Dungeons and Dragons Wiki
 
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|adopter=
 
|adopter=
 
|date_adopted=
 
|date_adopted=
|status=In progress
+
|status=Complete
  +
|editing=Grammar and spelling, please suggest balance issues on talk page
|editing=
 
|balance=Fighter
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|balance=Wizard
 
}}
 
}}
 
<div class="blank">
 
<div class="blank">
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A magician shares many of the strengths and the weaknesses of wizards and sorcerers. While he has more flexibility in casting spells than a sorcerer, he must still be careful in what spells he prepares. Magicians generally serve best as support casters and blasters, keeping to the rear of engagements.
 
A magician shares many of the strengths and the weaknesses of wizards and sorcerers. While he has more flexibility in casting spells than a sorcerer, he must still be careful in what spells he prepares. Magicians generally serve best as support casters and blasters, keeping to the rear of engagements.
   
'''Abilities:''' Intelligence determines the level of spells a magician can cast and how many spells per day he can cast. Charisma determines how hard a magician's spells are to resist. Constitution is important for extra hit points, and Dexterity improved a magician's armor class. .
+
'''Abilities:''' Intelligence determines the level of spells a magician can cast and how many spells per day he can cast. Charisma determines how hard a magician's spells are to resist. Constitution is important for extra hit points, and Dexterity improved a magician's armor class.
   
 
'''Races:''' Any species with an academic or spellcasting streak is likely to become a magician.
 
'''Races:''' Any species with an academic or spellcasting streak is likely to become a magician.
Line 59: Line 59:
 
|-
 
|-
 
|1st||class="left" | +0 || +0 || +0 || +2
 
|1st||class="left" | +0 || +0 || +0 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | Scribe Scroll, summon familiar
|||||—||—||—||—||—||—||—||—
+
|3||2||—||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|2nd||class="left" | +1 || +0 || +0 || +3
 
|2nd||class="left" | +1 || +0 || +0 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 1/day
|||||—||—||—||—||—||—||—||—
+
|4||3||—||—||—||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|3rd||class="left" | +1 || +1 || +1 || +3
 
|3rd||class="left" | +1 || +1 || +1 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||—||—||—||—||—||—||—
+
|5||4||2||—||—||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|4th||class="left" | +2 || +1 || +1 || +4
 
|4th||class="left" | +2 || +1 || +1 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||—||—||—||—||—||—||—
+
|6||5||3||—||—||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|5th||class="left" | +2 || +1 || +1 || +4
 
|5th||class="left" | +2 || +1 || +1 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 2/day
|||||||||—||—||—||—||—||—
+
|6||6||4||2||—||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|6th||class="left" | +3 || +2 || +2 || +5
 
|6th||class="left" | +3 || +2 || +2 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | Bonus feat
|||||||||—||—||—||—||—||—
+
|6||6||5||3||—||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|7th||class="left" | +3 || +2 || +2 || +5
 
|7th||class="left" | +3 || +2 || +2 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||—||—||—||—||—
+
|6||6||6||4||2||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|8th||class="left" | +4 || +2 || +2 || +6
 
|8th||class="left" | +4 || +2 || +2 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 3/day
|||||||||||—||—||—||—||—
+
|6||6||6||5||3||—||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|9th||class="left" | +4 || +3 || +3 || +6
 
|9th||class="left" | +4 || +3 || +3 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||—||—||—||—
+
|6||6||6||6||4||2||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|10th||class="left" | +5 || +3 || +3 || +7
 
|10th||class="left" | +5 || +3 || +3 || +7
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||—||—||—||—
+
|6||6||6||6||5||3||—||—||—||—
|—||—||—
 
 
|-
 
|-
 
|11th||class="left" | +5 || +3 || +3 || +7
 
|11th||class="left" | +5 || +3 || +3 || +7
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 4/day
|||||||||||||||—||—||—
+
|6||6||6||6||6||4||2||—||—||—
|—||—||—
 
 
|-
 
|-
 
|12th||class="left" | +6/+1 || +4 || +4 || +8
 
|12th||class="left" | +6/+1 || +4 || +4 || +8
| class="left" | <-any class features gained at this level->
+
| class="left" | Bonus feat
|||||||||||||||—||—||—
+
|6||6||6||6||6||5||3||—||—||—
|—||—||—
 
