Wizard

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Studious and often reclusive by nature, the term wizard is used to describe those who have dedicated their time and effort to unraveling the nature of the arcane. When the Ephaesian Adepts first began to tap into the power locked within the runes on the Obelisk, many priests and other devouts flocked to unlock the secret knowledge held within the runes. Since then, the Academy has seen a great influx of scholars seeking to decipher the runes upon the Obelisk and gain a greater understanding of its nature and the powers locked within. While some wizards do this for the sole purpose of knowledge, others use their knowledge to gain power, and research ever more destructive spells. Whatever the reason a wizard chooses his path, most have a respect for knowledge itself, and they guard their secrets with the utmost care.


That being, being taught by the University of High Reaches, the teacher Abelia in Torica, a different ex member of the Obsidian Academy, a member of the Gnomish exchange program, or finding some of the less-lawfully inclined humans or Chorav out there who might teach you for a price.

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Hit Die: d4

High Saves: Will

Weapon Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff

Armor Proficiencies: None. Armor of any type interferes with a wizard's movements, which can cause her spells to fail.

Skill Points: 2 + Int modifier per level, x4 at first level.

Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, Spellcraft, Decipher Script, Knowledge Arcana, Knowledge Architecture, Knowledge Dungeoneering, Knowledge Geography, Knowledge History, Knowledge Local, Knowledge Nature, Knowledge Nobility, Knowledge Religion, and Knowledge Planes.

Spells: A wizard casts arcane spells which are drawn from the wizard spell list. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st level spells and so forth).
Please see Spellcasting Progression and The Spellpoint System.

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 Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Familiar: A wizard can obtain a familiar.

Spellbook: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells 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 she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level she can cast 3rd level spells. At this point, she can add two new 3rd level spells to her spellbook, or one 2nd level spell and one 3rd level spell or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.

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