Aeric
Explorer
Hello All.
I have come up with a variant on the core wizard class from the PHB. I thought that since the fine people of the EN World boards seem to know so much more about the rules and how they balance than I do, I would run it by you guys and see what you thought of it. Any feedback, opinions, etc., would be greatly appreciated.
Oh, and please note that, if this wizard class works, I will be tweaking the other spellcasting classes in my campaign to match it.
VARIANT WIZARD
GAME RULE INFORMATION
ABILITIES
Intelligence is the wizard’s most important stat. It determines how successful he is at spellcasting, how many spells he knows at any given time, and, of course, it modifies Spellcraft skill checks. Constitution is almost equally as important, for a wizard with a high Con score will be able to cast more spells than a wizard with a weaker Con (see “Fatigue,” below).
ALIGNMENT, HIT DICE, SKILLS
Same as before.
CLASS FEATURES
WEAPON AND ARMOR PROFICIENCY
Same as before.
SPELLS
The spell preparation method of the PHB has been replaced with a memorization system. However, unlike the old “fire and forget” system of spellcasting, a wizard does not lose a spell simply by casting it, nor does he have to memorize a spell multiple times in order to cast it more than once. He also does not have to re-memorize his spells the following day. They are in his memory until he chooses to switch them out for other spells. The mechanics are similar to those of the sorcerer, only the wizard can change which spells he knows whenever he wants to, assuming that he has learned the spell and has access to a written copy of it, usually in his own spellbook.
A wizard can have memorized a number of arcane spells equal to the original wizard’s “Spells Per Day” table in the PHB. A wizard may still have as many spells in his book as there is room, and he may at any time choose to forget one or more of the spells he currently has memorized for another one. However, for the sake of realism, there are only so many formulas one person can memorize at any given time. Hence, the “spells known” table.
BONUS LANGUAGES
Same as before.
FAMILIAR
Same as before. When casting spells through a familiar, the familiar acts as a focus of the appropriate type (see “Wands and Staves,” below).
SCRIBE SCROLL
The wizard no longer gets Scribe Scroll as a bonus feat at first level. However, he does get a Bonus Feat (see below) which may be Scribe Scroll if he so desires.
BONUS FEATS
Beginning at first level, and at every odd numbered level thereafter, the wizard gains a bonus feat. The wizard must choose the bonus feat from the following list, which is an expanded version of the list for the wizard’s bonus feats in the PHB:
Augment Summoning, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wonderous Item, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Magical Aptitude, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Spell Focus, Spell Penetration, Widen Spell.
CRAFT WAND (1st)
Under the variant magic rules that go along with this class, wands (and staves) are focii for arcane spellcasting, not repositories of magical spells and effects.
At 1st level, the wizard has the ability to craft a wand to use as a personal focus for spellcasting. A wizard creates a wand during his apprenticeship, and automatically starts play with one at first level. No two wands are alike, nor will the wand of one wizard be as effective a focus for anyone other than the wizard who created it. If a wizard’s wand is destroyed, he can craft another one as soon as he wishes, although it will take a certain amount of time and energy (and possibly money as well).
Wizards are dependent upon focii in order to cast spells. While it is possible for a wizard to channel the mystic energy necessary to cast a spell without a focus, it is much more difficult to shape that energy into the desired effect without one (see “Spellcasting DC Modifiers,” below). Wands and staves are the focii of choice for wizards. While it is technically possible for other objects such as crystals, medallions, and the like to act as focii, this is usually the case for wizards from strange and far-off lands. The wand and staff are by far the most common focii for wizards.
CRAFT STAFF (9th)
At 5th level, the wizard gains the ability to create a staff as a focus. Spells of fifth-level and higher require the use of a staff. A staff is essentially a larger wand, with the capacity to channel larger amounts of mystic energy at a time. All the rules of a wand apply to a staff as well. Staves can be used as focii for lower-level spells, but there is no inherent bonus to doing so (other than saving a wizard from the hassle of drawing a wand when he already has his staff in hand).
IMPROVING WANDS AND STAVES
A wizard may, at later levels, choose to enchant his wand or staff, giving it certain metamagic properties affecting the spells cast with it. Wands and staves have the same AC, HP, Hardness, and break DC as their counterparts in the DMG, although these stats may also be improved later on by the wizard.
Rules on how to enchant a wand or staff are forthcoming.
SPELLCASTING
When a wizard casts a spell, he rolls a d20 + his wizard level. The DC for casting a spell is equal to 15 + Spell Level. Success means that the spell was cast normally; failure means that the wizard was incapable of harnessing and shaping the mystic energies correctly, although he is free to try again—spells are not lost through miscasting or spell failure.
SPELLCASTING DC MODIFIERS
No focus +20
High (5th+) level spell with a wand +10
Using an unfamiliar type of focus* +10
Using someone else’s focus (familiar type) +5
High (5th+) level spell with someone else’s wand +15.
