Wizardly Types (3.5e Class)

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Wizardly Types
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Explaining the Wizardly Types[edit]

Tired of Players who choose to play wizards? The literal Batman of the DnD Universe? Tired of having your most well thought out stories ruined by Greater Dispel Magic and then a Polymorph Self? Look no further. These Wizardly Types will add a flavor to arcane magic that is unheard of in Normal DnD. Instead of being the undisputed master of all Magic, the Wizard must narrow his studies to two schools instead of six or eight. He can be a Blaster Mage, or a Support Mage. Not both. If a Player wishes to do this, he'll need to Multi-Class.

Treat the Wizardly Type's two chosen magic schools as being Specialized Schools, allowing you to pick feats that have those requirements, as well as granting two bonus spells rather than the normal one. All benefits of School Specialization applied to two different schools of magic.

Wizardly Type 1: Magister[edit]

An Arcane Spellcaster who relies on Abjuration and Conjuration spells.

Making a Magister[edit]

Making a Magister differs little from making a normal Wizard. He still requires good Intelligence for his spells, Constitution for his hit points and Dexterity for his AC.

Starting Gold: As Wizard

Starting Age: Complex

Game Rule Information[edit]

Table: The Magister

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Bonus Feat 3 1
2nd +1 +0 +0 +3 4 2 -
3rd +2 +1 +1 +3 4 2 1
4th +3 +1 +1 +4 School Apprentice 4 3 2 -
5th +3 +1 +1 +4 Bonus Feat 4 3 2 1
6th +4 +2 +2 +5 4 3 3 2 -
7th +5 +2 +2 +5 4 4 3 2 1
8th +6/1 +2 +2 +6 School Adept 4 4 3 3 2
9th +6/1 +3 +3 +6 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 School Expert 4 4 4 4 3 2 2
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 School Mastery 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int), (Int), Profession (Wis), Spellcraft (Int).

Magister Class Features[edit]

All of the following are class features of the Magister

Weapon and Armor Proficiency: The Magister is Proficient with all Simple Weapons and one Martial Weapon. They are also proficient in Light Armor and do not incur Arcane Spell Failure Chance while wearing light armor.

School Apprentice: At 4th Level, the Magister chooses a school of Magic that he specializes in. His choices are Abjuration and Conjuration. Once he chooses, he cannot change his choice later on.

Abjuration: Whenever the Magister casts an Abjuration spell that gives him an AC Bonus, increase the AC Bonus by 1. IE, Shield now gives a +5 Bonus to AC rather than +4.

Conjuration: Whenever the Magister Casts a Conjuration spell that has a duration/range based upon his caster level, increase his effective caster level by 1 for the sake of calculating Duration and ONLY duration. In this case, a 4th Level Magister who uses Summon Monster I has his summoned monster last for 5 rounds instead of 4.

Bonus Feat: At 5th Level, and every 5 levels thereafter, the Magister gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept: At 8th Level, the Magister's School Specialization improves based upon the choice he made at 4th Level.

Abjuration Whenever the Magister Casts an Abjuration spell that improves or grants resistances (Whether Energy or Physical) Increase the resistance by 5 points. IE, Protection from Energy now protects against 17 points of damage instead of 12.

Conjuration: When using a Conjuration Spell to summon a creature or object in an Anti-Magic Field (Or to teleport OUT of an Anti-Magic Field), you may make a Caster Check as if you were dispelling an Anti-Magic Field. This is done at a -5 penalty and does not dispel the anti-magic field. However, it allows you to cast the spell normally and the creature does not "wink out" in the Field.

School Expert: At 12th Level, the Magister's School Specialization improves based upon the choice he made at 4th Level.

Abjuration Whenever the Magister casts an Abjuration spell that is used to dispel a magical effect (such as Dispel Magic or Break Enchantment) treat his caster level as gaining a +2 Bonus.

