Wizard

= Wizard = Wizards are the brightest scholars of the world, focusing their talents on the study of magic and the elements and bending the rules of reality to see how far they can go before breaking, all for the sake of the pursuit of power or knowledge, or both. All wizards in Armeya have graduated from the University of All-Knowing L'Orielan, where they were required to worship the founder and practice diligently in the magical arts. Once graduated, a wizard is free to live life as he or she chooses to do so, but most prefer to remain affiliated with their school, sending reports of their findings and accomplishments in hopes of attaining greater prestige within the organization and perhaps secure a seat of honor amongst the faith of L'Orielan as an esteemed Sage.

Wizards in Armeya are found inhabiting mainly the University, but are also widespread throughout the Empire.


 * Special Notes on Magic:** Armeya RPG treats magic in this setting a fair bit differently. To read on how magic functions in this setting, go to this page. To check the allowed spell lists for your character's class, go here.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold.
 * Combat Wizard (UA, p 59): Lose scribe scroll and wizard bonus feats, get bonus feats as a fighter.
 * Domain Granted power (CC, p 53): Lose a bonus feat, gain a domain granted power. **Requires devotion to deity.**
 * Domain Wizard (UA, p 57): Can not be a specialist wizard. Choose a domain, cast those spells at +1 caster level, and a get a bonus spell slot per spell level for the domain spells. **Requires devotion to deity.**
 * Focused Specialist (CM, p 34): Lose access to another school and one spell per day, gain 2 extra spells from specialist class.
 * Immediate Magic (PHB 2, p 68): Give up your familiar, gain the ability to use a magical effect as an immediate action, the effect type depends on your specialization:
 * Abjuration: Generate a shield effect
 * Conjuration: Short range teleport
 * Divination: Saving throw bonus
 * Enchantment: Daze an enemy
 * Evocation: Shoot fire at someone targeting you with a spell
 * Illusion: Make a mirror image of yourself
 * Necromancy: give enemy a penalty to AC and saves
 * Transmutation: Give yourself special movement abilities.
 * Specialist Variants (UA, p 59-64): There are three variants for each specialist wizard, each gives up something: familiar, bonus feats, or bonus spells per day: **Requires continued affiliation to University.**
 * Abjurer:
 * Familiar: resistance to energy
 * Feats: deflection bonus to AC
 * Spells: spontaneous dispelling
 * Conjurer:
 * Familiar: summon faster
 * Feats: augment summoning feat for free, summons are tougher and harder to dispel
 * Spells: Spontaneous Summons
 * Diviner:
 * Familiar: Gain sense motive as a class skill, plus some minor bonuses when casting certain spells
 * Feats: may not use bonus feats for metamagic, gets different bonus feat list
 * Spells: Once per day, add Int bonus to attack roll, saving throws, skill checks, or level checks.
 * Enchanter:
 * Familiar: Cohort
 * Feats: Add bluff, diplomacy, intimidate, diplomacy, gather information, and sense motive to class skills. Add a +2 bonus to one skill every 5 levels.
 * Spells: Apply extend spell feat once per day for free
 * Evoker:
 * Familiar: +1 caster level using certain energy types
 * Feats: Substitute energy types a limited number of times per day, raising with level
 * Spells: Overcome some energy resistance a number of times per day, raising with level
 * Illusionist:
 * Familiar: When someone disbelieves your illusions, they can not help others pierce your illusions
 * Feats: Gain hide as a class skills. At 5th gain a bonus to hide checks, 10th +1 to save DC's, 15th level gain hide in plain sight, 20th blend into shadows for concealment.
 * Spells: Add 2 illusions to spell book at each level.
 * **Necromancer**:
 * **Personal Curse**: Beginning at first level, a necromancer starts work on developing a unique curse. Designing this curse costs 100gp in special materials and rare inks used in the development process. Once the curse has been named and designed, it can be used as a standard action 1/day. To afflict a target with your Personal Curse, the target must be within 30ft of you, and then must fail a Will Save to become afflicted by your curse's effects. The Saving Throw DC for this ability is equal to 10 + 1/2 your Wizard level + your Intelligence Modifier. At first, the curse places a -2 penalty on an ability score chosen when designing the curse. At level 4, this penalty becomes -3 and the target's movement is halved. At level 8, this penalty becomes -4. At level 12, this penalty becomes -5 and the target is also fatigued. At level 16, this penalty becomes -6. Finally, at level 20, this penalty becomes -7, and the target is both immobilized and exhausted. A necromancer using this variant permanently gives up the ability to obtain a familiar.
 * **Necromantic Tenacity**: A necromancer must face the most arduous trials at the hands of his peers and his own magic when it goes awry. Beginning at level 5, a Necromancer gains a +2 bonus to saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level. At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain. At 20th level, the necromancer becomes immune to death effects and negative levels. A necromancer using this variant does not gain bonus feats for advancing as a wizard.
 * **Rite of Life**: At times it becomes necessary for a necromancer to alter the flow of life, usually to injure, but sometimes also to close wounds. A necromancer gains the ability to consume a spell slot to heal a number of hp equal to twice the level of the spell consumed. For example, a 1st level spell consumed in this manner would heal 2hp. A 9th level spell consumed in this manner heals 18hp. This ability may be used at will, as a standard action, on a willing target at touch range. A necromancer using this variant does not gain additional spells per day for being a specialist wizard.
 * Transmuter:
 * Familiar: Once per day, plus another time every 5 levels, add +2 to an attribute
 * Feats: Learn spells as if they were transmutation spells
 * Spells: Swap out some of your prepared spells once per day.
 * Spontaneous Divination (CC, p 53): lose a bonus feat, can spontaneously cast divination spells.
 * Wasteland Familiar (SSt, p 49): Gain horned lizard familiar.
 * Wilderness Companion (UA, p 58): Trade familiar for animal companion. **Requires devotion to Vo Q'fimby or Ta Rak Ra.**