*Unfamiliar focii are, by definition, focii which have been created by someone other than the caster. Normally this refers to such oddball focii as crystals, medallions, shrunken heads, and the like, but if the wizard in question would normally use such a focus, then it would apply to wands, staves, etc.
TAKING 10 AND TAKING 20
Because spells are cast in a manner similar to skill checks, they are subject to the “taking 10” and “taking 20” rules. However, there is a cost. Spells cast by “taking 10” do double the normal fatigue damage, and spells cast by “taking 20” do triple damage. This is because the energy spends more time in the body (in the case of “taking 10”) or because it is summoned again and again until the wizard gets it right (“taking 20”).
SAVE VERSUS SPELL
Targets that receive saving throws versus spells do so at a DC equal to the wizard’s skill roll for that particular casting. In other words, saving against a spell is now a contested roll between caster and target(s).
FATIGUE
Wizards cast spells by channeling the mystic energies of the universe through their bodies. This takes a toll on the caster, and these energies can cause damage to the wizard channeling them. Spells do 1d4 points of fatigue damage per spell level to their caster (zero-level spells do 1 point of damage). The caster is allowed a Fortitude saving throw (DC 10 + Spell Level) versus this effect; success means the caster only takes half damage.
CASTING HIGHER LEVEL SPELLS
A spell may be modified through a metamagic feat to be equivalent to a spell of a higher level than the wizard can normally cast. In such a case, the DC for casting the spell is equal to its effective level and any extra dice of fatigue damage done automatically become lethal (hit point) damage. This lethal damage cannot be reduced through a successful Fortitude save, although the fatigue damage can be. This is because the character yet lacks the discipline to regulate forces that powerful coursing through his body.
CASTING 5th-9th LEVEL SPELLS WITH A WAND
As stated earlier, a staff is a larger and more durable version of a wand, capable of channeling more energy through it at once. It is possible to cast a spell of 5th-9th level (or higher!) with a wand, but doing so can damage and even destroy the wand. A wand used to cast a spell higher than 4th level takes 1d4 points of damage per level.
USING SCROLLS
Scrolls work the same as before. There is no roll required to successfully cast a spell from a scroll, and reading a scroll causes no fatigue damage to the reader. The exception to this is when a wizard attempts to cast a spell from a scroll which is a higher level than he can normally cast. Reading a higher-level scroll works exactly the same as casting a higher-level spell via a metamagic feat, both in the spellcasting roll as well as the damage.
I have come up with a variant on the core wizard class from the PHB. I thought that since the fine people of the EN World boards seem to know so much more about the rules and how they balance than I do, I would run it by you guys and see what you thought of it. Any feedback, opinions, etc., would be greatly appreciated.
Oh, and please note that, if this wizard class works, I will be tweaking the other spellcasting classes in my campaign to match it.
VARIANT WIZARD
GAME RULE INFORMATION
ABILITIES
Intelligence is the wizard’s most important stat. It determines how successful he is at spellcasting, how many spells he knows at any given time, and, of course, it modifies Spellcraft skill checks. Constitution is almost equally as important, for a wizard with a high Con score will be able to cast more spells than a wizard with a weaker Con (see “Fatigue,” below).
ALIGNMENT, HIT DICE, SKILLS
Same as before.
CLASS FEATURES
WEAPON AND ARMOR PROFICIENCY
Same as before.
SPELLS
The spell preparation method of the PHB has been replaced with a memorization system. However, unlike the old “fire and forget” system of spellcasting, a wizard does not lose a spell simply by casting it, nor does he have to memorize a spell multiple times in order to cast it more than once. He also does not have to re-memorize his spells the following day. They are in his memory until he chooses to switch them out for other spells. The mechanics are similar to those of the sorcerer, only the wizard can change which spells he knows whenever he wants to, assuming that he has learned the spell and has access to a written copy of it, usually in his own spellbook.
A wizard can have memorized a number of arcane spells equal to the original wizard’s “Spells Per Day” table in the PHB. A wizard may still have as many spells in his book as there is room, and he may at any time choose to forget one or more of the spells he currently has memorized for another one. However, for the sake of realism, there are only so many formulas one person can memorize at any given time. Hence, the “spells known” table.
BONUS LANGUAGES
Same as before.
FAMILIAR
Same as before. When casting spells through a familiar, the familiar acts as a focus of the appropriate type (see “Wands and Staves,” below).
SCRIBE SCROLL
The wizard no longer gets Scribe Scroll as a bonus feat at first level. However, he does get a Bonus Feat (see below) which may be Scribe Scroll if he so desires.
BONUS FEATS
Beginning at first level, and at every odd numbered level thereafter, the wizard gains a bonus feat. The wizard must choose the bonus feat from the following list, which is an expanded version of the list for the wizard’s bonus feats in the PHB:
Augment Summoning, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wonderous Item, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Magical Aptitude, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Spell Focus, Spell Penetration, Widen Spell.
