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WizardModifier

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Wizard ProgressionModifier

Alignment: Any.

Hit Die: Poor

Saves: Fortitude (Poor) , Reflex (Poor) , Will (Good)

Base Attack Bonus : Poor

Starting Gold: ???

Starting Age: ???

Skill Ranks at Each Level: Poor


Class Skills : The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).


Wizard Progression
Spellcasting
Level Power 1 2 3 4 5 6 7 8 9
1 Arcane Bond, Cantrips, Arcane School 1
2 Bonus Feat 2
3 Aspect of Power 3 1
4 Arcane School Power 4 2
5 Aspect of Power 4 3 1
6 Bonus Feat 4 4 2
7 Aspect of Power 4 4 3 1
8 Arcane School Power 4 4 4 2
9 Aspect of Power 4 4 4 3 1
10 Bonus Feat 4 4 4 4 2
11 Aspect of Power 4 4 4 4 3 1
12 Arcane School Power 4 4 4 4 4 2
13 Aspect of Power 4 4 4 4 4 3 1
14 Bonus Feat 4 4 4 4 4 4 2
15 Aspect of Power 4 4 4 4 4 4 3 1
16 Arcane School Power 4 4 4 4 4 4 4 2
17 Aspect of Power 4 4 4 4 4 4 4 3 1
18 Bonus Feat 4 4 4 4 4 4 4 4 2
19 Aspect of Power 4 4 4 4 4 4 4 4 3
20 Arcane School Power, Archmage 4 4 4 4 4 4 4 4 4

Class FeaturesModifier

The following are the 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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

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 wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his 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 his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he 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 feats 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 those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his 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 his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Archmage (Ex) : The Wizard unlocks the full potential of the magic within them, granting them several powerful abilities.

  • They gain the power to rejuvenate their spent magic. 1/Day per 10 class level, they may by focussing and studying their spellbook regain spend slots. They can recover 1 Spell Slot per minute they remain like this up to a maximum of minute equal to their Wizard level. A Wizard can never regain spell of a level higher than 5 by using this ability.
  • Their impressive (and possibly intimidating) skill with magic means they treat any arcane caster that know that the Wizard is a Archmage as one step friendlier to a maximum of Helpful.
  • They gain 1 Feat that may be changed each time they recover their spells. This feat must be an Magical or Metamagic feat.

Aspect of PowersModifier

The Wizard may choose one Aspect of Powers each time it gain this ability. Unless a ability say otherwise, each ability may only be selected once. Some power require to be of a certain wizard level or have other requirement.


Level 3

  • Cantrips Master : The Wizard may prepare 4 more Cantrips and use them at will. This ability may be select any number of time.
  • Sustenance : The Wizard may spend a Spell slot of level 1 instead of eating or drinking. Each spell level spend that way let the Wizard free of having to eat or drink for 1 day per spell slot level.
  • Minor Innate Spell : The Wizard choose a spell of level 1 and he may cast that spell once per day as a Spell-like ability. You may choose this ability more than once each time it apply to a different level 1 spell. You must be able to cast level 2 spell before selecting this power.
  • Bonus Feat I : You may choose a Bonus Magical or Metamagical feat.

Level 5

  • Lesser Innate Spell : The Wizard choose a spell of level 2 and he may cast that spell once per day as a Spell-like ability. He may now cast is level 1 Spell 3/Day. To select this Power you need to have Minor Innate Spell. You may choose this ability more than once each time it apply to a different level 2 spell.
  • Spell Weaving: The Wizard gains the power to weave and divide spell slots. When he refreshes spell slots, the magister may weave three lower level spell slots into one higher level spell slot (ie. 3 1st level slots become 1 2nd level slot, etc). The Wizard may also divide 1 higher level slot into 2 lower level slots (ie. 1 2nd level slot becomes 2 1st level slots). This imbalance is because magic resists being divided, and thus magisters cannot divide spells as well as they can weave them.
  • Resilient Magery (Su) : This ability makes the Wizard spells more difficult to dispel. Any dispel checks made against her spells are made with a -2 penalty. This power can be selected twice.
  • Mastery of Dispelling (Su) : The Wizard gains a +2 Bonus on dispel checks. This power can be selected up to twice.

Level 7

  • Greater Sustenance : The Wizard dont need to Eat, Drink or Breath and dosent have to spend any spell slots to do so. He still need to Sleep and need to eat or drink if he stay in a Antimagic or Dead Magic Zone. You need to have the Sustenance power before choosing this one.
  • Improved Innate Spell : The Wizard choose a spell of level 3 and he may cast that spell once per day as a Spell-like ability. He may now cast is level 1 Spell 5/Day and is level 2 Spell 3/Day. To select this Power you need to have Minor Innate Spell. You may choose this ability more than once each time it apply to a different level 3 spell.
  • Bonus Feat II : You may choose a Bonus Magical or Metamagical feat.
  • Greater Bond : The Wizard suffer no Experience lost if is Arcane Bond die and all is Hit Dice count when determining the power of is Arcane Bond (up to the maximum equal to is total character level).

