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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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