Half-Wizard
Devotion to the Eldritch Arts
Wizards are regarded as some of the most powerful mortals on the physical plane, able to warp reality and the elements as they see fit. A Wizard understands things about the nature of existence that Sorcerers and Clerics never could, for they have done the research on such things. Wizards are seen as mysterious, dangerous, and extremely intelligent, mostly because they often are. The study of the Eldritch arts is not an easy practice, and the long term effects on a mortal being can forever alter both mind and body on their quest for power and knowledge.
Adventurers
Wizards are valuable allies in any adventuring group, although they largely prefer the relaxing solitude of a library to the harsh terrain of the road. Should one convince a wizard to embark on a worthy quest, they will have gained a great boon towards their endeavors. Wizards have many spells at their disposal, not limited to simple attack and defense. Their magic is versatile, and they are able to adapt how they can contribute every day, should they be so inclined. Among other incredible powers, Wizards have spells that provide shelter, information and sustenance, things that are often taken for granted until one starts traveling.
Some wizards actively choose the adventuring life, often searching for new artifacts and spells to further their ascension in the Eldritch Arts. Some even enjoy the thrill of combat, preferring to get their nose out of the book once in a while to truly test their skills in the heat of battle. After all, what good is a fireball if one does not know how to use it? Most wizards also understand that the most potent of magics cannot be found in a comfortably safe, warm and well-lit study.
History and Culture
Few are aware of how long the practice of Wizardry has existed, although the few that have an idea believe it is an art passed down before man ever walked the earth. Many Wizards are inclined to agree, believing their work to be of the utmost importance to the future of the world in which they live, so it is only appropriate that it was a skill devised by creatures beyond mortal limitations.
Most Wizards are somewhat reclusive, preferring to set up residence a comfortable distance away from other people so that they might practice magic undisturbed and unrestricted. This one facet of their preferences is probably the reason that Wizards are seen as eccentric or mysterious shut-ins, although a good many Wizards do not even dislike people for what they are; they simply find Eldritch magic to be far more interesting.
Alignment
Wizards come in all shades of Good and Evil, as the arcane forces they manipulate are (mostly) non-discriminatory.
Goodly Wizards tend to practice the art because they are curious about what they can learn or achieve with these mysterious forces. Many even choose to use their powers for noble purposes, such as fortifying the lands and peoples they live close to, or serving under a benevolent leader as an adviser or general.
Neutral Wizards are a bit more reclusive than most, simply because they are more interested in magic then they are in the mundane, physical world. Many even perceive other people as an annoyance, and are slow to make friends.
Evil Wizards crave power and, more as a result of their craft's demands, knowledge. How they get it makes no difference to them and most are willing to delve into any mystery, no matter how dangerous, to further their goals. If someone should attempt to hinder their work, such individuals are quick to remove the problem like a boot ridding itself of an ant.
Class Features
- You gain one Basic Eldritch Spell memorizations at level 1.
- You gain one Advanced Eldritch Spell memorizations at level 6, and may add one Advanced Eldritch Spell of Rank 4 to your Spell Book for free.
- You gain one Legendary Eldritch Spell memorizations at level 14, and may add one Legendary Eldritch Spell of Rank 6 to your Spell Book for free.
- You gain one Ultimate Eldritch Spell memorization at level 22, and may add one Ultimate Eldritch Spell of Rank 8 to your Spell Book for free.
- A wizard gets a bonus Basic Eldritch Spell at level 5.
- A wizard gets a bonus Advanced Eldritch Spell at level 9.
- A wizard gets a bonus Legendary Eldritch Spell at level 17.
Combat Training
Type | 1st | 2nd | 3rd | 5th | 6th | 7th | 9th | 10th | 11th | ||
Casting | +½ | +½ | ' | +½ | ' | +½ | ' | +½ | ' | ||
Ranged | ' | ' | ' | ' | ? | ' | ' | ' | ? | ||
Melee | ' | ' | ' | ' | ? | ' | ' | ' | ? | ||
Parry | ' | ' | ' | ' | ? | ' | ' | ' | ? | ||
Fort | ' | ? | ' | ' | ' | ' | ? | ' | ' | ||
Reflex | ' | ? | ' | ' | ' | ' | ? | ' | ' | ||
Will | +1 | ' | +½ | ' | ' | ' | +½ | ' | ' |
- 1st level, one point in Will.
- 2nd level, ½ point in Casting and ½ point in your choice of the following: Fortitude or Reflex.
- 3rd level, ½ point in Will.
- 5th level, ½ point in Casting.
- 6th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 7th level, ½ point in Casting.
- 9th level, ½ point in Will and ½ point in your choice of the following: Fortitude or Reflex.
- 10th level, ½ point in Casting.
- 11th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
Half-Wizard Specialties
When your character earns a Class Specialty, you may choose one from the following list.