Drolyt
2010-02-24, 06:25 PM
Alright, for those who haven't seen my numerous posts where I've claimed to be working on a new 3.whatever homebrew this is a preview of what the Wizard is going to probably look like. I'm posting the class for now but latter on I'll be adding all the spells, about 99% of which are going to be modified at least slightly, and the metamagic feats, which work considerably different, later. The sad part is that until I get that done this class will be more or less unusable Edit: This isn't technically true. You can use this class with the spells already available, but it will work much better once I get all the spells converted. Oh, before I get started I should point out that this class is designed to be used as is in a (mostly) normal 3.5 game and I won't be making any changes to the actual system until a later date with the following exceptions: 1. Classes now go to level 30 without using epic rules. You can still allow epic feats starting at level 21 if you want. There are a number of good reasons for this change I won't go into here. 2. You don't automatically get extra attacks with a high enough BAB. Some classes (like fighter) get extra attacks as class abilities. These extra attacks don't require a full-round to make; attacking is always a standard action. There are a number of good reasons for this as well, one of them being that it is a good way to fight CoDZilla. You can ignore this change when using this class if you want, but note that this is the reason I don't show extra attacks in the BAB column. 3. Several changes to how spellcasting works. This isn't really a system change since it is all detailed in the class description below and the spell descriptions to come later but you should remember to ignore the PHB chapter on magic (I think it was chapter 9 or 10) if you are using this class because it works quite different. Ok, that's enough intro, here we go:
Wizard
Alignment
Any.
Hit Die
d4.
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
The Wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Spell Level Known|Spell Slots Prepared
1st|
+0|
+0|
+0|
+2|Metamagic, Spellcasting, Summon Familiar|1st|1
2nd|
+1|
+0|
+0|
+3||1st|2
3rd|
+1|
+1|
+1|
+3||1st|3
4th|
+2|
+1|
+1|
+4||2nd|4
5th|
+2|
+1|
+1|
+4|Metamagic|2nd|5
6th|
+3|
+2|
+2|
+5||2nd|6
7th|
+3|
+2|
+2|
+5||3rd|7
8th|
+4|
+2|
+2|
+6||3rd|8
9th|
+4|
+3|
+3|
+6||3rd|9
10th|
+5|
+3|
+3|
+7|Metamagic|4th|10
11th|
+5|
+3|
+3|
+7||4th|11
12th|
+6|
+4|
+4|
+8||4th|12
13th|
+6|
+4|
+4|
+8||5th|13
14th|
+7|
+4|
+4|
+9||5th|14
15th|
+7|
+5|
+5|
+9|Metamagic|5th|15
16th|
+8|
+5|
+5|
+10||6th|16
17th|
+8|
+5|
+5|
+10||6th|17
18th|
+9|
+6|
+6|
+11||6th|18
19th|
+9|
+6|
+6|
+11||7th|19
20th|
+10|
+6|
+6|
+12|Metamagic|7th|20
21st|
+10|
+7|
+7|
+12||7th|21
22nd|
+11|
+7|
+7|
+13||8th|22
23rd|
+11|
+7|
+7|
+13||8th|23
24th|
+12|
+8|
+8|
+14||8th|24
25th|
+12|
+8|
+8|
+14|Metamagic|9th|25
26th|
+13|
+8|
+8|
+15||9th|26
27th|
+13|
+9|
+9|
+15||9th|27
28th|
+14|
+9|
+9|
+16||10th|28
29th|
+14|
+9|
+9|
+16||10th|29
30th|
+15|
+10|
+10|
+17|Metamagic|10th|30[/table]
Class Features
All of the following are class features of the wizard.
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 her spells with somatic components to fail.
