Talanor, the Bright Tower
Rules - Classes - Wizard
Wizards are trained arcane casters and as such are almost always under the tutelage of a Hazard, a powerful wizard that is sanctioned by the Arcana Dominum. At times, a wizard once part of this guild will leave his or her order and later take an apprentice. In this rare case, the character will have minimal resources to advance his/her knowledge without discovering or acquiring grimoires and other ancient tomes.
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard gets a spellbook at creation containing any four cantrips in addition to three 1st level spells of the players choosing from the wizards specialization school. The GM may also include a number of other spells from any school at his discretion up to the wizards intelligence bonus. This house rule replaces the standard starting spellbook for wizards.
Spells Gained by Research at a New Level
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast and must be from his specialization school. A flat spellcraft check (DC 1 + Spell’s level) will be required. Universalists can choose spells from any school after learning all universal spells of all levels available to them. On a “natural 20”, their version of the spell they scribed into their spellbook was more powerful than the original spell. The GM will determine a slight modification to that spell. This house rule replaces the standard two spells given at each level.
Scribing Found or Borrowed Spells into Spellbooks
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. A failed spellcraft check causes the wizard to be unable to attempt to learn that spell again until after gaining a new level. On a “natural 20”, their version of the spell they scribed into their spellbook was more powerful than the original spell. The GM will determine a slight modification to that spell. This house rule replaces the standard spells in a wizard’s spellbook.