Wizard

School Specialization

 
Abjuration   Resistance (Ex) You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.   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 Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.   Energy Absorption (Su) At 6th level, you gain an amount of energy absorption equal to 3 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.   Banishment Associated School: Abjuration.   Replacement Powers: The following school powers replace the energy absorption power and the protective ward power of the abjuration school.   Unstable Bonds (Su): At 1st level, your touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.   Aura of Banishment (Su): At 8th level, you can emit a 30-foot aura of banishment for a number of rounds per day equal to your wizard level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.   Counterspell Associated School: Abjuration.   Replacement Powers: The following school powers replace the protective ward power and the energy absorption power of the abjuration school.   Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.   Counterspell Mastery (Su): At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.      
 
 
 
 
 
 
 
 
Table: The Wizard    
Level BAB Special 0 1st 2nd 3rd
1st +0 Familiar, Scribe 3 1
2nd +1 Scholar 4 2
3rd +1 Wizard Sublcass 4 2 1
4th +2 Scholar 4 3 2
5th +2 Bonus feat 4 3 2 1
6th +3 4 3 3 2
Alignment Any.   Hit Die d4.   Class Skills The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).   Skill Points at 1st Level (2 + Int modifier) ×4.   Skill Points at Each Additional Level 2 + Int modifier.   Class Features All of the following are class features of the wizard.   Weapon and Armor Proficiency Wizards are proficient with the club, dagger, sling and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.   Spells A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).   To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.   Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.   Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.   Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.   Familiar A wizard can obtain a familiar in exactly the same manner as a sorcerer can.   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, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.   These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.   Spellbooks A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.   A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.   School Specialization A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.   A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.   The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.   A wizard can never give up divination to fulfill this requirement.   Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.   The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.   Spells that do not fall into any of these schools are called universal spells.   Abjuration Spells that protect, block, or banish. An abjuration specialist is called an abjurer.   Conjuration Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.   Divination Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.   Enchantment Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.   Evocation Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.   Illusion Spells that alter perception or create false images. An illusion specialist is called an illusionist.   Necromancy Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.   Transmutation Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.   Universal Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

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