Spells
A wizard casts arcane spells which are drawn from the wizard spell list (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 1d20 + 1/2 Caster Level (Caster Level is equal to the wizard's class level plus his class level in all other spellcasting classes) + the wizard's Intelligence Modifier; this is calculated every time a wizard casts a spell. A wizard may cast any spell she knows at any time. However, because of the arcane rituals involved in casting a spell most spells (all those above 0th level) take far too long to cast to be of any use in combat. To avoid this problem certain spells (all those with casting times of 1 round or less of 1st level or higher) must be "prepared". Preparing a spell is essentially casting the spell ahead of time so that it takes very little time to use in combat, however because a wizard has to store the potent arcane energies within herself the number of spells she can prepare this way is inherently limited. By spending 1 hour (or 10 minutes if she has a spell book with the spells transcribed) she may prepare a number of spells whose total spell levels number no more than her Intelligence Modifier + the number listed under Spell Slots Prepared on Table: The Wizard. For example a 1st level wizard with a 15 Intelligence (Modifier +2) could prepare 3 1st level spells (2 from her Intelligence and 1 because she is 1st level), while a 10th level wizard with an Intelligence of 20 (Modifier +5) could prepare 2 4th level spells and a 2nd level spell, 5 2nd level spells, or any other combination of spells she likes. Once prepared a spell may be cast as a standard action, expending that spell until it is prepared again. A wizard may choose to prepare less then her maximum number of spells (for example if she didn't use all her spells in an encounter), in this case she takes a proportional amount of time to prepare those spells. Spells that have longer casting times do not need to be prepared; preparing a spell is essentially the actual casting. If a wizard is damaged or distracted while casting a spell with long casting time that spell fizzles out and the wizard must start over. This does not apply if the wizard is damaged while casting a prepared spell, since they are only releasing the magical energies, not actually casting the spell. 0th level spells always take one round to cast and do not need to be prepared. A wizard never runs out of 0th level spells. These represent the simplest spells any wizard knows. A wizard may know any number of spells. In most campaigns wizards are assumed to know every spell on the wizard spell list below, though there may be rare or customized spells she does not know.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Summon Familiar
Wizard's gain this feat as a bonus feat at 1st level.
Metamagic
At 1st, 5th, 10th, 15th, 20th, 25th, and 30th level, a wizard gains a bonus feat, which must be a metamagic feat. These feats are in addition to the feats that a character of any class gets from advancing levels; the wizard need not select metamagic feats when choosing those feats.
Spellbooks
In order to cast spells most efficiently a wizard needs a spellbook as a study aid. A wizard does not need her spellbook to cast spells, but it makes it easier (see spellcasting above). Spellbooks are not inherently magical, but simple ink and paper describing in detail the arcane rituals needed to cast a spell. In most campaigns a wizard is assumed to start the game with a spellbook detailing all the spells she knows and the wizard is assumed to add to her spellbook whenever she learns new spells. To make a new spellbook a wizard must purchase the binding, ink, and paper for 10 Gold Pieces and transcribe all the spells she knows, which takes at least a day. Spellbooks do not usually sell for large sums of money unless they contain rare or customized spells or other valuable information not commonly available; spellbooks containing extremely powerful spells or important ancient lore are known to sell for more than the worth of small kingdoms, but such are rare.
Specialization
All wizards choose a specialization (such as a school of magic) that represents the type of spell they are most familiar with. Depending on her specialization a wizard may know certain spells not normally on the wizards spell list (wizards may take feats to learn any spell even if it is not normally on their list, so even if you do not choose the specialization that has the spell you want you may be able to learn it). [specializations to come later, once I start actually adding spells].
Arcane Spell Failure Chance
There is no such thing.
Wizard
Alignment
Any.
Hit Die
d4.
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
The Wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Spell Level Known|Spell Slots Prepared
1st|
+0|
+0|
+0|
+2|Metamagic, Spellcasting, Summon Familiar|1st|1
2nd|
+1|
+0|
+0|
+3||1st|2
3rd|
+1|
+1|
+1|
+3||1st|3
4th|
+2|
+1|
+1|
+4||2nd|4
5th|
+2|
+1|
+1|
+4|Metamagic|2nd|5
6th|
+3|
+2|
+2|
+5||2nd|6
7th|
+3|
+2|
+2|
+5||3rd|7
8th|
+4|
+2|
+2|
+6||3rd|8
9th|
+4|
+3|
+3|
+6||3rd|9
10th|
+5|
+3|
+3|
+7|Metamagic|4th|10
11th|
+5|
+3|
+3|
+7||4th|11
12th|
+6|
+4|
+4|
+8||4th|12
13th|
+6|
+4|
+4|
+8||5th|13
14th|
+7|
+4|
+4|
+9||5th|14
15th|
+7|
+5|
+5|
+9|Metamagic|5th|15
16th|
+8|
+5|
+5|
+10||6th|16
17th|
+8|
+5|
+5|
+10||6th|17
18th|
+9|
+6|
+6|
+11||6th|18
19th|
+9|
+6|
+6|
+11||7th|19
20th|
+10|
+6|
+6|
+12|Metamagic|7th|20
21st|
+10|
+7|
+7|
+12||7th|21
22nd|
+11|
+7|
+7|
+13||8th|22
23rd|
+11|
+7|
+7|
+13||8th|23
24th|
+12|
+8|
+8|
+14||8th|24
25th|
+12|
+8|
+8|
+14|Metamagic|9th|25
26th|
+13|
+8|
+8|
+15||9th|26
27th|
+13|
+9|
+9|
+15||9th|27
28th|
+14|
+9|
+9|
+16||10th|28
29th|
+14|
+9|
+9|
+16||10th|29
30th|
+15|
+10|
+10|
+17|Metamagic|10th|30[/table]
Class Features
All of the following are class features of the wizard.
