Wizard

Some choose to master the art of magic through long hours of study, poring over tomes of long-forgotten (perhaps best left forgotten) arcane knowledge. Wizards have gained the ability to reshape reality to fit their whims, using nothing but a keen mind and dedicated study. They are known for both the immense power wrought by their arcane magic and their single-minded drive to study and re-study, which is key to maintaining their abilities.

d4 hit die, 1 + Intellect skill points per level

Class skills: Arcana, Linguistics, Technology, World, Device, Craft, Profession

Good resistances: Intellect, Acumen, Ego, Charm

Proficiencies: Simple weapons.

**Spellcasting**:

A wizard records arcane spells in a spellbook, and must study this for 1 hour each long rest in order to prepare spells. They begin with a number of spells inscribed in their book equal to 4 + I mod. They add 3 spells to their spellbook each level. Additional arcane spells may be added to their spellbook by copying them out of the spellbooks of other casters, or copying them from a stored magic item, such as a scroll, which consumes the item. Spellbooks are usually quite ornate, and written with rare inks and bound in the hide of strange creatures. The DC of a wizard’s spells is 16 + MB used to cast + I, and gain additional spells with an ability score determined by their Arcane Discipline.

**Arcane Discipline**:

At 1st level, the wizard chooses an Arcane Discipline to focus their studies on. This affects their spellcasting and access to spells, and also brings other advantages.

-Demoniac: Wizards of this discipline use Ego to determine their number of spells per long rest. Furthermore, the wizard may choose 3 spells per spell level from the eldritch spell list, which they may inscribe in their book as if they were arcane spells. They also gain one First Boon, as per the warlock class feature.

-Ectomancer: Wizards of this discipline use Resolve to determine their number of spells per long rest. Furthermore, the wizard may choose 3 spells per spell level from the aberrant spell list, which they may inscribe in their book as if they were arcane spells.

-Enchanter: Wizards of this discipline use Charm to determine their number of spells per long rest. Further the wizard may choose 3 spells per spell level from the dramaturgic spell list, which they may inscribe in their book as if they were arcane spells. The wizard also gains Diplomacy and Perform as class skills.

-Kineticist: Wizards of this discipline use Power to determine their number of spells per long rest. The wizard may only cast spells from the arcane list. The wizard gains proficiency with martial weapons and light armor. They gain Combat Casting as a bonus feat, even if they do not meet the prerequisites.

-Natural Philosopher: Wizards of this discipline use Acumen to determine their number of spells per long rest. Further the wizard may choose 3 spells per spell level from the alchemical spell list, which they may inscribe in their book as if they were arcane spells. At 1st level, they get the feat Brew Potion as a bonus feat. Additionally, they can make potions using arcane spells.

-Viridian: Wizards of this discipline use Resolve to determine their number of spells per long rest. They are unable to wield iron or steel wands, staves, weapons, or armor. Further the wizard may choose 2 spells per spell level from the halcyon spell list, which they may inscribe in their book as if they were arcane spells. They gain Nature as a class skill.

**Scribe Scroll:**

At 1st level wizards gain Scribe Scroll as a bonus feat, and a bonus to Arcana checks equal to half their level.

**Bonus Feats**:

At 4th level and every 4 levels thereafter, wizards gain a bonus feat. This feat must be chosen from the Magic, Metamagic, or Item Creation Feats lists.

**Magician’s Assistant**:

At 2nd level, wizards gain an assistant in the form of either a familiar, staff, or a wand. The abilities of these assistants are detailed on the tables below.

**Familiars:**

A familiar usually takes one of the following animal forms, and grants the associated bonuses and additional class skill to the wizard. All familiars begin with the same base ability scores, and all familiars have HP and Health equal to half the wizard’s. The familiar’s CB and base resistances are the same as those of the wizard. The familiar selects 2 skills, and gains bonuses as though they had a number of ranks in these skills equal to 1 + ½ the wizard’s level. A familiar that dies or is otherwise lost can be replaced in a ritual requiring 8 hours spread over two days and 100gp. Until the familiar is replaced, the wizard gains no benefits from having a familiar other than the associated class skill.

