Wizard- Class Revision (Saga Meets D&D)

Belen

Adventurer
So I have been tinkering with meshing the elements of Saga that I love with D&D3.5. I have made some decisions (feel free to comment) to change things to make them a bit simpler. I have added Physical and Mystical attacks. These are the basic BaB arrays. I plan to eliminate touch attacks in favor of the mystical attack. Thus, a wizard has a good MaB and uses that when attacking with spells.

Good attack array: 1/level
Average attack array: 1/2 levels
Poor attack array: 1/3 level

Good save array: 1/2 levels
Poor save array: 1/3 levels

WIZARD

Alignment:Any
Hit Die: d6

SKILLS
Class Skills: Craft (INT), Decipher Script (INT), Endurance (CON), Gather Information (CHA), Initiative (DEX), Knowledge, Any (INT), Speak Language (INT), Spellcraft (INT)
Points: 4 + intelligence modifier; 1st level- [(4 + intelligence modifier) x4]
Trained (Alternate Rule): (4 + Intelligence modifier)

ATTACKS
Physical: Poor
Mystical: Good

SAVES
Fortitude: Poor
Reflex: Poor
Will: Good
Class Bonus (Alternate Rule): Wizards gain +1 bonus to all saves at 1st, 5th, 10, 15th, and 20th levels.
Damage Threshold (Alternate Rule): 10 + Fortitude Save + Character Level

FEATS
Starting Feats: Weapon Proficiency (Simple), Mystical Sensitivity (Arcane), Arcane Preparation
Character Feats: Characters gain character feats at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level.
Class Feats: Wizards gain a class feat at each even level starting at level two.

TALENTS
Class Talents: Wizards gain a class talent at each odd level starting with level one.
Bonus Talents: At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus talent. At each such opportunity, she can choose from the following talents trees: metamagic, item creation, or spell mastery. The wizard must still meet all prerequisites for a bonus talent, including caster level minimums.

SPELLS
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

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. Her base daily spell allotment is 1 + intelligence modifier per accessible spell level.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

ARCANE PREPARATION
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for cantrips, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

Metamagic Talent Tree

Intensify Spell: You increase the damage inflicted by any damage causing spell. To accomplish this, you must make a Spellcraft check. The DC depends on the desired amount of increase to the damage, as well as the spell level. Saving throws and opposed rolls are not affected, nor are spells without random variables. A character may enlarge one spell per encounter. It requires a swift action to intensify a spell.

DC/ Result
15 + spell level: Increase damage by 25 percent
18 + spell level: Increase damage by 50 percent
23 + spell level: Increase damage by 75 percent
30 + spell level: Increase damage by 100 percent

Enlarge Spell: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Enlarging a spell requires a Spellcraft check of DC 15 + spell level. Failing a check does not result in the loss of the spell. A character may enlarge one spell per encounter. It requires a swift action to enlarge a spell.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Extending a spell requires a Spellcraft check of DC 15 + spell level. A character may enlarge one spell per encounter or one spell per 4 ranks in Spellcraft per day. It requires a swift action to extend a spell.

Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per encounter. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft check DC 20 + spell level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Still Spell: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell requires a Spellcraft check of DC 15 + spell level. A character may still one spell per encounter. It requires a swift action to still a spell.

Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft check of DC 15 + spell level. A character may silence one spell per encounter. It requires a swift action to silence a spell.

Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell requires a Spellcraft check DC 19 + spell level. Spells that do not have an area of one of these four sorts are not affected by this feat. A character may widen one spell per encounter. It requires a swift action to widen a spell.
 

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Belen

Adventurer
SPELLCRAFT (INT, WIS, OR CHA)

Requires the Mystical Sensitivity feat with focus in arcane, divine, or psionic power.

You draw upon the mystical energy to help you channel arcane, divine, or psionic energy, gain special insights, or perform other remarkable acts. You must have the Mystical Sensitivity feat to be trained in this skill.

Channel Cantrip/Orison (4 or more ranks; Trained Only): Those who channel power may cast 0-level spells at will.

Identify (4 or more ranks; Trained Only): As a full-round action, you can enter a trance. In this state, you remain fully aware of your surroundings. A successful spellcraft check could provide you the following information:

DC 15 + spell level

* Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.

* When using read magic, identify a glyph of warding or a symbol. No action required.

* Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.

* Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.

* When casting detect magic, determine a single mystical effect of a targeted item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) Determining the function of an inactive or passive effect requires one hour of concentration and leaves the user fatigued for one hour.

DC 20 + spell level

* Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.

* Identify a potion. Requires 1 minute. No retry.

* Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.

* Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.

DC 25 + spell level

* After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.

DC 30 or higher

* Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

Augury (Divine only): As a full-round action, you can make a DC 15 Spellcraft check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying an evil altar will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action. Using the above example, a successful check would not portend a future encounter with vengeful cultists angered by the destruction of the altar. (The GM must assess the immediate consequences of the action, based on what he knows about the circumstances.)

Scrying: By making a caster level check + d20 roll, you can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Knowledge/ Will Save Modifier
None/+10
Secondhand (you have heard of the subject)/+5
Firsthand (you have met the subject)/+0
Familiar (you know the subject well)/-5

Connection/Will Save Modifier
Likeness or picture/-2
Possession or garment/-4
Body part, lock of hair, bit of nail, etc./-10

None: You must have some sort of connection to a creature you have no knowledge of.

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Wizard, Sorcerer, or Bard Focus
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus
A holy water font costing not less than 100 gp.

Druid Focus
A natural pool of water
 


Primal

First Post
Hmmm... interesting -- I really like that you could use Spellcraft for 'Augury'. I have myself tinkered with some ideas of using the optional Spell Point system, and trying how Dragonlance Saga magic system would work in D&D, but I'm not going to implement it yet to my campaigns, since we're busy testing the PF Alpha rules.
 

Flynn

First Post
You might find Fantasy Concepts an interesting source of ideas, as it integrates many of the same elements that you've introduced here. If you've already seen it, that's cool. If you hadn't heard of it yet, I figured I should at least mention it.

Hope This Helps,
Flynn
 


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