Conjuration: Whenever the Magister casts a Conjuration Spell that summons a set amount of creatures or objects, increase the number by 1. If calculated by a random number (determined by a dice roll) increase the amount of creatures or objects by 2. IE A Magister who uses Summon Monster V can summon 1d3+2 monsters from the Summon Monster IV List. In Addition, When attempting to bypass a ward against teleportation (Such as a dimensional anchor), you can make a caster level check as if you were dispelling the ward. You make this check at a -5 Penalty, if you succeed, you do not dispel the ward, but you are able to cast your spell.

School Mastery: At 16th Level, the Magister's School Specialization improves based upon the choice he made at 4th Level.

Abjuration Whenever the Magister casts an abjuration spell, he can choose to Quicken the spell without preparing it beforehand or increasing it's spell level up to 5 times per day.

Conjuration: Whenever the Magister casts a Conjuration spell, he may choose to Maximize, or Widen, or Extend the spell without preparing it beforehand or increasing it's spell level up to 3 times per day.

Wizardly Type 2: Magician[edit]

An Arcane Spellcaster who relies on Enchantment and Illusion spells.

Making a Magician[edit]

Making a Magician differs little from making a normal Wizard. He still requires good Intelligence for his spells, and Constitution for his hit points. Dexterity is not as important, as he can wear light armor without incurring a spell failure chance.

Starting Gold: As Wizard

Starting Age: Complex

Game Rule Information[edit]

Table: The Magician

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Bonus Feat 3 1
2nd +1 +0 +0 +3 4 2 -
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 School Apprentice 4 3 2 -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2 -
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 School Adept 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 School Expert 4 4 4 4 3 2 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 School Mastery 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int), (Int), Profession (Wis), Spellcraft (Int).

Magician Class Features[edit]

All of the following are class features of the Magician

Weapon and Armor Proficiency: The Magician is Proficient with all Simple Weapons and Light Armor. Magicians do not have Arcane Spell Failure Chance while wearing Light Armor.

School Apprentice: At 4th Level, the Magician chooses a school of Magic that he specializes in. His choices are Illusion and Enchantment. Once he chooses, he cannot change his choice later on.

Illusion: Whenever the Magician casts an Illusion spell that has a duration that is dependent upon his caster level, increase his caster level by 1 for the sake of calculating Duration and ONLY the Duration.

Enchantment: Whenever the Magister Casts an Enchantment Spell that affects a certain number of Hit Dice worth of creatures, increase the amount of hit dice affected by 2.

Bonus Feat: At 5th Level, and every 5 levels thereafter, the Magician gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept At 8th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: DCs of saving throws to disbelieve your Illusion spells increase by 1.

Enchantment: DCs of saving throws to Resist your Enchantment spells increase by 1.

School Expert At 12th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: Any Shadow Illusion you cast is %10 more real.

Enchantment: Your Enchantment spells have a 50% chance to affect Undead.

School Master At 16th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: When using any Invisibility Spell, anyone who attempts to discern your location via a See Invisibility Spell must make a caster check vs. your Invisibility Spell as if he were dispelling it. It of course, does not dispel the invisibility, it just allows him to see you.

Enchantment: Any Power Word you use has it's HP limit increased by 20.

Wizardly Type 3: Medium[edit]

An Arcane Spellcaster who relies on Necromancy and Divination spells.

Making a Medium[edit]

Making a Medium differs little from making a normal Wizard. He still requires good Intelligence for his spells, Constitution for his hit points and Dexterity for his AC.

Starting Gold: As Wizard

Starting Age: Complex

Game Rule Information[edit]

Table: The Medium

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Bonus Feat 3 1
2nd +1 +0 +0 +3 4 2 -
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 School Apprentice 4 3 2 -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2 -
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 School Adept 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 School Expert 4 4 4 4 3 2 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 School Mastery 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int), (Int), Profession (Wis), Spellcraft (Int).

Medium Class Features[edit]

All of the following are class features of the Medium

Weapon and Armor Proficiency: The Medium is Proficient with all Simple Weapons and one Martial Weapon. They are also proficient in Light Armor and do not incur Arcane Spell Failure Chance while wearing light armor.

School Apprentice: At 4th Level, the Medium chooses a school of Magic that he specializes in. His choices are Necromancy and Divination. Once he chooses, he cannot change his choice later on.

