rferries
2017-06-28, 04:14 AM
Here's a revision of my holistic spellcaster class (http://www.giantitp.com/forums/showthread.php?523762-The-Wizard-(primary-non-Vancian-spellcasting-class-replacing-all-others)#post21974855). Last time the consensus seemed to be that it had too many drawbacks, so I've removed most of them. I've highlighted the subtler changes from the 3.5 wizard.
Divine feats here.
(http://www.giantitp.com/forums/showthread.php?528629-Revamped-Wizard-Take-2-(Divine-Feats)&p=22141554#post22141554)Arcane feats (part one) here. (http://www.giantitp.com/forums/showthread.php?528741-Revamped-Wizard-Take-2-(Arcane-Feats-Abjuration-to-Enchantment)&p=22145822#post22145822)
Arcane feats (part two) here. (http://www.giantitp.com/forums/showthread.php?528867-Revamped-Wizard-Take-2-(Arcane-Feats-Evocation-to-Transmutation)&p=22149953#post22149953)
Miscellaneous feats. (http://www.giantitp.com/forums/showthread.php?529061-Revamped-Wizard-Take-2-(Misc-Arcane-and-Divine-Feats)&p=22155363#post22155363)
Wizard
Alignment
Any.
Hit Die
d4.
Class Skills
The wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (illusions) (Cha)*, Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
*A wizard that makes a Perform (illusions) check must cast at least one illusion spell (or prestidigitation) during the performance. She gains an untyped bonus on the check equal to the highest spell level amongst the spells she cast during the performance.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Wizard
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
Magic Points/Day
Maximum Spell Level Known
1st
+0
+0
+0
+0
Willpower
2
1st
2nd
+1
+0
+0
+0
—
4
1st
3rd
+1
+1
+1
+1
—
7
1st
4th
+2
+1
+1
+1
—
11
2nd
5th
+2
+1
+1
+1
—
16
2nd
6th
+3
+2
+2
+2
—
24
3rd
7th
+3
+2
+2
+2
—
33
3rd
8th
+4
+2
+2
+2
—
44
4th
9th
+4
+3
+3
+3
—
56
4th
10th
+5
+3
+3
+3
—
72
5th
11th
+5
+3
+3
+3
—
88
5th
12th
+6/+1
+4
+4
+4
—
104
6th
13th
+6/+1
+4
+4
+4
—
120
6th
14th
+7/+2
+4
+4
+4
—
136
7th
15th
+7/+2
+5
+5
+5
—
152
7th
16th
+8/+3
+5
+5
+5
—
168
8th
17th
+8/+3
+5
+5
+5
—
184
8th
18th
+9/+4
+6
+6
+6
—
200
9th
19th
+9/+4
+6
+6
+6
—
216
9th
20th
+10/+5
+6
+6
+6
—
232
9th
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; a wizard who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on Concentration checks while casting a spell.
Spells
A wizard casts spells which are drawn from the master spell list. She can cast any spell she has memorised, and may also cast ritual spells (see Spellbook and Spells Known, below).
The master spell list is all 3.5. spell lists combined. If a spell appears at different levels on different 3.5 spell lists, use the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. If a spell requires a divine focus the wizard must provide one but need not use one of a particular deity unless they have a [Divine] feat (in which case they must use a divine focus corresponding to their deity or deities).
Note also that wizards don't have to prepare spells in advance.
To learn 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 10 + the spell level + the wizard’s Charisma modifier.
To cast a spell a wizard must spend magic points equal to the minimum wizard level needed to know that spell (e.g. 6 magic points for a 3rd-level spell). Cantrips cost 0 magic points.
A wizard's caster level is equal to their class level plus one-half their levels in all other classes plus their Charisma modifier.
Magic Points/Day
A wizard’s ability to cast spells is limited by the magic points he has available. His base daily allotment of magic points is given on Table: The Wizard, above. In addition, he receives bonus magic points per day if he has a high Wisdom score (see Table: Bonus Magic Points, below). His race may also provide bonus magic points per day, as may certain feats and items.
A wizard automatically regains magic points equal to their Wisdom modifier every hour, and completely regains their total magic points after 8 hours of rest.
Table: Bonus Magic Points
Wis Score
Bonus Magic Points (by Maximum Spell Level)
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
12-13
—
1
1
1
1
1
1
1
1
1
14-15
—
1
4
4
4
4
4
4
4
4
16-17
—
1
4
9
9
9
9
9
9
9
18-19
—
1
4
9
16
16
16
16
16
16
20-21
—
2
5
10
17
26
26
26
26
26
22-23
—
2
8
13
20
29
40
40
40
40
24-25
—
2
8
18
25
34
45
58
58
58
26-27
—
2
8
18
32
41
52
65
80
80
28-29
—
3
9
19
33
51
62
75
90
107
30-31
—
3
12
22
36
54
76
89
104
121
32-33
—
3
12
24
38
56
78
104
119
136
34-35
—
3
12
27
48
66
88
114
144
161
36-37
—
4
13
28
49
76
98
124
154
188
38-39
—
4
16
31
52
77
110
136
166
200
40-41
—
4
16
36
57
84
117
156
186
220
42-43
—
4
16
36
64
91
124
163
208
242
44-45
—
5
17
37
65
101
134
173
218
269
46-47
—
5
20
40
68
104
148
187
232
283
48-49
—
5
20
45
73
109
153
205
250
301
50-51
—
5
20
45
80
116
160
212
272
323
Spellbook and Spells Known
All of a wizard's spells known must be inscribed in their spellbook. Thereafter they are divided into memorised spells and ritual spells.
