Wizard

'''This page is still under heavy construction. Contents and layout will vary wildly.'''

Wizard

 * Alignment: Any non-evil.


 * Hit Die: The wizard gains 4 + Constitution modifier hit points a level, and starts with a one time bonus of +20 hit points at level 1.

Class Skills
The wizard's class skills (and the key ability for each skill) are:
 * Concentration (Con)
 * Repair (Wis)

Skill Points at 1st Level: (2 + Intelligence modifier) x4.

Skill Points each additional level: 2 + Intelligence modifier.

Advancement Table
Wizards gain additional spell points when they increase in level or by having high intelligence, check the tables here.

 

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 their 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 their 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. Their base daily spell allotment is given on (todo: table not made yet).

Unlike a bard or sorcerer, a wizard may know any number of spells. They must choose and prepare their spells ahead of time by getting a good night’s sleep and spending 1 hour studying their spellbook. While studying, the wizard decides which spells to prepare.

Metamagic

 * Empower Spell: SP x2, +50% variable numeric values. Saving throws and spells without random values are not affected.
 * Enlarge Spell: SP x1.5, +100% increase range. Spells not defined by distance or are not of close, medium, or long range are not affected.
 * Eschew Materials: SP x?, Removes need for normal material components.
 * Extend Spell: SP x1.5, +100% duration.
 * Heighten Spell: SP x?, Increases effective spell level.
 * Maximize Spell: SP x?, All variable numeric effects of a spell are set to their maximum value. Saving throws and non-random values are not affected.
 * Quicken Spell: SP x?, Greatly shortens casting time of the spell.

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

Spellbooks
A wizard must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook.

A wizard begins play with a spellbook three 1st-level spells plus 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, they gains two new spells of any spell level or levels that they can cast (based on the new wizard's level) for their spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to their own.

Arcane Spells and Armor
Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which they are proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if they are grappling (although Concentration checks still apply normally).

Enhancements

 * Level 1
 * Energy of the Scholar
 * Combustion I
 * Glaciation I
 * Magnetism I
 * ? (that one for repair)
 * Skill Tactics
 * Level 2
 * (todo)

Wizard Spell List
Spell List on separate page.

Stats

 * Primary : Intelligence
 * (todo: how much to start with and why)


 * Secondary : Dexterity vs Constitution
 * (todo: pros and cons)

Feats

 * Mobile Caster : Combat Casting -> Mobile Spellcasting -> Improved Cast on the Run
 * (todo: desc of build)