Level 9

  • Greater Innate Spell : The Wizard choose a spell of level 4 and he may cast that spell once per day as a Spell-like ability. He may now cast is level 1 Spell At Will, is level 2 Spell 5/Day and is level 3 Spell 3/Day. To select this Power you need to have Minor Innate Spell. You may choose this ability more than once each time it apply to a different level 4 spell.
  • Spell Power : Your Caster level improved by +1. You make select this power up to 5 times.
  • Spell-Infused Body (Su) : Selecting this power grants the Wizard Damage Reduction 10/Magic.
  • Spell Resistance (Su) : The Wizard now have a Spell Resistance of 11 + Wizard level against Harmful spells effects. If he already have a Spell Resistance from another source he may increase it by +2 instead by selecting this power.
  • Recall Spell (Su) Can use a standard action to recall any spell she has already cast within the past hour. Essentially, the character regains the prepared spell (in the case of characters who prepare
    spells) or the spell slot (in the case of characters who don't prepare spells). You can do this 1 per day per Essentia Locked.

Level 11

  • Superior Innate Spell : The Wizard choose a spell of level 5 and he may cast that spell once per day as a Spell-like ability. He may now cast is level 1 and 2 Spell At Will, is level 3 Spell 5/Day and is level 4 Spell 3/Day. To select this Power you need to have Minor Innate Spell. You may choose this ability more than once each time it apply to a different level 5 spell.
  • Arcane Reach (Su) : The Wizard can use spells with a range of touch on a target up to 30 feet away. The Wizard must make a ranged touch attack.
  • Mastery of Shaping (Ex) : The Wizard can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
  • Bonus Feat III : You may choose a Bonus Magical or Metamagical feat.
  • Transcendent Fortitude (Su) : Once per day for each 10 levels, the Wizard can substitute a Will save for a Fortitude save.
  • Transcendent Reflexe (Su) : Once per day for each 10 levels, the Wizard can substitute a Will save for a Reflex save.
  • Paths of Fate (Su) : The Wizard gains knowledge of the twisted, myriad pathways of fate. Once per day per 10 levels, she can add her Wizard level as a luck bonus to one attack roll, ability or skill check, or saving throw; alternatively, she can add her Wizard level as a luck bonus to her AC against one attack. Activating this power doesn't take an action; the Wizard can even use it even on somebody else's turn if needed. However, she must choose to use this power before the roll is made.

Level 13

  • Major Innate Spell : The Wizard choose a spell of level 6 and he may cast that spell once per day as a Spell-like ability. He may now cast is level 1 to 3 Spells At Will, is level 4 Spell 5/Day and is level 5 Spell 3/Day. To select this Power you need to have Minor Innate Spell. You may choose this ability more than once each time it apply to a different level 6 spell.
  • Improved Arcane Reach (Su) : The Wizard can use spells with a range of touch on a target up to 60 feet away. The Wizard must have the Arcane Reach power before selecting this one.
  • Mastery of Counterspelling (Su) : When the Wizard counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
  • True Mastery of Shaping (Ex) : You can alter an area effect spell by changing the shape of the area. The new one must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted spell works normally in all respects except for its shape. In addition, you may increase the spell's area by 50%. The Wizard must have the Mastery of Shaping power before selecting this one.

Level 15

  • Mastery of the Elements (Ex) : The Wizard can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the Acid, Cold, Fire, Electricity, or Sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
  • Limit Break (Ex) : The Wizard spells that are dependent on caster level have their level caps increase by +2. (Ex: He may cast Magic Missile shoointg 6 missiles at lvl 11, throw Fireball of 12d6...) This power can be chosen up to 3 time. the second time the cap is augmented to +5 and the third time its removed completly.
  • Greater Arcane Reach (Su) : The Wizard can use spells with a range of touch on any target within Medium Range (100ft + 10ft/Wizard level). The Wizard must have the Improved Arcane Reach power before selecting this one.
  • Bonus Feat IV : You may choose a Bonus Magical or Metamagical feat.
  • True Mastery of Counterspelling (Su) : When you counter another's spell, instead of simply negating its effect or turning it on its caster, you can choose from among the following options:
    • Aid: You boost the effectiveness of an ally’s spell by applying one or more metamagic feat you know to the spell your ally is casting. For each 2 level of the spell Countered you may apply up to 1 level of Metamagic adjustement to your ally spell without increasing is spell level. For example, if you counter a level 6 spell you could choose to Maximize your ally spell or make it Silent, Still and Extend.
    • Manipulate: You seize control of the spell’s range, area, or targets (as appropriate), and reshape these factors as you choose. For example, you could cause an enemy wizard’s fireball to explode at his feet, or you could cause his haste spell to target your allies within the area he has specified. Only property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner. For example, you could not choose the targets of a sleep spell because the targets affected are determined by the spell itself, not the caster.

Level 17

  • Arcane Shield (Su) : You can channel arcane spell energy into a barrier that absorbs incoming attacks. The shield collapses after it absorbs a number of points of damage equal to your Wizard level x the level of the spell used to create the effect. This barrier is similar to a divine shield, except that it does not stop a divine blast and cannot be adjusted to ignore certain types of damage. You can only have one arcane shield at a time.
  • Arcane Fire (Su) : The Wizard gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per 4 class level of the Wizard plus 1d6 points of damage per level of the spell used to create the effect.
  • Greater Spell-Infused Body (Su) : The Wizard Damage Reduction changed to 20/Epic. You need to have the Spell-Infused Body power before selecting this one.
  • True Mastery of Elements (Ex) : When you cast a spell that deals elemental damage, the elemental damage is of the type that is most effective against the target. It aquires the appropriate elemental subtype. For example, if you cast a lightning bolt and it strikes a creature that is immune to fire, acid, and electricity, and has cold resistance 5, the spell would deal sonic damage to that target and possess the [sonic] descriptor. If a creature is equally vulnerable to multiple elements, you may choose which element the spell uses. You need to have the Mastery of Elements power before selecting this one.

