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WYRM WIZARD<br />

“Every <strong>dragon</strong> is like a library full of books so old their titles have<br />

been forgotten. Most would pay dearly for a chance to plunder such<br />

a resource, but only I have the key to the library doors.”<br />

—Doran Stout, wyrm wizard of the Free City<br />

Wyrm wizards are spellcasters who learn new spells not<br />

through research and experimentation but rather by tapping<br />

into the vast wealth of arcane knowledge possessed by<br />

<strong>dragon</strong>s. Like many other wizards, wyrm wizards spend a<br />

great deal of time perfecting their spellcasting techniques,<br />

though most of their spells are based on the teachings of<br />

friendly <strong>dragon</strong>s. A wyrm wizard and his <strong>dragon</strong> mentor<br />

might spend weeks or months in seclusion, discussing<br />

the finer points of spell manipulation or exploring new<br />

concepts. Unlike many others who interact with <strong>dragon</strong>s,<br />

wyrm wizards also act as comrades to spellcasting <strong>dragon</strong>s,<br />

providing insight into <strong>magic</strong> that the creature might not<br />

otherwise possess.<br />

BECOMING A WYRM WIZARD<br />

Generally, only wizards become wyrm wizards because of<br />

their dedication to the study of <strong>magic</strong>. Other arcane casters<br />

explore more dynamic and instinctive spellcasting techniques<br />

instead of conducting methodical research. Wizards of any<br />

specialty follow this path, though diviners—thanks to their<br />

love of learning—are slightly more common than others.<br />

Entry Requirements<br />

Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks.<br />

Languages: Draconic.<br />

Feats: Any meta<strong>magic</strong> feat.<br />

Spellcasting: Ability to prepare and cast 1st-level arcane<br />

spells.<br />

CLASS FEATURES<br />

Wyrm wizards are exceptionally good at understanding the<br />

basics of spellcasting and <strong>magic</strong>. Thanks to the insight of<br />

draconic mentors, wyrm wizards can craft whole new spells<br />

based on complex <strong>magic</strong>al theories and unravel the inner<br />

workings of any spell in the blink of an eye. Their extensive<br />

research, performed side by side with <strong>dragon</strong>s, gives them a<br />

wealth of knowledge regarding arcane <strong>magic</strong>.<br />

Spellcasting: At every level other than 2nd, 4th, and 6th,<br />

you gain new spells per day and an increase in caster level<br />

(and spells known, if applicable) as if you had also gained a<br />

level in an arcane spellcasting class to which you belonged<br />

before adding the prestige class level. You do not, however,<br />

gain any other benefit a character of that class would have<br />

gained. If you had more than one arcane spellcasting class<br />

before becoming a wyrm wizard, you must decide to which<br />

class to add each level for the purpose of determining spells<br />

per day, caster level, and spells known.<br />

Knowledge of the Wyrm (Ex): You spend a great deal of<br />

time exploring the depths of a <strong>dragon</strong>’s <strong>magic</strong>al knowledge,<br />

giving you a distinct advantage over spellcasters who do not<br />

have the benefit of draconic tutelage. Starting at 1st level,<br />

by spending at least 1 hour doing nothing but performing<br />

research, you can add your class level as an insight bonus on<br />

Knowledge (arcana) checks made for the next 8 hours. You<br />

need not consult with a <strong>dragon</strong> to gain this insight, though<br />

if you do, the insight bonus improves by 2.<br />

At 5th level, you also gain this bonus on Spellcraft checks,<br />

for the same duration.<br />

Spell Research (Ex): One of the greatest advantages<br />

that you gain from consulting draconic lore is the ability<br />

to unlock <strong>magic</strong>al secrets forbidden to other wizards. Starting<br />

at 2nd level, select one spell from any class’s spell list<br />

(including divine spells), of a level equal to or lower than the<br />

highest-level arcane spell you can prepare and cast. You can<br />

add this spell to your arcane spellcasting class spell list as a<br />

spell of the same level; all other aspects of the spell remain<br />

unchanged. At every even-numbered level thereafter, you<br />

gain the knowledge and use of one additional spell in this<br />

manner.<br />

Draconic Discovery (Ex): At 3rd level, you make startling<br />

discoveries into the nature of <strong>magic</strong> thanks to the unique<br />

insight of your <strong>dragon</strong> mentors. Select any arcane spell of up<br />

CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

Table 2–9: The Wyrm Wizard<br />

Hit Die: d4<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special Spellcasting<br />

1st +0 +0 +0 +2 Knowledge of the wyrm +1 level of existing arcane spellcasting class<br />

2nd +1 +0 +0 +3 Spell research —<br />

3rd +1 +1 +1 +3 Draconic discovery (2nd) +1 level of existing arcane spellcasting class<br />

4th +2 +1 +1 +4 Spell research —<br />

5th +2 +1 +1 +4 Knowledge of the wyrm +1 level of existing arcane spellcasting class<br />

6th +3 +2 +2 +5 Draconic discovery (4th), spell research —<br />

7th +3 +2 +2 +5 Convert counterspell +1 level of existing arcane spellcasting class<br />

8th +4 +2 +2 +6 Spell research +1 level of existing arcane spellcasting class<br />

9th +4 +3 +3 +6 Draconic discovery (6th) +1 level of existing arcane spellcasting class<br />

10th +5 +3 +3 +7 Break spell resistance, spell research +1 level of existing arcane spellcasting class<br />

Class Skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Knowledge (any, taken individually), Profession,<br />

Spellcraft.<br />

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