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

From Action
Jump to navigation Jump to search
Line 2: Line 2:
 
|page=D&D/Classes/Wizard
 
|page=D&D/Classes/Wizard
 
|wiki=Hastur
 
|wiki=Hastur
|status=0
+
|dead=1
 +
|status=16
 
|log=Project:Hastur (import)
 
|log=Project:Hastur (import)
 
}}{{D&D}}
 
}}{{D&D}}
Line 8: Line 9:
 
*Familiar abilities are based on your hit dice, not level.
 
*Familiar abilities are based on your hit dice, not level.
  
== Generalist Wizard Options ==
+
== Generalist Wizard Variants ==
  
=== Domain Wizard ===
+
[[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.
 
  
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.
 
  
 
== Specialist Wizard Options ==
 
== Specialist Wizard Options ==
  
=== School Master (Any) ===
+
[[School Master (D&D Wizard variant)|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.
 
  
 +
<strike><!-- PhpWiki: D&D/Classes/Wizard/BonusFeats -->Bonus Feats</strike> (Abjurer)
  
=== Rapid Summoning (Conjurer) ===
+
[[Rapid Summoning (D&D Wizard variant)|Rapid Summoning]] (Conjurer)
UA page 60. Gain: Summon Monster spells have a cast time of 1 standard action. Lose: No familiar
 
  
 +
[[Perceptive (D&D Wizard variant)|Perceptive]] (Enchanter)
  
=== Bonus Feat list (Diviner) ===
+
[[Social Proficiency (D&D Wizard variant)|Social Proficency]] (Enchanter)
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
 
  
 +
[[Shadow Shaper (D&D Wizard variant)|Shadow Shaper]] (Illusionist)
  
=== Social Proficency (Enchanter) ===
+
[[Skeletal Minion (D&D Wizard variant)|Skeletal Minion]] (Necromancy)
UA 61. Gain: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills. Lose: No bonus feats.
 
  
 
+
[[Spell Versatility (D&D Wizard variant)|Spell Versatility]] (Transmuter)
=== 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]]

Revision as of 16:46, 27 December 2006

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

  • Buried links.
D&DD&D Logo
Unofficial rules compendium

Rules

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

Generalist Wizard Variants

Domain Wizard


Specialist Wizard Options

School Master (Any)

Bonus Feats (Abjurer)

Rapid Summoning (Conjurer)

Perceptive (Enchanter)

Social Proficency (Enchanter)

Shadow Shaper (Illusionist)

Skeletal Minion (Necromancy)

Spell Versatility (Transmuter)