Level 19

  • Greater Arcane Fire (Su) : Your arcane fire increases in potency. It now deals d10 damage instead of d6 and breaks through barriers as a Divine Blast would. You need to have the Arcane Fire power before selecting this one.
  • Greater Arcane Shield (Su) : Your arcane shield increases in power. It now has the ability to stop a Divine Blast, and can be adjusted so that it does not block damage that you ignore anyway. You need to have the Arcane Shield power before selecting this one.
  • Bonus Feat V : You may choose a Bonus Magical or Metamagical feat.

Abjuration SchoolModifier

The Abjurer uses magic against itself, and masters the art of defensive and warding magics.

Level 1 - The Abjurer Resistance (Ex) : You gain a Resistance of 2 per Wizard level to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day snd you must choose from Acid, Cold, Electricity, Fire, Sonic or Force.

Level 4 - Protective Ward (Su) : As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 Deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess.

Level 8 - Energy Absorption (Su) : You gain an amount of energy absorption equal to 5 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally. You can recharge that power by spending a spell slot to recover 5 time the spell level in Absorption points.

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Conjuration SchoolModifier

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

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Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Divination SchoolModifier

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

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Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Enchantment SchoolModifier

The enchanter uses magic to control and manipulate the minds of his victims.

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Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

Evocation SchoolModifier

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

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Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Illusion SchoolModifier

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Level 1 : Major Bloodline' ( Glamer : http://www.giantitp.com/forums/showthread.php?t=208703 )'

Level 4 - ''''Stronger Illusions' (Ex) : The Save DC of your Illusion spells that have a saving throw entry of "Will Disbelief" increase by +2. The DC to Dispel them is also increase by +2.

Level 8 - Resistance to Illusions (Ex) : +2 JdS vs Illusions

'Level 12 - 'Silent Illusions (Ex) : All your Illusions spells work without Verbal components as per the Silent Spell feat but without increasing their Spell level.

Level 14 - No Delusions (Ex) : No longer need to interact with illusion to merit a saving throw. If he can see or otherwise withness the illusory effect he can attempt a save.

Level 16 - Extended Illusions (Su) : Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Level 20 - Insidious Illusions (Su): A gnome illusionist who takes the 10th-level racial substitution level can cast illusion spells that are harder for other creatures to detect or pierce. When any creature employs a divination spell, spell-like ability, or magic item (such as detect magic or true seeing) that would detect or pierce an illusion spell cast by the gnome illusionist, that creature must make a caster level check (DC 11 + the gnome illusionist’s caster level) to successfully detect or pierce the illusion. The detecting creature can check only once for each divination spell or effect used, no matter how many of the gnome illusionist’s illusion spells are operating in an area.


For the Spell level round after casting an Illusion spell you gain Concealment.

Necromancy SchoolModifier

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

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Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and AlignmentChannel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

Transmutation SchoolModifier

Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Universalist SchoolModifier

Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Level 1 - xxx : ...

Level 4 - xxx : ...

Level 8 - xxx : ...

Level 12 - xxx : ...

Level 14 - xxx : ...

Level 16 - xxx : ...

Level 20 - xxx : ...

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Arcane BondModifier

When the wizard learn this power, he must decide what kind of Arcane Bond he's insterested to have. Some Arcane Bond favor certain School of Magic but still some prefer to not rely on item of powers and gain a companion instead.


  • Familiar Companion : Those who wish to never be alone choose the Familiar Companion. They exist a large variety of companion.
  • Spellbook Familiar : Those who use a Spellbook Familiar seem to have acces to much more spell than their collegue and most wizard who choose this path favor Enchantement and Necromancy.
  • Staff of Power : Those who use a Staff of Power seem to like beeing in melee and most wizard who choose this path favor Abjuration and Transmutation.
  • Wand of Power : Those who use a Wand of Power seem to like throwing spell against their opponent from distance and most wizard who choose this path favor Conjuration and Evocation.
  • Orb of Power : Those who use a Orb of Power seem to have greater defense and most wizard who choose this path favor Divination and Illusion.


Familiar CompanionModifier

xxx


Spellbook FamiliarModifier

A Spellbook Familiar is a Wizard’s spellbook which has been granted a semblance of life and sentience. A Spellbook Familiar retains the same size and shape it had before gaining sentience. The act of creating a Spellbook Familiar creates an intense bond between the character and his Spellbook Familiar. In many ways, a Wizard and his Spellbook Familiar are the same being. That’s why, for example, a Wizard can cast a spell with a range of “personal” on his Spellbook Familiar, even though normally he can cast such a spell only on himself.

Any spellbook may be granted life as a Spellbook Familiar. Many powerful wizards choose to awaken spellbooks which have been constructed with more durable materials than standard leather and parchment. (For rules for improved spellbook construction, see Complete Arcane). Materials which would increase the Hardness of a spellbook beyond that of a leather tome with parchment pages instead grant the Spellbook Familiar an Armor bonus to AC equal to half the Spellbook’s total Hardness minus one. . The bonus Hit Points granted by a material are multiplied by one-half of the wizard’s level; for example, an eighth-level wizard whose Spellbook Familiar has a cover of thin wood would be granted 4 extra hit points. Magical protections such as resistance to energy or mystical waterproofing are applied as normal. The GP costs of both material and magical upgrades remain unchanged.

Repairing Spellbook : If the Spellbook Familiar is damaged, 1d4 points of damage can be repaired with a DC 15 Craft: Bookbinding check. If it is destroyed (taken below 0 hit points), the Wizard immediately suffers an XP penalty exactly though he had possessed a standard Familiar which died, including the Fortitude save to avoid further XP loss. When this happens, pages containing (1d12-1) spells are completely destroyed, removing those spells from the Wizard’s spellbook (at least temporarily: see Living Ink, below).

