Rappy
First Post
Hey, something from me that isn't a gazetteer or a monster entry! Surprised, huh? Note that this is definitely a work in progress.
Wand Wizard
In a world of alchemists, mages, and priests, the wand wizard manages to stand out due to their quirky way of harnessing magic. Rather than having their innate magic spring forth from their hands or their heads, they must channel their powers through a focus: specifically, a wand. This advanced class reflects spellcasters of the Harry Potter-verse and other such wand-based magic users.
Requirements
To qualify to become a Wand Wizard, a character must fulfill the following criteria.
Class Information
The following information pertains to the Wand Wizard advanced class.
Hit Die
The Wand Wizard gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Wand Wizard gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Mage’s class skills are as follows.
Class Features
All of the following features pertain to the Wand Wizard advanced class.
Arcane Skills
At 1st level, the Wand Wizard gains the Arcane Skills feat, granting access to the following skills: Spellcraft, Use Magic Device, and the arcane functions of Concentration and Craft (Chemical).
Wandcraft
The Wand Wizard gains the ability to craft a special wand utilized to channel their magic. They cannot cast any spells known without this wand. A Wand Wizard's wand is a magic item with a caster level equal to the Wand Wizard's class level, and contains a number of charges equal to their class level plus their Intelligence modifier. These charges must be "loaded" with uses of the Wand Wizard's known spells. A use of a 0- or 1st-level spell costs 2 charges, a use of a 2nd-level spell costs 4 charges, a use of a 3rd-level spell costs 6 charges, the use of a 4th-level spell costs 8 charges, and the use of a 5th-level spell costs 10 charges. A wand that has used up all of its charges regains them at a rate of 2 charges per hour of rest.
Wand Recharge
Due to the hazardous nature of combat, Wand Wizards learn to recharge their wand on the fly. Starting at 2nd level, a Wand Wizard can instantly restore up to 5 charges of their wand as a full-round action once per day. At 5th level, this increases to a recharge of 10 points, and again to 15 points at 8th level.
Bonus Feat
At 3rd, 6th, and 9th levels, the Wand Wizard gains a bonus feat. The Wand Wizard must meet all of the prerequisites of the feat, and the feat must be taken from the following list.
Blind-Fight, Combat Expertise, Dead Aim, Defensive Martial Arts, Dodge, Elusive Target, Far Shot, Fleet of Foot, Improved Disarm, Mobility, Point Blank Shot, Precise Strike, Run, Supernatural Strike.
Deft Wand
Sometimes, it's best to be the first on the draw. As such, by 7th level, the Wand Wizard gains the ability to draw their wand from wherever they've concealed it as a free round action.
Wand Supercharge
At 10th level, the Wand Wizard has gained the ability to put their wand on "overdrive" and produce powers beyond the norm. Once per day, the Wand Wizard may expend all charges of their wand to cast a single incantation, rather than a spell, in a single concentrated burst of arcane energies. A specific incantation is tied to each wand the Wand Wizard crafts, similar to unique spells.
Wand Wizard
In a world of alchemists, mages, and priests, the wand wizard manages to stand out due to their quirky way of harnessing magic. Rather than having their innate magic spring forth from their hands or their heads, they must channel their powers through a focus: specifically, a wand. This advanced class reflects spellcasters of the Harry Potter-verse and other such wand-based magic users.
Requirements
To qualify to become a Wand Wizard, a character must fulfill the following criteria.
- Skills: Concentration 6 ranks, Knowledge (Arcane Lore) 6 ranks
Class Information
The following information pertains to the Wand Wizard advanced class.
Hit Die
The Wand Wizard gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Wand Wizard gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Mage’s class skills are as follows.
- Bluff (Cha), Concentration (Con), Craft (Chemical) (Int), Craft (Pharmaceutical) (Int), Craft (Structural) (Int), Craft (Visual Arts) (Int), Craft (Writing) (Int), Decipher Script (Int), Knowledge (Arcane Lore, Current Events, History) (Int), Listen (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spellcraft (Int), Spot (Wis), Use Magical Device (Int).
- Skill Points at Each Level: 6 + Int modifier.

Class Features
All of the following features pertain to the Wand Wizard advanced class.
Arcane Skills
At 1st level, the Wand Wizard gains the Arcane Skills feat, granting access to the following skills: Spellcraft, Use Magic Device, and the arcane functions of Concentration and Craft (Chemical).
Wandcraft
The Wand Wizard gains the ability to craft a special wand utilized to channel their magic. They cannot cast any spells known without this wand. A Wand Wizard's wand is a magic item with a caster level equal to the Wand Wizard's class level, and contains a number of charges equal to their class level plus their Intelligence modifier. These charges must be "loaded" with uses of the Wand Wizard's known spells. A use of a 0- or 1st-level spell costs 2 charges, a use of a 2nd-level spell costs 4 charges, a use of a 3rd-level spell costs 6 charges, the use of a 4th-level spell costs 8 charges, and the use of a 5th-level spell costs 10 charges. A wand that has used up all of its charges regains them at a rate of 2 charges per hour of rest.
Wand Recharge
Due to the hazardous nature of combat, Wand Wizards learn to recharge their wand on the fly. Starting at 2nd level, a Wand Wizard can instantly restore up to 5 charges of their wand as a full-round action once per day. At 5th level, this increases to a recharge of 10 points, and again to 15 points at 8th level.
Bonus Feat
At 3rd, 6th, and 9th levels, the Wand Wizard gains a bonus feat. The Wand Wizard must meet all of the prerequisites of the feat, and the feat must be taken from the following list.
Blind-Fight, Combat Expertise, Dead Aim, Defensive Martial Arts, Dodge, Elusive Target, Far Shot, Fleet of Foot, Improved Disarm, Mobility, Point Blank Shot, Precise Strike, Run, Supernatural Strike.
Deft Wand
Sometimes, it's best to be the first on the draw. As such, by 7th level, the Wand Wizard gains the ability to draw their wand from wherever they've concealed it as a free round action.
Wand Supercharge
At 10th level, the Wand Wizard has gained the ability to put their wand on "overdrive" and produce powers beyond the norm. Once per day, the Wand Wizard may expend all charges of their wand to cast a single incantation, rather than a spell, in a single concentrated burst of arcane energies. A specific incantation is tied to each wand the Wand Wizard crafts, similar to unique spells.
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