Perseus
2013-07-17, 11:31 AM
Note: This is not an attempt to fix the wizard but more of how I would do it.
Wizard
So what is a Wizard? Many people have changed the idea of a Wizard over the years. Some think of them as an old human man or young elf who uses his genius to tackles the mystery of magic. Others think that Wizards are ones that can use magic items due to the powers inside them. Others think Wizards are devil worshiping evils from their worst nightmare...
But all of these separately would be wrong. Sure a Wizard might worship devils, might use magic items, and might be an old ass man or woman tackling the mystery of magic. But that wouldn't really be correct. Before we can determine what a Wizard is we must first know what a Wizard is not. Sure perhaps to a slight degree some of these can be true but generally these are all what a Wizard are not.
A Wizard is not...
Naturally gifted in the working of magic such as the Sorcerers. A Wizard may be naturally smarter than others but without their spellbook, they are nothing more than a commoner.
Chosen by a god to push their divine might across the land such as Paladins and Clerics.
A master of the mundane arts, wither it be skills or through mundane combat. A Wizard may have spells to help in these areas but the Wizard will never be a Rogue or Fighter.
Someone who cares about the mystery behind it all. Sure knowledge is power and learning stuff is fun, but a Wizard doesn't learn for the sake of learning. A Monk may meditate for hours upon hours (which explains why they suck) but a Wizard learns what they need to know and that's it, they have better things to do than sit around all day.
Some sickly little nerd who was to afraid to get dirty. Seriously, whoever said that Wizards must be fat and pimply must have been an Epic Bard. No one with an Intelligence such as a Wizard's allows his health to deteriorate (got to eat 3 square meals a day and reading while walking is what they teach you in Wizard 101).
So what is a Wizard then?
A Wizard is someone who chooses to take the path so that with spit, grit, and a bit of luck they might be able to gain the power to tell the the laws of the mundanes to shut up and sit down. Depending on the setting this can be as simple as being able to cast the cantrip Mage Hand or as complex as casting Gate.
Spellbook:
At first level the Wizard gains a primary spell book in which the Wizard has become attuned to. A Wizard may only transcribe spells and prepare spells from their attuned spell book.
At level 10 and again at level 15 the Wizard gains a secondary and tertiary spell book that they must attune to before using.
The primary spell book has 100 pages and may contain spells up to 5th level.
The secondary book has 75 pages and may contain spells up to 7th level.
The tertiary book has 60 pages and may contain spells up to 9th level.
(Number of pages to be changed, I'll work on that later)
Each spell placed in a spell book takes up a number of pages equal to the spell level.
Attune
To draw the magical energy (Potential Energy if you will) from a spell book the wizard must become attuned to the spellbook(s). To attune to a spell book the wizard must spend 24 hours meditating with the book and pass a DC 10 fort save and DC 10 int check for the primary book (if original book was lost or stolen), for the secondary book a Fort Save and Int Check of (DC 15), for the tertiary book a Fort Save and Int Check of (DC 20). A Natural 1 on either the Fort Save or the Int Check constitutes a failure. The wizard gets 1 save and check per 24 hours spent trying to attune to the spellbook.
A destroyed or lost spell book can be regained by spending 25gp in special materials and casting an invocation that takes 10 minutes of soft chanting that recreates the lost or stolen book. The original book is at that point destroyed and the new book forms in front of the Wizard. However this is not without cost. The Wizard looses 1d10 spells per level from his book when it is reformed, have the DM roll these in secret.
Spells Known
At 1st level the wizard knows 5 + Int mod cantrips that the wizard may transcribe into their spell book for free. These cantrips only take a single page but any other cantrips added to the book count as 1/2 spell with regards to how many pages the spells take up.
Also at first level the Wizard gains 3 + Int mod 1st level spells to transcribe into their spell book. Each level after 1st the wizard gains 2 spells of any level they can cast to be put in their spell book.
Transcribing new spells into a spell book is a tedious task that takes 1 hour for each cantrip and 1 day for spell level. Spell written down in a spell book are not just words scribbled down on paper but a storage device for magical energy, one mistake of a brush just a couple centimeters off and the spell could be ruined or cause a different effect to take place. The cost for placing new spells into a spell book (that don't come from level up) is
(100 X Spell Level) + (Days spent transcribing X 100) gp.
Spells/Day
The Wizard gains the same number of spells/day as presented in the PHB. However the Wizard gains bonus spells based off their unmodified ( do not take in account any nonpermanent modifies) constitution score modifier. This reflects the wizard's fortitude to handle the stress and the physically exhaustion of using more spells.
To prepare and cast a spell multiple times, the wizard must have it written in their books multiple times. When a wizard prepares a spell, that wizard pulls the magical energies from the writing and stores it for later use (sort of like potential energy). If the wizard wants to cast 3 lightning bolts that wizard must have three copies in their book and then prepare then prepare each one separately.