 
|-
 
|-
 
|13th||class="left" | +6/+1 || +4 || +4 || +8
 
|13th||class="left" | +6/+1 || +4 || +4 || +8
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||||||—||—
+
|6||6||6||6||6||6||4||2||—||—
|—||—||—
 
 
|-
 
|-
 
|14th||class="left" | +7/+2 || +4 || +4 || +9
 
|14th||class="left" | +7/+2 || +4 || +4 || +9
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 5/day
|||||||||||||||||—||—
+
|6||6||6||6||6||6||5||3||—||—
|—||—||—
 
 
|-
 
|-
 
|15th||class="left" | +7/+2 || +5 || +5 || +9
 
|15th||class="left" | +7/+2 || +5 || +5 || +9
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||||||||—
+
|6||6||6||6||6||6||6||4||2||—
|—||—||—
 
 
|-
 
|-
 
|16th||class="left" | +8/+3 || +5 || +5 || +10
 
|16th||class="left" | +8/+3 || +5 || +5 || +10
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||||||||—
+
|6||6||6||6||6||6||6||5||3||—
|—||—||—
 
 
|-
 
|-
 
|17th||class="left" | +8/+3 || +5 || +5 || +10
 
|17th||class="left" | +8/+3 || +5 || +5 || +10
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 6/day
|||||||||||||||||||
+
|6||6||6||6||6||6||6||6||4||2
|—||—||—
 
 
|-
 
|-
 
|18th||class="left" | +9/+4 || +6 || +6 || +11
 
|18th||class="left" | +9/+4 || +6 || +6 || +11
| class="left" | <-any class features gained at this level->
+
| class="left" | Bonus feat
|||||||||||||||||||
+
|6||6||6||6||6||6||6||6||5||3
|—||—||—
 
 
|-
 
|-
 
|19th||class="left" | +9/+4 || +6 || +6 || +11
 
|19th||class="left" | +9/+4 || +6 || +6 || +11
| class="left" | <-any class features gained at this level->
+
| class="left" |
|||||||||||||||||||
+
|6||6||6||6||6||6||6||6||6||4
|—||—||—
 
 
|-
 
|-
 
|20th||class="left" | +10/+5 || +6 || +6 || +12
 
|20th||class="left" | +10/+5 || +6 || +6 || +12
| class="left" | <-any class features gained at this level->
+
| class="left" | Arcane versatility 7/day
|||||||||||||||||||
+
|6||6||6||6||6||6||6||6||6||5
|—||—||—
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
 
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
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====Class Features====
 
====Class Features====
   
All of the following are class features of the <-class name->.
+
All of the following are class features of the magician.
   
  +
'''Weapon and Armor Proficiency:''' Magicians are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a magician's gestures, which can cause his spells with somatic components to fail..
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
 
   
  +
'''{{Anchor|Spells}}:''' A magician casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. A magician casts spells uniquely for an arcanist, as he casts spells spontaneously, like a sorcerer, but he must select his spells known each day from a spellbook, like a wizard. To learn, prepare, or cast a spell, a magician must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Charisma modifier.
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:
 
   
  +
Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.
0&mdash;<-spells, spells, spells->
 
   
  +
A magician's selection of memorized spells is extremely limited. A magician begins play able to prepare three 0-level spells and one 1st-level spell of your choice. At each new sorcerer level, he may prepare one or more new spells, as indicated on Table: Magician Spells Prepared. (Unlike spells per day, the number of spells a magician may prepare is not affected by his Intelligence or his Charisma score; the numbers on Table: Magician Spells Prepared are fixed.)
1st&mdash;<-spells, spells, spells->
 
   
  +
A magician uses metamagic feats in a very unusual way for a spellcaster. If he knows a metamagic feat, he can choose to apply it to a spell he knows, altering the spell level as normal and thus using a higher level memorized spell and spell slot to cast. Every time he casts that spell, it is affected by the metamagic feat, which he cannot change until he prepares spells again. He could, if he desired, prepare a spell normally and also prepare the same spell with a metamagic feat.
2nd&mdash;<-spells, spells, spells->
 