**Forms:**

Amphibian: A newt, toad, or some other small amphibian. The wizard gains poison tolerance 5. Insight.

Arachnid: A large Tarantula or Scorpion. The wizard gains +2 to Resolve resistances. Intimidate.

Cat: A standard housecat, usually black. The wizard gains an additional 2 HP and 2 Health. Acrobatics.

Fowl: A bird, usually an owl or a raven. The wizard gains a +4 to Spot checks. Spot.

Fish: A small fish. The wizard gains a swim speed equal to half their land speed.  Athletics.

Lizard: A lizard, gecko, or drake hatchling. The wizard gains fire tolerance 5. Sense.

Primate: A monkey, lemur, or other tiny simian. The wizard gains +4 to Craft checks. Tinker.

Rodent: A small rodent, usually a rat, hamster, or a mouse. The wizard gains a +4 to Stealth checks. Stealth.

Serpent: A small snake, often a viper. The wizard gains poison tolerance 5. Deception.

Base Ability Scores: P 2, F 14, G 12, V 12, S -15, I 10, A 8, R 8, E 12, C 12

Boon: This refers to the ability granted by the familiar at 1st level. The specific ability and extra class skill is dependent on the familiar’s form.

Awaken: The familiar is more intelligent than a typical animal of its type, and gains a +6 to one mental ability score.

Arcane Channel: The familiar is able to amplify one type of their wizards abilities, chosen at 2nd level.

Displacing: Once per short rest, the wizard can cast a spell through their familiar. Their familiar is considered to be the spell’s origin, although the spell retains the wizard’s DC and spell focus bonus.

Guiding: Against foes within the familiar’s threatened range, the wizard gains a bonus to hit with spells requiring ranged touch attacks equal to 2 + ¼ lvl.

Harrying: While the familiar is within their wizard’s square, the wizard’s spells do not provoke opportunity attacks. The familiar and their wizard are always considered to be flanking targets threatened by the other.

Intensifying: The wizard selects a single spell. When in contact with their familiar, this spell gains +1 to DCs and spell focus. This choice can be changed only when the wizard gains a level.

Perpetuating: Once per short rest, the familiar can amplify a spell’s duration. As long as the familiar remains in contact with the target, the spell’s duration is tripled.

Reforming: Once per long rest, the wizard can consume the life essence of the familiar in order to regain an expended spell slot, slaying it as a free action. When the familiar dies as a result of this process, replacing the familiar requires only a 2 hour ritual with no material cost.

Storing: Once per long rest, the wizard may cast a spell into their familiar. The spell is held as a weapon with the storing property, but can only be held for only one minute per spell level (min 1). If the spell is not delivered, the spell dissipates dealing 1d10 electric damage per spell level to the familiar and all creatures within 5ft.

Strategizing: The wizard selects one Teamwork Feat. The familiar and wizard are treated as if they possess this teamwork feat, but only gain its benefits with each other. The familiar does not need to qualify for this feat.

Evasion: When the familiar succeeds a Grace resistance that would normally allow them to take only half damage from an effect, they instead take no damage.

Share Spells: When casting a spell on themselves, the wizard may halve the duration to have it affect their familiar as well, so long as the familiar is adjacent to them, even if they would not normally be a viable target for this spell.

Share Senses: The wizard may see through their familiar’s eyes and control its movement, in an effect similar to possession. It is a standard action to assume control of the familiar’s body in this way, and the wizard is *helpless* while doing so. The wizard uses their own skill modifiers, but gains access to any special senses that the familiar has (e.g. darkvision or infravision). This effect may be ended as a swift action.

Share Healing: Whenever the wizard heals from a magical source, they may channel any portion of that healing to their familiar and vice versa. This healing must be channeled by touching the familiar, and the familiar may not regain HP past its maximum.

Mind Link: The wizard is able to speak with their familiar telepathically. This mental link may continue over a distance equal to 30ft per level.