Specialty Wizard
Each time the Wizard prepares spells their focus on the arcane arts shift. Depending on the number of spells prepared their focus grants them different abilities. These abilities are powered by the magical energies that were stored within the Wizard upon preparing spells.
A wizard's specialty for the day is determined by the spell school that they prepared the most of for that day. Tally up the number of spells of each school and whichever school is prepared the most the Wizard's focus becomes one of the following (Abjurer, Conjurer, Diviner, Evoker, Illusionist, Enchanter, Necromancer, or Transmuter). If there is ever a tie then have the DM roll a percentile die to determine the school specialty for the day.
School Specialties last until the Wizard prepares spells again but at minimum last 24 hours.
Generalist
A Wizard may choose this option no matter what the ratios of spells prepared. A Generalist Wizard may take 10 on any trained knowledge check.
Evoker
An Evocation Wizard may 1/Day as an swift action may use magical energy to push a creature a number of feet equal to 5 * Int mod feet. This ability causes 1d4 points of damage per 5 feet moved.
Conjurer
As an swift (maybe immediate?) action, a Conjuration Wizard may 1/Day teleport up to a number of feet equal to their Int mod x 5 (round down to nearest 5 ft interval).
Enchanter
As an immediate action 1/Day the enchanter befudle the minds of creatures, causing them to not be able to take AoOs. This effect last until the end of the Wizard's next turn. The enchanter may select up to Int Mod x 2 creatures within 60 feet to effect. This befuddlement even effects the programming of creatures normally immune to mind effecting effects.
Necromancer
As an immediate action 1/Day the Necromancer Wizard gains a number of temp HP equal to Con Mod + Int Mod.
Illusionist
As an immediate action, 1/Day the Illusionist Wizard may turn invisible. The Illusionist Wizard turns visible at the end of their next turn.
Transmuter
As an immediate action, 1/Day the Transmuter Wizard may gain DR Int Mod/- until the end of the Transmuter Wizard's next turn.
More to come.
Familiar: When wizards attune themselves to a spell book they gain the service of an animal (who for all purposes is a magical beast) as their familiar. This can be any animal from the following list but gains abilities determined by the percentage of spells from a particular school that is in the spell book attuned to the wizard.
Totally not done yet and this was done on a phone so it needs major edits.
I'll need one more spot to explain magic and how it is tied to the Wizard which will expand a bit with the potential and kinetic energies along with writing spells and magic items.
Wizard
So what is a Wizard? Many people have changed the idea of a Wizard over the years. Some think of them as an old human man or young elf who uses his genius to tackles the mystery of magic. Others think that Wizards are ones that can use magic items due to the powers inside them. Others think Wizards are devil worshiping evils from their worst nightmare...
But all of these separately would be wrong. Sure a Wizard might worship devils, might use magic items, and might be an old ass man or woman tackling the mystery of magic. But that wouldn't really be correct. Before we can determine what a Wizard is we must first know what a Wizard is not. Sure perhaps to a slight degree some of these can be true but generally these are all what a Wizard are not.
A Wizard is not...
Naturally gifted in the working of magic such as the Sorcerers. A Wizard may be naturally smarter than others but without their spellbook, they are nothing more than a commoner.
Chosen by a god to push their divine might across the land such as Paladins and Clerics.
A master of the mundane arts, wither it be skills or through mundane combat. A Wizard may have spells to help in these areas but the Wizard will never be a Rogue or Fighter.
Someone who cares about the mystery behind it all. Sure knowledge is power and learning stuff is fun, but a Wizard doesn't learn for the sake of learning. A Monk may meditate for hours upon hours (which explains why they suck) but a Wizard learns what they need to know and that's it, they have better things to do than sit around all day.
Some sickly little nerd who was to afraid to get dirty. Seriously, whoever said that Wizards must be fat and pimply must have been an Epic Bard. No one with an Intelligence such as a Wizard's allows his health to deteriorate (got to eat 3 square meals a day and reading while walking is what they teach you in Wizard 101).
So what is a Wizard then?
A Wizard is someone who chooses to take the path so that with spit, grit, and a bit of luck they might be able to gain the power to tell the the laws of the mundanes to shut up and sit down. Depending on the setting this can be as simple as being able to cast the cantrip Mage Hand or as complex as casting Gate.
Spellbook:
At first level the Wizard gains a primary spell book in which the Wizard has become attuned to. A Wizard may only transcribe spells and prepare spells from their attuned spell book.
At level 10 and again at level 15 the Wizard gains a secondary and tertiary spell book that they must attune to before using.
The primary spell book has 100 pages and may contain spells up to 5th level.
The secondary book has 75 pages and may contain spells up to 7th level.
The tertiary book has 60 pages and may contain spells up to 9th level.