The Wizard may choose to perform the ritual over another spellbook at this point, creating a new Spellbook Familiar, or he may choose to re-enact the ritual over the same spellbook, essentially returning the Spellbook Familiar to life. All Spellbook Familiars thus revived have remained understandably jittery for at least a week after their resurrection, and none have ever explained what (if anything) they experienced while “dead.” Spellbook Familiars which were destroyed through disintegration effects or fire damage are reduced to ash, and cannot be revived in this manner.

Spellbook Familiar
Level Power Int NA 0 1 2 3
1-2 Awaken, Spellcasting, Treatise 11 +3 3 - - -
3-4 Scribed in Memory, Living Ink 12 +4 3 1 - -
5-6 Papyrophage 13 +5 3 2 - -
7-8 Greater Empathic link 14 +6 3 3 - -
9-10 Improved Saves 15 +7 3 3 1 -
11-12 Spell Resistance 16 +8 3 3 2 -
13-14 Improved Flight 17 +9 3 3 3 -
15-16 Scry of Spellbook Familiar 18 +10 3 3 3 1
17-18 Summon Spellbook Familiar 19 +11 3 3 3 2
19-20 Scalamagdrion 20 +12 3 3 3 3

Awaken (Ex) : The Spellbook gain sentience an a intelligence score. Is of Tiny Size and id type is Construct with the Familiar subtype. He understand and can read all the language of is master but cannot speak out loud. He have the same Hit Dice as her master Wizard level. He have half the Hit Points of is Master and is caracteristic are Strenght 1 ; Dexterity 14 ; Consrirurion - ; Intelligence 7 ; Wisdom 10 ; Charisma 10. He use the same Save as is master (but with is own ability score, he can use Charisma instead of constitution for is Fort Save. He use the same BaB as is Master (Slam 1d2). Is Armor Class is 16 (+4 Size and +2 Natural Armor) when close, but when open or when using is spellcasting power is Natural Armor is reduced by half round down. He use the same rank in Skills as is master but with is own score and a racial bonus of +4 in Perception and Stealth. The Spellbook Familiar can move 20ft per round or Fly 10ft with Poor maneuvrability. The Spellbook Familiar gain the Hover, Empathic Link, Sighted, Share Spells and Slam Closed powers.

Hover (Su) : Despite its poor maneuverability in flight, the Spellbook Familiar has the ability to hover in one place for extended periods of time.

Implements : A Spellbook Familiar is a Implement and as such it confer a +1 Bonus per Enhancement it have on Caster level checks and Half that bonus on DC when casting spells from the Enchantment or Necromancy schools. The Wizard dont need materials component for is spells (from any schoold) as long as he have is Spellbook familiar in hand (he need them if the component cost more than the Spellbook familiar Hit Dice Squared (2 Gp at level 1 and 400 gp at level 20). The Owner need to have is Spellbook Familiar in hand when casting of he cast all is spells at -3 Caster levels (minimum level 1) and they are require more time to cast (Swift take a Move action, Move take a Standard, Standard take a Full-round and Full-round take 2 rounds)

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

Improved Saves (Ex) : When subjected to an attack that normally allows a Saving Throw for half effect or damage, a Spellbook Familiar takes no effect or damage if it makes a successful saving throw and partial effect or half damage if the saving throw fails.

Sighted (Ex) : Although it has no physical sensory organs, a Spellbook Familiar can magically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Spellbook Familiar still can’t discern invisible or ethereal beings. A Spellbook Familiar’s sighted range is 40 feet.

Slam Closed (Ex) : Whenever opened, a Spellbook Familiar may Slam Closed to protect its secrets. Any person holding or touching the Spellbook Familiar must make a Reflex save (DC 10 + 1/2 Wizard level + Spellbook Familiar Dexterity Bonus) or receive 1d2 points of bludgeoning damage as the book closes upon his hand. After slamming closed, the Spellbook Familiar is very difficult to open – any person who attempts to open it must succeed at a DC 20 + Half-Wizard level Strength check to pry open the covers and wrestle the pages into the proper position.

Share Spells (Su) At the owner’s option, he can have any spell (but not any spell-like ability) he casts on himself also affect his Spellbook Familiar, as long as that spell can affect creatures of the construct type. The Spellbook Familiar must be within 5 feet of him at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Spellbook Familiar if it moves farther than 5 feet away, and will not affect the Spellbook Familiar again, even if it returns to its owner before the duration expires.
Additionally, the owner can cast a spell with a target of “You” on his Spellbook Familiar (as a touch range power) instead of on himself. The owner and Spellbook Familiar cannot share spells if the powers normally do not affect creatures of the Spellbook Familiar’s type (construct).

Spellcasting (Sp) : The Spellbook familiar is able to cast a limited number of spells per day. He have aa spell list of all spell it contain but can cast only a number of time equal to what's dincated in the table above. He may gain bonus spell slots from a high intelligence score.

Treatise (Ex) As part of the ritual that awakens the Spellbook Familiar to consciousness, the Wizard must scribe a short passage onto the inner covers. This writing, which cannot be affected by the Spellbook Familiar’s Living Ink ability, reinforces the Wizard’s knowledge and training once the Spellbook Familiar has been awakened, granting the Wizard a small bonus according to the subject matter of the writing.

