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.
Wizards 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 small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Hit Die: d4.
Proficiencies: Proficient with club, dagger, light crossbow, heavy crossbow and quarterstaff. No armor or shields.
Skill Points (*4 at 1st level): 2 + Int Modifier.
Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); wizards begin the game knowing all cantrips and four 1st-level spells.
Bonus Feats: The epic Wizard gains a bonus feat every three levels after 20th
Epic Wizard Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting
Spell Casting This is an Arcane Spell Casting Class.
Gained: 1st level.
Use: Selected. Once per day.
Bonuses: Able to summon a small creature to assist, in combat or scouting. If the familiar dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day.
Wizard Bonus Feats
Every five levels, 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.
Crafting Competency - Wizards can expect favorable results in most crafting of magical items.
Detect Magic - Wizards can Detect Magic.
CUSTOM SPELLS - As a practitioner of the arcane arts (magic), Wizards have a SPELLBOOK which may contain CUSTOM SPELLS your PC has learned.
Scrying - Wizards can scry; viewing creatures or locations from a distance.
Experience Points - In addition to traditional methods, Wizards earn experience points by collecting and studying books and similar items.