Game Rule Information
The following changes have been made to the powers and abilities
of the Wizard. Any published rules for the wizard that do not directly
contradict the contents of this page still apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UA p94). At first level the wizard gains
Weapon Group (basic weapons) or Weapon Group (crossbows). The wizard
has no proficiency in any armour or any shield.
Skill Points: Wizards have more skill points that listed
in the standard rules. They gain (4 + Int mod) ×4 at first
level, and then a further 4 + Int mod at each level thereafter.
Spellcasting: Wizards use wizardry to cast spells. Wizardry
is a sub-branch of arcane magic. Details of how
wizardry functions and how spells are cast can be found in the
section on arcane magic. Wizards gain access to cantrips and 1st
level spells at level one, 3nd levels spells at level three and
to each successive spell level at odd numbered levels to a maximum
of 9th level spells at level seventeen. A wizard's caster level
is equal to his class level.
Summon Familiar: At 1st level the wizard can forego the
right to a familiar. If he does so he receives a bonus metamagic
or item creation feat. If the sorcerer wants to wizard a familiar
later in his career he will need to spend a feat to be able to do
so. Familiars are generally unchanged from the PHB p52 and
DMG p200, except to say that the base creature is not typical
for its types. Familiars should be generated using the same rules
as player characters. Attributes should be rolled on 4d6 (drop the
lowest die) and hit points should also be rolled rather than taking
the average.
Scribe Scroll: The wizard may exchange the scribe scroll
feat for any other metamagic or item creation feat at first level.
They may select the scribe scroll feat later in their career if
they wish.
Specialist Wizards
These are wizards who specialise in one of the eight branches of
arcane magic: Abjuration, Conjuration, Divination, Enchantment,
Evocation, Illusion, Necromancy or Transmutation. The rules for
handling specialist wizards is radically different than that presented
in the PHB. Specialist wizards are only allowed in a campaign
with the approval of the GM. The following changes have been made
to all specialist classes:
Specialist Spellcraft: The specialist gets a +2 bonus to
spellcraft checks when attempting to learn a spell of her chosen
school; or to notice anything else to do with her area of interest.
Specialist Save Bonus: Specialists gain a +2 bonus to their
saving throw against spells from their specialist school. They do
not take a penalty on saves against spells of other schools.
Specialist Spell Enhancement: Specialists add +2 to the
Difficulty Class for all saving throws against spells from their
specialist school. This ability stacks with the Spell Focus and
Greater Spell Focus feats. Conversely, specialists subtract -2 from
the Difficulty Class for all saving throws against spells not of
their specialist school. Specialists may not take the Spell Focus
feat to augment a school they have not specialised in.
Specialist Casting: Specialist wizards are no longer prohibited
from casting spells of any particular school. They are simply much
better at casting spells of their specialist school, and much worse
at casting all other spells. Specialist spells of levels 2 to 9
are cast as if they are one level lower than that listed in the
Player's Handbook. For example, a wizard who has specialised
in Evocation magic would have access to fireball as a second
level spell (not third). He would be able cast it from third level
(not fifth), and it would only cost him two spell points (not three)
to cast. Conversely, all non-specialist spells of levels 1 to 9
are cast as if they are one level higher than listed in the Player's
Handbook. Cantrips are unaffected by this regardless of school.
In regard to calculating the DC of a saving throw against such
a spell, always use the actual spell level. In the above example,
the fireball cast by an evoker might cost 2 spell points
to cast but the DC is still 10 + 3 + Int mod. Specialist wizards
can apply metamagic feats to spells that standard wizards could
not. A fifth level evoker could apply the Still Spell feat to a
fireball. The +1 level adjustment for the feat would bring fireball
back up to a third level spell, that cost three spell points.
These rules are much clearer when presented in tabular format:
|
Actual Spell Level
|
Effective Level (Specialist School)
|
Effective Level (All Other Schools)
|
|
0
|
0
|
0
|
|
1
|
1
|
2
|
|
2
|
1
|
3
|
|
3
|
2
|
4
|
|
4
|
3
|
5
|
|
5
|
4
|
6
|
|
6
|
5
|
7
|
|
7
|
6
|
8
|
|
8
|
7
|
9
|
|
9
|
8
|
10 *
|
* - these spells cost ten spell points to cast, and the specialist
wizard does not gain access to them until level nineteen.
Variants
The following wizard variant appears in the offical rules. Players
shouldn't feel obligued to adopt it instead of the standard class.
Variants don't make the character any more powerful, they simply
make it different. "Official" variants are found in a
variety of sources, for a complete list of all the variants I use
in my campaigns follow this
link.
Planar Substituion Levels: Wizards who make the prerequisites
may swap out certain class abilities in favour of planar-related
ones. These rules are slightly changed from those published in the
Planar Handbook. At 5th level they may swap their bonus feat
for Unimpeded Magic. At 10th level they may swap their bonus feat
for Planar Spellcasting. At 15th level they may swap their bonus
feat for Enhanced Magic. See Planar Handbook pages 27 and
36 for more details.
See Also:
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