Treatise
Subject of the Treatise Bonus Gained
Anatomical Diagrams +3 Heal
Decorative Schematics +3 Craft
Depictions of Secrets Doors +3 Search
Dream Journal +2 Will Save
Etiquette Pamphlet +3 Diplomacy
Intellectual Essay +3 Knowledge (Wizard Choice)
Keys to Various Ciphers +3 Decipher Script
List of Herbal Antidotes +2 Fortitude Save
Military Speech +2 Initiative
Mystery Story +3 Gather Information
Notes on Camouflage +3 Stealth
Paragraph of Falsehood +3 Bluff
Short Mantra +3 Concentration
Stretching Instructions +2 Reflex Save

Scribed in Memory : The Spellbook Familiar can remember nonmagical writings it consumes, later calling them up onto its own pages via its Living Ink ability. The Spellbook Familiar may store a total number of pages equal to the (wizard’s class level + the Spellbook familiar intelligence bonus) squared at any one time. If it later wishes to add more pages to its store, it must overwrite other pages of its choice.

Papyrophage (Ex) : The Spellbook Familiar can consume other mundane or magical writings in order to gain more space for spells. All writings can add more blank writing space to the Spellbook Familiar, he gain 1 Blank page for each 2 silver worth of paper it ingest. It takes the Spellbook Familiar about a minute to devour enough paper to grow a single extra page. It can grow up to ten times the Wizard’s level in new pages per day.
No matter how many new pages a Spellbook Familiar gains, it never seems as large as it ought to be. The Spellbook Familiar increases by the thickness of a single page for every ten new pages it gains.
If the Spellbook Familiar devours magical writing, it may choose to repair its wounds or glean scribing materials rather than raw paper. For every page of a spellbook or 100 GP's worth of other magical writings consumed, the Spellbook Familiar may, rather than gaining blank writing space, heal 1d8 points of damage to itself or gain all the materials required to scribe a spell onto a single blank page already in the book. The wizard need only trace onto the page with a blank stylus, and ink wells up to fill out the lines. Scribing a spell in such a manner still takes one day per spell, as though scribing the spell normally.
If the Spellbook Familiar devours a paper that has been scribed with Explosive Runes or some other offensive spell, there is a chance that it can harmlessly digest the spell energy. The Spellbook Familiar must make a Fortitude save (if the spell in question required a Fortitude save or a Reflex save against a physical effect) or Will save (if the spell in question required a Will save or a Reflex save against a mental effect) vs. the spell’s original DC. If the Spellbook Familiar fails the save, it gains no benefits from consuming the paper and the spell goes off, either targeting the Spellbook Familiar or centered on its square. If the Spellbook Familiar succeeds on its save, it harmlessly absorbs the spell energy, and acts as though it had devoured a scroll of the spell in question.

Living Ink (Su) : The Spellbook Familiar has complete control of the ink placed within it, and a completely accurate memory of everything that has ever been scribed within its pages. This allows it to shift the writing on the spells in its pages in strange and confusing manners, increasing the DC of the Spellcraft check required for another wizard to copy spells from it by 2+1/2 the master's level. Also, the book's perfect memory of its contents allows a wizard to replace damaged pages more easily. Any time pages of the Spellbook Familiar have been removed or damaged, the Wizard may transfer the contents of those pages to any blank pages in the book. This requires the same materials used to scribe such spells in the first place, except that the wizard need only pour the ink onto the proper page of the spellbook, which then shapes it into the proper symbols. This takes the book half a day per page, although the wizard need not attend after he has given it the proper amount of ink. Once the Spellbook Familiar gains the Papyrophage ability, it may use the ink and materials obtained through the consumption of other magical writings to replace pages through its Living Ink ability.

Greater Empathic Link (Su) : Your Empathic Link now works across planes with unlimied range. You can also speak mentally with your Spellbook Familiar not just relying on emotions. As a Full-round action you may use your Spellbook Familiar sense of Sight instead of your own, returning to your sense is a free action.

Spell Resistance (Su) : Spellbook Familiar gains spell resistance equal to the master’s level + 11. 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 Spellbook Familiar’s spell resistance.

Improved Flight (Su) : The Spellbook Familiar fly speed increase to 50 feet (Poor).

Scry on Spellbook Familiar (Sp) : The owner may scry on his Spellbook Familiar (as if casting the scrying spell) once per day. He can also spend a level 3 spell slot instead if he want to use it again.

Summon Spellbook Familiar (Sp) : The owner may Teleport is Familiar to him once per day as the Teleportation without error spell but affecting only the familiar. He can also spend a level 6 spell slot instead if he want to use it again.

Scalamagrion (Su) : The Spellbook Familiar acquire the ability to transform in a Scalamagdrion as a Full-round action. He can regain is Spellbook form as a free action but have no limit on the time he spend in either form. He still have all is Spellbook Familiar power while in Scalamagdrion form.


Staff of PowerModifier

A lot of the most powerful mage have carried a Staff for most of their career. Those staff who become part of their legend may in fact have been Staff of Power.

