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3.9e Wizard

Anthelios

First Post
This is no official wizard reprinting, just something I cooked up after reading some variant spellcasting and comparing it to what we know of the 4e wizard.

My major change is to give the wizard a couple per encounter abilities, reduce per day spells, and give them an "at will" ability.

Changes to spells per day: Every time a wizard would normally gain their 2nd spell per day of a spell-level (Example, 2nd level wizard normally gains a second 1st level spell at 2nd level) the character instead does not gain that spell. Progression continues normally. Thus, a 20th level wizard would only have 3 of every level, save first level.

1st level: At first level a wizard gains an at will ability, Arcane Blast. This has a range of 30 feet, and is treated as a touch attack with a bonus to hit equal to the wizard's intelligence. It deals 1d4 Force damage + 1/2 the wizards caster level, rounded up. Anyone hit by this affect must make a DC (10 + 1/2 wizard level + intelligence modifier) strength check, or be knocked back(See Bull Rush) 10 feet.

2nd level, 6th level, 11th level, 16th level: The wizard chooses his first magic path. His choices are: Blaster, Controller, Tactician and Support. Every level after the wizard gains a bonus feat , the character can choose the next power in his current path, or gain the 1st power in a new path. Following one path gives the wizard more potent abilities, but varying their paths gives them more strategic advantage. A wizard can use a total number of path abilities per encounter equal to 1 + the wizard's intelligence modifier.


Blaster: The Blaster Path specializes in dealing direct damage to one or more creatures. It is very straightforward. Like all the paths, the abilities grow stronger the higher you take the rank.

Blaster (1st Rank): Elemental Type*, Elemental Ray
Blaster (2nd Rank): Elemental Type*, Elemental Burst
Blaster (3rd Rank): Elemental Type*, Elemental Cone

Burst and Cone allow reflex saves for half damage. The DC for these saves is (10 + 1/2 wizard level + intelligence modifier) +2 per rank in blaster.

*Elemental Type: Each rank in blaster gives the caster a new element of their choice "Acid, cold, electricity, fire, sonic". They use one of their chosen elements each time they use a blaster ability.

Elemental Ray: The wizard has a close range ray attack, treated as a ranged touch attack, that deals 1d10 + intelligence modifier in damage. Each new rank of blaster known increases the damage by 1d10.

Elemental Burst: A 20 foot burst, centered on the wizard. Deals 3d6/ blaster rank, plus intelligence modifier.

Elemental Cone: A 30 foot cone of the chosen elemental type, that deals damage equal to 4d8 per blaster rank.

Controller: The Controller focuses on manipulating the minds and bodies of his enemies.

Controller (1st Rank): Compel Fumble
Controller (2nd Rank): Distracting Dreams
Controller (3rd Rank): Suggestion

All controller abilities become harder to save against as the wizard takes more ranks in controller. The base DC for all controller abilities is (10 + 1/2 wizard level + intelligence modifier) Each rank in controller adds 2 to the DC of all controller abilities.

Compel Fumble: The Controller unleashes a blast of mental anguish that causes bones to twitch and flesh to quiver. One target creature must make a WILL save versus the mind-affecting compulsion or take a -2 to all d20 rolls for five rounds. The penalty increases by -2 for each rank in controller.

Distracting Dreams: The Controller unleashes a 30 foot cone in front of him, that causes all creatures caught within the area to make a WILL save versus the mind-affecting compulsion. Failure causes a 50% chance to not take an action each round. This affect lasts for one round plus one round in controller ranks. Even on a successful save, affected creatures are shaken for one round per rank in controller.

Suggestion: The wizard unleashes a mind-affecting compulsion at a single target, that then has to make a WILL save. Failure causes the target to be affected as though under the suggestion spell. Affects last for one round plus one round in controller ranks.

Tactician: The Tactician is all about gaining advantage over his enemies in an encounter. Turning the terrain into his offense and defense.

Tactician (1st Rank): Dagger Foot
Tactician (2nd Rank): Nauseating Blast
Tactician (3rd Rank): Clinging Mist

All Tactician abilities that grant saving throws use the following formula for DC (10 + 1/2 wizard level + intelligence modifier) +2 per rank in Tactician.

Dagger Foot: The Tactician chooses 2 five foot squares per rank in Tactician, that are within medium range. This causes a strange formation of spikes, stringy webs, mud, whatever the tactician thinks will be effective. The results are the same. Anyone standing, or who passes through a dagger foot square takes 1d6 + intelligence modifier in damage and must make a REFLEX save or become entangled. Damage increases by 2 per rank in Tactician. Dagger Foot squares last one round plus one round per rank in Tactician.

Nauseating Blast: The Tactician fires a beam of green energy at a target within long range, causing them to make a FORT save or become nauseated for that round. Each round the affected creature gets a new save. Creatures immune to critical hits are immune to this ability, but must still make a FORT save or suffer a -2 on all d20 rolls for the same duration. Both effects last one round per rank in tactician.

Clinging Mist: The wizard summons a gleaming silver and rainbow colored fog. The fog has a medium range, and the wizard can create 10 foot cubes equal to twice his ranks in tactician. These cubes must be touching each other when he places them down. Anyone standing in the area of affect, or passing through it, is coated in the mist. Each round, a victim takes 2d6 + intelligence modifier in acid damage, and must make a FORT save or be considered blinded for that round. The clinging mist lasts for five rounds plus one round per rank of Tactician, and a creature coated in mist stays coated for one round per rank in Tactician.

Buffer: The Buffer increases his and his companions abilities in combat. Although not as directly powerful as the other paths, it can become extremely potent when combined with an effective team.

Buffer (1st Rank): Strike True
Buffer (2nd Rank): Band of Heroes
Buffer (3rd Rank): Legion of Legend

Strike True: As a swift action, the buffer can increase the power of his and his allies attacks. Each affected target gains + buffer rank to hit and damage rolls, for one round per buffer rank. A buffer can target a number of people equal to his buffer rank +1, as long as they are all within thirty feet of each other or the buffer.

Band of Heroes: The Wizard ensorcells fate around his companions, giving them the resolve to stand up to any challenge. Each affected ally gains DR (Buffer Rank)/- for five rounds. A buffer can target any ally within medium range, one ally per rank of buffer can be affected.

Legion of Legend: The wizard empowers the very fabric of his allies with the potency of legend. One ally per rank in buffer can be affected by this power, as long as they are within medium range of the caster. Each affected target gains +buffer rank to strength, dexterity, constitution and armor class, for a number of rounds equal to buffer rank.

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I know its a little powerful right now, maybe I should reduce spells per day even more to compensate. Let me know what you think.
 

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Whizbang Dustyboots

Gnometown Hero
I would want the four archetypes to support the existing specializations a bit better. Only a few really synch up with what you have so far. At this point, we don't know if specialist wizards exist in 4E, but illusionist, at the very least, seems likely.
 

Anthelios

First Post
Whizbang Dustyboots said:
I would want the four archetypes to support the existing specializations a bit better. Only a few really synch up with what you have so far. At this point, we don't know if specialist wizards exist in 4E, but illusionist, at the very least, seems likely.

Its something I just sort of threw together. You could easily further-specialize each archetype to have more specialist oriented abilities. Even just changing the flavor of the abilities would make them appear to be different.
 

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