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Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible— such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

The legendary wizard is a class rebuild which focuses on giving the wizard greater freedom in spellcasting as well as more interesting interactions between a wizard and their specialization.

With new class features based around Intelligence and their bonded object, the legendary wizard separates themselves from other mages as a genius at the top of their game, prepared for any situation.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table 1-1: Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Arcane school, bonded object, cantrips, path of the mage, scribe scroll
2nd +1 +0 +0 +3 Arcane discovery, intelligent design
3rd +1 +1 +1 +3 Genius insight 1/day
4th +2 +1 +1 +4 Educated metamagic
5th +2 +1 +1 +4 Bonded advancement, school bonus +2
6th +3 +2 +2 +5 Arcane discovery
7th +3 +2 +2 +5 Arcane identification (spell resistance)
8th +4 +2 +2 +6 Educated metamagic
9th +4 +3 +3 +6 Genius insight 2/day, opposition breakthrough
10th +5 +3 +3 +7 Arcane discovery, school bonus +3
11th +5 +3 +3 +7 Bonded inspiration
12th +6/+1 +4 +4 +8 Educated metamagic, secondary specialization
13th +6/+1 +4 +4 +8 Arcane identification (save DC)
14th +7/+2 +4 +4 +9 Arcane discovery
15th +7/+2 +5 +5 +9 Genius insight 3/day, school bonus +4
16th +8/+3 +5 +5 +10 Educated metamagic
17th +8/+3 +5 +5 +10 Bonded union
18th +9/+4 +6 +6 +11 Arcane discovery
19th +9/+4 +6 +6 +11 Arcane identification (both)
20th +10/+5 +6 +6 +12 Educated metamagic, eternal study, school bonus +5
Table 1-2: Wizard Spells per day
Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 4 3 2
5th 4 3 2 1
6th 4 3 3 2
7th 4 4 3 2 1
8th 4 4 3 3 2
9th 4 4 4 3 2 1
10th 4 4 4 3 3 2
11th 4 4 4 4 3 2 1
12th 4 4 4 4 3 3 2
13th 4 4 4 4 4 3 2 1
14th 4 4 4 4 4 3 3 2
15th 4 4 4 4 4 4 3 2 1
16th 4 4 4 4 4 4 3 3 2
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 4 2
20th 4 4 4 4 4 4 4 4 4 3

Weapon and Armor Proficiencies

Wizards are proficient with simple weapons, but not with any type of armor or shield. Armor interferes with a legendary wizard’s movements, which can cause their spells with somatic components to fail.

Path of the Mage

At 1st level, a legendary wizard must decide a path to power, selecting either the path of the diligent or the path of the prodigy.

Path of the Diligent Wizard

A path of the diligent wizard gains the following class feature:

Spellcasting

A path of the diligent wizard casts arcane spells drawn from the sorcerer/wizard spell list. A path of the diligent wizard must choose and prepare their spells ahead of time.

To learn, prepare, or cast a spell, the path of the diligent wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a path of the diligent wizard’s spell is 10 + the spell level + the legendary wizard’s Intelligence modifier.

A path of the diligent wizard can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Wizard. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A path of the diligent wizard may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the path of the diligent wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A path of the diligent wizard begins play with a spellbook containing all 0-level wizard spells (except those from their opposed schools, if any; see Arcane Schools) plus three 1st-level spells of their choice. The path of the diligent wizard also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook.

At each new legendary wizard level, they gain two new spells of any spell level or levels that they can cast (based on their new legendary wizard level) for their spellbook. At any time, a path of the diligent wizard can also add spells found in other legendary wizards’ spellbooks to their own (see Magic).

Spells Gained at each New Level: Wizards perform a certain amount of spell research between adventures.

Each time a character attains a new legendary wizard level, they gains two spells of their choice to add to their spellbook.

The two free spells must be of spell levels they can cast.

Path of the Prodigy Wizard

A path of the prodigy wizard gains the following class feature:

Spellcasting

A path of the prodigy wizard casts arcane spells drawn from the sorcerer/wizard spell list. A path of the prodigy wizard must prepare their spells ahead of time, and their spells are not expended when they’re cast. Instead, they can cast any spell that they have prepared, consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level.