Spellbook: A wizard begins play with a spellbook containing all 0-level spells but no others. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own, or research her own spells. A wizard does not gain any spells when leveling up. There is no limit to how many spellbooks (and corresponding inscribed spells) a wizard may accumulate.
Memorised Spells: These are spells that a wizard has committed to memory. A wizard may memorise a number of spells of each level she can cast equal to her Intelligence modifier, and thereafter may cast them freely without referring to her spellbook. She may replace a memorised spell with a different one from her spellbook by studying her spellbook for one day per level of the spells to be exchanged.
Ritual Spell: Wizards can cast spells directly from their spellbooks without having them memorised, but the process is a lengthy and painstaking ritual. For spells with a base casting time of less than one hour, a ritual to cast that spell requires one hour per spell level. For spells with a base casting time greater than one hour, multiply the casting time by the spell level to see how long the ritual will take. A wizard must spend twice the usual number of magic points when casting a spell as a ritual, and their spellbook becomes an additional focus component required by the spell during the ritual. All other requirements and effects of a spell cast as a ritual are unchanged.
Willpower (Su)
A wizard's magical might sometimes exceeds the rituals and formulae of spells to become expressions of pure supernatural Willpower. A wizard may gains a number of uses of Willpower per day equal to 3 + her Charisma modifier. Willpower is used to activate various [Arcane] and [Divine] feats, as well as to perform counterspells.
Counterspell: A wizard is adept at countering spells as well as casting them. When a wizard identifies an enemy's spell as it is being cast (via a successful Spellcraft check), she may attempt to counter that spell as an immediate action. She must spend one of her daily uses of Willpower as well as magic points equal to the cost of the spell to be countered, and then make an opposed caster level check (rolling 1d20 + caster level) against the enemy spellcaster. She automatically wins this check unless the enemy spellcaster also spends a use of Willpower, in which case both she and the enemy spellcaster may spend any number of spell points to gain a +1 bonus on their check for each spell point they spend in this way. If the enemy spellcaster wins the check the spell is successfully cast, but if they fail the spell is countered and dissipates with no effect.
A wizard with 5 or more ranks in Knowledge (http://www.d20srd.org/srd/skills/knowledge.htm) (arcana) gets a +2 bonus on opposed caster level checks to counter spells.
Divine feats here.
(http://www.giantitp.com/forums/showthread.php?528629-Revamped-Wizard-Take-2-(Divine-Feats)&p=22141554#post22141554)Arcane feats (part one) here. (http://www.giantitp.com/forums/showthread.php?528741-Revamped-Wizard-Take-2-(Arcane-Feats-Abjuration-to-Enchantment)&p=22145822#post22145822)
Arcane feats (part two) here. (http://www.giantitp.com/forums/showthread.php?528867-Revamped-Wizard-Take-2-(Arcane-Feats-Evocation-to-Transmutation)&p=22149953#post22149953)
Miscellaneous feats. (http://www.giantitp.com/forums/showthread.php?529061-Revamped-Wizard-Take-2-(Misc-Arcane-and-Divine-Feats)&p=22155363#post22155363)
Wizard
Alignment
Any.
Hit Die
d4.
Class Skills
The wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (illusions) (Cha)*, Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
*A wizard that makes a Perform (illusions) check must cast at least one illusion spell (or prestidigitation) during the performance. She gains an untyped bonus on the check equal to the highest spell level amongst the spells she cast during the performance.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Wizard
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
Magic Points/Day
Maximum Spell Level Known
1st
+0
+0
+0
+0
Willpower
2
1st
2nd
+1
+0
+0
+0
—
4
1st
3rd
+1
+1
+1
+1
—
7
1st
4th
+2
+1
+1
+1
—
11
2nd
5th
+2
+1
+1
+1
—
16
2nd
6th
+3
+2
+2
+2
—
24
3rd
7th
+3
+2
+2
+2
—
33
3rd
8th
+4
+2
+2
+2
—
44
4th
9th
+4
+3
+3
+3
—
56
4th
10th
+5
+3
+3
+3
—
72
5th
11th
+5
+3
+3
+3
—
88
5th
12th
+6/+1
+4
+4
+4
—
104
6th
13th
+6/+1
+4
+4
+4
—
120
6th
14th
+7/+2
+4
+4
+4
—
136
7th
15th
+7/+2
+5
+5
+5
—
152
7th
16th
+8/+3
+5
+5
+5
—
168
8th
17th
+8/+3
+5
+5
+5
—
184
8th
18th
+9/+4
+6
+6
+6
—
200
9th
19th
+9/+4
+6
+6
+6
—
216
9th
20th
+10/+5
+6
+6
+6
—
232
9th
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; a wizard who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on Concentration checks while casting a spell.
