Wizard

The wizard is the unquestioned master of magic. He has dedicated his life to the study of the forbidden and heretical arts, neglecting certain areas of established knowledge in favor of breaking new ground. The wizard is a valued asset or a dangerous opponent, for nobody can say for certain what he may have in his bag of tricks.

Many, if not most, of the authors of the Twelve Grimoires were wizards.

Requirements

Attributes: INT +2
Skills: Spellcraft 6 ranks, Knowledge (arcana) 5 ranks
Feats: One metamagic feat
Magic: Able to prepare multiple 2nd-level spells
Special: The prospective wizard must apprentice himself to another wizard. Additionally, the prospective wizard must have either uncovered or developed a heretofore-unknown spell.

The Wizard

Level Special Spells
1 Familiar, geasa, research, barred grimoires, bonus feat +1 spellcaster
2 Spell discovery 1st +1 spellcaster
3 Spell discovery 2nd +1 spellcaster
4 Spell discovery 3rd, bonus feat +1 spellcaster
5 Spell discovery 4th +1 spellcaster
6 Spell discovery 5th +1 spellcaster
7 Spell discovery 6th, bonus feat +1 spellcaster

Hit die: d4

Weapon and Armor proficiencies: The wizard gains no new weapon or armor proficiencies.

Spellcasting: Every time the wizard gains a new level, he gains new spells known and spells prepared as though he had gained a level in a spellcasting class he already had levels in. He does not gain any other features of that class (such as talents or bonus feats).

Familiar (Su): At 1st level, the wizard gains the services of a familiar. This functions in all regards as the d20 Sorcerer’s familiar ability.

Geasa (Su): In order to become a wizard, the character must have three geasa placed upon him, as follows:

  1. He must swear fealty to and loyally serve a noble or royal (in practice, usually his master’s lord);
  2. He may never, through any means, deal a killing blow;
  3. He must place these geasa upon any students he takes on.

Breaking the geasa results in the wizard quickly falling ill and dying, unless he is able to atone in some way. Such atonement always necessitates undoing what damage was done by the transgression.

Research (Ex): A wizard pays 3/4 the usual cost in time and gold to research new spells.

Barred Grimoires: A wizard must remain focused on new research, not relying overmuch on that which has come before. Thus, a wizard must select three of the Twelve Grimoires as barred grimoires. He is thereafter unable to learn spells from those three grimoires, and can no longer cast any spells from them he may have already learned.

Bonus feat: At 1st, 4th and 7th levels, the wizard gains a bonus feat. These feats may be any metamagic or reserve feats for which the wizard meets the prerequisites.

Spell discovery: At each level after 1st, the wizard makes a spell discovery. She is able to inscribe a new spell into her spellbook of the indicated level. This spell must be a heretofore-unknown spell, drawn from the d20 Sorcerer/Wizard spell list; it cannot be a grimoire spell. At the DM’s discretion, the wizard may instead research an entirely new spell of the appropriate level. The wizard is encouraged to come up with her own fanciful name for her new spell.

Wizard

The Anarchy of King Stephen EndlessBard