Labyrinths & Liontaurs
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Notes

Wizard

Beyond the veil of the everyday world hide the secrets that undergird reality. The works of beings beyond mortals, the legends of dimensions beyond the ultramundane, the lore of creations both wondrous and terrible -- such mysteries call to those with the ambition and the intellect to rise above the common folk to wrestle the reins of the multiverse away from nature. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on supernatural arts to work amazing wonders. Wizards are a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. As a scholar of wizardly lore once said, "Do not meddle in the affairs of wizards, for they are subtle and quick to anger."

Role: Wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. Some use magic to strengthen allies, others to weaken foes, others to blast enemies with power, others to trick and befuddle. Truly, one never knows what to expect from a wizard -- still, most are weak in combat and cannot take much punishment

Base Attack Bonus: +0.25 / level.

Caster Level: +1.0 / level.

Will Save: +1.0 / level.

Fort Save: +0.50 / level.

Reflex Save: +0.50 / level.

Hit Die: d4.



Table: Wizard Advancement
LevelBase Attack BonusCaster LevelFort SaveRef SaveWill SaveSpecial
1st+0 (+0.25)1 (1.0)+0 (+0.50)+0 (+0.50)+1 (+1.0)Tyro Signature: Wizard's Book
2nd+0 (+0.50)2 (2.0)+1 (+1.00)+1 (+1.00)+2 (+2.0)Interaction Play or Cantrip
3rd+0 (+0.75)3 (3.0)+1 (+1.50)+1 (+1.50)+3 (+3.0)Combat Play or Cantrip
4th+1 (+1.00)4 (4.0)+2 (+2.00)+2 (+2.00)+4 (+4.0)Exploration Play or Cantrip
5th+1 (+1.25)5 (5.0)+2 (+2.50)+2 (+2.50)+5 (+5.0)Tyro Tier Choice
6th+1 (+1.50)6 (6.0)+3 (+3.00)+3 (+3.00)+6 (+6.0)Adventurer Signature: Arcane Bond
7th+1 (+1.75)7 (7.0)+3 (+3.50)+3 (+3.50)+7 (+7.0)Interaction Play or Cantrip
8th+2 (+2.00)8 (8.0)+4 (+4.00)+4 (+4.00)+8 (+8.0)Combat Play or Cantrip
9th+2 (+2.25)9 (9.0)+4 (+4.50)+4 (+4.50)+9 (+9.0)Exploration Play or Cantrip
10th+2 (+2.50)10 (10.0)+5 (+5.00)+5 (+5.00)+10 (+10.0)Adventurer Tier Choice
11th+2 (+2.75)11 (11.0)+5 (+5.50)+5 (+5.50)+11 (+11.0)Hero Signature: School Power
12th+3 (+3.00)12 (12.0)+6 (+6.00)+6 (+6.00)+12 (+12.0)Interaction Play or Cantrip
13th+3 (+3.25)13 (13.0)+6 (+6.50)+6 (+6.50)+13 (+13.0)Combat Play or Cantrip
14th+3 (+3.50)14 (14.0)+7 (+7.00)+7 (+7.00)+14 (+14.0)Exploration Play or Cantrip
15th+3 (+3.75)15 (15.0)+7 (+7.50)+7 (+7.50)+15 (+15.0)Hero Tier Choice
16th+4 (+4.00)16 (16.0)+8 (+8.00)+8 (+8.00)+16 (+16.0)Legend Signature: Master of Arcane Lore
17th+4 (+4.25)17 (17.0)+8 (+8.50)+8 (+8.50)+17 (+17.0)Interaction Play or Cantrip
18th+4 (+4.50)18 (18.0)+9 (+9.00)+9 (+9.00)+18 (+18.0)Combat Play or Cantrip
19th+4 (+4.75)19 (19.0)+9 (+9.50)+9 (+9.50)+19 (+19.0)Exploration Play or Cantrip
20th+5 (+5.00)20 (20.0)+10 (+10.00)+10 (+10.00)+20 (+20.0)Legend Tier Choice


Skill Proficiencies

The wizard's proficient skills (and the ability scores used to boost each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all skills, taken individually) (Int), Language (Draconic) (Int), Profession (Wis), Scrivening (Int), and Spellcraft (Int)

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies

Pick one weapon groups from this list: Crossbows, Hammers, Light Blades, and Thrown. You are proficient with all simple weapons in your chosen group. You are not proficient with martial or exotic weapons. You are not proficient with armor or shields. Note that armor interferes with a your gestures, which can cause your spells with somatic components to fail (see Arcane Spells and Armor).