(Number of pages to be changed, I'll work on that later)
Each spell placed in a spell book takes up a number of pages equal to the spell level.
Attune
To draw the magical energy (Potential Energy if you will) from a spell book the wizard must become attuned to the spellbook(s). To attune to a spell book the wizard must spend 24 hours meditating with the book and pass a DC 10 fort save and DC 10 int check for the primary book (if original book was lost or stolen), for the secondary book a Fort Save and Int Check of (DC 15), for the tertiary book a Fort Save and Int Check of (DC 20). A Natural 1 on either the Fort Save or the Int Check constitutes a failure. The wizard gets 1 save and check per 24 hours spent trying to attune to the spellbook.
A destroyed or lost spell book can be regained by spending 25gp in special materials and casting an invocation that takes 10 minutes of soft chanting that recreates the lost or stolen book. The original book is at that point destroyed and the new book forms in front of the Wizard. However this is not without cost. The Wizard looses 1d10 spells per level from his book when it is reformed, have the DM roll these in secret.
Spells Known
At 1st level the wizard knows 5 + Int mod cantrips that the wizard may transcribe into their spell book for free. These cantrips only take a single page but any other cantrips added to the book count as 1/2 spell with regards to how many pages the spells take up.
Also at first level the Wizard gains 3 + Int mod 1st level spells to transcribe into their spell book. Each level after 1st the wizard gains 2 spells of any level they can cast to be put in their spell book.
Transcribing new spells into a spell book is a tedious task that takes 1 hour for each cantrip and 1 day for spell level. Spell written down in a spell book are not just words scribbled down on paper but a storage device for magical energy, one mistake of a brush just a couple centimeters off and the spell could be ruined or cause a different effect to take place. The cost for placing new spells into a spell book (that don't come from level up) is
(100 X Spell Level) + (Days spent transcribing X 100) gp.
Spells/Day
The Wizard gains the same number of spells/day as presented in the PHB. However the Wizard gains bonus spells based off their unmodified ( do not take in account any nonpermanent modifies) constitution score modifier. This reflects the wizard's fortitude to handle the stress and the physically exhaustion of using more spells.
To prepare and cast a spell multiple times, the wizard must have it written in their books multiple times. When a wizard prepares a spell, that wizard pulls the magical energies from the writing and stores it for later use (sort of like potential energy). If the wizard wants to cast 3 lightning bolts that wizard must have three copies in their book and then prepare then prepare each one separately.
Specialty Wizard
Each time the Wizard prepares spells their focus on the arcane arts shift. Depending on the number of spells prepared their focus grants them different abilities. These abilities are powered by the magical energies that were stored within the Wizard upon preparing spells.
A wizard's specialty for the day is determined by the spell school that they prepared the most of for that day. Tally up the number of spells of each school and whichever school is prepared the most the Wizard's focus becomes one of the following (Abjurer, Conjurer, Diviner, Evoker, Illusionist, Enchanter, Necromancer, or Transmuter). If there is ever a tie then have the DM roll a percentile die to determine the school specialty for the day.
School Specialties last until the Wizard prepares spells again but at minimum last 24 hours.
Generalist
A Wizard may choose this option no matter what the ratios of spells prepared. A Generalist Wizard may take 10 on any trained knowledge check.
Evoker
An Evocation Wizard may 1/Day as an swift action may use magical energy to push a creature a number of feet equal to 5 * Int mod feet. This ability causes 1d4 points of damage per 5 feet moved.
Conjurer
As an swift (maybe immediate?) action, a Conjuration Wizard may 1/Day teleport up to a number of feet equal to their Int mod x 5 (round down to nearest 5 ft interval).
Enchanter
As an immediate action 1/Day the enchanter befudle the minds of creatures, causing them to not be able to take AoOs. This effect last until the end of the Wizard's next turn. The enchanter may select up to Int Mod x 2 creatures within 60 feet to effect. This befuddlement even effects the programming of creatures normally immune to mind effecting effects.
Necromancer
As an immediate action 1/Day the Necromancer Wizard gains a number of temp HP equal to Con Mod + Int Mod.
Illusionist
As an immediate action, 1/Day the Illusionist Wizard may turn invisible. The Illusionist Wizard turns visible at the end of their next turn.
Transmuter
As an immediate action, 1/Day the Transmuter Wizard may gain DR Int Mod/- until the end of the Transmuter Wizard's next turn.
More to come.
Familiar: When wizards attune themselves to a spell book they gain the service of an animal (who for all purposes is a magical beast) as their familiar. This can be any animal from the following list but gains abilities determined by the percentage of spells from a particular school that is in the spell book attuned to the wizard.
Totally not done yet and this was done on a phone so it needs major edits.
I'll need one more spot to explain magic and how it is tied to the Wizard which will expand a bit with the potential and kinetic energies along with writing spells and magic items.