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Wizard

Wizards are spellcasters well trained in the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Wizards as “book magicians,” but very few have the guts to call a Wizard that to his or her face

Allowed Classes sorcerer, expert

Discipline Main Statistic Intelligence

Racial Restrictions None

Saves

Class Changes

Use the Wizard from the player’s handbook with the following changes. 

Wizards are specialist wizards gaining all the bonuses outlined on page 54 of the PH for spells in the schools of Divination and Transmutation. Only one bonus spell is gained for each level of spell the Wizard may cast. The Wizard may pick from either school for the extra spell. 

To offset these bonuses they may not cast any spell in the Schools of Nethermancy, Conjuration, Enchantment, or Illusion. All spells that have an Elemental aspect [fire, earth, air, water.] must substitute a force effect. 

Example 

Magic-Missile- Same (Mind Dagger) 

Fireball may be memorized as Blood Boil.  

Lightning Bolt may be memorized as Razor Orb.

School of Wizardry 

All Divination and Transmutation.

Book Knowledge- the Wizard has gained much knowledge from all of their studies. A book knowledge check may reveal relevant information about legendary items, noteworthy horrors, Old Kingdoms, Legends of the Passions and other bits of information the wizard could have come across in their studies. The ability functions the same as the Bardic Knowledge ability for difficulty class of the check and how it is rolled. The ability is gained at 1st level.  

Skills

At first level the Wizard receives 8 extra skill points. They must be spent on Knowledge skills (any). At each level of Wizard beyond first they receive and additional 2 skill points that must be spent on knowledge skills. All Knowledge skills are class skills for Wizards.

 

Talents 

Evidence Analysis- 1 Karma allows the Wizard to find details not normally available through regular physical search. One What or How question can be asked about one object. The creature that created the physical evidence is allowed a will save if the save is failed the question is answered. Each extra Karma adds one to the DC of the save. Each day after the first lower the DC of the save by two.

Book memory/recall 1 Karma allows the Wizard to memorize one page of text. Each extra Karma allows the Wizard to memorize one additional page of text. Recall of the text memorized only requires 1 Karma. A Wizard may have 10 x DMSB + Discipline Level pages memorized at any one time. With this talent it takes one minute to memorize one page of text.

Arcane Mutterings/Resist Taunt 1 Karma any creature that can understand the language the Wizard is using must make a will save or not be able to take any offensive action for one round after the Wizard stops muttering. Each extra Karma adds one to the save DC or the duration. This can be used in or out of combat. The effect is broken if anyone takes any offensive action vs. the target. The Wizard may also use karma to add to her saves vs. Taunts and others mutterings

Astral Sight 1 Karma gives the Wizard Detect Magic/Good/Evil as per the spell with the addition of being able to see Astral Space for the duration of one minute at a range of 10 feet. All restrictions of viewing the Astral apply and contaminated astral space could affect the Wizard (GM discretion). Each extra Karma adds one minute to the duration or 10 feet to the range

Speak Read/Write Languages For the sacrifice 1 Karma (reduce the maximum stored Karma) the wizard may learn to speak any language or read and write any language. To learn to speak a language she must hear it spoken for one minute to read/write a language she must have one full page of text to study for on minute.

Item History 1 Karma to attune an item after 7 days the Wizard makes a Knowledge check vs. the DC of the item, if successful she learns one key knowledge of the item. At the end of the 7 days the Karma cost is equal to the levels of the Key Knowledge’s learned added together. The maximum Key Knowledge level that can be learned is equal to the Discipline level of the Wizard. Each extra Karma gives a +1 bonus to the Knowledge check. This Talent will work on Items and Weapons or Armor.

Willpower (7th Level) 1 Karma can add either 1 damage to wizard spells or 1 to the save DC of wizard spells that the Wizard casts. Extra Karma can add to either the DC or the damage

Modify Spell Karma cost varies. The Wizard may apply any Metamagic feat to a spell as he casts it and pay Karma equal to the level of the spell it would be considered when the Metamagic feat is applied to it. More than one Metamagic feat can be applied at one time. The Spell casting time is not increased when this Talent is used.

Example XXXX casts Mind Dagger a 1st level spell adding the feats of maximize, still and silent spell. It would normally be a 6th level spell slot and take a full round action to cast. XXXX spends 6 Karma and it uses a 1st level slot and takes an action to cast.