 
3rd&mdash;<-spells, spells, spells->
 
 
4th&mdash;<-spells, spells, spells->
 
 
5th&mdash;<-spells, spells, spells->
 
 
6th&mdash;<-spells, spells, spells->
 
 
7th&mdash;<-spells, spells, spells->
 
 
8th&mdash;<-spells, spells, spells->
 
 
9th&mdash;<-spells, spells, spells->
 
   
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ {{Anchor|Table: <-class name-> Spells Known}}
+
|+ {{Anchor|Table: Magician Spells Prepared}}
 
|-
 
|-
 
! rowspan="2" | Level || colspan="10" | Spells Known
 
! rowspan="2" | Level || colspan="10" | Spells Known
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! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
|-
| 1st || || || — || — || — || — || — || — || — || —
+
| 1st || 3 || 1 || — || — || — || — || — || — || — || —
 
|-
 
|-
| 2nd || || || — || — || — || — || — || — || — || —
+
| 2nd || 3 || 2 || — || — || — || — || — || — || — || —
 
|-
 
|-
| 3rd || || || || — || — || — || — || — || — || —
+
| 3rd || 3 || 2 || 1 || — || — || — || — || — || — || —
 
|-
 
|-
| 4th || || || || — || — || — || — || — || — || —
+
| 4th || 3 || 3 || 1 || — || — || — || — || — || — || —
 
|-
 
|-
| 5th || || || || || — || — || — || — || — || —
+
| 5th || 3 || 3 || 1 || 1 || — || — || — || — || — || —
 
|-
 
|-
| 6th || || || || || — || — || — || — || — || —
+
| 6th || 3 || 3 || 2 || 1 || — || — || — || — || — || —
 
|-
 
|-
| 7th || || || || || || — || — || — || — || —
+
| 7th || 3 || 3 || 2 || 1 || 1 || — || — || — || — || —
 
|-
 
|-
| 8th || || || || || || — || — || — || — || —
+
| 8th || 3 || 3 || 2 || 2 || 1 || — || — || — || — || —
 
|-
 
|-
| 9th || || || || || || || — || — || — || —
+
| 9th || 3 || 3 || 3 || 2 || 1 || 1 || — || — || — || —
 
|-
 
|-
| 10th || || || || || || || — || — || — || —
+
| 10th || 3 || 3 || 3 || 2 || 2 || 1 || — || — || — || —
 
|-
 
|-
| 11th || || || || || || || || — || — || —
+
| 11th || 3 || 3 || 3 || 3 || 2 || 1 || 1 || — || — || —
 
|-
 
|-
| 12th || || || || || || || || — || — || —
+
| 12th || 3 || 3 || 3 || 3 || 2 || 2 || 1 || — || — || —
 
|-
 
|-
| 13th || || || || || || || || || — || —
+
| 13th || 3 || 3 || 3 || 3 || 3 || 2 || 1 || 1 || — || —
 
|-
 
|-
| 14th || || || || || || || || || — || —
+
| 14th || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || — || —
 
|-
 
|-
| 15th || || || || || || || || || || —
+
| 15th || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 1 || 1 || —
 
|-
 
|-
| 16th || || || || || || || || || || —
+
| 16th || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || —
 
|-
 
|-
| 17th || || || || || || || || || ||
+
| 17th || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 1 || 1
 
|-
 
|-
| 18th || || || || || || || || || ||
+
| 18th || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1
 
|-
 
|-
| 19th || || || || || || || || || ||
+
| 19th || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2
 
|-
 
|-
| 20th || || || || || || || || || ||
+
| 20th || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2
 
|}
 
|}
   
  +
'''{{Anchor|Spellbook}}:''' A magician 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 magicians can prepare from memory.
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
 
  +
A magician begins play with a spellbook containing all 0-level wizard spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the magician has, the spellbook holds one additional 1st-level spell of your choice. At each new magician level, he gains two new spells of any spell level or levels that he can cast (based on his new magician level) for his spellbook. At any time, a magician can also add spells found in the spellbooks of other arcane spellcasters to his own.
   
  +
'''{{Anchor|Scribe Scroll}}:''' At 1st level, a magician receives [[SRD:Feats|Scribe Scroll]] as a bonus feat.
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information->
 
   
  +
'''{{Anchor|Familiar}}:''' A magician can obtain a [[SRD:Familiars|familiar]]. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
 
  +
The magician chooses the kind of familiar he gets. As the magician advances in level, his familiar also increases in power.
  +
If the familiar dies or is dismissed by the magician, the magician must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a magician's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.
  +
A character with more than one class that grants a familiar may have only one familiar at a time, but levels in classes that grant familiars stack in order to determine familiar abilities.
   
