Powerful Wizard (3.5e Class)
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Balance Note: Most Fighter-level classes are pretty wimpy when it comes to personally affecting the course of a plot. This class is not. In Fighter-level campaigns where it isn't possible to find a variety of scrolls, wands, and high-level NPC Wizards to employ, the DM will definitely need to consider the suitability of the Powerful Wizard class in their campaign.
Powerful Wizards are somewhat of a misnomer, as they are among the weakest of wizardkind. Their main advantage is the ability to repeatedly cast flimsy magics, and occasionally do something that impresses the Fighters.
Making a Powerful Wizard
Powerful Wizards are flimsy in comparison to the fine upstanding sword-and-boarders of the land, but they occasionally pop out a fireball or two to keep small armies in check.
Abilities: Like all Wizards, Powerful Wizards need Intelligence, and usually want some Constitution and/or Dexterity.
Races: Any race that can wiggle its fingers and speak mumbo jumbo may well have large groups of Powerful Wizards.
Starting Gold: 2d4×10 gp (50 gp).
|1st||+0||+0||+0||+2||2 At-Will Spells, 1 Encounter Spell, 1 Daily Spell, Summon Familiar|
|2nd||+1||+0||+0||+3||1 Encounter Spell, 1 Daily Spell|
|3rd||+1||+1||+1||+3||1 At-Will Spell|
|4th||+2||+1||+1||+4||1 Encounter Spell|
|5th||+2||+1||+1||+4||1 Daily Spell|
|6th||+3||+2||+2||+5||1 At-Will Spell|
|7th||+3||+2||+2||+5||1 Encounter Spell|
|8th||+4||+2||+2||+6||1 Daily Spell|
|9th||+4||+3||+3||+6||1 At-Will Spell|
|10th||+5||+3||+3||+7||1 Encounter Spell|
|11th||+5||+3||+3||+7||1 Daily Spell|
|12th||+6/+1||+4||+4||+8||1 At-Will Spell|
|13th||+6/+1||+4||+4||+8||1 Encounter Spell|
|14th||+7/+2||+4||+4||+9||1 Daily Spell|
|15th||+7/+2||+5||+5||+9||1 At-Will Spell|
|16th||+8/+3||+5||+5||+10||1 Encounter Spell|
|17th||+8/+3||+5||+5||+10||1 Daily Spell|
|18th||+9/+4||+6||+6||+11||1 At-Will Spell|
|19th||+9/+4||+6||+6||+11||1 Encounter Spell|
|20th||+10/+5||+6||+6||+12||1 Daily Spell|
All of the following are class features of the Powerful Wizard.
Weapon and Armor Proficiency: Powerful Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Powerful Wizard’s movements, which can cause her spells with somatic components to fail.
Familiar: The Powerful Wizard has a familiar, just like the Wizard.
Arcane: Spells the Powerful Wizard casts are arcane, and therefore suffer from arcane spell failure. Since this is an arcane spellcasting class, the Powerful Wizard can qualify for arcane spellcasting prestige classes.
Save DCs: The save DCs of the Powerful Wizard's spells are equal to 10 + half Hit Dice + Intelligence modifier.
At-Will, Encounter, and Daily Spells: At-Will spells can be cast as frequently as the Powerful Wizard wants. Whenever a Powerful Wizard casts an Encounter spell, she can't cast it again for 5 minutes. Whenever a Powerful Wizard casts a Daily spell, she can't cast it again until she spends 6 consecutive hours resting or doing nothing more stressful than making Craft checks.
Learning Spells: At the specified levels, the Powerful Wizard learns spell(s) from the specified lists. The Powerful Wizard can choose to learn a spell from a lower-level list of the same type (at-will, encounter, daily) instead of from the new list.
Level 1 At-Wills: At 1st level, the Powerful Wizard gains two At-Will spells chosen from the following list: detect poison, detect magic, read magic, dancing lights, light, ghost sound, mage hand, mending, message, open/close, arcane mark, prestidigitation.
Level 1/2 Encounter: At each of 1st and 2nd level, the Powerful Wizard gains one Encounter spell chosen from the following list: shield, true strike, magic missile, burning hands, shocking grasp, expeditious retreat, magic weapon.
Level 1/2 Daily: At each of 1st and 2nd level, the Powerful Wizard gains one Daily spell chosen from the following list: enlarge person, reduce person, cause fear, disguise self, hypnotism, protection from evil, protection from good, protection from law, protection from chaos.