To learn, prepare, or cast a spell, the path of the prodigy wizard must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a path of the prodigy wizard’s spell is 10 + the spell’s level + the legendary wizard’s Intelligence modifier.

A path of the prodigy wizard can only cast a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Wizard under “Spells per Day.” In addition, they receive bonus spells per day if they have a high Intelligence score.

A path of the prodigy wizard may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four 0-level spells and two 1st-level spells each day. At each new legendary wizard level, the number of spells they can prepare each day increases, adding new spell levels as indicated on Table: Wizard Spells Prepared. Unlike the number of spells they can cast per day, the number of spells a path of the prodigy wizard can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a path of the prodigy wizard can prepare.

A path of the prodigy wizard must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the path of the prodigy wizard decides what spells to prepare and refreshes their available spell slots for the day.

Like a sorcerer, a path of the prodigy wizard can choose to apply any metamagic feats they know to a prepared spell as they cast it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, they may also prepare a spell with any metamagic feats they know and cast it without increasing casting time. They cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.

Table 1-3: Path of the Prodigy Wizard Spells Prepared
Level Spells Prepared
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 1
4th 6 3 2
5th 6 4 2 1
6th 7 4 3 2
7th 7 5 3 2 1
8th 8 5 4 3 2
9th 8 5 4 3 2 1
10th 9 5 5 4 3 2
11th 9 5 5 4 3 2 1
12th 9 5 5 4 4 3 2
13th 9 5 5 4 4 3 2 1
14th 9 5 5 4 4 4 3 2
15th 9 5 5 4 4 4 3 2 1
16th 9 5 5 4 4 4 3 3 2 1
17th 9 5 5 4 4 4 3 3 2 2
18th 9 5 5 4 4 4 3 3 3 2
19th 9 5 5 4 4 4 3 3 3 3
20th 9 5 5 4 4 4 3 3 3 3

Arcane School

A legendary wizard must choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

The legendary wizard gains opposition schools based on their choice of specialization, with certain schools having more opposed schools than others:

A legendary wizard who prepares spells from their opposition schools must use two spell slots of that level to prepare the spell. For example, a legendary wizard with evocation as an opposition school must expend two of their available 3rd-level spell slots to prepare a fireball, regardless of their path. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of their opposition schools as a prerequisite.

Each arcane school gives the legendary wizard a number of school powers. In addition, specialist wizards increase their caster level by +1 for spells of their specialty school. At 5th level and every five levels afterwards, their caster level increases by an additional +1, to a maximum of +5 to their caster level when casting spells from their specialty school at 20th level.

Table 1-4: Wizard Specializations
School Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
1st opposed school Evocation Transmutation Enchantment Transmutation Divination Abjuration Enchantment Illusion
2nd opposed school None Abjuration None None None Conjuration Conjuration Necromancy

Arcane School Abilities

All schools grant a passive and active ability.

Abjuration
  • Passive: At 1st level, you gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
  • Active: At 1st level, as a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five legendary wizard levels you possess.
Conjuration
  • Passive: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your legendary wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
  • Active: At 1st level, you can use this ability to teleport up to 30 feet per legendary wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Divination
  • Passive: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your legendary wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
  • Active: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your legendary wizard level (minimum +1) for 1 round.
Enchantment
  • Passive: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five legendary wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
  • Active: You can cause a living creature to become confused for 1 round as a melee touch attack (will save negates). Creatures with more Hit Dice than your legendary wizard level are unaffected.
Evocation
  • Passive: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your legendary wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
  • Active: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Illusion
  • Passive: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your legendary wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Active: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your legendary wizard level are dazzled for 1 round instead.
Necromancy
Transmutation
  • Passive: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five legendary wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
  • Active: As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five legendary wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of minutes equal to 1/2 your legendary wizard level (minimum 1 round), and the legendary wizard can only augment a single creature at a time.

Bonded Object

At 1st level, a legendary wizard must select a bonded object from the following list: orb, spellbook, or staff.

Each object grants a bonus while held:

At 8th level and every eight levels thereafter, this bonus increases by +1, to a maximum of +3 at 16th level.