Spells
A wizard casts spells which are drawn from the master spell list. She can cast any spell she has memorised, and may also cast ritual spells (see Spellbook and Spells Known, below).
The master spell list is all 3.5. spell lists combined. If a spell appears at different levels on different 3.5 spell lists, use the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. If a spell requires a divine focus the wizard must provide one but need not use one of a particular deity unless they have a [Divine] feat (in which case they must use a divine focus corresponding to their deity or deities).
Note also that wizards don't have to prepare spells in advance.
To learn 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 10 + the spell level + the wizard’s Charisma modifier.
To cast a spell a wizard must spend magic points equal to the minimum wizard level needed to know that spell (e.g. 6 magic points for a 3rd-level spell). Cantrips cost 0 magic points.
A wizard's caster level is equal to their class level plus one-half their levels in all other classes plus their Charisma modifier.
Magic Points/Day
A wizard’s ability to cast spells is limited by the magic points he has available. His base daily allotment of magic points is given on Table: The Wizard, above. In addition, he receives bonus magic points per day if he has a high Wisdom score (see Table: Bonus Magic Points, below). His race may also provide bonus magic points per day, as may certain feats and items.
A wizard automatically regains magic points equal to their Wisdom modifier every hour, and completely regains their total magic points after 8 hours of rest.
Table: Bonus Magic Points
Wis Score
Bonus Magic Points (by Maximum Spell Level)
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
12-13
—
1
1
1
1
1
1
1
1
1
14-15
—
1
4
4
4
4
4
4
4
4
16-17
—
1
4
9
9
9
9
9
9
9
18-19
—
1
4
9
16
16
16
16
16
16
20-21
—
2
5
10
17
26
26
26
26
26
22-23
—
2
8
13
20
29
40
40
40
40
24-25
—
2
8
18
25
34
45
58
58
58
26-27
—
2
8
18
32
41
52
65
80
80
28-29
—
3
9
19
33
51
62
75
90
107
30-31
—
3
12
22
36
54
76
89
104
121
32-33
—
3
12
24
38
56
78
104
119
136
34-35
—
3
12
27
48
66
88
114
144
161
36-37
—
4
13
28
49
76
98
124
154
188
38-39
—
4
16
31
52
77
110
136
166
200
40-41
—
4
16
36
57
84
117
156
186
220
42-43
—
4
16
36
64
91
124
163
208
242
44-45
—
5
17
37
65
101
134
173
218
269
46-47
—
5
20
40
68
104
148
187
232
283
48-49
—
5
20
45
73
109
153
205
250
301
50-51
—
5
20
45
80
116
160
212
272
323
Spellbook and Spells Known
All of a wizard's spells known must be inscribed in their spellbook. Thereafter they are divided into memorised spells and ritual spells.
Spellbook: A wizard begins play with a spellbook containing all 0-level spells but no others. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own, or research her own spells. A wizard does not gain any spells when leveling up. There is no limit to how many spellbooks (and corresponding inscribed spells) a wizard may accumulate.
Memorised Spells: These are spells that a wizard has committed to memory. A wizard may memorise a number of spells of each level she can cast equal to her Intelligence modifier, and thereafter may cast them freely without referring to her spellbook. She may replace a memorised spell with a different one from her spellbook by studying her spellbook for one day per level of the spells to be exchanged.
Ritual Spell: Wizards can cast spells directly from their spellbooks without having them memorised, but the process is a lengthy and painstaking ritual. For spells with a base casting time of less than one hour, a ritual to cast that spell requires one hour per spell level. For spells with a base casting time greater than one hour, multiply the casting time by the spell level to see how long the ritual will take. A wizard must spend twice the usual number of magic points when casting a spell as a ritual, and their spellbook becomes an additional focus component required by the spell during the ritual. All other requirements and effects of a spell cast as a ritual are unchanged.
Willpower (Su)
A wizard's magical might sometimes exceeds the rituals and formulae of spells to become expressions of pure supernatural Willpower. A wizard may gains a number of uses of Willpower per day equal to 3 + her Charisma modifier. Willpower is used to activate various [Arcane] and [Divine] feats, as well as to perform counterspells.
Counterspell: A wizard is adept at countering spells as well as casting them. When a wizard identifies an enemy's spell as it is being cast (via a successful Spellcraft check), she may attempt to counter that spell as an immediate action. She must spend one of her daily uses of Willpower as well as magic points equal to the cost of the spell to be countered, and then make an opposed caster level check (rolling 1d20 + caster level) against the enemy spellcaster. She automatically wins this check unless the enemy spellcaster also spends a use of Willpower, in which case both she and the enemy spellcaster may spend any number of spell points to gain a +1 bonus on their check for each spell point they spend in this way. If the enemy spellcaster wins the check the spell is successfully cast, but if they fail the spell is countered and dissipates with no effect.
A wizard with 5 or more ranks in Knowledge (http://www.d20srd.org/srd/skills/knowledge.htm) (arcana) gets a +2 bonus on opposed caster level checks to counter spells.