D&D 3.75: The Wizard

D&D 3.75: The Wizard

Major Differences

-Spellbook: similiar to 3.5, wizards have a spellbook. However, this spellbook functions more like sorcerer spells known than an actual book- wizards can no longer copy spells into it. The only way a wizard can learn new spells is as part of leveling up (a wizard still learns 2+int mod at first level, and 2 spells per level at every subsequent level).

Spell Levels: Wizards now use the spell progression of a sorcerer (e.g. they gain acess to 2nd level spells at 4th level, 3rd level spells at 6th level, ect). The exception to this is a wizard's specialized school, in which he gains access to spells 1 level earlier. Additionally, spells now have pre-requisites- in order to learn a higher level spell in a school, a wizard must know a certain number of lower level spells from that school (similiar to martial disciplines from Tome of Battle).

Limitations on 7th, 8th, and 9th level daily spells- all prepared casters are limited to having a certain number of high level spells prepared. See general spellcasting.

Spellcasting: Wizards use the new spellcasting system- see General Casting for further details.

Spell List: The wizard/sorcerer spell list has been drasticly reworked in order to balance the different schools. Many new spells have been added, and several spells have had their level increased. The overall list is much smaller than it was in 3.5, however wizards now have the option of modifying or inventing new spells of their specialized school.

-the meta-magic system has been replaced by the ability to research new spells- one way this can be done is applying meta-magic like effects to existing spells. This does not require a feat to do, however it does use up one of the wizard's spells gained when he levels up- as the process creates a new and distinct spell.

-the system is designed for specialization. Specialist wizards choose one school to focus in at first level, and four prohibited schools (of which divination may be one). They do not gain extra spells per day in their school- however they gain access to spells of their specialized school one level earlier, and the ability to modify existing spells or research new ones in their specialized school. Wizards gain a second specialized school at level 10.

Generalist wizards- don't get to take advantage of much of the advantages of this system, however they do gain one extra spell per encounter, and one extra spell per day.

-Bonus metamagic/item creation feats
A wizard no longer gains bonus feats every 5 levels, he does however still gain scribe scroll at 1st.

A wizard no longer gains a familiar. A wizard may give up Scribe Scroll in order to obtain a familiar, or may take the feat Obtain Familiar (CArc). (If a player just wants a animal to follow them around for flavor purposes, feel free to grant them this, however it does not gain any of the normal benefits of a familiar).

-Save DCs
In addition to spell effects scaling better with level, the base save DCs for spells are now 10 + 1/2 Caster Level + Primary Ability Modifier.

-Metamagic: metamagic as it existed in 3.5 no longer exists. Arcane casters however, are inherently capable of creating new spells by applying metamagic like effects to base spells they already know. For example, when a specialist wizard levels up he gets to add new spells to his spellbook- he could add new spells off the core list, or he could invent a new spell by adding an effect to a lower level spell he already knows, effectively upgrading the spells to a newer version. This option is available to arcane casters only- divine casters no longer have access to any sort of metamagic-like effect.

-Spell Prerequisites: The schools of spells are now organized more like the martial disciplines. Efforts have been made to balance them, and prerequisites have been added, based on spell levels. These only apply to arcane casters- divine spells do not have prerequisites. Wizards must have the indicated number of spells of the same school in their spellbook before they can learn new spells of that school. Sorcerers must know half this number rounded down. Note that the way arcane casters learn spells has changed as well (wizards get 3/level and can no longer copy from other sources, and sorcerers get 1 at every level.

1st: none
2nd: 1 of the same school
3rd: 2 of the same school
4th: 3 of the same school
5th: 4 of the same school
6th: 5 of the same school
7th: 7 of the same school
8th: 9 of the same school
9th: 11 of the same school