  +
'''{{Anchor|Arcane Versatility}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A magician's combination of spontaneous and prepared spellcasting techniques allows him to manipulate his spell knowledge beyond other casters. At 2nd level, once per day as full round action that provokes attacks of opportunity, a magician can cast a spell he has not prepared from his spellbook, consuming a spell slot of the appropriate level. He cannot apply standard metamagic effects to this spell, and the casting time of the selected spell must not be greater than one standard action. The magician may use arcane versatility with a spell that is up to one spell level below the maximum spell level he can cast. He may use this ability one additional time every three levels after 2nd (5th, 8th, 11th, 14th, 17th, and 20th level).
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
 
   
  +
'''{{Anchor|Bonus Feats}}:''' At 6th, 12th, and 18th, a magician gains a bonus [[SRD:Feats|feat]]. At each such opportunity, he can choose a metamagic [[SRD:Feats|feat]], an item creation [[SRD:Feats|feat]], or [[SRD:Spell Mastery|Spell Mastery]]. The magician must still meet all prerequisites for a bonus [[SRD:Feats|feat]], including [[SRD:Caster Level|caster level]] minimums.
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
   
 
====Epic Magician====
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
 
 
<-Lather, rinse...->
 
 
<-... repeat as necessary.->
 
 
====Ex-<-pluralized class name->====
 
 
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 
 
====Epic <-class name->====
 
   
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic <-class name->}}</div>
+
<div>{{Anchor|Table: The Epic Magician}}</div>Hit Die: d4
Hit Die: d<-Die size for Hit Die->
 
 
|-
 
|-
 
! Level !! Special
 
! Level !! Special
 
|-
 
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 21st || class="left" |
 
|-
 
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 22nd || class="left" |
 
|-
 
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 23rd || class="left" | Arcane Versatility 8/day, bonus feat
 
|-
 
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 24th || class="left" |
 
|-
 
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 25th || class="left" |
 
|-
 
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 26th || class="left" | Arcane Versatility 9/day, bonus feat
 
|-
 
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 27th || class="left" |
 
|- class
 
|- class
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 28th || class="left" |
 
|- class
 
|- class
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 29th || class="left" | Arcane Versatility 10/day, bonus feat
 
|- class=
 
|- class=
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 30th || class="left" |
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
+
4 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
|}
   
  +
'''[[#Spells|Spells]]:''' The magician's [[SRD:Caster Level|caster level]] is equal to her [[SRD:Class|class]] level. The magician's number of spells per day and spells prepared does not increase after 20th level. Each time the wizard achieves a new level, he or she learns two new [[SRD:Spells|spells]] of any [[SRD:Spell Level|spell levels]] that he or she can cast (according to his or her new level). Note: Magicians gain a special benefit from the [[SRD:Spell Knowledge|Spell Knowledge]] feat; instead of learning two new spells, the magician may prepare two new spells per day of any level he can cast (including spell slots higher than 9th level, if he already has access to them).
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
   
  +
'''Arcane Versatility:''' As normal, a magician may use arcane versatility with a spell that is up to one spell level below the maximum spell level he can cast (which works in conjunction with the [[SRD:Improved Spell Capacity|Improved Spell Capacity]] feat) and he may not apply metamagic feats to the selected spell. He may use this ability one additional time every three levels after 20th (23rd, 26th, 29th, and so on).
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
   
  +
'''[[#Familiar|Familiar]]:''' The magician’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s [[SRD:Armor Class|natural armor]] and [[SRD:Intelligence|Intelligence]] each increase by +1. The familiar’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to the master’s [[SRD:Class|class]] level + 5. At 21<SUP>st</SUP> level and again every ten levels higher than 21<SUP>st</SUP>, the familiar gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for a spell of its master’s choice.
<-Lather, rinse...->
 
   
 
'''[[#Bonus Feats|Bonus Feats]]:''' The epic magician gains a bonus [[SRD:Feats|feat]] (selected from the list of epic wizard [[SRD:Feats|feats]]) every three levels after 20th.
<-... repeat.->
 
   
  +
''Epic Magician Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the magician may select any item creation [[SRD:Feats|feat]] or metamagic [[SRD:Feats|feat]] not listed here.
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
   
  +
====Human Magician Starting Package====
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
   
