The Clown
2006-10-08, 01:13 AM
{table]
level
BAB
fort
ref
will
special stuff
spell points / max level
1
0
0
0
2
Summon Familiar, Create Focus, recall focus
8 / 1
2
1
0
0
3
--
9 / 1
3
1
1
1
3
--
10 / 1
4
2
1
1
4
Focus: Power Boost
12 / 2
5
2
1
1
4
--
14 / 2
6
3
2
2
5
--
17 / 3
7
3
2
2
5
--
20 / 3
8
4
2
2
6
Focus: Power Boost
24 / 4
9
4
3
3
6
--
28 / 4
10
5
3
3
7
--
33 / 5
11
5
3
3
7
--
38 / 5
12
6/1
4
4
8
Focus: Power Boost
44 / 6
13
6/1
4
4
8
--
50 / 6
14
7/2
4
4
9
--
57 / 7
15
7/2
5
5
9
--
64 / 7
16
8/3
5
5
10
Focus: Power Boost
72 / 8
17
8/3
5
5
10
--
80 / 8
18
9/4
6
6
11
--
89 / 9
19
9/4
6
6
11
--
98 / 9
20
10/5
6
6
12
Focus: Power Boost
108 / 9
level
BAB
fort
ref
will
special stuff
spell points / max level
[/table]
Hit die: d4
Skills:As wizard
Weapon and armor proficiency: As wizard
Spells: A focus wizard casts arcane spells (the same type of spells available to sorcerers, wizards, and bards), which are drawn from the same spell lists as sorcerer and wizard spells.
To learn, prepare, or cast a spell, a focus wizard must have an Intelligence score equal to at least 10 + the spell's level.
The Difficulty Class for a saving throw against a focus wizard's spell is 10 + the spell level + the focus wizard's Intelligence modifier.
The focus wizard has a spell book which contains all the spells he has access to, and he may learn any number of spells. The focus wizard memorizes spells from this spell book (but they may also be memorized from a scroll or other source). The wizard may memorize a number of spells equal to his Intelligence modifier plus his class level.
To memorize a spell, a quiet place to study a spellbook is required. Each spell takes 5 minutes per spell level, minimum 1 minute (for 0 level spells) to memorize. A DM may wish to require Concentration checks (DC 15 + spell level) in some situations. Once a spell is memorized, it stays in memory until the focus wizard chooses to drop it from his memory. He must ensure he gets 8 hours of sleep nightly to refresh his spell pool. A memorized spell may be dropped at any time for replacement by another spell (though memorizing the new spell still takes time).
Focus wizards work off of a Spell Pool to cast spells. Each spell costs a number of points to cast equal to its spell level. Just as a sorcerer and wizard gains more spells per day, the focus wizard's spell pool increases as he advances in level. To cast a spell, simply expend a number of points from the Spell Pool equal to the spell's level (including the cost of any metamagic feats, if applicable). Zero level spells are a special case. To cast a zero level spell, make a Will save DC 20. If the save is successful, the zero level spell costs no spell points to cast. If the save fails, the spell costs 1 spell point.
In order to perform any magic at all, a focus wizard must be in possession of, and wielding his focus. The focus is not the source of the wizard's power, but it is the conduit through which all his magic is performed and channeled. A focus wizard need not provide any material components for spells costing less than 1gp; however, all spells now require both verbal and somatic components. The metamagic feat Still Spell can not be applied to any of a focus wizard's spells. All spells of a focus wizard require a somatic component. Other feats such as Silent Spell may still be applied, however.
A focus wizard may select a school specialization in the same manner of normal wizards if he so wishes.
You gain a number of bonus memorization slots equal to 1/3 your Intelligence modifier (rounded down).
The number of bonus Spell Pool points you gain due to a high Intelligence is equal to your Intelligence bonus times half your Intelligence bonus.
spell book: As Wizard
Familiar: A focus wizard may summon a familiar in exactly the same manner as a sorcerer. See the rules on the familiar sidebar in the Player's Handbook. Focus wizards may ignore the prerequisites of the Item Familiar feat, should they choose to make their focus their familiar (Item Familiar rules found in Unearthed Arcana). [Special note for Item Familiars: When determining the item familiars' ego score, it should be treated as having a special purpose].
Create Focus: Select any non-magical item you wish. Many common items include a wand, a staff, a gemstone, or a ring, though any non-magical item may be used. The character spends one day per class level doing nothing but concentrating on the item and becoming intimately in tune with it. Nothing more than eating, sleeping, or other necessary bodily functions may be done while attuning with an item. This time must be performed non-stop. If any day during this week occurs during which the character does not work on attuning himself with the item, the entire process must be restarted. A character may only be attuned with one item at a time. After the character has become attuned with the item, that item is forevermore considered magical. If the focus is destroyed, a Fortitude save DC 20 must succeed, or the mage suffers 1d4 damage per class level and is knocked unconscious for 1d4 days. Focus items may be improved after they have become foci, but doing so requires a number of days equal to the item's new enhancement bonus to re-attune with the item, and the changes within it, after the modifications are complete.
Recall Focus: A number of times per day equal to 1/3 your class level (round down, minimum 1), you may summon your focus to your hand as though it were the subject of a Teleport Object spell.
Invest Spells: Once per day, the focus wizard may expend points from his Spell Pool and imbue a spell of level equal to the number of points spent into his focus. The spell remains in the focus until used. A focus can hold a number of spells equal to 1 plus the item's intelligence modifier (if it has one).
