Difference between revisions of "Wizard (D&D class)"

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{{D&D}}
|page=D&D/Classes/Wizard
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==Rules==
|wiki=Hastur
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[[Familiars (D&D)| New Familiars]]
|status=0
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==Class Variants==
|log=Project:Hastur (import)
 
}}{{D&D}}
 
== Rules ==
 
*Familiar abilities are based on your hit dice, not level.
 
  
== Generalist Wizard Options ==
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=== Generalist Wizard Variants ===
  
=== Domain Wizard ===
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*[[Domain Wizard (D&D Wizard variant)|Domain Wizard]]
UA 57 - Gain a domain and get an extra prepared spell each level from domain list.  No caster level bonus. Lose all bonus feats.
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*[[Fetch Mage (D&D Wizard variant) | Fetch Mage]]
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*[[Magic-User (D&D Wizard variant)|Magic-User]]
  
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.
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=== Specialist Wizard Variants ===
  
== Specialist Wizard Options ==
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*[[Master Arcanist (D&D Wizard variant)|Master Arcanist]] (Any)
 
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*[[School Master (D&D Wizard variant)|School Master]] (Any)
=== School Master (Any) ===
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*[[Abjurer Feats (D&D Wizard variant)|Abjurer Feats]] (Abjurer)
Gain: Learn two extra school spells whenever you gain the ability to use a new level of spells. Learn Spell Mastery for all school spells. Lose:  No extra school spells per day.
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*[[Rapid Summoning (D&D Wizard variant)|Rapid Summoning]] (Conjurer)
 
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*[[Perceptive (D&D Wizard variant)|Perceptive]] (Diviner)
 
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*[[Social Proficiency (D&D Wizard variant)|Social Proficency]] (Enchanter)
=== Rapid Summoning (Conjurer) ===
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*[[Shadow Shaper (D&D Wizard variant)|Shadow Shaper]] (Illusionist)
UA page 60. Gain: Summon Monster spells have a cast time of 1 standard action. Lose: No familiar
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*[[Magic-User (D&D Wizard variant)|Illusionist]] (Illusionist)
 
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*[[Skeletal Minion (D&D Wizard variant)|Skeletal Minion]] (Necromancy)
 
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*[[Spell Versatility (D&D Wizard variant)|Spell Versatility]] (Transmuter)
=== Bonus Feat list (Diviner) ===
 
UA  60. Gain: may select Alertness, Blind-Fight, Improved Initiative,  Lightning Reflexes, and Skill focus (Spot, Listen or Sense Motive only) as wizard bonus feats. Lose: May not select metamagic feats as bonus feats
 
 
 
 
 
=== Social Proficency (Enchanter) ===
 
UA 61. Gain: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills. Lose: No bonus feats.
 
 
 
 
 
=== Shadow Shaper (Illusionist) ===
 
UA 63. Gain: Hide as a class skill. 5th level: add Int bonus to Hide skill. 10th level: +1 save DC on illusion spells. 15th: Hide in plain sight as ranger. 20th: Gain full concealment whenever you would normally get concealment from dim light. Lose: No bonus feats.
 
 
 
 
 
=== Skeletal Minion (Necromancy) ===
 
UA 63. Gain: Skeletal minion that advances in ability. Lose: No familiar
 
 
 
=== Spell Versatility (Transmuter) ===
 
UA 64. Gain: At levels 1, 5, 10, 15, 20 you get to select one wizard spell and treat this spell as a transformation spell. Lose: No bonus feats.
 
 
[[Category:D&D]]
 
[[Category:D&D]]

Latest revision as of 12:08, 17 December 2007

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Unofficial rules compendium

Rules

New Familiars

Class Variants

Generalist Wizard Variants

Specialist Wizard Variants