Spells Prepared Class Features

1: 2/enc 1/day Bonus Feat: Scribe Scroll, Choos Specialization
2: 2/enc 2/day
3: 2/enc 2/day 2nd Level School Specialization
4: 2/enc 3/day
5: 3/enc 3/day 3rd Level School Specialization
6: 3/enc 4/day
7: 3/enc 4/day 4th Level School Specialization
8: 3/enc 5/day
9: 4/enc 5/day 5th Level School Specialization
10: 4/enc 5/day Additional Specialized School
11: 4/enc 5/day 6th Level School Specialization
12: 4/enc 6/day
13: 4/enc 6/day 7th Level School Specialization
14: 4/enc 6/day
15: 5/enc 7/day 8th Level School Specialization
16: 5/enc 7/day
17: 5/enc 7/day 9th Level School Specialization
18: 6/enc 8/day Extra 7th level specialized spell
19: 6/enc 8/day Extra 8th level specialized spell
20: 6/enc 9/day Extra 9th level specialized spell, 10th level school specialization

School Specialization-
This allows a wizard to learn new spells of his school one level earlier than his other schools. Additionally it allows a wizard to create new spells of his specialized school of the indicated level and lower (so a wizard who takes a prestige class that advances casting does not advance this class feature).

Extra specialized spell- this allows the wizard to bypass the normal limitation on high level spells and prepare an extra spell of the indicated level. This only effects the imposed limitation on high level spells (see general spellcasting), and does not increase the total number of spells per day a wizard may prepare.

10 level school specialization: a wizard may research spells in his specialized schools up to a total effective level of 10 when learning new spells. Additionally, a wizard may prepare a single 10th level spell when he prepares his spells.

Researching New Spells

A specialist wizard may research new spells in his chosen school by modifying existing spells he knows. The wizard chooses a single effect from the list below (or may request a new one of the DM), to apply to a spell he already knows, resulting in a completely new spell, which the wizard may then name. This counts as one of the wizards spells known gained as part of leveling up. The new spells level is modified by the listed adjustment (similiar to how metamagic worked), and a wizard must be capable of casting daily spells of this level to create the spell. (this changes both the spells level for daily and encounter use).

This system is intended to be relatively free-form, and creativity is encourage, however it is still in the alpha phase of development. The creation of all new spells should be overseen by the DM to ensure game balance.

Available Effects

Energy Substitution +0: change spell damage to fire, acid, cold, or electricity, or split between a combination.
Arcane Energy +1: 1 damage/lvl of the spell is pure arcane energy, and bypasses energy resistance- (this effect may be applied multiple times, and stacks with itself)

Reliable +1: reroll 1s on damage
Exploding+1 :whenever max damage is rolled on a die, add an additional die of damage
Heightened +1: +1 bonus on save DC

1d4 -> 1d6 +1
1d6 ->1d8 +1

Rnd/lvl -> 1 min/lvl : +2
min/lvl -> 10 min/lvl: +3
10min/lvl -> hr/lvl : +4

Empower +2: increases variable effects of a spell by 1/4th
Greater Empower +3 (for a total of +5): increases variable effects of spell by an additional 1/4 (to a full half when stacked with empower)
Damage caps have been removed- in the previous system low level spells weren't much use to empower because they usaully capped at a low number of dice. The removal of this makes empowering lower level spells significantly more powerful, and it is for this reason that the level adjustment has been increased, and split into two seperate modifications

Maximize- +2, but the casting time of the spell is increased to a full minute

Extended +1 - duration doubled

Casting time
Full round -> standard action = +1
Standard action -> Swift Action = +4
Swift action -> Immediate Action = +4

Sculpt- +1
Silent +1
Still +1
Touch -> ranged touch +1
Single creature (ranged) -> 1 target / 2 lvls -> +3 (cannot be applied to any spell requiring an attack roll)

Chain spell +3
Delayed +3

Imbued Summoning- +1 + the level of the spell to be added: add the effects of a spell to a summoning spell- e.g. bulls strength.

Advanced Summoning- +1 advance the HD of the creature summoned by 2. It's physical stats all increase by +1, and its natural armor bonus improves by 2. It may gain new feats, stat increases, or size increases based on it's new HD.

Adding the effects of a lower level spell onto another, either as a secondary effect on a successful save, or combining two different spells- e.g. an acid damage spell and solid fog could give acid fog. The level of the new spell is completely at the discression of the DM (however in many cases the result will be the combined level of the two spells, plus or minus 1 or 2). The higher level spell must be of the wizard's chosen school.

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