SKill Ranks: 3 + Int./level Wizard Class Skills: Choose any 7 skills to make your class skills. In addition, for every 2 points of your Intelligence modifier Wizard above +4, choose an addition skill to be a class skill. Hit Dice: d6 Wizard School The Archivist Level BAB Ref. Will Fort. Appropriate Bonus Spell Points 1st +0 +0 +1 +0 Wizard School, First Year Books 2+Int. 2nd +0 +0 +2 +1 Class Affinity 1 3+Int 3rd +1 +1 +3 +1 Class Affinity 2 5+Int 4th +1 +1 +4 +2 Ability Score Improvement, Second Year Books 8+Int 5th +2 +2 +4 +3 10+Int 6th +2 +3 +5 +3 Class Affinity 3, Third Year Books 24+Int 7th +3 +3 +6 +3 1st Specialty Class 30+Int 8th +3 +4 +6 +4 2nd Specialty Class 40+Int 9th +4 +4 +6 +5 Ability Score Improvement 45+Int 10th +4 +5 +7 +5 Specialty Class Feature, Year 4 Books 50+Int 11th +5 +5 +8 +5 55+Int 12th +5 +6 +8 +6 60+Int+Int 13th +6 +6 +8 +6 Bonus Metamagic Feat, Year 5 Books 66+Int 14th +6 +6 +9 +6 70+Int 15th +7 +7 +9 +7 Specialty Class Feature 77+Int 16th +7 +7 +9 +8 Bonus Metamagic Feat, Year 6 books 80+Int 17th +8 +8 +9 +8 Specialty Class Feature 88+Int 18th +8 +8 +10 +9 Bonus Metamagic Feat 90+Int 19th +9 +9 +10 +9 Bonus Metamagic Feat, Year 7 Books 99+Int 20th +10/1 +10 +10 +10 Class Specialty Feature, Bonus Feat 100+Int
Wizard School Arithmancy
Ancient Runes At 1st levle, you choose your wizard school. There are 11 History of Magic total: Beauxbatons, Durmstrang. Hogwarts, Ilvermorny, Astronomy Clastleobruxo, Uagadou, Mahoutokoo, Koldovsords, and I Care of Magical Creatures forgot the other 3. Please refer to the official wiki. (Side note: Tranfiguration Your school is usually up to DM Adjucation). When you have "affinity" with a class, you add +1 to any Class Affinities: skill or spell rolls related to that class, and 1 to save DC's of At 2nd, 3rd, and 6th level, choose a class to have affinity with. spells related to that class. (Side note: Potions would be craft The class options differ by school and DM adjucation, but in (alchemy)). (Another side note: In general, a spell that deals general here is a list of every class possibly offered: iwth animals, plants, or monsters, is Care of Magical Creatures, along with any Handle Animal checks. Also, any Charms spell that doesn't deal damage is a charm, a spell that deals Divination damage is Defense Against the Dark Arts, any sort of Defense Against the Dark Arts transmutation spell is Transfiuration, and any spell that Potions predicts is Divination. Muggle Studies Specialty Classes 9th - 25. Metamagic Feats make any spell cost the amount of points a spell of 1 level higher would cost. At 7th, 8th, and 20th level, you pick a class to specialize in. At Epic Level Spells 10th and 15th level, you gain features in these classes. When you choose a specialty class, treat your caster level as 2 In general, epic level spells are up to DM adjucation. higher for spells related to that class, regardless of character However, here is an example of how many points an epic level. At 10th level, treat any skills related to that class as if level spell would cost: they had 3 more ranks in them, once again regardless of 10th - 32 character level and hit dice. At 15th level, add 3 to any save 11th- 40 DC's related to that class. 12th - 50 13th - 60 Bonus Metamagic Feat 14th - 75 15th - 90 At 13th, 16th, 18th, and 19th level, you gain a bonus 16th - 110 metmagic feat. 17th - 130 18th - 160 Spells and Spellcasting 19th - 190 As a wizard, you can cast spells. Your spells are drawn from 20th - 240 the sorcerer/wizard list. However, instead ofu using spell slots, you have spell points. In order to cast any spell, you must have an intelligence score of at least 10 + the spell's level (+ half the spell's level extra for a spell of 3rd level or higher). Here is how much a spell costs in points, by level. 0 - 0 pt.s 1st - 1. 2nd - 2 3rd - 5 4th - 7. 5th - 10 6th - 15 7th - 18 8th - 22
9th - 25. Metamagic Feats make any spell cost the
Variant 20th - 240 Rules Dark Magic Any spell with the evil descriptor or that is necromantic in nature is illegal and is dark magic. Class Xp Each class you go to provides a bit of xp. The amount is up to the DM, but in general a good guideline is that the PC's should be at the recoomended level for the current term of the current year. Four example, third term of first year should see the PC's at 3rd level. Starting 2nd year, the PC's should be at 4th level, and so on. Spell Learning When learning a spell or being taught one, you must make a Spellcraft check with a DC equal to 10 + the spell's level +1 per spell level above 1st. For example, a 2nd level spell has a DC equal to 13 to learn, and a 9th level spell has a DC of 27 to learn.