View Full Version : Zman's E10 Wizard(3.5)

2014-01-01, 05:05 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th

1st|+0|+0|+0|+2|Summon Familiar|3|1|ó|ó|ó

2nd|+1|+0|+0|+3|Scribe Scroll|4|2|ó|ó|ó

3rd|+1|+1|+1|+3|Rote Spell|4|2|1|ó|ó

4th|+2|+1|+1|+4|Quick Transcriber|4|3|2|ó|ó

5th|+2|+1|+1|+4|Bonus Feat|4|3|2|1|ó

6th|+3|+2|+2|+5|Rote Spell|4|3|3|2|ó

7th|+3|+2|+2|+5|Improved Rote Spell|4|4|3|2|ó


9th|+4|+3|+3|+6|Rote Spell|4|4|4|3|2

10th|+5/+1|+3|+3|+7|Perfect Reiteration, Bonus Feat|4|4|4|3|2


Alignment: Any
Hit Die: 1d4

Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Listen(Wis), Profession (Wis),Spellcraft (Int) and Spot(Wis).
Skill Points at 1st Level: (2 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 2 + Int modifier

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 wizardís movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (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 wizardís spell is 10 + the spell level + the wizardís Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.

Scribe Scroll: At 2nd level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th and 10th 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.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) 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 one new spell of any spell level that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizardsí spellbooks to her own.


A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she canít even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Rote Spell

At 3rd level and every three levels thereafter the Wizard gains a Rote spell from meticulous repetition. The Wizard chooses a Spell he or she knows. A Rote Spell can be cast spontaneously without preparation by expending two equal level spell slots. A Wizard can also prepare a Rote spell without a Spellbook.

Quick Transcriber

At 4th level a Wizard becomes more adept at transcribing spells into his or her Spellbook and can copy a spell in one hour per spell level instead of one day per spell. The normal cost of transcribing a spell remains unchanged.

Improved Rote Spell

At 7th level the Wizard gains the ability to sacrifice a spell of a higher level to cast a Rote Spell.

Perfect Reiteration

At 10th level a Wizard cast a Rote spell by sacrificing only one equal level spell instead of the two normally required.


A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the masterís level.


Bat|Master gains a +3 bonus on Listen checks

Cat|Master gains a +3 bonus on Move Silently checks

Hawk|Master gains a +3 bonus on Spot checks in bright light

Lizard|Master gains a +3 bonus on Climb checks

Owl|Master gains a +3 bonus on Spot checks in shadows

Rat|Master gains a +2 bonus on Fortitude saves

Raven1|Master gains a +3 bonus on Appraise checks

Snake2|Master gains a +3 bonus on Bluff checks

Toad|Master gains +3 hit points

Weasel|Master gains a +2 bonus on Reflex saves

[/table] 1 A raven familiar can speak one language of its masterís choice as a supernatural ability.
2 Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiarís kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterís character level or the familiarís normal HD total, whichever is higher.

Hit Points: The familiar has one-half the masterís total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the masterís base attack bonus, as calculated from all his classes. Use the familiarís Dexterity or Strength modifier, whichever is greater, to get the familiarís melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiarís kind.

Saving Throws: For each saving throw, use either the familiarís base save bonus (Fortitude +2, Reflex +2, Will +0) or the masterís (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnít share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the masterís skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiarís total skill modifiers, some skills may remain beyond the familiarís ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the masterís combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiarís existing natural armor bonus.

Int: The familiarís Intelligence score.

Alertness (Ex): While a familiar is within armís reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the masterís option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of ďYouĒ on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiarís type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiarís eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the ďtoucher.Ē The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the masterís level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiarís spell resistance.

{table]Class Level|Natural AC|Int|Special

1stĖ2nd|+1|6|Alertness, improved evasion, share spells, empathic link

3rdĖ4th|+2|7|Deliver touch spells

5thĖ6th|+3|8|Speak with master

7thĖ8th|+4|9|Speak with animals of its kind

9thĖ10th|+5|10|Spell resistance


Wizards and sorcerers do not know how to wear armor effectively. If desired, they can wear armor anyway (though theyíll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency featsólight, medium, and heavyóand the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

If a spell doesnít have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the casterís hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


