Classes/Wizard

Class Details:
Hit Die: d8

Type: Magic

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the Wizard.

Weapon and Armor Proficiency
A wizard is proficient with daggers, light crossbows, heavy crossbows, and quarterstaff.

Casting
A wizard may combine spells and talents to create magical effects. A wizards casting style determines his casting ability modifier. In addition if this is the Wizard’s first level in a casting class he gains a single discipline feat he qualifies for, and may choose his casting type. (See Casting Type on the Magic page)

If this is the character’s first level in a class, he also gains the Ritual Casting Initiate (Magic) feat as a bonus feat.

Caster’s Concentration
As a spellcaster, a Wizard gains ranks in the Concentration skill equal to his class level.

Spell Pool
A wizard gains access to a magical source of energy known as a spell pool. This pool contains a number of spell points equal to his levels in casting classes + his casting ability modifier (minimum 1). This pool replenishes once per day after a long rest.

Implements
A wizard may choose a staff, tome, or wand as his implement.

Magic Talents
A Wizard gains 1 magic talent every level plus an additional talent every odd level after 1st, each magic talent may be used to learn a new talent or new spell the wizard qualifies for.

Casting Style (Su)
A wizard defines himself partially through his casting style. At first level a wizard choses a casting style that matches his casting type. This also determines the wizard’s casting ability modifier.

Dedicated Study (Su)
A wizard learns to specialize in a type of magic representing his focused study within that school of magic. At 1st level the wizard selects a single school of magic from the following list:


 * Conjuration
 * Creation
 * Divination
 * Evocation
 * Enchantment
 * Transmutation
 * Illusion
 * Necromancy
 * Rift

If this is the character’s first level in a magic class, the wizard gains a single affinity talent of his choice and a single spell matching his chosen school of magic, he must meet all the prerequisites of the chosen spell.

The wizard gains additional benefits based on his chosen dedicated study. At 5th level and every 5 levels thereafter the wizard may treat his BCB and SPB as 1 higher for any spell he casts with a keyword matching his chosen school of magic.

A wizard then chooses 2 opposing schools of magic. The chosen opposition schools require the wizard to pay an additional spell point (even if it would normally not cost one) to cast or prepare spells matching these opposition schools.

At 5th level and every 5 levels thereafter a wizard gains an additional dedicated school. Instead of gaining a new dedicated school the wizard may use this additional school to lose an opposition school; this does not make the school into a dedicated school unless he spends an additional dedicated study school at a later level.

The wizard treats his wizard level as -5 for determining the bonus to BCB and SPB from this ability for his second school and an additional -5 for each additional school beyond the second (i.e. delaying the SPB bonus by 5 levels for each additional school).

Arcane Reservoir (Su)
At 2nd level the wizard gains access to an additional pool of power known as an arcane reservoir. An arcane reservoir allows the wizard to fuel a number of abilities they possess. This arcane reservoir has a number of points equal to 1 + his casting ability modifier (minimum 3) and refreshes once per day when the magus regains his mystic pool for the day. A wizard may spend 1 spell point to regain 3 points of his arcane reservoir.

A wizard may spend 1 point from his arcane reservoir as a swift action to grant himself a barrier of pure arcane energy, granting him a number of temporary hit points equal to his class level plus his casting ability modifier. These temporary hit points last 1 minute.

Wizard Studies (Su)
At 2nd level and every 2 levels thereafter the wizard gains a wizard study. (something from the list of things, can merge in the bonus spells.)

For a complete listing of wizard studies, see Table - Wizard Studies.

Signature Spell (Su)
At 3rd level the wizard designates a single spell as his Signature Spell. The selected spell must be one from his dedicated school of study. The wizard gains one of the following benefits based on his casting style.


 * Traditionalist: The traditionalist wizard may prepare his signature spell without counting against his talents prepared for the day. In addition when preparing a charge of the spell he may prepare one additional charge of the spell at no additional spell point cost and it does not count against his spell charge limit.
 * Arcanist: Once per day the wizard may reduce the cost of a single meta talent he is applying to his signature spell by 1 (minimum 0).

At 7th level and every 7 levels thereafter, the wizard gains an additional signature spell.