Staff of Power
Level Power Int NA 0 1 2 3
1-2 Awaken, Spellcasting, Channel 11 +3 3 - - -
3-4 Improved Saves 12 +4 3 1 - -
5-6 Shield Master 13 +5 3 2 - -
7-8 Greater Empathic link 14 +6 3 3 - -
9-10 Spell Resistance 15 +7 3 3 1 -
11-12 Animate Staff 16 +8 3 3 2 -
13-14 Improved Flight 17 +9 3 3 3 -
15-16 Scry of Staff of Power 18 +10 3 3 3 1
17-18 Summon Staff of Power 19 +11 3 3 3 2
19-20 Staff of Power 20 +12 3 3 3 3

Awaken (Ex) : The Staff gain sentience an a intelligence score. He's of Tiny Size and is type is Construct with the Familiar subtype. He understand and can read all the language of is master but cannot speak out loud. He have the same Hit Dice as her master Wizard level. He have half the Hit Points of is Master and her caracteristic are Strenght 1 ; Dexterity 14 ; Constitution - ; Intelligence 7 ; Wisdom 10 ; Charisma 10. He use the same Save as is master (but with is own ability score, he can use Charisma instead of constitution for is Fort Save. He use the same BaB as is Master (Slam 1d6). Is Armor Class is 16 (+4 Size and +2 Natural Armor). He use the same rank in Skills as is master but with is own score and a racial bonus of +4 in Perception and Stealth. The Staff of Power can move 20ft per round or Fly 10ft with Poor maneuvrability. The Staff of Power gain the Hover, Empathic Link, Sighted and Share Spells powers.

Hover (Su) : Despite its poor maneuverability in flight, the Staff of Power has the ability to hover in one place for extended periods of time.

Spellcasting (Su) : The Staff of Power is able to cast a limited number of spells per day. He may cast and prepare spell from the Spellbook of is Master but only spells with a Range of Touch or Personal and can cast only a number of time equal to what's indicated in the table above. He may gain bonus spell slots from a high intelligence score.

Channel (Su) The Owner may use is staff to deliver any of is touch attack spell and deal the normal staff damage as well as the spell effect. The Staff of Power weilder may also cast spell he not have memorized but are currently in memory of the staff just as if he had them. To use them he need to expand a spell of the same level as the one he want to use.

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

Implements : A Staff of Power is a Implement and as such it confer a +1 Bonus per Enhancement it have on Caster level checks and Half that bonus on DC when casting spells from the Abjuration or Transmutationschools. The Wizard dont need materials component for is spells (from any schoold) as long as he have is Staff of Power in hand (he need them if the component cost more than the Staff of Power Hit Dice Squared (2 Gp at level 1 and 400 gp at level 20). The Owner need to have is Staff of Power in hand when casting of he cast all is spells at -3 Caster levels (minimum level 1) and they are require more time to cast (Swift take a Move action, Move take a Standard, Standard take a Full-round and Full-round take 2 rounds)

Sighted (Ex) : Although it has no physical sensory organs, a Staff of Power can magically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Staff of Power still can’t discern invisible or ethereal beings. A Staff of Power’s sighted range is 40 feet.

Share Spells (Su) At the owner’s option, he can have any spell (but not any spell-like ability) he casts on himself also affect his Staff of Power, as long as that spell can affect creatures of the construct type. The Staff of Power must be within 5 feet of him at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Staff of Power if it moves farther than 5 feet away, and will not affect the Staff of Power again, even if it returns to its owner before the duration expires.
Additionally, the owner can cast a spell with a target of “You” on his Staff of Power (as a touch range power) instead of on himself. The owner and Staff of Power cannot share spells if the powers normally do not affect creatures of the Staff of Power’s type (construct).

Animate Staff (xx) : The Staff of Power is able to animate up to 1 Staff per pts of intelligence he have so that they gain the Dancing propriety for 1 round per 2 Hit Dice it have. The Staff of Power may only use this power once per encounter.

Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights using the base attack bonus of the one who loosed it but can only make one attack per round each. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the Staff. The Staff is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the Staff shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action.

Shield Master (Su) : As long as the Staff of Power Owner is not Flat-footed it gain a +1 Shield bonus (plus the enhancement bonus of the Staff) to is Armor Class, Reflex Save and Combat Defense Bonus. Once per round the Staff may Deflect an arrow as per the Deflect Arrows feat.

Improved Saves (Ex) : When subjected to an attack that normally allows a Saving Throw for half effect or damage, a Staff of Power takes no effect or damage if it makes a successful saving throw and partial effect or half damage if the saving throw fails.

Greater Empathic Link (Su) : Your Empathic Link now works across planes with unlimied range. You can also speak mentally with your Staff of Power not just relying on emotions. As a Full-round action you may use your Staff of Power sense of Sight instead of your own, returning to your sense is a free action.

Spell Resistance (Su) : Staff of Power gains spell resistance equal to the master’s level + 11. 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 Staff of Power’s spell resistance.

Improved Flight (Su) : The Staff of Power fly speed increase to 50 feet (Poor).

Scry on Staff of Power (Sp) : The owner may scry on his Staff of Power (as if casting the scrying spell) once per day. He can also spend a level 3 spell slot instead if he want to use it again.

Summon Staff of Power (Sp) : The owner may Teleport is Familiar to him once per day as the Teleportation without error spell but affecting only the familiar. He can also spend a level 6 spell slot instead if he want to use it again.

Staff of Power (Su) : The Staff truly became a Staff of Power with 1 Charge per Hit Dice it have instead of the normal 10 charges and gaining all the other abilities of a Staff of Power while retaining is own powers. Beeing awaken the staff may decide to use some of is charge of is own will. There's rumor that say that the Owner of a Staff of Power have the possibility to do a Ritual to change the spell it contain, but this is a secret well guarded.


Wand of PowerModifier

Its common to see a spellcaster wave a Wand to cast is spell. That's the norm for those who want to Blast things as the wand greatly increase their fire power.

