Ziegander
2012-12-01, 09:47 PM
The Wizard
UNDER CONSTRUCTION
First, some bullet points:
Every class has Health Dice (HD) and also Spell Dice. Whenever a character gains a level they roll the appropriate class's HD and SD to determine their Health Points and Spell Points gained that level. A character's Charisma modifier is added to his or her Spell Points each level.
Spells are always cast spontaneously by spending Spell Points appropriate to the spell's level.
To learn and successfully cast a spell a character must have an Intelligence score (for arcane spells) or Wisdom score (for divine spells) at least equal to 11 + double the spell's level.
Saving Throw DCs of spells are 10 + 1/2 character level + Charisma modifier. Caster level doesn't exist anymore, and all things that varied by caster level now vary by character level. Because character=caster level, anyone can use Craft (Alchemy) to create alchemical items and anyone can take Item Creation feats.
Spell Penetration checks are resolved as 1d20 + Charisma modifier. Characters may elect to burn any number of Spell Points to add an equal bonus to their Spell Penetration check.
Anyone can buy a spellbook and fill it with spells that they research. This follows the existing rules that Wizards use except that anyone can do it. If a character knows a spell, then he or she can cast it at any time he or she has the available action and Spell Points.
Spell costs by level are 1pt for Cantrips/Orisons and 2 extra points per spell level above 0 (for example, 1st level spells cost 3pts while 7th level spells cost 15pts). Characters may cast spells at the rate that vanilla 3.5 Wizards acquired new levels (9th level spells at character level 17).
Spell lists to be altered at a later date. Expect many spells to be shuffled to different spell levels, others to be changed into "rituals," and still others to be removed from the game entirely.
Also, eff it, arcane spell failure doesn't exist.
Health Dice: 1d4
Spell Dice: 1d12
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Unearthed Arcana, Lore, Magic Missile 1d6
2nd|+1|+0|+0|+3|Metamagic +1
3rd|+1|+1|+1|+3|Magic Missile 2d6
4th|+2|+1|+1|+4|Bonus Feat
5th|+2|+1|+1|+4|Magic Missile 3d6
6th|+3|+2|+2|+5|Metamagic +2
7th|+3|+2|+2|+5|Magic Missile 4d6
8th|+4|+2|+2|+6|Bonus Feat
9th|+4|+3|+3|+6|Magic Missile 5d6
10th|+5|+3|+3|+7|Metamagic +3
11th|+5|+3|+3|+7|Magic Missile 6d6
12th|+6/+1|+4|+4|+8|Bonus Feat
13th|+6/+1|+4|+4|+8|Magic Missile 7d6
14th|+7/+2|+4|+4|+9|Metamagic +4
15th|+7/+2|+5|+5|+9|Magic Missile 8d6
16th|+8/+3|+5|+5|+10|Bonus Feat
17th|+8/+3|+5|+5|+10|Magic Missile 9d6
18th|+9/+4|+6|+6|+11|Metamagic +5
19th|+9/+4|+6|+6|+11|Magic Missile 10d6
20th|+10/+5|+6|+6|+12|Bonus Feat
[/table]
Class Skills (2 + Int modifier): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Proficiencies: A Wizard is not proficient with any armors, shields, or martial weapons.
Unearthed Arcana (Ex): A Wizard starts the game with a Spellbook that contains all arcane cantrips, and a random assortment of spells from levels 1-9 (Consult the spoiler below). Using this spellbook, as well as his superior understanding of arcane magic, the Wizard automatically adds two new spells to his spellbook each time he gains a Wizard level of any spell level that he is able to cast. Whenever he gains a Wizard level he also may choose to add his Intelligence modifier to his Spell Dice rather than his Charisma modifier.
1ST LEVEL
d% 1-10 = 2 spells
d% 11-30 = 4 spells
d% 31-90 = 6 spells
d% 91-100 = 8 spells
2ND LEVEL
d% 1-20 = 0 spells
d% 21-50 = 2 spells
d% 51-90 = 4 spells
d% 91-100 = 6 spells
3RD LEVEL
d% 1-30 = 0 spells
d% 31-70 = 2 spells
d% 71-100 = 4 spells
4TH LEVEL
d% 1-40 = 0 spells
d% 41-90 = 2 spells
d% 91-100 = 4 spells
5TH LEVEL
d% 1-50 = 0 spells
d% 51-90 = 1 spell
d% 91-100 = 2 spells
6TH LEVEL
d% 1-60 = 0 spells
d% 61-90 = 1 spell
d% 91-100 = 2 spells
7TH LEVEL
d% 1-70 = 0 spells
d% 71-94 = 1 spell
d% 95-100 = 2 spells
8TH LEVEL
d% 1-80 = 0 spells
d% 81-96 = 1 spell
d% 97-100 = 2 spells
9TH LEVEL
d% 1-90 = 0 spells
d% 91-98 = 1 spell
d% 99-100 = 2 spells
Lore (Ex): Thanks to long hours of study, a Wizard has a wide range of stray knowledge. This ability is identical to the Bard's bardic knowledge class feature, using the Wizard's class levels in place of Bard levels.
