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Ghost in the Shell

D20 CREATION
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Arcane Spells
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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

LINKS
* Link to Us

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Site Title


© 2002 Maggie I. Wang

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Summon Familiar, Scribe Scroll



Bonus Metamagic or Item Creation Feat




Bonus Metamagic or Item Creation Feat




Bonus Metamagic or Item Creation Feat




Bonus Metamagic or Item Creation Feat


©2004 Isaura Simon

Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1st
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
2nd
-
-
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
3rd
-
-
-
-
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4th
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
4
4
4
4
5th
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
4
4
6th
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
7th
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
8th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
4
9th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
3
4

Key STATS: Intelligence, Dexterity, Constitution

Alignment: Any

Hit Die: d4

Class Skills: Concentration, Craft, Knowledge(All skills, taken individually), Profession, Spellcraft

Starting Skill Points: (2 + INT modifier) x 4

Points/Additional Level: 2 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Wizards are proficient with clubs, daggers, heavy crossbows, light crossbows, and quarterstaves. No armor or shield proficiencies are granted.
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus crossbows.

  • Spells
    A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class (DC) for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.
    Unlike bards and sorcerers, wizards may know any number of spells.

  • Bonus Languages
    A wizard may substitute Draconic for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in Draconic and apprentice wizards often learn it as part of their studies.

  • Familiar
    A wizard can summon a familiar in exactly the same manner as a Sorcerer.

  • Scribe Scroll
    A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.

  • Bonus Feat
    Every five levels, a wizard gains a bonus Feat. This Feat must be a metamagic feat, an item creation feat, or Spell Mastery (see below). Please note that these bonus feats are in addition to those gained normally with each character level advancement.

  • Spellbooks
    Wizards begin play with a spellbook containing all 0 level spells, plus three 1st level spells of the players choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st level spell. Each time the wizard achieves a new level, she gains two new spells of any level or levels that she can cast (according to her new level). The wizard can also add spells found in other wizard's spellbooks.

Page Last Updated March 3rd, 2005

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