  +
'''Weapons:''' Quarterstaff (1d6/1d6 bludgeoning, crit x2), light crossbow (1d8 piercing, 10 bolts, crit 19-20).
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
   
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
Line 328: Line 284:
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
|- class=
  +
| class="left" | Bluff || 4 || Cha || &mdash;
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
 
|- class=
 
|- class=
  +
| class="left" | Concentration || 4 || Con || &mdash;
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
  +
|- class=
<-copy and paste the rows as necessary.->
 
  +
| class="left" | Decipher Script || 4 || Int || &mdash;
  +
|- class=
  +
| class="left" | Disguise || 4 || Cha || &mdash;
  +
|- class=
  +
| class="left" | Knowledge (arcana) || 4 || Int || &mdash;
  +
|- class=
  +
| class="left" | Sense Motive || 4 || Wis || &mdash;
  +
|- class=
  +
| class="left" | Spellcraft || 4 || Int || &mdash;
  +
|- class=
  +
| class="left" | Use Magic Device || 4 || Cha || &mdash;
 
|}
 
|}
   
'''Feat:''' <-1st-level feat selection->.
+
'''Feat:''' Combat Casting.
   
  +
'''Bonus Feats:''' Toughness.
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
   
  +
'''Gear:''' Backpack, 5 days rations, spellbook, spell component pouch, 2 sunrods, waterskin.
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
   
'''Gold:''' <-Starting gold using this package.->.
+
'''Gold:''' 6 gp 75 sp.
   
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
 
===Campaign Information===
 
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
   
 
====Playing a Magician====
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 
====Playing a <-class name->====
 
   
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
+
'''Religion:''' Magicians pay moderate respect to deities of magic and knowledge, but usually have little interest in religion.
   
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
+
'''Other Classes:''' Magicians, like wizards, value varied parties with a multitude of skills. Magicians are usually amiable to anyone who is not hostile to magic.
   
  +
'''Combat:''' Magicians serve as magical artillery and support casters, depending on their daily spell selection.
'''Combat:''' <-Typical role in combat->.
 
   
  +
'''Advancement:''' Magicians usually advance single-class, although they often will take levels in rogue, cleric, or fighter to expand their skills. They rarely advance in other arcane spellcasting classes. Many magicians will become archmagi to increase their spellcasting power.
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
   
 
====Magicians in the World====
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
   
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
+
{{quote|You think you know me? Try this for size!|orig=Danillin the Impatient, human magician}}
   
  +
The magician is a combination of and alternative to wizards and sorcerers. Like the sorcerer, a magician can cast the spells he knows whenever he wishes, without having to worry as much about when to use a particular spell. Like the wizard, a magician has the potential to learn just about every arcane spell there is, and he can even change his spell selection to suit his party's needs. Of course, he is more limited in any given day in what spells he can memorize than even the sorcerer, although the arcane versatility class ability does help to alleviate that in emergencies.
<-Where characters of this class fit in a d20 world.->
 
   
  +
'''Daily Life:''' Magicians are much like wizards in their daily lives, living as hermits, academics, or adventurers as their inclination lies.
'''Daily Life:''' <-day in the life of a character of this class->.
 
   
'''Notables:''' <-notable NPCs of this class->.
+
'''Notables:''' Danillin the Impatient, bane of tyrants and criminals alike.
   
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
+
'''Organizations:''' Magicians can be found in colleges, universities, temples, monasteries, libraries, and other places of learning and knowledge. They also may roam the wilderness alone and shun company.
   
  +
'''NPC Reactions:''' Most people cannot tell the difference between magicians and sorcerers or wizards until the difference is pointed out to them. Wizards may find magicians intriguing, or they may find their inclination to spontaneity annoying. Sorcerers and other spontaneous spellcasters look on the abilities of magicians with more than a little envy. Other classes do not differentiate between magicians and wizards, treating one like they treat the other.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
   
 
====Magician Lore====
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
   
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
Characters with ranks in Knowledge (arcana) can research magicians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
   
 
{| class="zebra d20"
 
{| class="zebra d20"
  +
|+ Knowledge (arcana)
|+ <-the appropriate skills->
 
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-
 
|-
| 5 || class="left" | <-common knowledge->.
+
| 10 || class="left" | Magician? Isn't that another word for wizard?.
 