Spells and Spell Casting

At first level your caster level is one, and you can cast arcane spells, which are drawn from the arcane spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one caster level every time you gain a wizard level. As an arcanist, intelligence is your spell casting ability score.

KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are an arcanist, you may choose to pick spells from the arcane spell list. The level of the spell cannot exceed your new wizard level.

SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Int 18 wizard casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.

School Specialization

Your study of magic has led you to an interest and facility in a particular school of magical study. When you take your first level as a wizard, you also choose your specialty school, which determines your choice of some class abilities.

Select a school whenever you first take the wizard class. When you do, you also gain a special ability called "school arcana." You are especially talented with magic from your school: You gain an +2 bonus on Spellcraft and Know (Arcana) skill checks when your school is involved. When you write spells from your school into your spellbook, the cost is half the usual amount.

Each school has an opposition school. You have a -5 penalty on Spellcraft and Know (Arcana) skill checks when magic from your opposition school is involved. When you gain a wizard level and add two spells to your known spell list, you cannot add an opposition school spell. You cannot add opposition spells to your spellbook. You may, however, learn and use cantrips from your opposition school.

Here are the nine schools and the arcana for each:

Class Abilities

TYRO THROUGH LEGEND TIER PROGRESSION

Levels 1, 6, 11, and 16: Signature Ability: At level 1, you gain a wizard's book. At level 6, an arcane bond (a familiar or bonded tool). At level 11, a school power. And at level 16, a special lore power.

Level 2, 7, 12, and 17 Interaction Ability: You gain an interaction play for your school or an interaction cantrip (see below).

Level 3, 8, 13, and 18 Combat Ability: You gain a combat play or a combat cantrip (see below).

Level 4, 9, 14, and 19 Exploration Ability: You gain an exploration play or an exploration cantrip (see below).

Level 5, 10, 15, and 20 Wizard Choice: Select a wizard interaction, combat, or exploration ability of the appropriate tier or lower that you have not yet chosen, or choose a magic feat.

Cantrips

At certain non-signature levels, you have the choice of a Play the Slots ability or a cantrip. The particular cantrip allowed varies by level:

  • Level 2, 7, 12, and 17: Choose an interaction cantrip from these: Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation, Ventriloquism.
  • Level 3, 8, 13, and 18: Choose a combat cantrip from these: Acid Splash, Battle Ward, Lesser Confusion, Disrupt Undead, Ray of Frost, Touch of Illness.
  • Level 4, 9, 14, and 19: Choose an exploration cantrip from these: Detect Magic, Mage Lights, Open/Close, Penumbra, Read Magic, Sift.
  • Playing the Slots

    At most levels, you have the option to select a “Play the Slots” power as an interaction, combat, or exploration class ability; this spell-like ability is known as a “play.” You can make one play per round. To do so, you exchange one of your spell slots for a numeric bonus for a particular purpose. The size of the bonus is equal to the level of the slot used. Using a second level slot grants a +2 bonus; a 19th level slot grants a +19 bonus. The bonuses granted by a play do not stack with themselves or with other plays. Plays are always personal, affecting only you, except for conjuration plays, which affect any single creature the conjurer has summoned or called. There are three types of plays: interaction, combat, and exploration. The activation time and duration depends on how many plays of the same type you have:

    You cannot have more than four plays of the same type because you can acquire only one of each type per tier.

    The following table summarizes all possible plays.