Mage-Blooded: When the wizard casts an area of effect spell that includes their familiar in the affected area, they may choose to exclude the familiar from the effects of this spell.

Raise Familiar: Once per week, the wizard may use *True Resurrection* as a spell-like ability to bring their familiar back to life. This ability does not require the associated material costs.

Greater Form: The familiar gains a +2 bonus to all of its ability scores, and may use one level 1 spell the wizard is able to cast as a spell-like ability at-will.

**Wands**:

A wand is made of a specific material, which are detailed below along with the corresponding benefits they grant. A wand binds to its wizard and may not be used by another person, or another wizard.

Boon: This is the ability granted by the wand at 2nd level, and is determined by its material.

Bone: The wizard gains a +2 to Vitality and Stature resistances. This increases by 1 for every 4 levels gained.

Bronze: The wizard gains darkvision 30ft. They gain see in darkness 30ft at 7th level, and blindsight 30ft at 14th level.

Iron: The wizard gains DD 4 and DR 1/-. This increases by 2 and 1 respectively at 6th level and every 6 levels thereafter.

Obsidian: The wizard gains +4 to TEB and TED. They may use their MB in place of CB to calculate their TED.

Wood: The wizard gains +4 Health, and an extra HP per level.

Targeting: The wizard gains a +1 to hit with ranged touch attack spells. This increases by 1 at 4th level and every 4 levels thereafter.

Bonded: Any creature who picks up the wand other than the wizard must make a VR or become *sickened* while they are holding it. The DC to negate this effect is equal to 16 + the wizard’s level + the wizard’s Intellect modifier.

Focus: While holding the wand, the wizard gains a +1 bonus to spell focus checks.  This increases by 1 at 10th and 15th level.

Striker: The wand may be used to deliver spells which are touch attacks, and grants a +2 to hit, and a bonus to damage equal to their spell focus ability modifier. This bonus to hit increases by 1 at 11th level and every 4 levels thereafter.

Caller: If the wizard is not holding their wand, and the wand is located within one mile of the wizard, they may summon it to their hand as a move action.

Breaker: The wizard may use the wand to make sunder checks using MEB against unattended objects. For the purpose of this ability, the wand counts as having hardness equal to 4 times the wizard’s level.

Beater: Once per short rest, the wizard may use the wand to strike an ally. This inflicts 2 points of non-lethal damage, but grants the ally a bonus to their next 1dW roll equal to the wizard’s I mod. This counts as an attack.

Athame: The wizard may use the wand as a knife: 1d8, crit 24x3, SM 4. The wizard may add their Spell Focus to attack rolls with their wand in place of their attack bonus.

Soul-Bound: When the wizard casts a spell while holding the wand, the spells have their DC increased by 1.

Like a wand, a staff gains power based upon its form. Unlike wands, which are fairly easy to create, staves are forged and passed down through generations of wizards. Sometimes, the exact method of their construction or origin is unknown.

As described below, a staff augments the wizard’s abilities when wielded, including their Ability Scores. If a staff is destroyed, the wizard must reforge it themselves. This process requires a week of crafting and gp as per a magic weapon with an enhancement bonus equal to half the wizard’s level. A staff has Health and HP equal to half that of the wizard.

The wizard may choose for the staff to take any of the forms listed below.

**Fabrili:** +1P -2C. A carefully forged blade, formed of a thousand compressed sheets of iron.

The wizard may treat the staff as a longsword, shortsword, or greatsword with an enhancement bonus equal to 1 + ⅕ their level. The wizard is proficient with this staff, but is unable to gain proficiency with any other weapons. The wizard takes a penalty to ranged attacks equal to the staff’s weapon enhancement bonus.

At 4th level, the wizard may use their MB in place of their CB to determine their to-hit bonus on attacks made with their staff. They may also use their MB in place of CB to determine how many attacks they can make as part of a full attack action.

