[top]Wizard

Alignment: Any.
Hit Die: d4.

[top]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). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Wizard
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
0th1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Summon familiar, Scribe Scroll31????????
2nd+1+0+0+342????????
3rd+1+1+1+3421???????
4th+2+1+1+4432???????
5th+2+1+1+4Bonus feat4321??????
6th+3+2+2+54332??????
7th+3+2+2+544321?????
8th+4+2+2+644332?????
9th+4+3+3+6444321????
10th+5+3+3+7Bonus feat444332????
11th+5+3+3+74444321???
12th+6/+1+4+4+84444332???
13th+6/+1+4+4+844444321??
14th+7/+2+4+4+944444332??
15th+7/+2+5+5+9Bonus feat444444321?
16th+8/+3+5+5+10444444332?
17th+8/+3+5+5+104444444321
18th+9/+4+6+6+114444444332
19th+9/+4+6+6+114444444433
20th+10/+5+6+6+12Bonus feat4444444444

[top]Class Features

All of the following are 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 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. See the sorcerer description and the information on Familiars below for details.
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
;Familiars
;Arcane Spells and Armor

[top]Epic Wizard

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Intmodifier.
Spells: The wizard?s caster level is equal to her class level. The wizard?s number of spells per day 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).
Familiar: The wizard?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 wizard gains a bonus feat (selected from the list of epic wizard feats) every three levels after 20th.
Epic Wizard 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 wizard may select any item creation feat or metamagic feat not listed here.

Table: The Epic Wizard
Wizard LevelSpecial
21st?
22nd?
23rdBonus feat
24th?
25th?
26thBonus feat
27th?
28th?
29thBonus feat
30th?
==Familiars at Epic Level==
Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.
Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.
Table: Epic Familiar Special Abilities
Master Class LevelNatural ArmorIntSpecial
21st?22nd+1116Familiar Spell
23rd?24th+1217
25th?26th+1318
27th?28th+1419
29th?30th+1520
31st?32nd+1621Familiar Spell
33rd?34th+1722
35th?36th+1823
37th?38th+1924
39th?40th+2025
41st?42nd+2126Familiar Spell

System Reference Document -> Character Classes
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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