    TYPE Interaction Combat Exploration
    Abjuration Escape Artist checks and saves vs being entangled Armor class Saves vs traps, terrain hazards, and haunts
    Conjuration Aid Another, Survival, and Search checks for a conjured creature Attacks for a conjured creature Climb, Fly, and Swim checks for a conjured creature
    Divination Sense motive checks Initiative rolls Search checks
    Enchantment Perform and Disguise checks Will saves Ride checks
    Evocation Intimidation checks Touch attacks with evocation spells Survival checks to resist cold and hot extremes
    Illusion Stealth checks Reflex saves Saves vs illusions
    Necromancy Heal checks Stabilization checks Survival checks to track
    Transmutation Disguise and Break checks Fortitude saves Climb, Fly, and Swim checks
    Universal Spellcraft checks to identify magic items and spells cast Spell penetration checks Knowledge (Arcana) checks

    Example: A Transmuter selects a cantrip at level 2, a combat play (fort saves) at level 3, an exploration play (movement skills) at level 4, and a magic feat at level 5. As a full-round action, she can sacrifice a spell to give herself a bonus on fortitude saves for 1d4 rounds -- or she can similarily give herself a bonus in movement skills for 1d4 rounds. She takes an interaction play at level 7 and a combat play at level 8. Now she has one interaction and one exploration play, activating as a full-round action, lasting 1d4 rounds. She has two combat plays, activating as a standard action, lasting 2d4 rounds.

    Wizard's Book

    You gain a wizard’s book, a tome of magical writings and spells. If you spend an uninterrupted hour every day studying your book (typically in the morning, after resting), you can add a number of spells from it to your list of spells known -- the number of spells you can add to your known spells list is equal to your odd (column A) Intelligence modifier (minimum 1). You can cast these selected spells just like you cast the spells on your known spells list.

    In addition, you can cast a spell from your book without using a slot. Doing so increases the casting time to ten minutes, and you must have your book in hand or open in front of you while you are casting. You can do this a number of times per day equal to one quarter of your character level (minimum 1).

    There are four sources you can use to scribe spells into your spell book.

    You cannot add a spell to your spell book if it is from your opposed school.

    To copy a spell into your book requires one hour of work. The cost for ink and blank pages that you add to your book depends on the level of the spell, specifically, 50 gp per spell level. If you are making a duplicate spell book as a back up, the cost to add spells is half (25 gp per spell level) so long as you have your own original from which to copy. If your only book is lost or destroyed, pay full price to write them into your new book. In this case, you do not have to source those from your own inspiration or research but spells from scrolls or other spell books must be sourced again.

    A spellbook containing common spells, useful as a source to add spells to your own book, can be purchased for 25 gp per spell level, summed for all the spells in the book. The price is higher if there are rare spells within, or other valuable content, or if the book has magical properties or protections. A spellbook can generally be sold for half the purchase price.

    Arcane Bond

    You form a powerful bond with an object or a creature, either an arcane tool or an arcane companion (often called a familiar). An arcane tool is an object you can use to enhance spellcasting and to serve as a magical item, while an arcane companion is a magical pet that enhances your magic and can serve as a helper.

    Arcane Tool: You gain an arcane tool, an object that facilitates your casting, at no cost. Arcane tools must fall into one of the following categories: amulet, ring, staff, wand, or weapon. You can determine the exact materials and appearance as you prefer, but they may not be made of adamantine, darkwood, cold iron, or mithral. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If you attempt to cast a spell without your arcane tool worn or in hand, you must make a concentration check or lose the spell. The DC for this check is equal to 10 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

    Once per day, often in the morning when you are studying your spell book, you can place a spell into your arcane tool, using a spell slot to do so. For the rest of that day, whenever you cast that spell, you gain a bonus on spell saving throw DCs, touch attack rolls, concentration checks, and effective caster level for determining variable effects when casting that spell. The bonus is equal to your character level divided by four.

    You can add additional magic abilities to your bonded tool, spending the requisite time and gold, as if you had the required Enchanter Tree feat -- but you still have to meet the tier prerequisite of the feat. For example, a wizard with a bonded dagger must be at least 11th level to add magic abilities to the dagger, since Craft Arms and Armor is a Tier III feat. If the bonded tool is a staff, you can enchant it as a weapon at Tier III or as a staff using charges to trigger spells at Tier IV. If the arcane tool is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed, retaining all its bonded tool properties, and it can be used to craft a new wand. The magic properties of an arcane tool, including any magic abilities added to the object, only function for the wizard who owns it. Your tool is automatically attuned to you, and you do not have to spend experience points to attune it. If you die, or if you discard your tool, or if it is lost and replaced, it reverts to being an ordinary masterwork item of its type.

