

Summon familiar, scribe scroll, weapon proficiency (wizard) Hit points rolls on Arelith are always maximum.

Wizards begin the game knowing all cantrips and three + intelligence modifier 1st-level spells. Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Skill points: 2 + int modifier ((2 + int modifier) * 4 at 1st level)Ĭlass Skills: concentration, craft mastery, heal, lore, sail, spellcraftīonus feats: arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, greater spell penetration, maximize spell, quicken spell, silent spell, spell focus, spell penetration, still spell Proficiencies: armor (robes), weapons (wizard) The #Roleplay Tips section provides suggestions for character development. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The Wild mage and Shadow Mage paths expand and change those options. 3.2.8 Transmutation (Opposed by Conjuration)Īrelith Wizards enjoy many changes that benefit their summons and spellcasting.3.2.7 Necromancy (opposed by Divination).3.2.6 Illusion (Opposed by Enchantment).3.2.5 Evocation (Opposed by Conjuration).3.2.4 Enchantment (Opposed by Illusion).3.2.2 Conjuration (Opposed by Transmutation).3.2.1 Abjuration (Opposed by Conjuration).