At 8th level, the wizard may expend a spell slot upon a successful attack made with their staff in order to increase the damage dealt by 1d12 per spell level.This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 slashing damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff’s shield bonus from Blocking is doubled

At 20th level, the wizard may repair any damage to the staff by killing a foe with the staff. This foe’s HD must be at least half the wizard’s HD. If the staff is at full HP and Health, the wizard heals an amount equal to twice the creature’s HD instead.

**Lignant**: +1A -2F. Carved from the still-living core of a tree from the feywild.

The wizard can speak with plants and animals. The staff is subject to poison damage and both positive and negative energy, as if it were a living creature.

At 4th level, the wizard is not affected by natural difficult terrain, and adds their Intellect modifier to Nature and Survival checks.

At 8th level, as a free action the wizard can expend a spell slot to heal 1d6 for every level of the expended spell. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 poison damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff gains fast healing 2.

At 20th level, the wizard gains regeneration 2 while holding their staff.

**Mechanus:** +1F -2P. A complex apparatus constructed of clockwork and steel.

The wizard’s spells target constructs as if they were humanoids and also bypass their construct immunities. The wizard gains only half the normal amount of healing from positive energy.

At 4th level, the wizard can heal themselves with a full-round action by making a Technology check. They heal an amount equal to the check’s result minus ten divided by two. This ability may be used a number of times per long rest equal to the wizard’s Intellect modifier.

At 8th level, the wizard may expend a spell slot as a quick action to add their Intellect modifier plus twice the spell’s level to one skill check. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 corrosive damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff gains regeneration 1 when wielded by the wizard.

At 20th level, wizard gains immunity to poison, negative energy, and bleed.

**Osteofied:** +1E -2G. A twisted spire forged from the bones of slain magical beasts.

The wizard gains immunity to death effects. The staff is destroyed upon the wizard’s death.

At 4th level, the wizard gains a +2 natural armor bonus. This increases by 1 at 8th, 12th, 16th, and 20th level.

At 8th level, the wizard can expend a spell slot as a quick action to reroll a Vitality or Ego resistance with a bonus equal to twice the expended spell’s level. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 negative energy per round to any creature that holds it, other than the wizard.

At 16th level, when a wizard kills a creature with a spell, they can harvest a bone from the killed creature and add to their staff. This grants it one additional HP, to a maximum of double the staff’s HP.

At 20th level, if the wizard is killed while holding their staff, the wizard is affected by *Breath of Life* and heals an additional amount equal to half the staff’s current HP. However, upon the wizard’s revival, the staff is destroyed.

**Petranum**: +1R -2E. A staff carved from dark stone, born of molten earth.

The wizard gains DR/- equal to 1 + ⅕ their level. The wizard’s speed is reduced by 10ft, to a minimum of 5ft.

At 4th level, the wizard gains fire mitigation while holding their staff.

At 8th level, the wizard may expend a spell slot as no action to gain DR/- against a single attack equal to four times the level of the expended spell. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 fire damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff gains immunity to physical damage.

At 20th level, the wizard can crack their staff as a free action to release the latent magical energy within. They may regain the use of an expended spell slot. However, the staff takes 1d8 non-repairable damage for every level of the chosen spell.

**Reticent:** +1C -2A. A secretive staff which refuses to reveal its true form, and often disguises itself as a variety of mundane household objects.

The wizard may add their Intellect to Disguise and Deception checks when benefiting from an illusion spell. If left unattended, the staff may change forms or turn invisible.

At 4th level, the wizard may change the assumed disguise of their staff as a move action, or make it invisible.

At 8th level, the wizard may expend a spell slot as no action to cast *Disguise Self*. For the spell’s duration, they also gain a bonus equal to twice the spell slot’s level to Disguise and Deception checks. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 sonic damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff can *Teleport* itself once per long rest, as no action. The wizard may call the staff to Teleport to the wizard’s hand as a free action once per long rest.

At 20th level, the staff reveals its true form to the wizard. The wizard chooses one 16th-level or lower ability from another staff type; this ability is added to their staff.

