Wizard Custom System

Table: The Wizard
LevelBase Attack BonusStrength SaveDexterity SaveConstitution SaveIntelligence SaveWisdom SaveCharisma Save
1st +0 +0 +0 +0 +2 +2 +0
2nd +1 +0 +0 +0 +3 +3 +0
3rd +1 +1 +1 +1 +3 +3 +1
4th +2 +1 +1 +1 +4 +4 +1
5th +2 +1 +1 +1 +4 +4 +1
6th +3 +2 +2 +2 +5 +5 +2
7th +3 +2 +2 +2 +5 +5 +2
8th +4 +2 +2 +2 +6 +6 +2
9th +4 +3 +3 +3 +6 +6 +3
10th +5 +3 +3 +3 +7 +7 +3
11th +5 +3 +3 +3 +7 +7 +3
12th +6 +4 +4 +4 +8 +8 +4
13th +6 +4 +4 +4 +8 +8 +4
14th +7 +4 +4 +4 +9 +9 +4
15th +7 +5 +5 +5 +9 +9 +5
16th +8 +5 +5 +5 +10 +10 +5
17th +8 +5 +5 +5 +10 +10 +5
18th +9 +6 +6 +6 +11 +11 +6
19th +9 +6 +6 +6 +11 +11 +6
20th +10 +6 +6 +6 +12 +12 +6
Table: Wizard Daily Spells
Level01st2nd3rd4th5th6th7th8th9th10th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 5 2 2
5th 5 3 2 1
6th 6 3 2 2
7th 6 3 3 2 1
8th 6 3 3 2 2
9th 6 4 3 3 2 1
10th 6 4 3 3 2 2
11th 6 4 4 3 3 2 1
12th 6 4 4 3 3 2 2
13th 6 5 4 4 3 3 2 1
14th 6 5 4 4 3 3 2 2
15th 6 5 5 4 4 3 3 2 1
16th 6 5 5 4 4 3 3 2 2
17th 6 6 5 5 4 4 3 3 2 1
18th 6 6 5 5 4 4 3 3 2 2
19th 6 6 6 5 5 4 4 3 3 2
20th 6 6 6 5 5 4 4 3 3 2 1
Table: Wizard Bonus Spells
Score01st2nd3rd4th5th6th7th8th9th
10-11
12-13 1
14-15 1 1
16-17 1 1 1
18-19 1 1 1 1
20-21 2 1 1 1 1
22-23 2 2 1 1 1 1
24-25 2 2 2 1 1 1 1
26-27 2 2 2 2 1 1 1 1
28-29 3 2 2 2 2 1 1 1 1
30-31 3 3 2 2 2 2 1 1 1
32-33 3 3 3 2 2 2 2 1 1
34-35 3 3 3 3 2 2 2 2 1
36-37 4 3 3 3 3 2 2 2 2
38-39 4 4 3 3 3 3 2 2 2
40 4 4 4 3 3 3 3 2 2
 
Hit Points and Stamina Points
Hit Points: 1 per Wizard level
Stamina Dice: 1d4 per Wizard level after 1st
Proficiencies
Armor: None
Weapons: Clubs, Daggers, Darts, Light Crossbows, Quarterstaves, Slings, and Spears

Class Skills: The wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int Modifier) x4
Skill Points at Each Level After 1st: 2 + Int Modifier
Starting Wealth
As a wizard, you begin play with a spellbook and (1d4+1)x10 gp in addition to the equipment from your background.  

Arcane Spellcasting

1st-Level Wizard Feature
A wizard casts arcane spells which are drawn from the wizard spell list. A wizard must choose and prepare his or her spells ahead of time.   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, shown on Table: Wizard Daily Spells above. In addition, he or she receives bonus spells per day if he or she has a high Intelligence score as shown on Table: Wizard Bonus Spells.   A wizard may know any number of spells, which are stored in his or her spell book. He or she must choose and prepare his or her spells ahead of time by getting a good night’s sleep and spending 1 hour studying his or her spellbook. While studying, the wizard decides which spells to prepare.   Each spell can be prepared any number of times, to a maximum of the number of slots you have for that spell’s level. For example, a 7th level wizard with an Intelligence score of 14 has four 1st-level spells available to him or her each day, and so he or she can prepare four spells of that level. The wizard may choose to prepare a single spell multiple times, such as preparing the magic missile spell three times to dish out direct damage, and preparing a sleep spell in the final slot in case they need to peacefully dispatch foes.