CRAFT WAND (1st)
Under the variant magic rules that go along with this class, wands (and staves) are focii for arcane spellcasting, not repositories of magical spells and effects.
At 1st level, the wizard has the ability to craft a wand to use as a personal focus for spellcasting. A wizard creates a wand during his apprenticeship, and automatically starts play with one at first level. No two wands are alike, nor will the wand of one wizard be as effective a focus for anyone other than the wizard who created it. If a wizard’s wand is destroyed, he can craft another one as soon as he wishes, although it will take a certain amount of time and energy (and possibly money as well).
Wizards are dependent upon focii in order to cast spells. While it is possible for a wizard to channel the mystic energy necessary to cast a spell without a focus, it is much more difficult to shape that energy into the desired effect without one (see “Spellcasting DC Modifiers,” below). Wands and staves are the focii of choice for wizards. While it is technically possible for other objects such as crystals, medallions, and the like to act as focii, this is usually the case for wizards from strange and far-off lands. The wand and staff are by far the most common focii for wizards.
CRAFT STAFF (9th)
At 5th level, the wizard gains the ability to create a staff as a focus. Spells of fifth-level and higher require the use of a staff. A staff is essentially a larger wand, with the capacity to channel larger amounts of mystic energy at a time. All the rules of a wand apply to a staff as well. Staves can be used as focii for lower-level spells, but there is no inherent bonus to doing so (other than saving a wizard from the hassle of drawing a wand when he already has his staff in hand).
IMPROVING WANDS AND STAVES
A wizard may, at later levels, choose to enchant his wand or staff, giving it certain metamagic properties affecting the spells cast with it. Wands and staves have the same AC, HP, Hardness, and break DC as their counterparts in the DMG, although these stats may also be improved later on by the wizard.
Rules on how to enchant a wand or staff are forthcoming.
SPELLCASTING
When a wizard casts a spell, he rolls a d20 + his wizard level. The DC for casting a spell is equal to 15 + Spell Level. Success means that the spell was cast normally; failure means that the wizard was incapable of harnessing and shaping the mystic energies correctly, although he is free to try again—spells are not lost through miscasting or spell failure.
SPELLCASTING DC MODIFIERS
No focus +20
High (5th+) level spell with a wand +10
Using an unfamiliar type of focus* +10
Using someone else’s focus (familiar type) +5
High (5th+) level spell with someone else’s wand +15.
*Unfamiliar focii are, by definition, focii which have been created by someone other than the caster. Normally this refers to such oddball focii as crystals, medallions, shrunken heads, and the like, but if the wizard in question would normally use such a focus, then it would apply to wands, staves, etc.
TAKING 10 AND TAKING 20
Because spells are cast in a manner similar to skill checks, they are subject to the “taking 10” and “taking 20” rules. However, there is a cost. Spells cast by “taking 10” do double the normal fatigue damage, and spells cast by “taking 20” do triple damage. This is because the energy spends more time in the body (in the case of “taking 10”) or because it is summoned again and again until the wizard gets it right (“taking 20”).
SAVE VERSUS SPELL
Targets that receive saving throws versus spells do so at a DC equal to the wizard’s skill roll for that particular casting. In other words, saving against a spell is now a contested roll between caster and target(s).
FATIGUE
Wizards cast spells by channeling the mystic energies of the universe through their bodies. This takes a toll on the caster, and these energies can cause damage to the wizard channeling them. Spells do 1d4 points of fatigue damage per spell level to their caster (zero-level spells do 1 point of damage). The caster is allowed a Fortitude saving throw (DC 10 + Spell Level) versus this effect; success means the caster only takes half damage.
CASTING HIGHER LEVEL SPELLS
A spell may be modified through a metamagic feat to be equivalent to a spell of a higher level than the wizard can normally cast. In such a case, the DC for casting the spell is equal to its effective level and any extra dice of fatigue damage done automatically become lethal (hit point) damage. This lethal damage cannot be reduced through a successful Fortitude save, although the fatigue damage can be. This is because the character yet lacks the discipline to regulate forces that powerful coursing through his body.
CASTING 5th-9th LEVEL SPELLS WITH A WAND
As stated earlier, a staff is a larger and more durable version of a wand, capable of channeling more energy through it at once. It is possible to cast a spell of 5th-9th level (or higher!) with a wand, but doing so can damage and even destroy the wand. A wand used to cast a spell higher than 4th level takes 1d4 points of damage per level.
USING SCROLLS
Scrolls work the same as before. There is no roll required to successfully cast a spell from a scroll, and reading a scroll causes no fatigue damage to the reader. The exception to this is when a wizard attempts to cast a spell from a scroll which is a higher level than he can normally cast. Reading a higher-level scroll works exactly the same as casting a higher-level spell via a metamagic feat, both in the spellcasting roll as well as the damage.