Wizard

Wizards stand apart from the legions of others who dabble in the arcane arts on the magically charged world of Eberron: They alone are willing to devote their lives to the daunting work of arcane study. Wizards are distinguished from sorcerers and the dragonmarked by their incredible versatility—an accomplished wizard can prepare any of a hundred different spells as the situation requires.

More than any other type of character, wizards have a vested interest in discovering the lost secrets of ancient Xen’drik; buried in any ancient ruin could be the secrets of a long-forgotten spell, a new weapon to add to a wizard’s arsenal.

Level Base Attack Bonus Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st + 0 + 0 + 0 + 2 Arcane Bond, Arcane School, Cantrips, Scribe Scroll 3 1
2nd + 1 + 0 + 0 + 3 4 2
3rd + 1 + 1 + 1 + 3 4 2 1
4th + 2 + 1 + 1 + 4 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 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 4 4 4 4 3 3 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 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 3 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

Alignment: Any
Hit Dice: d6
Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Starting Gold: 2d6 × 10 gp (average 70 gp).
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Intelligence score.

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Wizard Options

A number of options, particularly focused around item creation, are appealing to wizards.

Feats

Bind Elemental, Spontaneous Casting.

Archetypes

Cataclysm Mage
Primal Scholar
Recaster-Changeling

Wizard

Eberron inferno813