|-
 
|-
| 10 || class="left" | <-not so common knowledge->.
+
| 15 || class="left" | Magicians cast spells like sorcerers, but they use spellbooks like wizards.
 
|-
 
|-
| 15 || class="left" | <-rare information->.
+
| 20 || class="left" | If pressed, a magician can cast a spell from his spellbook on the spot.
 
|-
 
|-
  +
| 30 || class="left" | Those who reach this level of success can research particular magicians, including their whereabouts, reputation, and power.
| 20 || class="left" | <-very rare information->.
 
 
|}
 
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
   
 
====Magicians in the Game====
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 
   
  +
Like wizards, a magician's party role is contingent on his selection of memorized spells. Since a magician at any one time knows less spells than a sorcerer, he must be especially careful in choosing his daily spells. Magicians are very versatile, and can be a summoner, controller, or blaster, though combining several roles may be a more difficult proposition. The Arcane Versatility class ability allows the magician a degree of freedom and can even be used to cast some utility spells, freeing spells memorized for more commonly useful spells. Depending on skill selection, a magician can even make an excellent party spokesman, as adept in social circles as he or she is in spellcasting. It is important for the magician to avoid direct combat unless very well prepared, as he or she is no hardier than any other arcane spellcaster.
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
   
  +
'''Adaptation:''' A possible variation would be to replace the use of a spellbook with an attendant spirit of some kind (such as in the Spirit Shaman of WOTC's Complete Divine). In that instance, the magician should not receive a familiar, instead replacing it with the spirit, which could be a elemental or genie (with no in game physical presence or combat ability). The magician could contact his attendant spirit to retrieve spells known for him each day. If this variant is used, the magican's spell list should be more restricted to compensate for ease of access (recommended schools include Abjuration, Conjuration, Divination, Evocation, and Illusion), to avoid an unholy fusion of cleric and sorcerer. In this case, the Arcane Versatility feature should be tied to the attendant spirit, and could even be randomized (DM's decision), depending on what spells the spirit can retrieve in such a short time.
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
 
   
  +
<!-- '''Sample Encounter:''' .
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
 
   
 
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->. -->
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
   
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
 
----
 
----
 
{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

Latest revision as of 18:21, 30 October 2010

Created By
Paleomancer (talk)
Date Created: 1 July 2010
Status: Complete
Editing: Grammar and spelling, please suggest balance issues on talk page
Balance: Wizard

{{#set:Summary=Spellcasters who spontaneously cast spells from spellbooks |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Prepared Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression= }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Magician[]

Magicians are arcane spellcasters who combine the spell versatility of wizards with the spontaneity of sorcerers.

Making a Magician[]

A magician shares many of the strengths and the weaknesses of wizards and sorcerers. While he has more flexibility in casting spells than a sorcerer, he must still be careful in what spells he prepares. Magicians generally serve best as support casters and blasters, keeping to the rear of engagements.

Abilities: Intelligence determines the level of spells a magician can cast and how many spells per day he can cast. Charisma determines how hard a magician's spells are to resist. Constitution is important for extra hit points, and Dexterity improved a magician's armor class.

Races: Any species with an academic or spellcasting streak is likely to become a magician.

Alignment: Any

Starting Gold: 2d6×10 gp (70 gp).

Starting Age: Complex.

Table: The Magician

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Scribe Scroll, summon familiar 3 2
2nd +1 +0 +0 +3 Arcane versatility 1/day 4 3
3rd +1 +1 +1 +3 5 4 2
4th +2 +1 +1 +4 6 5 3
5th +2 +1 +1 +4 Arcane versatility 2/day 6 6 4 2
6th +3 +2 +2 +5 Bonus feat 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4 2
8th +4 +2 +2 +6 Arcane versatility 3/day 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4 2
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Arcane versatility 4/day 6 6 6 6 6 4 2
12th +6/+1 +4 +4 +8 Bonus feat 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 2
14th +7/+2 +4 +4 +9 Arcane versatility 5/day 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 2
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Arcane versatility 6/day 6 6 6 6 6 6 6 6 4 2
18th +9/+4 +6 +6 +11 Bonus feat 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Arcane versatility 7/day 6 6 6 6 6 6 6 6 6 5

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha),

Class Features[]

All of the following are class features of the magician.

Weapon and Armor Proficiency: Magicians are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a magician's gestures, which can cause his spells with somatic components to fail..

