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

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=== Rules ===
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== Rules ==
 
*Familiar abilities are based on your hit dice, not level.
 
*Familiar abilities are based on your hit dice, not level.
  
== Generalist Wizard ==
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== Generalist Wizard Options ==
=== Options ===
 
  
==== Domain Wizard ====
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=== Domain Wizard ===
UA 57 - Gain a domain and get an extra prepared spell each level from domain list.  No caster level bonus. Lose bonus all feats.
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UA 57 - Gain a domain and get an extra prepared spell each level from domain list.  No caster level bonus. Lose all bonus feats.
  
 
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.
 
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.
  
== Specialist Wizard ==
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== Specialist Wizard Options ==
=== Options ===
 
==== Variants ====
 
UA 59-64 -  Your school choice affects you more.
 
  
*Abjurer - Spontaneous dispelling
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=== School Master (Any) ===
*Summoner - Spontaneous Summoning
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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.
*Diviner - Bonus Feat list
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*Enchanter - Social Proficency
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*Evoker - Energy Afffinity
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=== Rapid Summoning (Conjurer) ===
*Illusionist - Illusion Master or Shadow Shaper
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UA page 60. Gain: Summon Monster spells have a cast time of 1 standard action. Lose: No familiar
*Necromancner - Skeletal Minion
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*Transmuter - Spell Versatility
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=== 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
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 +
 
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=== Social Proficency (Enchanter) ===
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UA 61. Gain: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills. Lose: No bonus feats.
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 +
 
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=== Shadow Shaper (Illusionist) ===
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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.
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 +
 
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=== Skeletal Minion (Necromancy) ===
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UA 63. Gain: Skeletal minion that advances in ability. Lose: No familiar
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=== Spell Versatility (Transmuter) ===
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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]]

Revision as of 20:49, 9 December 2006

This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

Rules

  • Familiar abilities are based on your hit dice, not level.

Generalist Wizard Options

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.

Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.

Specialist Wizard Options

School Master (Any)

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.


Rapid Summoning (Conjurer)

UA page 60. Gain: Summon Monster spells have a cast time of 1 standard action. Lose: No familiar


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.