Wand of Power
Level Power Int NA 0 1 2 3
1-2 Awaken, Spellcasting, Blast 11 +3 3 - - -
3-4 Telekinesis 12 +4 3 1 - -
5-6 Improved Saves 13 +5 3 2 - -
7-8 Greater Empathic link 14 +6 3 3 - -
9-10 Spell Resistance 15 +7 3 3 1 -
11-12 16 +8 3 3 2 -
13-14 Improved Flight 17 +9 3 3 3 -
15-16 Scry of Wand of Power 18 +10 3 3 3 1
17-18 Summon Wand of Power 19 +11 3 3 3 2
19-20 Wand of Power 20 +12 3 3 3 3

Awaken (Ex) : The Wand gain sentience an a intelligence score. He's of Tiny Size and is type is Construct with the Familiar subtype. He understand and can read all the language of is master but cannot speak out loud. He have the same Hit Dice as her master Wizard level. He have half the Hit Points of is Master and her caracteristic are Strenght 1 ; Dexterity 14 ; Constitution - ; Intelligence 7 ; Wisdom 10 ; Charisma 10. He use the same Save as is master (but with is own ability score, he can use Charisma instead of constitution for is Fort Save. He use the same BaB as is Master (Slam 1d6). Is Armor Class is 16 (+4 Size and +2 Natural Armor). He use the same rank in Skills as is master but with is own score and a racial bonus of +4 in Perception and Stealth. The Wand of Power can move 20ft per round or Fly 10ft with Poor maneuvrability. The Wand of Power gain the Hover, Empathic Link, Sighted and Share Spells powers.

Hover (Su) : Despite its poor maneuverability in flight, the Staff of Power has the ability to hover in one place for extended periods of time.

Spellcasting (Su) : The Wand of Power is able to cast a limited number of spells per day. He may cast and prepare spell from the Spellbook of is Master but only spells with Short, Medium or Long Range and can cast only a number of time equal to what's indicated in the table above. He may gain bonus spell slots from a high intelligence score.

Blast (Sp) : The Owner of the Wand of Power may use it to cast spells he dont have prepared. He need to expand the spell slots normally but beside is own spell he have acces to all spells currently memorized by is Wand of Power. To use them he need to expand a spell of the same level as the one he want to use. If he prefer he may use the Wand to Blast a target within Long Range dealing is Wizard level + 1d8 Untyped Damage per Spell slot used. The target is allowed a Reflex Save (DC 10 + 1/2 Spellcaster lvl + Primary Spellcasting Ability Score modifier) for half damage and this blast is need to bypass Spell Resistance as normal.

Implements : A Wand of Power is a Implement and as such it confer a +1 Bonus per Enhancement it have on Caster level checks and Half that bonus on DC when casting spells from the Conjuration or Evocation schools. The Wizard dont need materials component for is spells (from any schoold) as long as he have is Wand of Power in hand (he need them if the component cost more than the Wand of Power Hit Dice Squared (2 Gp at level 1 and 400 gp at level 20). The Owner need to have is Wand of Power in hand when casting of he cast all is spells at -3 Caster levels (minimum level 1) and they are require more time to cast (Swift take a Move action, Move take a Standard, Standard take a Full-round and Full-round take 2 rounds)

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

Sighted (Ex) : Although it has no physical sensory organs, a Wand of Power can magically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Wand of Power still can’t discern invisible or ethereal beings. A Wand of Power’s sighted range is 40 feet.

Share Spells (Su) At the owner’s option, he can have any spell (but not any spell-like ability) he casts on himself also affect his Wand of Power, as long as that spell can affect creatures of the construct type. The Wand of Power must be within 5 feet of him at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Wand of Power if it moves farther than 5 feet away, and will not affect the Wand of Power again, even if it returns to its owner before the duration expires.
Additionally, the owner can cast a spell with a target of “You” on his Wand of Power (as a touch range power) instead of on himself. The owner and Wand of Power cannot share spells if the powers normally do not affect creatures of the Wand of Power’s type (construct).

Telekinesis (Sp) : The Wand can use Hand Mage Hand at will and may use the Telekinesis spell once per pts of Intelligence Bonus the Wand have.

XXX (xx) : ...

Improved Saves (Ex) : When subjected to an attack that normally allows a Saving Throw for half effect or damage, a Wand of Power takes no effect or damage if it makes a successful saving throw and partial effect or half damage if the saving throw fails.

Greater Empathic Link (Su) : Your Empathic Link now works across planes with unlimied range. You can also speak mentally with your Wand of Power not just relying on emotions. As a Full-round action you may use your Wand of Power sense of Sight instead of your own, returning to your sense is a free action.

Spell Resistance (Su) : Wand of Power gains spell resistance equal to the master’s level + 11. 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 Wand of Power’s spell resistance.

Improved Flight (Su) : The Wand of Power fly speed increase to 50 feet (Poor).

Scry on Wand of Power (Sp) : The owner may scry on his Wand of Power (as if casting the scrying spell) once per day. He can also spend a level 3 spell slot instead if he want to use it again.

Summon Wand of Power (Sp) : The owner may Teleport is Familiar to him once per day as the Teleportation without error spell but affecting only the familiar. He can also spend a level 6 spell slot instead if he want to use it again.

Wand of Power (Su) : The Wand gain the ability to create 1 Wand per Bonus of Intelligence it have. Theses wand contain a spell of level 1-4 the process of creating a Wand take 8h and the wand usally do this while is master is regaining is spell. Each Wand share the same pool of 50 charges but beside that anybody that can use the wand can use it normally, as long as thoses wands are within 100ft of the Wand of Power. The Wands can create only Wands with power it can cast itself. The Wand of Power may decide to use charges from the pool instead of is own spell slots if she prefer. The Wand can also use is Telekinesis spell at will.