Spells: A magician casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. A magician casts spells uniquely for an arcanist, as he casts spells spontaneously, like a sorcerer, but he must select his spells known each day from a spellbook, like a wizard. To learn, prepare, or cast a spell, a magician must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Charisma modifier.

Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magician's selection of memorized spells is extremely limited. A magician begins play able to prepare three 0-level spells and one 1st-level spell of your choice. At each new sorcerer level, he may prepare one or more new spells, as indicated on Table: Magician Spells Prepared. (Unlike spells per day, the number of spells a magician may prepare is not affected by his Intelligence or his Charisma score; the numbers on Table: Magician Spells Prepared are fixed.)

A magician uses metamagic feats in a very unusual way for a spellcaster. If he knows a metamagic feat, he can choose to apply it to a spell he knows, altering the spell level as normal and thus using a higher level memorized spell and spell slot to cast. Every time he casts that spell, it is affected by the metamagic feat, which he cannot change until he prepares spells again. He could, if he desired, prepare a spell normally and also prepare the same spell with a metamagic feat.

Table: Magician Spells Prepared
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 3 2
3rd 3 2 1
4th 3 3 1
5th 3 3 1 1
6th 3 3 2 1
7th 3 3 2 1 1
8th 3 3 2 2 1
9th 3 3 3 2 1 1
10th 3 3 3 2 2 1
11th 3 3 3 3 2 1 1
12th 3 3 3 3 2 2 1
13th 3 3 3 3 3 2 1 1
14th 3 3 3 3 3 2 2 1
15th 3 3 3 3 3 3 2 1 1
16th 3 3 3 3 3 3 2 2 1
17th 3 3 3 3 3 3 3 2 1 1
18th 3 3 3 3 3 3 3 2 2 1
19th 3 3 3 3 3 3 3 3 2 2
20th 3 3 3 3 3 3 3 3 3 2

Spellbook: A magician 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 magicians can prepare from memory. A magician begins play with a spellbook containing all 0-level wizard spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the magician has, the spellbook holds one additional 1st-level spell of your choice. At each new magician level, he gains two new spells of any spell level or levels that he can cast (based on his new magician level) for his spellbook. At any time, a magician can also add spells found in the spellbooks of other arcane spellcasters to his own.

Scribe Scroll: At 1st level, a magician receives Scribe Scroll as a bonus feat.

Familiar: A magician can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The magician chooses the kind of familiar he gets. As the magician advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the magician, the magician must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a magician's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time, but levels in classes that grant familiars stack in order to determine familiar abilities.

Arcane Versatility (Sp): A magician's combination of spontaneous and prepared spellcasting techniques allows him to manipulate his spell knowledge beyond other casters. At 2nd level, once per day as full round action that provokes attacks of opportunity, a magician can cast a spell he has not prepared from his spellbook, consuming a spell slot of the appropriate level. He cannot apply standard metamagic effects to this spell, and the casting time of the selected spell must not be greater than one standard action. The magician may use arcane versatility with a spell that is up to one spell level below the maximum spell level he can cast. He may use this ability one additional time every three levels after 2nd (5th, 8th, 11th, 14th, 17th, and 20th level).

Bonus Feats: At 6th, 12th, and 18th, a magician gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The magician must still meet all prerequisites for a bonus feat, including caster level minimums.

Epic Magician[]

Table: The Epic Magician
Hit Die: d4
Level Special
21st
22nd
23rd Arcane Versatility 8/day, bonus feat
24th
25th
26th Arcane Versatility 9/day, bonus feat
27th
28th
29th Arcane Versatility 10/day, bonus feat
30th

4 + Int modifier skill points per level.

Spells: The magician's caster level is equal to her class level. The magician's number of spells per day and spells prepared does not increase after 20th level. Each time the wizard achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level). Note: Magicians gain a special benefit from the Spell Knowledge feat; instead of learning two new spells, the magician may prepare two new spells per day of any level he can cast (including spell slots higher than 9th level, if he already has access to them).

Arcane Versatility: As normal, a magician may use arcane versatility with a spell that is up to one spell level below the maximum spell level he can cast (which works in conjunction with the Improved Spell Capacity feat) and he may not apply metamagic feats to the selected spell. He may use this ability one additional time every three levels after 20th (23rd, 26th, 29th, and so on).

Familiar: The magician’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.