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 her spells with somatic components to fail.
Spells
A wizard casts arcane spells which are drawn from the wizard spell list (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 1d20 + 1/2 Caster Level (Caster Level is equal to the wizard's class level plus his class level in all other spellcasting classes) + the wizard's Intelligence Modifier; this is calculated every time a wizard casts a spell. A wizard may cast any spell she knows at any time. However, because of the arcane rituals involved in casting a spell most spells (all those above 0th level) take far too long to cast to be of any use in combat. To avoid this problem certain spells (all those with casting times of 1 round or less of 1st level or higher) must be "prepared". Preparing a spell is essentially casting the spell ahead of time so that it takes very little time to use in combat, however because a wizard has to store the potent arcane energies within herself the number of spells she can prepare this way is inherently limited. By spending 1 hour (or 10 minutes if she has a spell book with the spells transcribed) she may prepare a number of spells whose total spell levels number no more than her Intelligence Modifier + the number listed under Spell Slots Prepared on Table: The Wizard. For example a 1st level wizard with a 15 Intelligence (Modifier +2) could prepare 3 1st level spells (2 from her Intelligence and 1 because she is 1st level), while a 10th level wizard with an Intelligence of 20 (Modifier +5) could prepare 2 4th level spells and a 2nd level spell, 5 2nd level spells, or any other combination of spells she likes. Once prepared a spell may be cast as a standard action, expending that spell until it is prepared again. A wizard may choose to prepare less then her maximum number of spells (for example if she didn't use all her spells in an encounter), in this case she takes a proportional amount of time to prepare those spells. Spells that have longer casting times do not need to be prepared; preparing a spell is essentially the actual casting. If a wizard is damaged or distracted while casting a spell with long casting time that spell fizzles out and the wizard must start over. This does not apply if the wizard is damaged while casting a prepared spell, since they are only releasing the magical energies, not actually casting the spell. 0th level spells always take one round to cast and do not need to be prepared. A wizard never runs out of 0th level spells. These represent the simplest spells any wizard knows. A wizard may know any number of spells. In most campaigns wizards are assumed to know every spell on the wizard spell list below, though there may be rare or customized spells she does not know.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Summon Familiar
Wizard's gain this feat as a bonus feat at 1st level.
Metamagic
At 1st, 5th, 10th, 15th, 20th, 25th, and 30th level, a wizard gains a bonus feat, which must be a metamagic feat. These feats are in addition to the feats that a character of any class gets from advancing levels; the wizard need not select metamagic feats when choosing those feats.
Spellbooks
In order to cast spells most efficiently a wizard needs a spellbook as a study aid. A wizard does not need her spellbook to cast spells, but it makes it easier (see spellcasting above). Spellbooks are not inherently magical, but simple ink and paper describing in detail the arcane rituals needed to cast a spell. In most campaigns a wizard is assumed to start the game with a spellbook detailing all the spells she knows and the wizard is assumed to add to her spellbook whenever she learns new spells. To make a new spellbook a wizard must purchase the binding, ink, and paper for 10 Gold Pieces and transcribe all the spells she knows, which takes at least a day. Spellbooks do not usually sell for large sums of money unless they contain rare or customized spells or other valuable information not commonly available; spellbooks containing extremely powerful spells or important ancient lore are known to sell for more than the worth of small kingdoms, but such are rare.
Specialization
All wizards choose a specialization (such as a school of magic) that represents the type of spell they are most familiar with. Depending on her specialization a wizard may know certain spells not normally on the wizards spell list (wizards may take feats to learn any spell even if it is not normally on their list, so even if you do not choose the specialization that has the spell you want you may be able to learn it). [specializations to come later, once I start actually adding spells].
Arcane Spell Failure Chance
There is no such thing.