White Wizard

From Compendium of Worldly Lore

Revision as of 17:22, 21 May 2023 by LocalFishman (talk | contribs) (Added Requirements and Progression Table)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Requirements

Alignment: Any good.

Skills: Diplomacy (6 ranks), Knowledge (arcana) (10 ranks).

Spells: Must be able to cast 3rd level arcane spells. Must have at least three spells with the ‘good’ or ‘light’ descriptor scribed in his spellbook.

Summary

Someone had told the wizard that their massive arcane spell list was simply not enough for providing to their team the arcane support they need. Instead they decided to get more good spells and eventually get something that no other arcane spellcasters get in actual healing magic. They however don't get this until the highest levels of this prestige class, so this is an excellent archetype for supporting the team in combat. They also gain light magic and gains white magic and powerful warding magic in order to keep their allies safe.

Role: Spell Support

Characteristics: Wizards with a wide variety of support magic and eventually healing

Source: Quintessential Wizard 2

Game Rule Information

The White Wizard has the following game statistics.

Abilities: Intelligence for casting ability and skill points, Charisma for some of your abilities to banish evil, Dexterity for keeping yourself alive before the healing.

Alignment: Any Good

Hit Die: d4

Starting Gold: N/A

Class Skills

The White Wizard's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the White Wizard.

Weapon and Armor Proficiency: A White Wizard is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells: The white wizard continues to gain spell power, albeit more slowly than other wizards do. At every level except 1st, 4th, 7th and 10th, the white wizard gains new spells as though he had also gained a level in the wizard class. He does not, however, gain any other benefit a character of that class would have gained. This means that he adds his white wizard levels (except 1st, 4th, 7th and 10th) to his wizard levels to determine both how many spells he can cast and how powerful those spells are.

Aura of Good: The white wizard has a particularly powerful good aura (see the Detect Evil spell for details).

Intuition Sp: The white wizard specializes in rooting out evil in all its forms and he starts his vocation by learning how to recognize its influence. The character can use this ability three times per day + his Intelligence bonus. At 1st level, he can use intuition as Detect Evil; at 3rd level, he can use it to Detect Thoughts; at 5th level he can use it to Discern Lies; at 7th level he can use it to See Invisibility and at 9th level he can use it as True Seeing. Regardless of which mode he uses, the white wizard uses up his daily uses of the intuition ability normally.

Beacon of Light Sp: The character can conjure light from the celestial planes. Whatever its form, the light is bluish and gives off a distinct aura of good that can be felt even by normal senses. The character uses one of his prepared spells to create a different effect:

0 level: As Light, but all evil creatures in the light’s area must make a Will save (DC 10 + Int modifier) or suffer a –1 to attack and damage rolls and to saves against fear. This light can cancel Darkness normally.

1st level: As Light above, but when cast upon a living non-evil creature they also gain Protection From Evil.

2nd level: As Heat Metal.

3rd level: As Light above, but all non-evil creatures in the light’s area are considered to be within a Magic Circle Against Evil and the light can only be cancelled by Deeper Darkness.

4th level: As Holy Smite.

5th level: As Flame Strike.

6th level: As Dispel Evil.

7th level: As Sunbeam.

8th level: As Sunburst.

9th level: As Summon Monster IX (only good creatures).

The character replaces prepared spells or spell slots as a cleric can spontaneously cast cure or inflict spells. The difference in the damaging effects produced by these spells is that with beacon of the light, half the damage inflicted is sacred damage.

White Magic Ex: The character becomes an accomplished spellcaster when it comes to protecting others. All abjuration spells and spells with the ‘good’ descriptor work as if the caster was one level higher.

White Ward Su: The white wizard has the power to drive evil away. Three times per day, the white wizard can hold his ground and deliver a speech to expel evil creatures from his presence. He targets one evil creature, which may even be residing inside a non-evil host as per a ghost’s malevolence power. The two make an opposed Will save and the white wizard gains a bonus equal to his class level. If the white wizard is successful, the evil creature targeted is thrown back 5 feet per white wizard class level, falling prone and suffering damage if he hits a solid object as if falling. The white wizard can maintain this pressure for one round per Intelligence bonus, as a standard action each round, and push the evil creature back as he walks towards it. The evil creature cannot approach within 30 feet of the white wizard, although he may use ranged attacks.

Banish Evil Su: At 8th level, the white wizard cannot only push evil back, but can also keep it from returning. When he uses the white ward ability (see above), the affected creature must make a second Will save (DC 10 + half the caster’s white wizard level + Charisma modifier) at the end of the white ward ability. If the creature fails, it cannot approach the site or individual it was thrown out of (100 feet around the point where the white ward ability was first used) for one week per white wizard class level. Other evil creatures can only approach by succeeding at a Will save (DC 10 + caster’s Charisma modifier), although they can retry every 24 hours.

Healing: At 10th level, the white wizard achieves what no other wizard or sorcerer can; he learns healing magic. He understands and can cast the spells listed in the Healing domain. He does not learn these spells automatically, but he can cast them from spell trigger and spell completion items and attempt to learn them, but with no penalty to the Spellcraft check (sorcerers must make a Spellcraft check to learn a scribed healing spell – they cannot add them automatically to their list of spells known).

Table 1-1: White Wizard Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +0 +0 +2 Intuition (detect evil), aura of good
2nd +1 +0 +0 +3 Beacon of light +1 level of existing class
3rd +1 +1 +1 +3 Intuition (detect thoughts) +1 level of existing class
4th +2 +1 +1 +4 White magic
5th +2 +1 +1 +4 Intuition (discern lies) +1 level of existing class
6th +3 +2 +2 +5 White ward +1 level of existing class
7th +3 +2 +2 +5 Intuition (see invisibility)
8th +4 +2 +2 +6 Banish evil +1 level of existing class
9th +4 +3 +3 +6 Intuition (true seeing) +1 level of existing class
10th +5 +3 +3 +7 Healing