Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells; everything else is secondary. Wizards learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Class Features[edit | edit source]
Hit Die: d4.
Proficiencies: Proficient with club, dagger, light crossbow, heavy crossbow and quarterstaff. No armor or shields.
Skill Points: (*4 at 1st level): 2 + Int Modifier.
Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); wizards begin the game knowing all cantrips and four 1st-level spells.
Bonus Feats: The epic wizard gains a bonus feat every three levels after 20th
Epic Wizard Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting
Spell Casting This is an Arcane Spell Casting Class.
Class Abilities[edit | edit source]
Summon Familiar Gained: 1st level. Use: Selected. Once per day. Bonuses: Able to summon a small creature to assist, in combat or scouting. If the familiar dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day.
Wizard Bonus Feats Every five levels, the wizard may select a bonus feat, chosen from the Metamagic and Spell feat lists. This bonus feat is in addition to the feats every character gains for advancing in character level.
Custom Features[edit | edit source]
Crafting Competency - Wizards can expect favorable results in most crafting of magical items.
Detect Magic - Wizards can Detect Magic.
Expanded Spell Lists - As a practitioner of the arcane arts (magic), Wizards have a Spellbook which may contain Special Spells your PC has learned.
Scrying - Wizards can scry; viewing creatures or locations from a distance.
Experience Points - In addition to traditional methods, wizards earn experience points by collecting and studying books and similar items.
Custom Spells: Wizards can cast a great deal more spells in Argentum Regio, closer to their PnP counterparts. See 'Custom Spells' for more details.
RP Tips and In Game[edit | edit source]
Any Arcane caster, be they Wizard or Sorcerer will find that Detect Magic is their most useful tool in the toolbox. Upon entering an Area, new or not, get in the habit of engaging your Detect Magic capability and getting a feel for the present conditions. Notifying, or not, your PARTY-mates is an option governed by your own goals. Wild Magic in an Area will impact not only your own spell-use strategies, but also will cause your enemies' casting to go awry and you must account for this in your plans if you are to succeed.
Attend the College of Dohral and learn at least the basics of how things work with regard to magic and crafting. The PC does not have to be a crafter, but in his/her travels, your Wizard will discover many useful and curious items. Collecting these for research, use in manufacture of magical items or even sale or trade to other Arcanists will prove crucial to your ultimate success in attaining power.
Seek to learn all the rumors, legends and lore you can find - there are many secrets to be gleaned from the accumulated details and astute deduction. Seek the exotic spells and the lore surrounding them. Establish your Wizard with a home of his/her own by level ten and stock/equip it with suitable gear; bookshelves, lab gear, curios, etc.. Even if it is not useful to your PC specifically now, it may be trade-worthy later.