If a legendary wizard attempts to cast a spell without their bonded object in hand, they must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

A legendary wizard can add additional magic abilities to their bonded object as if they has the required Item Creation Feats regardless of their level, and an orb is treated as though it was an amulet while a spellbook is treated as a ring (this does not allow a legendary wizard to gain the benefit of two amulets or three rings unless they would otherwise be able to, and the book or orb may be magical in its own right, such as a blessed book). The magic properties of a bonded object, including any magic abilities added to the object, only function for the legendary wizard who owns it.

If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the legendary wizard prepares their spells.

If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per legendary wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A legendary wizard can designate an existing magic item as their bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A legendary wizard can prepare a cantrip from an opposition school, but it uses up two of their available slots.

Arcane Discovery

At 2nd level and every four levels thereafter, the legendary wizard gains an arcane discovery from the following list:

Arcane Buffer

Benefit(s): Select one type of magic item (potions, wondrous items, and so on). You gain the related item creation feat (such as Craft Wondrous Item) and create items of this type 50% faster than normal, also gaining a +6 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You must meet all prerequisites of this item creation feat.

Special: You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

Arcane Fatigue

Benefit(s): Whenever a creature makes a successful saving throw against any of your spells, they take a -2 penalty on saving throws against any spells you cast for 1 minute or until they fail a saving throw against a spell you cast, whichever comes first. This penalty stacks with itself, but all instances of it end upon a creature failing a saving throw against a spell you cast.

Creative Destruction

Benefit(s): When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to two times the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

Defensive Feedback

Benefit(s): When an abjuration spell you cast prevents damage (with damage reduction, energy resistance, or energy immunity) or if you are protected from damage by the passive ability of the abjuration school, if the attacking creature is within 30 feet of the protected creature, the foe takes 2d6 points of force damage for every 5 points of damage prevented.

Dimensional Bulwark

Benefit(s): Whenever a creature attempts to use a teleportation effect or summon a creature within 60 feet of you or attempts to use a teleportation effect which would place them within 60 feet of yourself, you may attempt to block the effect. Make an opposed caster level check (1d20 + caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected.

Evolved Summons

Benefit(s): Whenever you summon a creature, it gains 1 evolution point as though it was a summoner’s eidolon with the biped base form; this point must be used upon summoning it. At 6th level and every six levels thereafter, it gains an additional evolution point.

Evolved Undead

Benefit(s): Whenever you create an undead creature (but not summon one), it gains 1 evolution point as though it was a summoner’s eidolon with the biped base form; this point must be used upon creation of the undead. At 6th level and every six levels thereafter, it gains an additional evolution point.

Feral Speech

Benefit(s): You gain the supernatural ability to speak with and understand the response of any animal or vermin as if using speak with animals. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way.

Golem Constructor

Prerequisite(s): Legendary Wizard 6th.

Benefit(s): You have learned the art and craft of creating golems. When creating a golem, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

Idealize

Prerequisite(s): Legendary Wizard 6th.

Benefit(s): When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 4. At 20th level, the bonus increases by 6.

Infectious Charm

Prerequisite(s): Legendary Wizard 10th.

Benefit(s): Anytime you target and successfully affect a single creature with a charm or compulsion spell and that creature is within 30 feet of another opponent, your spell has a chance of affecting the second creature as well. As a swift action immediately after affecting a creature with a charm or compulsion spell, you can cause the spell to carry over to the nearest creature within 30 feet. The spell behaves in all ways as though its new target were the original target of the spell.

Knowledge is Power

Benefit(s): Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD, as well as treating your base attack bonus as equal to your level when determining your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

Item Creation Feat

Benefit(s): You gain two item creation feats of your choice. You must meet all prerequisites for these item creation feats.

Multimorph

Benefit(s): When you cast a spell of the polymorph subschool on yourself, you may spend a move action to assume another form allowed by the spell. You can do this as often as you like. This is a supernatural ability.

Observant Illusions

Benefit(s): You can project your senses into any ongoing figment or shadow illusion you create. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a swift or move action. While you are using its senses, your body is considered blinded and deafened.

Outstanding Concentration

Benefit(s): You add your Intelligence modifier to your concentration checks, and whenever you roll a concentration check, you can roll twice, taking the better result.

Overclocked Casting

Prerequisite(s): Educated Metamagic class feature, Arcane School class feature.

Benefit(s): You can spend 1 use of your educated metamagic class feature as a free action to double your school bonus caster level bonus. If you do so, you cannot cast another spell from your specialty school until the end of your next round.