**Starforged**: +1I -2V. A glittering metallic spear with an indescribable, ever-shifting hue.

When casting a spell that deals electric damage, the wizard deals 1 extra point of damage per level. If any target within 20ft is subject to an effect that deals electric damage, the wizard is also automatically targeted, though they may add their Intellect modifier to any resistance related to this effect and take no damage on a success.

At 4th level, the wizard gains Improved Evasion against all effects which deal electric damage.

At 8th level, as no action the wizard may expend a spell slot to gain a 20ft fly speed with poor maneuverability, for a number of rounds equal to twice the expended spell’s level. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 electric damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff gains immunity to non-magical damage.

At 20th level, when preparing spells, the wizard also chooses a type of elemental damage. The wizard gains immunity to this chosen type of elemental damage for 24 hours.

**Vitreulic**: +1G -2R. A crystalline pike, filled from within by a dim glow of arcane power.

The wizard adds their Intellect modifier to initiative rolls. They do not add their Finesse modifier to initiative rolls. Additionally, they are vulnerable to sonic damage.

At 4th level, the wizard may take an additional swift action on their turn. They may only do this once per short rest.

At 8th level, as no action the wizard may expend a spell slot of the highest level they can cast in order to take one additional action of their choice. This action cannot involve an attack or casting of a spell. This ability may be used a number of times per short rest equal to the wizards spell focus ability modifier.

At 12th level, the staff deals 1d12 psychic damage per round to any creature that holds it, other than the wizard.

At 16th level, the staff gains immunity to magical damage.

At 20th level, while wielding their staff, the wizard can freely enter or exit a habitable extraplanar space within their staff as a swift action. This functions as a plane made with *Create Demiplane*.

Blocking: When wielding their staff, the wizard gains a +2 shield bonus to AC. This bonus increases by 1 at 6th level and every 4 levels thereafter. At 14th level, this becomes a deflection bonus instead of a shield bonus.

Steadfast: The wizard adds their Intellect to their TED and resistances against any involuntary movement. They also add their Intellect modifier to spell focus checks made to concentrate and maintain spells. Both these bonuses are only active when the wizard is wielding their staff.

Enduring: When wielding their staff, a wizard may choose to automatically succeed a resistance by channeling the negative effect into their staff. By doing so, the wizard takes no negative effects or damage due to the effect. They must choose to use this ability before attempting to roll their resistance. The staff takes full damage as normal from the channelled effect (even if it is not a damage type that could normally affect objects), and an additional 1d10 of damage per effect or condition negated. If a staff is destroyed in this manner, replacing it requires only one-quarter of the normal cost. This ability may be used once per short rest, and twice per short rest at 20th level.

Guarding: The wizard can double the AC bonus granted by Blocking against one attack as a  quick action. When using Guarding, they may choose to expend a single spell slot to gain an additional deflection bonus equal to the spell’s level against this attack.

Spell Absorbing: When the wizard is targeted by a spell, the staff collects some of the spell’s energy. For one round after the wizard is targeted by a spell, they may add the level of the highest spell used against them as a luck bonus on any 1dW roll.

Full Shield: The wizard gains the evasion ability against magical effects. They may expend a spell slot as a quick action to grant themselves a bonus to resistances agasint an area of effect equal to their spell focus ability modifier plus the spell level expended.

Self-Sustaining: Once per long rest as a move action, the wizard may direct their staff to continuously channel magical energies. The staff stands upright and can continue concentrating on any spell the wizard was concentrating on, without the need to make concentration checks. These rounds do not count against the maximum number of rounds the spell can be maintained. While the wizard remains within 30ft, they still obtain the bonuses normally associated with wielding the staff. The wizard can pick the staff back up as a move action. Additionally, creatures other than the caster must succeed an Arcana check equal to the wizard’s Spell DC + 5 in order to move the staff.

**Arcane Mastery:**

At 20th level, a wizard may prepare a single spell slot as a free action. They may do so a number of times per long rest equal to their Intellect modifier.