Orb of PowerModifier

xxx

Orb of Power
Level Power Int NA 0 1 2 3
1-2 Awaken, Absorb, Spellcasting 11 +3 4 1 - -
3-4 Spell Storage 12 +4 4 2 - -
5-6 Improved Saves 13 +5 4 3 - -
7-8 Spell Resistance 14 +6 4 4 1 -
9-10 Crystal Ball 15 +7 4 4 2 -
11-12 Greater Empathic link 16 +8 4 4 3 -
13-14 Improved Flight 17 +9 4 4 4 1
15-16 Scry of Orb of Power 18 +10 4 4 4 2
17-18 Summon Orb of Power 19 +11 4 4 4 3
19-20 Will-o'-Wisp 20 +12 4 4 4 4

Awaken (Ex) : The Orb gain sentience an a intelligence score. He's of Tiny Size and is type is Construct with the Familiar subtype. He understand and can read all the language of is master but cannot speak out loud. He have the same Hit Dice as her master Wizard level. He have half the Hit Points of is Master and her caracteristic are Strenght 1 ; Dexterity 14 ; Constitution - ; Intelligence 7 ; Wisdom 10 ; Charisma 10. He use the same Save as is master (but with is own ability score, he can use Charisma instead of constitution for is Fort Save. He use the same BaB as is Master (Slam 1d6). Is Armor Class is 16 (+4 Size and +2 Natural Armor). He use the same rank in Skills as is master but with is own score and a racial bonus of +4 in Perception and Stealth. The Orb of Power can move 20ft per round or Fly 20ft with Good maneuvrability. The Wand of Power gain the Empathic Link, Sighted and Share Spells powers.

Implements : A Orb of Power is a Implement and as such it confer a +1 Bonus per Enhancement it have on Caster level checks and Half that bonus on DC when casting spells from the Divination or Illusion schools. The Wizard dont need materials component for is spells (from any schoold) as long as he have is Orb of Power in hand (he need them if the component cost more than the Orb of Power Hit Dice Squared (2 Gp at level 1 and 400 gp at level 20). The Owner need to have is Orb of Power in hand when casting of he cast all is spells at -3 Caster levels (minimum level 1) and they are require more time to cast (Swift take a Move action, Move take a Standard, Standard take a Full-round and Full-round take 2 rounds)

Spellcasting (Su) : The Orb of Power is not able to cast spells on is own but he give bonus spells slots to is master as indicated in the table above.

Absorb (Su) : The Orb may as a Full-round action form a Globe of Protection around him and the owner (if in hand). This give a Deflection bonus to AC, Combat Defense and Reflex Save equal to 1 + the Orb Enhancement bonus. It also let the user use the Spell Resistance of the Orb if it have any. Finally each attack that sill pass this barrier have their damage reduce by 1 per Hit Dice of the Orb.

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

Sighted (Ex) : Although it has no physical sensory organs, a Orb of Power can magically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Orb of Power still can’t discern invisible or ethereal beings. A Orb of Power’s sighted range is 40 feet.

Share Spells (Su) At the owner’s option, he can have any spell (but not any spell-like ability) he casts on himself also affect his Orb of Power, as long as that spell can affect creatures of the construct type. The Orb of Power must be within 5 feet of him at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Orb of Power if it moves farther than 5 feet away, and will not affect the Orb of Power again, even if it returns to its owner before the duration expires.
Additionally, the owner can cast a spell with a target of “You” on his Orb of Power (as a touch range power) instead of on himself. The owner and Orb of Power cannot share spells if the powers normally do not affect creatures of the Orb of Power’s type (construct).

Spell Storage (Ex) : The Orb of Crystal can store 1 + 1 per Int bonus of the Orb spell of each level is master have access. Thoses spells need to be from the Divination or Illusion schools and the mage can at any time convert one of is prepared spell of the same level to cast one from the orb list.

Improved Saves (Ex) : When subjected to an attack that normally allows a Saving Throw for half effect or damage, a Orb of Power takes no effect or damage if it makes a successful saving throw and partial effect or half damage if the saving throw fails.

Greater Empathic Link (Su) : Your Empathic Link now works across planes with unlimied range. You can also speak mentally with your Orb of Power not just relying on emotions. As a Full-round action you may use your Orb of Power sense of Sight instead of your own, returning to your sense is a free action.

Crystal Ball (Su) : The Orb can now act as a Crystal Ball while retaining is own powers. Beeing awaken the staff may decide to spy on someone of is own will. At level 11 it also gain See Invisibility, At level 13 it gain Detect Thoughts. At level 15 it act as a Greater Scrying spell. At level 17 it gain Telepathy anf Finally at level 19 it gain True Seeing.

Spell Resistance (Su) : Orb of Power gains spell resistance equal to the master’s level + 11. 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 Orb of Power’s spell resistance.

Improved Flight (Su) : The Orb of Power fly speed increase to 50 feet (Perfect)

Scry on Orb of Power (Sp) : The owner may scry on his Orb of Power (as if casting the scrying spell) once per day. He can also spend a level 3 spell slot instead if he want to use it again.

Summon Orb of Power (Sp) : The owner may Teleport is Familiar to him once per day as the Teleportation without error spell but affecting only the familiar. He can also spend a level 6 spell slot instead if he want to use it again.

Will-O'-Wisp (Su) : The Orb of Power acquire the ability to transform in a Will-O'-Wisp as a Full-round action. He can regain is Staff form as a free action but have no limit on the time he spend in either form. He still have all is Staff of Power power while in Will-O'-Wisp form.

Arcane Spells and ArmorModifier

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

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