Wizard (Revised)
Posted: Fri Feb 19, 2010 8:14 pm
Okay, taking it up from Frank's concept:
The Wizard (Revised)
Hit Die: d4; BAB: Poor; Saves: Will Good
Skills: (2+Int Bonus) Concentration, Craft, Decipher Script, Knowledge (any), Profession, Spellcraft.
Class Features
Proficiencies (Level 1): Wizards are proficient with Clubs, Daggers, Light Crossbows, Heavy Crossbows, and Quarterstaff.
Spellcasting (Level 1): The Wizard is an Arcane Spellcaster. At 1st level, a Wizard can cast 1st-level spells, and at each odd-numbered level after that, they gain the ability to cast spells of the next-highest level. The DC of a Wizard's spells is Intelligence-based, but they do not get bonus spell slots for having a high Intelligence. A Wizard can prepare spells following 8 hours of rest, and the preparation itself takes 1 hour.
Spells Known (Level 1): At 1st level a Wizard knows (3+Int Mod) 1st-level spells from the various Wizard spell lists below. Each time a Wizard gains a level, they learn 2 new spells from those lists of any level they can cast. Wizards can also learn spells on their various lists from Scrolls of those spells. These spells are recorded in a spellbook which the Wizard needs in order to prepare spells.
Major Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Major slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare Major spells of the appropriate level that they know into these slots. Once a Major spell is cast, the slot it occupied is unavailable until the Wizard prepares spells again.
Utility Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Utility slot of the highest spell level they can currently cast. Wizards can cast Utility spells they know without preparing them ahead of time, provided that a Utility slot of appropriate level is available. Used Utility slots become available again when the Wizard prepares spells.
At-Will Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 At-Will slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare At-Will spells of the appropriate level that they know into these slots. Spells in at-will slots can be cast over and over.
Buff Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Buff slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare Buff spells they know of the appropriate level into these Slots. Once a Buff spell is cast, the slot it occupied is unavailable until the Wizard prepares spells again, but the spell's duration is extended until that time as well.
That's pretty much the whole thing, except of course, for the hard part: the actual spell lists. I'm only throwing in a few here and now, but will add more when I have more time. Propose additions! Major spells in particular needs to be a big long list.
Wizard Major Spells:
1st: Color Spray, Grease, Sleep.
2nd: Blindness/Deafness, Glitterdust, Web.
3rd: Deep Slumber, Major Image, Stinking Cloud.
Wizard Utility Spells:
1st: Comprehend Languages, Detect Magic, Identify.
2nd: Detect Thoughts, Locate Object, See Invisibility.
3rd: Arcane Sight, Clairaudience/Clairvoyance, Secret Page.
Wizard At-Will Spells:
1st: Animate Rope, Feather Fall, Magic Missile, Ventriloquism.
2nd: Gust of Wind, Knock, Levitate.
3rd: Daylight, Fireball,
Wizard Buff Spells
1st: Enlarge Person, Expeditious Retreat, Mage Armor.
2nd: Blur, Furry's Ability Score, Spider Climb.
3rd: Fly, Haste, Water Breathing.
Okay, it's my first time, be harsh.
...let's see how it goes.FrankTrollman wrote:If I had to do the Wizard from scratch I would straight up drop the whole specialist schools nonsense. The Wizard specialized in Necromancy would just be a Dread Necromancer, full stop. Then I'd give him two sets of spells/day. The first one would cast as a Sorcerer, and would have mostly Divinations in it. They shouldn't be preparing identify or clairvoyance - that shit should just happen. All the basic logistical crap should be on that list too: Secret Page I am looking at you. But the second part is hard. It should be a very large list of spells that make a big difference when you prepare them: Dimension Door, Charm Monster, and Evard's Black Tentacles are obvious inclusions. Next, Wizards should have a set of "at will slots" that they can fill up with bullshit that I don't care if they use at will. A first level Wizard could prepare Burning Hands or Shocking Grasp into that slot and then just spam it to his heart's content. And finally, they'd want some Magical Enhancements to prepare - they would have a level dependent number of slots that they'd fill with buffs, and then they'd have those buffs running on them or the party all the time.
The Wizard (Revised)
Hit Die: d4; BAB: Poor; Saves: Will Good
Skills: (2+Int Bonus) Concentration, Craft, Decipher Script, Knowledge (any), Profession, Spellcraft.
Class Features
Proficiencies (Level 1): Wizards are proficient with Clubs, Daggers, Light Crossbows, Heavy Crossbows, and Quarterstaff.
Spellcasting (Level 1): The Wizard is an Arcane Spellcaster. At 1st level, a Wizard can cast 1st-level spells, and at each odd-numbered level after that, they gain the ability to cast spells of the next-highest level. The DC of a Wizard's spells is Intelligence-based, but they do not get bonus spell slots for having a high Intelligence. A Wizard can prepare spells following 8 hours of rest, and the preparation itself takes 1 hour.
Spells Known (Level 1): At 1st level a Wizard knows (3+Int Mod) 1st-level spells from the various Wizard spell lists below. Each time a Wizard gains a level, they learn 2 new spells from those lists of any level they can cast. Wizards can also learn spells on their various lists from Scrolls of those spells. These spells are recorded in a spellbook which the Wizard needs in order to prepare spells.
Major Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Major slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare Major spells of the appropriate level that they know into these slots. Once a Major spell is cast, the slot it occupied is unavailable until the Wizard prepares spells again.
Utility Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Utility slot of the highest spell level they can currently cast. Wizards can cast Utility spells they know without preparing them ahead of time, provided that a Utility slot of appropriate level is available. Used Utility slots become available again when the Wizard prepares spells.
At-Will Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 At-Will slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare At-Will spells of the appropriate level that they know into these slots. Spells in at-will slots can be cast over and over.
Buff Spells (Level 1): At 1st level, and at each level afterwards, a Wizard gains 1 Buff slot of the highest spell level they can currently cast. When a Wizard prepares spells, they can prepare Buff spells they know of the appropriate level into these Slots. Once a Buff spell is cast, the slot it occupied is unavailable until the Wizard prepares spells again, but the spell's duration is extended until that time as well.
That's pretty much the whole thing, except of course, for the hard part: the actual spell lists. I'm only throwing in a few here and now, but will add more when I have more time. Propose additions! Major spells in particular needs to be a big long list.
Wizard Major Spells:
1st: Color Spray, Grease, Sleep.
2nd: Blindness/Deafness, Glitterdust, Web.
3rd: Deep Slumber, Major Image, Stinking Cloud.
Wizard Utility Spells:
1st: Comprehend Languages, Detect Magic, Identify.
2nd: Detect Thoughts, Locate Object, See Invisibility.
3rd: Arcane Sight, Clairaudience/Clairvoyance, Secret Page.
Wizard At-Will Spells:
1st: Animate Rope, Feather Fall, Magic Missile, Ventriloquism.
2nd: Gust of Wind, Knock, Levitate.
3rd: Daylight, Fireball,
Wizard Buff Spells
1st: Enlarge Person, Expeditious Retreat, Mage Armor.
2nd: Blur, Furry's Ability Score, Spider Climb.
3rd: Fly, Haste, Water Breathing.
Okay, it's my first time, be harsh.