Magic Missile (Sp): As a standard action you may make a ranged touch attack against a creature or object within Medium range (100ft + 10ft/character level) to deal 1d6 damage of your choice between cold, electricity, or fire damage. At every odd level after 1st the damage dealt by your Magic Missile increases by 1d6. If your Magic Missile deals more than 1 dice of damage, you may split the damage dealt by a Magic Missile between multiple targets, making a separate ranged touch attack roll for each target, and dividing the damage dice between targets as you see fit.
A Magic Missile attack gains a bonus to the attack roll equal to 1/2 the number of damage dice it deals, rounded down (so 1d6 gets a +0 bonus, but 2d6 gets a +1 bonus). If you choose to divide the targets of your Magic Missile attack, each separate attack roll receives the full bonus (so if your Magic Missile deals a total of 6d6 damage and you split that between three targets, each attack roll gets a +3 bonus).
This is a spell-like ability with an equivalent spell level equal to the number of damage dice it deals. Magic Missile always costs 0 Spell Points regardless of its equivalent spell level.
Metamagic (Ex): Metamagic feats no longer exist. Metamagic is now the exclusive purview of the Wizard class. Starting at 2nd level, a Wizard may spend extra Spell Points when he casts a spell as if his spell were one level higher in order to Enlarge, Extend, Silence, or Still his spell. As he gains levels he gains greater uses of this ability that cost him even more Spell Points. This ability does allow a Wizard to cast metamagic versions of spells that are "higher" level than the highest spell level he is able to cast. A 10th level spell, for example, would cost him 21 Spell Points, and a 14th level spell 29 Spell Points.
Bonus Feats: At 4th level and every four levels thereafter, a Wizard gains a bonus Item Creation or Heritage feat. Yay!
~
Other Classes
Barbarian: d12 HD, d4 SD
Bard: d6 HD, d8 SD
Cleric: d8 HD, d10 SD
Druid: d8 HD, d8 SD
Fighter: d10 HD, d6 SD
Monk: d8 HD, d8 SD
Paladin: d10 HD, d8 SD
Ranger: d10 HD, d6 SD
Rogue: d8 HD, d6 SD
Sorcerer: Does not exist.
UNDER CONSTRUCTION
First, some bullet points:
Every class has Health Dice (HD) and also Spell Dice. Whenever a character gains a level they roll the appropriate class's HD and SD to determine their Health Points and Spell Points gained that level. A character's Charisma modifier is added to his or her Spell Points each level.
Spells are always cast spontaneously by spending Spell Points appropriate to the spell's level.
To learn and successfully cast a spell a character must have an Intelligence score (for arcane spells) or Wisdom score (for divine spells) at least equal to 11 + double the spell's level.
Saving Throw DCs of spells are 10 + 1/2 character level + Charisma modifier. Caster level doesn't exist anymore, and all things that varied by caster level now vary by character level. Because character=caster level, anyone can use Craft (Alchemy) to create alchemical items and anyone can take Item Creation feats.
Spell Penetration checks are resolved as 1d20 + Charisma modifier. Characters may elect to burn any number of Spell Points to add an equal bonus to their Spell Penetration check.
Anyone can buy a spellbook and fill it with spells that they research. This follows the existing rules that Wizards use except that anyone can do it. If a character knows a spell, then he or she can cast it at any time he or she has the available action and Spell Points.
Spell costs by level are 1pt for Cantrips/Orisons and 2 extra points per spell level above 0 (for example, 1st level spells cost 3pts while 7th level spells cost 15pts). Characters may cast spells at the rate that vanilla 3.5 Wizards acquired new levels (9th level spells at character level 17).
Spell lists to be altered at a later date. Expect many spells to be shuffled to different spell levels, others to be changed into "rituals," and still others to be removed from the game entirely.
Also, eff it, arcane spell failure doesn't exist.