School Specialization (Su)
At 5th level and 9th level, the wizard learns to draw additional power from his schools of magic gaining one of the following benefits; if a selection has a listed school of magic the selection must match his dedicated study:


 * Construct Control(Creation and Enchantment): Your mind-affecting spells may now affect constructs.
 * Lasting Creations(Creation): Objects created by the wizard’s conjuration spells gain an additional 2 hit points per wizard level. If the object or effect created does not have hit points it instead gains a +4 bonus against any attempts to dispel it.
 * Potent Magics(Evocation): You may add half your wizard level to the damage roll of any evocation spell you cast.
 * Persuasive(Enchantment): You may roll a bluff check against a creature’s sense motive when casting an enchantment spell upon a creature. On a success the creature is not immediately aware you have cast an enchantment spell upon them, though this does not prevent any doubt or confusion from a creature when the enchantment spell ends.
 * Persistent Changes(Transmutation): Any spell cast upon an ally lasts one additional round per 4 wizard levels.
 * Resilient Illusions(Illusion): Creatures must roll twice and take the worse result on their will saving throws against your illusion spells.
 * Undead Army(Necromancy): Undead you raise gain 1 additional hit dice added to them when determining their power; this additional hit dice does not count against your animate dead limit. This ability may be applied to undead you have already summoned.
 * Undead Mentality(Necromancy and Enchantment): Your mind-affecting spells may now affect non-mindless undead.
 * Natural Summoner(Conjuration): The wizard reduces the action required to concentrate on his conjuration spells by 1 step (standard to move, move to swift). In addition the wizard may roll twice and take the higher result on any concentration checks needed to continue concentration on a conjuration spell.

Meta Reservoir (Su)
At 11th level, the wizard learns to expand the power of his arcane reservoir. The wizard may 2 spend points from his arcane reservoir pool in place of a spell point cost incurred from a meta talent.

Greater Dedication (Su)
At 11th level, the wizard may select one school of magic he has selected via his dedicated study feature. He improved the bonus to BCB and SPB with the selected school by an additional 1.

Greater School Specialization (Su)
At 13th level and every 2 levels thereafter, the wizard gains an additional advancement in his power of his dedicated study. The selection must still be a school of magic he has selected via his dedicated study feature.


 * Permanent Creations(Creation): The wizard may spend 3 additional spell points when casting a creation spell to change the duration to “instantaneous”. Objects from spells cast in this way may still be dispelled by creatures or destroyed.
 * Explosion(Evocation): Your evocation spells that target an area gain the benefits of the widen spell metamagic talent without any adjustment to the spell point cost. If your spell targets a single creature you may add your wizard level to the damage to the spell, this stacks with the bonus damage from the school specialization chosen at 5th level.
 * Esoteric Enchantments(Enchantment): Your enchantment spells with mind-affecting abilities bypass any immunities to mind-effect effects, even if the creature would be immune from having a 0 intelligence. If you possess the undead mentality or construct control specializations, you gain an additional +1 to your save attack rolls against creatures of that type.
 * Endless Transmutation(Transmutation): The wizard’s transmutation spells gain the benefits of the extend spell meta talent without adjusting the spell point cost of the spell.
 * Solid Light Illusions(Illusion): Your illusions seem far more real than before. Illusion spells gain a +2 bonus on their will save attacks against creatures; in addition any damage dealt by an illusion deals an additional number of points of damage equal to ½ the wizard’s level and may deal lethal damage should the wizard choose.
 * Heroic Undead(Necromancy): Your risen undead retain much more of their original self to the point it's difficult to determine their undead nature. Undead summoned by you retain 1 additional feat or ability they had from when they were alive and have a 5 intelligence. In addition your undead may speak normally and do not look decayed, requiring creatures to make a sense motive check against 15+ your wizard level to spot if they’re undead. If your undead possess intelligent undead they improve their intelligence to 5 or their intelligence score from when they were alive (whichever is higher).
 * Powerful Summoner(Conjuration): The wizard treats his BCB as 5 higher for determining the duration of any of his conjuration spells. If a spell already would last 24 hours or more he may instead reduce the spell point cost of the spell by 1 (minimum 0)
 * Additional School Specialization(Any): The wizard selects one additional school specialization from the list of school specializations from 5th level wizard feature that he qualifies for.

Archmage (Su)
At 20th level, the wizard becomes a master of the arcane and learns to be prepared no matter the situation. The wizard gains the following benefit determined by his casting type:


 * Traditionalist: Once per day as a full-round action the wizard may swap any number of talents or spells and unexpended charges with new ones from his spell source. Unexpected charges swapped in this way return their unspent spell points to be assembled into new spell charges. The wizard may use this day an additional time per day if he possesses the quick study wizard study.
 * Arcanist: A number of times per day equal to the wizard’s casting ability modifier the wizard may spend a point from his arcane reservoir as a reaction to gain access to a single spell or talent he qualifies for but does not know. The wizard retains the benefit of this talent for a number of rounds equal to his wizard level. Once the duration is up any benefits granted, or spells currently ongoing with the talent immediately end.