Combat Wizard

Level: 1st
Lose: D4 Hit Dice, Poor BAB. Rote Spell at 3rd, 6th, and 9th level. Improved Rote Spell. Perfect Recitation. Must Specialize in Evocation.
Gain: D6 Hit Dice, Medium BAB, Simple Weapon Proficiency, Proficiency with One Handed Martial Weapons. Light Armor Proficiency, Armored Mage(Light), May choose Fighter Bonus Feats in place of Wizard Bonus Feats.
Evocative Spirit: +1 point of damage per die for damage dealing spells.
Spellbook Dependency: Combat Mages have difficulty casting spells not of the Evocation School. To Cast from any other school the Combat Wizard must have their Spellbook in their possession and one hand free. Casting non Evocation spells requires a full round action unless the casting time was normally longer as the Combat Wizard rifles through the pages and casts from their Spellbook. Eidetic Spellcasters do not require one hand free or a spellbook, but they still require a full round to cast non evocation spells.

Eidetic Spellcaster

Level: 1st
Lose: Summon Familiar, Scribe Scroll
Gain: No need to scribe spells into a Spellbook, all normal costs must still be paid. Wizard simply meditates to prepare known spells. Maximum number of spells per spell level equal to 10 + Int Mod - 2x Spell Level. For example, a fifth level Wizard with an 18 Intelligence can know 8 3rd level spells, 10 2nd level spells and 12 1st level spells. A Wizard with 20 Int could know 9 3rd level spells and only 3 6th level spells. An Eidetic Spellcaster can always learn at least one spell of a Given Spell Level. Once learned a Wizard cannot unlearn a spell.

2014-01-01, 05:07 PM
Change Log

2014-01-01, 05:09 PM
There is a typo in Perfect Reiteration.

You only need to use two spell slots of that level, ne?

2014-01-01, 05:11 PM
There is a typo in Perfect Reiteration.

You only need to use two spell slots of that level, ne?

Thanks, my original incarnation had three.

2014-01-03, 06:15 AM
I think losing a school at levels 6, 7 and 8 are just overkill. IMO it should only be optional and given at 6th, and should offer some benefit in the style of Master Specialist. Here's a few suggestions:

Abjuration: Teleport 20' as an immediate action
Conjuration: Sculpt all your spells for free.
Divination: ?
Enchantment: Your spells have 25% chance to affect mindless creatures.
Evocation: Increase your chance to overcome SR by +3.
Illusion: Increase your save DC by +3.
Necromanacy: Cast animate undead for free 2/day.
Transmutation: Cast alter self for free 1/day.

2014-01-03, 09:03 AM
I think losing a school at levels 6, 7 and 8 are just overkill. IMO it should only be optional and given at 6th, and should offer some benefit in the style of Master Specialist. Here's a few suggestions:

Abjuration: Teleport 20' as an immediate action
Conjuration: Sculpt all your spells for free.
Divination: ?
Enchantment: Your spells have 25% chance to affect mindless creatures.
Evocation: Increase your chance to overcome SR by +3.
Illusion: Increase your save DC by +3.
Necromanacy: Cast animate undead for free 2/day.
Transmutation: Cast alter self for free 1/day.

The Loss of schools was for my full 20 class and I missed it while editing the class.

As is, Wizards never gain 5th, 6th, 7th, 8th, or 9th level spells.

2014-01-03, 10:37 AM
Smart idea removing the 5+level spells, that's where all the great spells lie.

I have a question: How do Prestige classes work? Do they not exist at all? I assume the latter, but it would be quite cool if you had 2 level PrCs or something.

2014-01-03, 02:32 PM
Smart idea removing the 5+level spells, that's where all the great spells lie.

I have a question: How do Prestige classes work? Do they not exist at all? I assume the latter, but it would be quite cool if you had 2 level PrCs or something.

5th level spells and beyond really really start escalating Caster power exponentially. Some of the spells are still available as costly rituals, but never as something a caster can pull out in a pinch.

Currently, normal prestige classes could be used, mostly only giving access to 4-5 levels.

I have tentative plans to either write short ~3 level Prestige Classes, or eventually creating a Prestige Track after character reach 10//10, maybe just class feature Prestige Classes or something to that effect. The goal is to not be using the standard prestige classes at all.

I have a couple of rough ideas, one is you can pick up a Prestige "Class", more like Prestige LA(In my overhaul LA is handled as a 15%xLA XP penalty) where if you meet the prerequisites you can take a Prestige Class, gaining certain special abilities/class features at the cost of an XP Penalty. A Prestige Template would be a better description. But, its a very rough idea.