    If an arcane tool is damaged, it is restored to full hit points the next time you study your spell book. If it is lost, discarded or destroyed, it can be replaced with a special ritual that costs 100 gp per character level -5. This ritual takes eight hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous arcane item. You can designate an existing magic item as your arcane tool. Doing so requires the same eight-hour ritual and the same amount. The newly bonded magic item retains its abilities while gaining the benefits and drawbacks of becoming an arcane item.

    Arcane Companion: You gain an arcane companion, also known as a familiar, a tiny animal that aids you in your study of magic, at no cost. It has the appearance and many of the game statistics of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. You cannot have an arcane companion if you already have a companion of any other sort. See the general rules for companions for details on how to call your companion.

    You may want to make a character sheet for your familiar. Use the basic statistics for a creature of the familiar's kind listed below. Your companion gains a hit die each time you level, per the the general rules for companions.

    Choose from the following options for your companion. Note that all arcane companions are tiny in size.

    In addition to the capabilities above, when your arcane companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.

    School Power

    You gain a supernatural or spell-like ability that is based on your school of magic. SLAs require a standard action to activate.

    Abjuration School - Energy Absorption (Su): You gain an amount of energy absorption equal to 5 hit points per character level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

    Conjuration School - Dimensional Steps (Sp): You can use this ability to teleport up to 50 feet per character level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

    Divination School - Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, add Scrying and Greater Scrying to your known spells list, although you cannot cast them unless you have a 7th level slot for Scrying and a 14th level slot for Greater Scrying. When you cast Scrying, (1) the casting time is 21 minutes minus your character level, (2) the duration is ten minutes per character level, and (3) the spells you can cast through scrying function 100% of the time. Finally, when you cast Greater Scrying, treat the subject as one step more familiar to you (very familiar subjects get a –10 penalty on their save to avoid your scrying attempts),

    Enchantment School - Aura of Despair (Sp): You can emit a 30-foot aura of despair for a number of rounds per day equal to your character level. Enemies within this mind-affecting aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

    Evocation School - Elemental Wall (Sp): You can create a wall of energy that lasts for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like the wall of fire spell.

    Illusion School - Invisibility Field (Sp): You can make yourself invisible as a swift action for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

    Necromancy School - Life Sight (Su): You gain blindsight to a range of two feet per character level for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.

    Transmutation School - Change Shape (Sp): You can change your shape for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This ability otherwise functions like your choice of beast shape I, II, or III.

    Universalist School - Metamagic Mastery (Su): You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell slot needed or the casting time. You can use this ability once per day per character level. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above your caster level.

    Master of Arcane Lore

    You have mastered a branch of esoteric lore, and your studies grant you know-how beyond normal mortal limits. Pick one of the branches of lore below:

    Crafting Lore: If you do not already know the Detect Magic cantrip, you gain it. You gain a bonus equal to half your character level on Knowledge (History) checks made about magic items and artifacts. You can identify any magic item completely by casting Detect Magic. You gain a bonus on all your item crafting checks, both mundane and magical, equal to half your character level. You may craft magical items requiring the creator to be a specific race, even if you are not of that race.

    Rune Lore: If you have a wizard's book, you can add the following spells: Erase, Arcane Marking, Secret Page, and all arcane spells with the words "symbol" or "rune" or "runes" in the name. You may add these spells and cast them even if they are in your opposition school. If you do not have a wizard's book, you gain one, but only to add the spells mentioned. Adding these spells to your book takes half the usual time and cost. You can add spells you cannot yet cast, and cast them after you gain a sufficiently high spell slot. When you cast these spells, use your character level instead of your caster level, if higher, to determine variable effects. In addition, you can cast Glyph of Warding as a spell-like ability once per day, as an arcane spell, using your Intelligence and character level to determine effects. You gain a +5 bonus on Scrivening skill checks.