Power Boost: At 4th level, and every four levels thereafter, all spells cast with the focus gain a +1 to the DC to resist the spell.
level
BAB
fort
ref
will
special stuff
spell points / max level
1
0
0
0
2
Summon Familiar, Create Focus, recall focus
8 / 1
2
1
0
0
3
--
9 / 1
3
1
1
1
3
--
10 / 1
4
2
1
1
4
Focus: Power Boost
12 / 2
5
2
1
1
4
--
14 / 2
6
3
2
2
5
--
17 / 3
7
3
2
2
5
--
20 / 3
8
4
2
2
6
Focus: Power Boost
24 / 4
9
4
3
3
6
--
28 / 4
10
5
3
3
7
--
33 / 5
11
5
3
3
7
--
38 / 5
12
6/1
4
4
8
Focus: Power Boost
44 / 6
13
6/1
4
4
8
--
50 / 6
14
7/2
4
4
9
--
57 / 7
15
7/2
5
5
9
--
64 / 7
16
8/3
5
5
10
Focus: Power Boost
72 / 8
17
8/3
5
5
10
--
80 / 8
18
9/4
6
6
11
--
89 / 9
19
9/4
6
6
11
--
98 / 9
20
10/5
6
6
12
Focus: Power Boost
108 / 9
level
BAB
fort
ref
will
special stuff
spell points / max level
[/table]
Hit die: d4
Skills:As wizard
Weapon and armor proficiency: As wizard
Spells: A focus wizard casts arcane spells (the same type of spells available to sorcerers, wizards, and bards), which are drawn from the same spell lists as sorcerer and wizard spells.
To learn, prepare, or cast a spell, a focus wizard must have an Intelligence score equal to at least 10 + the spell's level.
The Difficulty Class for a saving throw against a focus wizard's spell is 10 + the spell level + the focus wizard's Intelligence modifier.
The focus wizard has a spell book which contains all the spells he has access to, and he may learn any number of spells. The focus wizard memorizes spells from this spell book (but they may also be memorized from a scroll or other source). The wizard may memorize a number of spells equal to his Intelligence modifier plus his class level.
To memorize a spell, a quiet place to study a spellbook is required. Each spell takes 5 minutes per spell level, minimum 1 minute (for 0 level spells) to memorize. A DM may wish to require Concentration checks (DC 15 + spell level) in some situations. Once a spell is memorized, it stays in memory until the focus wizard chooses to drop it from his memory. He must ensure he gets 8 hours of sleep nightly to refresh his spell pool. A memorized spell may be dropped at any time for replacement by another spell (though memorizing the new spell still takes time).
Focus wizards work off of a Spell Pool to cast spells. Each spell costs a number of points to cast equal to its spell level. Just as a sorcerer and wizard gains more spells per day, the focus wizard's spell pool increases as he advances in level. To cast a spell, simply expend a number of points from the Spell Pool equal to the spell's level (including the cost of any metamagic feats, if applicable). Zero level spells are a special case. To cast a zero level spell, make a Will save DC 20. If the save is successful, the zero level spell costs no spell points to cast. If the save fails, the spell costs 1 spell point.
In order to perform any magic at all, a focus wizard must be in possession of, and wielding his focus. The focus is not the source of the wizard's power, but it is the conduit through which all his magic is performed and channeled. A focus wizard need not provide any material components for spells costing less than 1gp; however, all spells now require both verbal and somatic components. The metamagic feat Still Spell can not be applied to any of a focus wizard's spells. All spells of a focus wizard require a somatic component. Other feats such as Silent Spell may still be applied, however.
A focus wizard may select a school specialization in the same manner of normal wizards if he so wishes.
You gain a number of bonus memorization slots equal to 1/3 your Intelligence modifier (rounded down).
The number of bonus Spell Pool points you gain due to a high Intelligence is equal to your Intelligence bonus times half your Intelligence bonus.
spell book: As Wizard
Familiar: A focus wizard may summon a familiar in exactly the same manner as a sorcerer. See the rules on the familiar sidebar in the Player's Handbook. Focus wizards may ignore the prerequisites of the Item Familiar feat, should they choose to make their focus their familiar (Item Familiar rules found in Unearthed Arcana). [Special note for Item Familiars: When determining the item familiars' ego score, it should be treated as having a special purpose].
Create Focus: Select any non-magical item you wish. Many common items include a wand, a staff, a gemstone, or a ring, though any non-magical item may be used. The character spends one day per class level doing nothing but concentrating on the item and becoming intimately in tune with it. Nothing more than eating, sleeping, or other necessary bodily functions may be done while attuning with an item. This time must be performed non-stop. If any day during this week occurs during which the character does not work on attuning himself with the item, the entire process must be restarted. A character may only be attuned with one item at a time. After the character has become attuned with the item, that item is forevermore considered magical. If the focus is destroyed, a Fortitude save DC 20 must succeed, or the mage suffers 1d4 damage per class level and is knocked unconscious for 1d4 days. Focus items may be improved after they have become foci, but doing so requires a number of days equal to the item's new enhancement bonus to re-attune with the item, and the changes within it, after the modifications are complete.
Recall Focus: A number of times per day equal to 1/3 your class level (round down, minimum 1), you may summon your focus to your hand as though it were the subject of a Teleport Object spell.
Invest Spells: Once per day, the focus wizard may expend points from his Spell Pool and imbue a spell of level equal to the number of points spent into his focus. The spell remains in the focus until used. A focus can hold a number of spells equal to 1 plus the item's intelligence modifier (if it has one).
Power Boost: At 4th level, and every four levels thereafter, all spells cast with the focus gain a +1 to the DC to resist the spell.