Necromancy: Whenever the Medium casts a Necromancy spell that reduces his target's ability scores it deals an extra point of Ability Damage/Drain as appropriate. (IE, Ray of Enfeeblement)

Divination: Whenever the Medium Casts a Divination spell, reduce the cost of any material or xp components by 1/3

Bonus Feat: At 5th Level, and every 5 levels thereafter, the Medium gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept: At 8th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Whenever the Medium Casts a Necromancy spell that Allows him to create or command undead, increase the Maximum HD allowed on a single creature by 2.

Divination When Using a Divination Spell, the Medium gains a +1 Bonus to his Saves, Attack Rolls, And AC for 1 min/level of the spell.

School Expert: At 12th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Increase the DC of saves vs. your Necromancy Spells by 1.

Divination: When attempting to scry on an area that has been protected by Anti-Divination spells, you may make a caster check as if dispelling the Anti-Divination spells. This of course does not dispel the effect, it simply allows you to use your spell without penalty.

School Mastery: At 16th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Whenever the Medium slays an opponent with a Necromancy spell, he gains 1d6 hit points.

Divination: Whenever the Medium casts a Divination spell, he need not spend any material components (xp excluded), and does not need a focus.

Wizardly Type 4: Arcanist[edit]

An Arcane Spellcaster who relies on Evocation and Transmutation spells.

Making an Arcanist[edit]

Making an Arcanist differs little from making a normal Wizard. He still requires good Intelligence for his spells, Constitution for his hit points and Dexterity for his AC.

Starting Gold: As Wizard

Starting Age: Complex

Game Rule Information[edit]

Table: The Arcanist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Bonus Feat 3 1
2nd +1 +0 +0 +3 4 2 -
3rd +2 +1 +1 +3 4 2 1
4th +3 +1 +1 +4 School Apprentice 4 3 2 -
5th +3 +1 +1 +4 Bonus Feat 4 3 2 1
6th +4 +2 +2 +5 4 3 3 2 -
7th +5 +2 +2 +5 4 4 3 2 1
8th +6/+1 +2 +2 +6 School Adept 4 4 3 3 2
9th +6/+1 +3 +3 +6 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 School Expert 4 4 4 4 3 2 2
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 School Mastery 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int), (Int), Profession (Wis), Spellcraft (Int).

Arcanist Class Features[edit]

All of the following are class features of the Arcanist

Weapon and Armor Proficiency: The Arcanist is the Battle Mage personified, he can sling around bolts of magic using his powerful Evocation spells, and change the battles to suit his whims using Transmutation. As is such, he is proficient in light armor and light shields. In addition, he gains Proficiency with One Martial Weapon. He does not incur Arcane Spell Failure while wearing Light Armor.

School Apprentice: At 4th Level, the Arcanist chooses a school of Magic that he specializes in. His choices are Evocation and Transmutation. Once he chooses, he cannot change his choice later on.

Evocation: The Arcanist adds his Intelligence Modifier as a bonus to damage on his Evocation Spells.

Transmutation: Whenever the Arcanist casts a Transmutation spell that has an Effect (Not Duration) Based upon his Caster Level, treat his caster level as being one level higher for the purpose of determining the level of the effect.

Bonus Feat: At 5th Level, and every 5 levels thereafter, the Arcanist gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept: At 8th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.

Evocation The DC's for the Saving throws of the Arcanist's Evocation spells increases by 1.

Transmutation Whenever the Arcanist casts a Transmutation spell that has a duration based upon his caster level, treat his caster level as being one leverl higher for the purpose of determining the duration of the spell.

School Expert: At 12th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.

Evocation When casting an Evocation spell that deals damage based upon your caster level, treat your caster level as being one lever higher for the sake of determining Spell Damage.

Transmutation: The DC's for the saving throws of the Arcanist's Transmutation spells increases by 1.

School Mastery: At 16th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.

Evocation Whenever the Arcanist casts an Evocation spell, it ignores the first 5 points of damage reduction or energy resistance the target might have.

Transmutation:' Whenever the Arcanist casts a Transmutation spell, he may choose to Widen or Enlarge the spell without preparing it beforehand or increasing it's spell level up to 3 times per day.


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