Bonus Feats: The epic magician gains a bonus feat (selected from the list of epic wizard feats) every three levels after 20th.

Epic Magician Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the magician may select any item creation feat or metamagic feat not listed here.

Human Magician Starting Package[]

Weapons: Quarterstaff (1d6/1d6 bludgeoning, crit x2), light crossbow (1d8 piercing, 10 bolts, crit 19-20).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Concentration 4 Con
Decipher Script 4 Int
Disguise 4 Cha
Knowledge (arcana) 4 Int
Sense Motive 4 Wis
Spellcraft 4 Int
Use Magic Device 4 Cha

Feat: Combat Casting.

Bonus Feats: Toughness.

Gear: Backpack, 5 days rations, spellbook, spell component pouch, 2 sunrods, waterskin.

Gold: 6 gp 75 sp.

Campaign Information[]

Playing a Magician[]

Religion: Magicians pay moderate respect to deities of magic and knowledge, but usually have little interest in religion.

Other Classes: Magicians, like wizards, value varied parties with a multitude of skills. Magicians are usually amiable to anyone who is not hostile to magic.

Combat: Magicians serve as magical artillery and support casters, depending on their daily spell selection.

Advancement: Magicians usually advance single-class, although they often will take levels in rogue, cleric, or fighter to expand their skills. They rarely advance in other arcane spellcasting classes. Many magicians will become archmagi to increase their spellcasting power.

Magicians in the World[]

You think you know me? Try this for size!

The magician is a combination of and alternative to wizards and sorcerers. Like the sorcerer, a magician can cast the spells he knows whenever he wishes, without having to worry as much about when to use a particular spell. Like the wizard, a magician has the potential to learn just about every arcane spell there is, and he can even change his spell selection to suit his party's needs. Of course, he is more limited in any given day in what spells he can memorize than even the sorcerer, although the arcane versatility class ability does help to alleviate that in emergencies.

Daily Life: Magicians are much like wizards in their daily lives, living as hermits, academics, or adventurers as their inclination lies.

Notables: Danillin the Impatient, bane of tyrants and criminals alike.

Organizations: Magicians can be found in colleges, universities, temples, monasteries, libraries, and other places of learning and knowledge. They also may roam the wilderness alone and shun company.

NPC Reactions: Most people cannot tell the difference between magicians and sorcerers or wizards until the difference is pointed out to them. Wizards may find magicians intriguing, or they may find their inclination to spontaneity annoying. Sorcerers and other spontaneous spellcasters look on the abilities of magicians with more than a little envy. Other classes do not differentiate between magicians and wizards, treating one like they treat the other.

Magician Lore[]

Characters with ranks in Knowledge (arcana) can research magicians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
10 Magician? Isn't that another word for wizard?.
15 Magicians cast spells like sorcerers, but they use spellbooks like wizards.
20 If pressed, a magician can cast a spell from his spellbook on the spot.
30 Those who reach this level of success can research particular magicians, including their whereabouts, reputation, and power.

Magicians in the Game[]

Like wizards, a magician's party role is contingent on his selection of memorized spells. Since a magician at any one time knows less spells than a sorcerer, he must be especially careful in choosing his daily spells. Magicians are very versatile, and can be a summoner, controller, or blaster, though combining several roles may be a more difficult proposition. The Arcane Versatility class ability allows the magician a degree of freedom and can even be used to cast some utility spells, freeing spells memorized for more commonly useful spells. Depending on skill selection, a magician can even make an excellent party spokesman, as adept in social circles as he or she is in spellcasting. It is important for the magician to avoid direct combat unless very well prepared, as he or she is no hardier than any other arcane spellcaster.

Adaptation: A possible variation would be to replace the use of a spellbook with an attendant spirit of some kind (such as in the Spirit Shaman of WOTC's Complete Divine). In that instance, the magician should not receive a familiar, instead replacing it with the spirit, which could be a elemental or genie (with no in game physical presence or combat ability). The magician could contact his attendant spirit to retrieve spells known for him each day. If this variant is used, the magican's spell list should be more restricted to compensate for ease of access (recommended schools include Abjuration, Conjuration, Divination, Evocation, and Illusion), to avoid an unholy fusion of cleric and sorcerer. In this case, the Arcane Versatility feature should be tied to the attendant spirit, and could even be randomized (DM's decision), depending on what spells the spirit can retrieve in such a short time.



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