Health Dice: 1d4
Spell Dice: 1d12
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Unearthed Arcana, Lore, Magic Missile 1d6
2nd|+1|+0|+0|+3|Metamagic +1
3rd|+1|+1|+1|+3|Magic Missile 2d6
4th|+2|+1|+1|+4|Bonus Feat
5th|+2|+1|+1|+4|Magic Missile 3d6
6th|+3|+2|+2|+5|Metamagic +2
7th|+3|+2|+2|+5|Magic Missile 4d6
8th|+4|+2|+2|+6|Bonus Feat
9th|+4|+3|+3|+6|Magic Missile 5d6
10th|+5|+3|+3|+7|Metamagic +3
11th|+5|+3|+3|+7|Magic Missile 6d6
12th|+6/+1|+4|+4|+8|Bonus Feat
13th|+6/+1|+4|+4|+8|Magic Missile 7d6
14th|+7/+2|+4|+4|+9|Metamagic +4
15th|+7/+2|+5|+5|+9|Magic Missile 8d6
16th|+8/+3|+5|+5|+10|Bonus Feat
17th|+8/+3|+5|+5|+10|Magic Missile 9d6
18th|+9/+4|+6|+6|+11|Metamagic +5
19th|+9/+4|+6|+6|+11|Magic Missile 10d6
20th|+10/+5|+6|+6|+12|Bonus Feat
[/table]
Class Skills (2 + Int modifier): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Proficiencies: A Wizard is not proficient with any armors, shields, or martial weapons.
Unearthed Arcana (Ex): A Wizard starts the game with a Spellbook that contains all arcane cantrips, and a random assortment of spells from levels 1-9 (Consult the spoiler below). Using this spellbook, as well as his superior understanding of arcane magic, the Wizard automatically adds two new spells to his spellbook each time he gains a Wizard level of any spell level that he is able to cast. Whenever he gains a Wizard level he also may choose to add his Intelligence modifier to his Spell Dice rather than his Charisma modifier.
1ST LEVEL
d% 1-10 = 2 spells
d% 11-30 = 4 spells
d% 31-90 = 6 spells
d% 91-100 = 8 spells
2ND LEVEL
d% 1-20 = 0 spells
d% 21-50 = 2 spells
d% 51-90 = 4 spells
d% 91-100 = 6 spells
3RD LEVEL
d% 1-30 = 0 spells
d% 31-70 = 2 spells
d% 71-100 = 4 spells
4TH LEVEL
d% 1-40 = 0 spells
d% 41-90 = 2 spells
d% 91-100 = 4 spells
5TH LEVEL
d% 1-50 = 0 spells
d% 51-90 = 1 spell
d% 91-100 = 2 spells
6TH LEVEL
d% 1-60 = 0 spells
d% 61-90 = 1 spell
d% 91-100 = 2 spells
7TH LEVEL
d% 1-70 = 0 spells
d% 71-94 = 1 spell
d% 95-100 = 2 spells
8TH LEVEL
d% 1-80 = 0 spells
d% 81-96 = 1 spell
d% 97-100 = 2 spells
9TH LEVEL
d% 1-90 = 0 spells
d% 91-98 = 1 spell
d% 99-100 = 2 spells
Lore (Ex): Thanks to long hours of study, a Wizard has a wide range of stray knowledge. This ability is identical to the Bard's bardic knowledge class feature, using the Wizard's class levels in place of Bard levels.
Magic Missile (Sp): As a standard action you may make a ranged touch attack against a creature or object within Medium range (100ft + 10ft/character level) to deal 1d6 damage of your choice between cold, electricity, or fire damage. At every odd level after 1st the damage dealt by your Magic Missile increases by 1d6. If your Magic Missile deals more than 1 dice of damage, you may split the damage dealt by a Magic Missile between multiple targets, making a separate ranged touch attack roll for each target, and dividing the damage dice between targets as you see fit.
A Magic Missile attack gains a bonus to the attack roll equal to 1/2 the number of damage dice it deals, rounded down (so 1d6 gets a +0 bonus, but 2d6 gets a +1 bonus). If you choose to divide the targets of your Magic Missile attack, each separate attack roll receives the full bonus (so if your Magic Missile deals a total of 6d6 damage and you split that between three targets, each attack roll gets a +3 bonus).
This is a spell-like ability with an equivalent spell level equal to the number of damage dice it deals. Magic Missile always costs 0 Spell Points regardless of its equivalent spell level.
Metamagic (Ex): Metamagic feats no longer exist. Metamagic is now the exclusive purview of the Wizard class. Starting at 2nd level, a Wizard may spend extra Spell Points when he casts a spell as if his spell were one level higher in order to Enlarge, Extend, Silence, or Still his spell. As he gains levels he gains greater uses of this ability that cost him even more Spell Points. This ability does allow a Wizard to cast metamagic versions of spells that are "higher" level than the highest spell level he is able to cast. A 10th level spell, for example, would cost him 21 Spell Points, and a 14th level spell 29 Spell Points.
Bonus Feats: At 4th level and every four levels thereafter, a Wizard gains a bonus Item Creation or Heritage feat. Yay!
~
Other Classes
Barbarian: d12 HD, d4 SD
Bard: d6 HD, d8 SD
Cleric: d8 HD, d10 SD
Druid: d8 HD, d8 SD
Fighter: d10 HD, d6 SD
Monk: d8 HD, d8 SD
Paladin: d10 HD, d8 SD
Ranger: d10 HD, d6 SD
Rogue: d8 HD, d6 SD
Sorcerer: Does not exist.