of your hands turns ebony and grows a sixth finger. This allows you to cast any spell 4th level or lower without material component. Also you may precast up to 9 spell levels worth of spells in the hand and cast them at a later time, although materials must be used up to cast them still.
Yeenoghu - Fourth Arm - Your grow a fourth (or third arm). This arm is covered in yellow dog like hair and clawed. This arm is fairly easy to conceal do to its demonic magic. This arm quickens all spells 5th level or lower.
Dispater - Will of Rust - At will you may target an opponent and cause everything he carries to rust ( If made of Metal, Gold, copper or silver. ) This counts as a move action and normal objects get no save. Magical, even artifact level objects, need a FORT save DC 20+CHA. This can be done to any opponent within 500 feet and LoS.
Mephistopheles - Flames of Hell - You are continually swathed in dark flames. These flames can be concealed under a normal cloak if desired. Any one the Wizard desires, within 10 feet, will take 5d6 points of Hellfire damage with no save and any who strike him will take 5d6 points of damage.
Arcane (Preq. Studious) - The wizard draws energy from wherever he can, not focusing on any particular source. Though this may weaken him in some aspects he compensates by focusing on the magic he is capable of wielding and making it as perfect and as powerful as possible.
2 - Arcane Focus - Your focus on your own powers have given you +1 Spells per level per day, of any kind.
4 - Quicken Spell - You may empower up to 1 spell per day to be instant casting.
6 - Spell Penetration - You gain a +5 bonus to penetrate any Spell Resistance. (Preq. Arcane Focus)
8 - Mental Library - You no longer need a spellbook to memorize or learn new spells.
10 - Arcane Knowledge - You may convert any of your memorized spells to a Dispel effect against an enemy spell or magical ability. (Preq. Quicken Spell)
12 - Greater Spell Penetration - You gain +10 bonus to penetrate any Spell Resistance.(Preq. Spell Penetration)
14 - Endless Knowledge - You gain + 1d6 spells of any level and +1 of your highest level spells each day. (Preq. Arcane Knowledge)
16 - Spell Focus - You gain a +2 To all Spell DCS (Preq. Endless Knowledge)
18 - Master of the Arcane - You may cast your Dispel as an interrupt action once a round. (Preq. Mental Library)
20 - Archmage - You gain access to a special class of 10th level spells called Archwizard. (Preq. Master of the Arcane.)