Spellbooks

A wizard must study his or her spellbook each day to prepare his or her spells. He or she cannot prepare any spell not recorded in his or her spellbook, except for read magic, which all wizards can prepare from memory.   A wizard begins play with a spellbook containing three Common 1st-level spells of their choice from the wizard spell list, as well as any Uncommon or Rare spells 1st-level spell the wizard already has access to from the wizard spell list. For each point of positive Intelligence modifier the wizard has, he or she gains one additional 1st-level spell of his or her choice. At any time, a wizard can also attempt to add spells found in other wizards’ spellbooks or in arcane scrolls to his or her own spellbook. Each spell requires a number of pages in the spellbook equal to 1d6-1 plus the spell’s level, and a typical spellbook has 50 sheets of pages, equating to 100 pages available. Copying a spell requires special inks costing 25gp per page required to copy the spell. A wizard that fails the attempt to copy a spell does not expend the inks, and it is assumed the wizard had used much less valuable materials while practicing and seeking understanding of the spell, but still required 2 hours per level of the spell, as normal.   Each spell has a DC to learn it. A wizard must successfully make a Spellcraft check in order to properly learn and understand the spell before they can copy it into their spellbook and prepare it. If the spell is written in Arcane Common Script, the DC is reduced by 5, and if the wizard is copying the spell from their own notes after having already learned it, they need not make a check. However, if a wizard has their spellbook stolen or otherwise lost, they cannot copy that spell again without re-learning it unless they currently have that spell prepared.   Additionally, the wizard begins play with a cantrip book, an object similar to a spellbook but with only enough pages to hold the already discovered 0-level wizard spells (except those from his or her prohibited school or schools, if any). Spells of 1st-level or higher cannot be added into this book and prepared later.

Spell Research

1st-Level Wizard Feature
A wizard is able to studiously seek to create a new spell of any level they are able to cast from Level 0 to 9th-Level. This is done through research and experimentation, requiring the wizard to work alongside the DM to create this new spell. The DM has guidelines for this process of spell creation.

School Specialization

1st-Level Wizard Feature
A school is one of the many groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from his or her chosen school, but he or she then never learns to cast spells from some other schools.   A specialist wizard can prepare one additional spell of his or her speciality school per spell level each day. He or she also gains a +2 bonus on Spellcraft checks to learn the spells of his or her chosen school.   The wizard must choose whether to specialize and, if he or she does, choose his or her specialty at 1st level. At this time, he or she must also give up two other schools of magic (though some schools give less prohibited schools; see below), which become his or her prohibited schools.   A wizard can neer give up divination or custom schools to fulfill this requirement. Your GM may lift this restriction if the custom school is particularly powerful.   Spells of the prohibited school or schools are not available to the wizard, and he or she can't even cast such spells from schools or fire them from wands or staves. He or she may not change either his or her specialization or his or her prohibited schools later.   The primary eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Your GM or setting may include other schools, such as battle magic, civic engineering, protean form, and unified magical theory. These minor schools are often more refined and narrow than the major schools, but can be specialized in all the same, granting the normal benefits. If you wish and your GM allows, you may seek to create your own spell school that allows new wizard to specialize in it once it is well known, or you may be the progenitor of it and specialize in it at 1st level. The description of the major schools is below.

Abjuration

Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration

Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination

Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.

Enchantment

Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. This school is often seen as a vile thing by many commonfolk due to its ability to dominate intelligent beings, but just as many see the upsides of it allowing people to go beyond their normal means and excel.

Evocation

Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion

Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy

Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation

Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal

Not a true school, but a category for spells that all wizards can learn regardless of specialization. A wizard cannot select universal magic as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Familiar

1st-Level Wizard Feature
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.   A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
FamiliarSpecial
Bat Master gains a +3 bonus on Listen checks.
Cat Master gains a +3 bonus on Move Silently checks.
Hawk Master gains a +3 bonus on Spot checks in bright light.
Lizard Master gains a +3 bonus on Athletics (Climb) checks.
Owl Master gains a +3 bonus on Spot checks in dim light.
Rat Master gains a +2 bonus on Constitution saving throws.
Raven1 Master gains a +3 bonus on Carving checks.
Snake2 Master gains a +3 bonus on Bluff checks.
Toad Master gains +3 hit points.
Weasel Master gains a +2 bonus on Dexterity saving throws.
  1. A raven familiar can speak one language of its master's choice that the master can speak. This is treated as a supernatural ability.
2. A snake familiar uses the statistics of a tiny viper.  

Familiar Basics

Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Hit Dice
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s Hit Dice total, whichever is higher.
Hit Points
The familiar has 1/4 of the master’s total hit points and stamina points, rounded down, regardless of its actual Hit Dice.
Attacks
Use the master’s base attack bonus rather than the familiar’s. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with its natural weapons.   Damage equals that of a normal creature of the familiar’s kind.
Saving Throws
For each saving throw, use either the familiar’s base save bonuses or the master’s, whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Death of a Familiar
If the familiar dies from unnatural means, the wizard is nauseated and frightened 2 for one day.   Succeeding on a Constitution saving throw reduces the nauseated condition to the sickened condition, and the duration to one hour, and succeeding on a Wisdom saving throw reduces the frightened 2 condition to frightened 1. The DC is equal to 15 + half the character’s level.   A wizard can summon a new familiar over the course of 1 hour at the cost of 50gp per level.

Arcane Recovery

2nd-Level Wizard Feature
When you finish a short rest, you regain a number of expended spell slots with a total level equal to one half your wizard level. You can regain all expended 0-Level slots at the cost of one 1st-level slot in this way.   For example, a 2nd-level wizard can regain up to 1 level of expended spell slots, or they can use this level to regain all expended 0-Level slots instead.

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