Level 3 At-Will: At 3rd level, the Powerful Wizard gains one At-Will spell chosen from the following list: alarm, endure elements, mage armor, unseen servant, comprehend languages, detect secret doors, detect undead, identify, floating disk, magic aura, ventriloquism, erase, feather fall, jump.
Level 4 Encounter: At 4th level, the Powerful Wizard gains one Encounter spell chosen from the following list: resist energy, acid arrow, see invisibility, flaming sphere, scorching ray, shatter, blur, false life, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom.
Level 6 At-Will: At 6th level, the Powerful Wizard gains one At-Will spell chosen from the following list: arcane lock, obscure object, detect thoughts, locate object, continual flame, magic mouth, misdirection, phantom trap, darkvision, knock, levitate, Whispering Wind.
Level 7 Encounter: At 7th level, the Powerful Wizard gains one Encounter spell chosen from the following list: dispel magic, magic circle against chaos, magic circle against law, magic circle against good, magic circle against evil, nondetection, fireball, lightning bolt, vampiric touch, flame arrow, keen edge, greater magic weapon.
Level 8 Daily: At 8th level, the Powerful Wizard gains one Daily spell chosen from the following list: silent image, grease, fog cloud, explosive runes, phantom steed, sleet storm, clairaudience/clairvoyance, hold person, displacement, invisibility sphere, halt undead, blink, slow, haste, mage's faithful hound.
Level 9 At-Will: At 9th level, the Powerful Wizard gains one At-Will spell chosen from the following list: arcane sight, lesser telepathic bond, tongues, rage, daylight, illusory script, gentle repose, secret page, water breathing.
Level 10 Encounter: At 10th level, the Powerful Wizard gains one Encounter spell chosen from the following list: dimension door, crushing despair, fire shield, ice storm, shout, wall of fire, shadow conjuration, bestow curse, contagion, enervation, mass enlarge person, mass reduce person, blight, stone shape.
Level 11 Daily: At 11th level, the Powerful Wizard gains one Daily spell chosen from the following list: summon monster iv, arcane eye, scrying, wall of ice, greater invisibility, phantasmal killer, fly.
Level 13 Encounter: At 13th level, the Powerful Wizard gains one Encounter spell chosen from the following list: cone of cold, quickened fireball, silent still empowered lightning bolt, interposing hand, waves of fatigue, animal growth, passwall.
Level 14 Daily: At 14th level, the Powerful Wizard gains one Daily spell chosen from the following list: major image, dismissal, cloudkill, summon monster v, teleport, wall of stone, contact other plane, prying eyes, hold monster, nightmare, symbol of pain, overland flight, telekinesis, permanency.
Level 15 At-Will: At 15th level, the Powerful Wizard gains one At-Will spell chosen from the following list: break enchantment, secret chest, telepathic bond, sending, dream, false vision, seeming, fabricate.
Level 16 Encounter: At 16th level, the Powerful Wizard gains one Encounter spell chosen from the following list: antimagic field, greater dispel magic, globe of invulnerability, repulsion, chain lightning, forceful hand, freezing sphere, eyebite, circle of death, undeath to death, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom.
Level 17 Daily: At 17th level, the Powerful Wizard gains one Daily spell chosen from the following list: acid fog, wall of iron, probe thoughts, lesser geas, mass suggestion, contingency, mislead, persistent image, shadow walk, create undead, control water, disintegrate, transformation.
Level 19 Encounter: At 19th level, the Powerful Wizard gains one Encounter spell chosen from the following list: phase door, delayed blast fireball, grasping hand, mage's sword, mass invisibility, waves of exhaustion, reverse gravity, statue.
Level 20 Daily: At 20th level, the Powerful Wizard gains one Daily spell chosen from the following list: glitterdust, banishment, spell turning, mage's magnificent mansion, plane shift, summon monster vii, greater teleport, teleport object, greater scrying, vision, prismatic spray, ethereal jaunt, limited wish.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||Moderate +|
|Base Attack Bonus Progression||Poor +|
|Class Ability||Arcane Spellcasting + and Alternate Magic +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Poor +|
|Skill||Concentration +, Craft +, Decipher Script +, Knowledge +, Profession + and Spellcraft +|
|Skill Points||2 +|
|Summary||A wizard with at-will, encounter, and daily spells. +|
|Title||Powerful Wizard +|
|Will Save Progression||Good +|