Tweak RPG/Wizard

From NexusCrossing

Jump to: navigation, search

Contents

[edit] Wizard

INTRO


[edit] Description

Class Name:Wizard
Hit Die:D6CP Cost:1.5
Skill Points:2+intCP Cost:0.5


Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).


LVLAtt
Mod
Fort
Save
Ref
Save
Will
Save
Class
Features
Level
Cost
1+0+0+0+2Summon Familiar, Scribe Scroll, Arcane Caster Rank +1, Book Magic, Weapon Group(Basic or Crossbows)14
2+1+0+0+3Arcane Caster Rank +1, Energy Bonus +111
3+1+1+1+3Arcane Caster Rank +1, +1 Weapon Group8
4+2+1+1+4Arcane Caster Rank +1, Energy Bonus +111
5+2+1+1+4Arcane Caster Rank +1, Bonus Feat6
6+3+2+2+5Arcane Caster Rank +1, Energy Bonus +113
7+3+2+2+5Arcane Caster Rank +14
8+4+2+2+6Arcane Caster Rank +1, Energy Bonus +111
9+4+3+3+6Arcane Caster Rank +16
10+5+3+3+7Arcane Caster Rank +1, Energy Bonus +1, Bonus Feat13
11+5+3+3+7Arcane Caster Rank +14
12+6+4+4+8Arcane Caster Rank +1, Energy Bonus +113
13+6+4+4+8Arcane Caster Rank +14
14+7+4+4+9Arcane Caster Rank +1, Energy Bonus +111
15+7+5+5+9Arcane Caster Rank +1, Bonus Feat8
16+8+5+5+10Arcane Caster Rank +1, Energy Bonus +111
17+8+5+5+10Arcane Caster Rank +14
18+9+6+6+11Arcane Caster Rank +1, Energy Bonus +113
19+9+6+6+11Arcane Caster Rank +14
20+10+6+6+12Arcane Caster Rank +1, Energy Bonus +1, Bonus Feat13
Total Cost:   182

[edit] Class Features

[edit] Arcane Caster Rank

A Wizard is an Arcane Spell Caster as described in the rules on Magic. Their Arcane Caster Rank is equal to their level as a Wizard.
In order to cast a spell, the Wizard's intelligence score must match or excede the 10 plus the level of the spell.
The DC for spells cast by the wizard equals 10 + The level of the Spell + The Wizards Intelligence Modifier (DC:10+Spell Level+INT)

[edit] Book Magic

Wizards are book casters. This means that their knowledge of magic comes from books, and their study of the arcane. A Wizard's spellbook is his most prized posession.
In any given twenty four hour period a Wizard must spend at least one hour studying from their spellbook. As long as they do, they may cast any spell that is in that book as normal. If they go more than twenty four hours without studying a spellbook, then the information from the book starts to become less focused and clear, and the spells become harder to cast. When this happens, those spells cost double the normal energy cost to cast.
If a Wizard goes more than a week without studying spells from a spell book then he loses the ability to cast those spells all together until he spends the appropriate time in studies.
This difficulty does not apply to spells that have been thuroughly mastered (Purchased with CP).
It is also possible to have more than one spellbook, and to have the same spell in more than one book. Some wizards horde entire libraries.


[edit] Summon Familiar

A wizard can obtain a familiar. 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 sorcerer 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.

[edit] 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 other designated Wizard feat. At their option, the wizard may choose to permenantly master two spells in place of taking this feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.


[edit] Table of Contents

[edit]

Personal tools