Wizard

AVENTIA RULES ADD TO AND OVERRIDE SET CLASS RULES ::::::::::::
 * NOTE !!!

-Spell bonuses are automatically calculated based on your current XP.

There are runes available that increase either your melee or magic post 40 by a certain amount. Lesser magic Runes give a 13% bonus and Greater magic Runes give 25% bonus, and epic magic runes give 50% bonus to your post 40 magic dmg, and duration (e.g. lvl 50 pure wiz gets 1% dmg increas per post 40 lvl so at lvl 50 that's a 10% increase to spell dmg, with a Epic magic rune it would be 15% increase.

-All spells gain 1% damage and/or duration per post40 level if a pure caster. If a mix of caster and non caster you get a % of this (e.g. 20 wiz, 20 ftr would get 1%*(20/40)=0.5%

-The spell Epic Warding gains 1% on both the total damage that can be absorbed and the duration.

-All the different spell mantles get 1% per post40 level on the number of absorbed spells.

-Spell penetration: These feats now give +10, 20, and 30 respectively.

Summons A number of other summons have been beefed up. EPIC SUMMONS

-The Dragon Knight is now a half dragon lvl 60 and has 3000 HP, along with a large number of spells as special abilites.

-Mummy Dust: The mummy is now a lvl 60 Fighter with 1900 HP and +8 weapons.

-Epic Fiendish Servant: The BG may summon a powerfull Vrock with 2000 HP, and increased survivability.

All of these are 2x/rest.

Epic Warding (dmg absorbed, and duration), Exchanged 20 resists + 50 reduction for: 50 to all 3 physical resists that expires after the the same absorb calc diminishes.

Mage Armor (+10 AC bonuses, duration)

Ruin (dmg increased, dc increased, and ability to shattered petrified/frozen targets)- Recharges every 3 min.

Hellball (dmg increased, extra dmg type added (cold), and DC increased) all have post 40 (dmg and/or duration.)- Recharges every 5 min.

-Many spells have been changed, they are listed here by level (where ambiguous i went for the lower level). lvl stands for Caster Level.

Read more: http://aventia3.freeforums.net/thread/179/unofficial-green-book-minus-area#ixzz38yb9cROa

Description: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.

Alignment restrictions: none

Hit die: d4

Proficiencies: armor (robes), weapons (wizard)

Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)

Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft

Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon specialization

These general feats cannot be selected when taking a level of wizard.

Wizard bonus feats: arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, greater spell penetration, maximize spell, quicken spell, silent spell, spell focus, spell penetration, still spell

Primary saving throw(s): will

Base attack bonus: +1/2 levels

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.



Special abilities & feats

 * Level 1 scribe scroll, summon familiar
 * Wizard bonus feats: every five levels (up to wizard level 20), the wizard may select a bonus feat, chosen from the metamagic and spell feat lists. This bonus feat is in addition to the feats every character gains for advancing in character level. If the character is an epic character (not necessarily an epic wizard) then the available bonus feats include those in the epic wizard bonus list. This bonus feat (one per five levels) option is replaced by the epic bonus feat progression (one every three levels) once the character reaches epic wizard levels (with the first epic bonus at level 23).

Spells
A wizard may choose to specialize in a spell school, gaining one additional prepared spell per spell level but losing the ability to cast spells from the opposed spell school, even spells from scrolls. A wizard does not have to specialize, thus keeping access to all spells.

Level progression
Bonus spell slots come from items and high intelligence.

As a rule of thumb, wizards can cast spell levels up to half their class level rounded up.



Epic wizard
Knowledge is power and the quest for knowledge never ends. There is an everlasting supply of arcane lore for the epic wizard to discover.

Hit die: d4

Skill points: 2 + int modifier

Bonus feats: The epic wizard gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.

Epic wizard bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: epic warding, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, great intelligence, improved combat casting

Unavailable epic feats: bane of enemies, construct shape, dragon shape, epic weapon specialization, great smiting, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, lasting inspiration, mighty rage, outsider shape, planar turning, terrifying rage, thundering rage, undead shape

These general epic feats cannot be selected when taking a level of wizard.

Prestige class tips

 * The pale master is a strong prestige class that builds upon the wizard's magical abilities.