Resilient Illusions

Benefit(s): Anytime a creature tries to disbelieve one of your illusion effects, make a caster level check. Treat the illusion’s save DC as its normal DC or the result of the caster level check, whichever is higher.

Spell Piercer

Benefit(s): Whenever you fail to overcome a creature’s spell resistance, as a swift action you can reroll your caster level check. You must accept the new result, even if it is worse.

Staff-Like Wand

Benefit(s): Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it’s higher than the caster level of the wand.

United Spell Focus

Prerequisite(s): Opposition Breakthrough class feature.

Benefit(s): You gain the Spell Focus feat for both your specialty school and whichever school you selected with the opposition breakthrough class feature. If you already possess the Spell Focus feat for either of these schools, you can replace it with another feat of your choice for which you qualify.

Intelligent Design (Ex)

At 2nd level, the legendary wizard can select 1 skill; the legendary wizard can choose to use their Intelligence modifier in place of the ability modifier normally used for that skill.

Genius Insight (Ex)

At 3rd level, once per day, a legendary wizard can cast any one spell that they have in the spellbook and is capable of casting, even if the spell is not prepared. This spell must be one level lower than the highest spell level they can cast unless it is from their specialty school. This spell is treated like any other spell cast by the legendary wizard, including casting time, duration, and other effects dependent on the legendary wizard’s level.

This spell cannot be modified by metamagic feats or other abilities. At 9th level and every six levels thereafter, they can use this class feature 1 additional time per day.

Educated Metamagic (Ex)

At 4th level, a legendary wizard can select a metamagic feat from the following list, ignoring its prerequisites: Aquatic Spell, Benthic Spell, Blissful Spell, Bouncing Spell, Delayed Spell, Ectoplasmic Spell, Elemental Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Intuitive Spell, Lingering Spell, Piercing Spell, Selective Spell, Silent Spell, Still Spell.

The legendary wizard gains that metamagic feat and can apply it to a number of spells from their specialty school without increasing the level of the spell equal to 1/4 their Wizard level + their Intelligence modifier (minimum 1); if the legendary wizard has the path of the prodigy class feature, they can apply these metamagic feats to their spells as they are being cast without increasing the casting time. If the legendary wizard selects a metamagic feat from this list through other methods (such as feats gained for leveling up), they can use them with this class feature. At 8th level and every four levels thereafter, they can select an additional metamagic feat from this list.

At 12th level, the legendary wizard adds the following metamagic feats to those available: Burning Spell, Coaxing Spell, Concussive Spell, Consecrate Spell, Empower Spell, Persistent Spell, Seeking Spell, Threnodic Spell.

At 20th level, the legendary wizard adds the following metamagic feats to those available: Echoing Spell, Familiar Spell, Maximize Spell, Widen Spell.

In addition, at 20th level, all metamagic feats which would increase a spell’s level by 1 can be applied to any legendary wizard’s spell from their specialty school at will as well as not increasing the casting time of the spell.

Bonded Advancement (Su)

At 5th level, as a free action, a legendary wizard can release their bonded object and allow it to float around themselves indefinitely. Doing so still treats the bonded object as though it was being held by the legendary wizard. In addition, the legendary wizard reduces the concentration check needed for casting without their bonded object to 15 + the spell’s level.

Arcane Identification (Su)

At 7th level, a legendary wizard can spend a swift action to select a creature, making a Knowledge (Arcana) check with a DC equal to 15 + the creature’s CR . If this check is successful, the legendary wizard treats the spell resistance of the creature as 2 lower than its actual SR for a number of rounds equal to their Intelligence modifier (minimum 1). At 11th level and every four levels afterward, they treat the creature’s spell resistance as though it was 1 point lower, to a maximum of 5 lower at 19th level.

At 13th level, the legendary wizard can instead increase the DC of any spell they cast against that creature by 1 until the beginning of your next turn.

At 19th level, the legendary wizard does not have to choose between these effects, gaining both whenever they successfully identify a creature.

Opposition Breakthrough (Ex)

At 9th level, a legendary wizard had learned to push past the limitations of their opposition school. The legendary wizard can select one (if they have more than one) of their opposition schools; this school is no longer treated as an opposition school.

Bonded Inspiration (Su)

At 11th level, a legendary wizard can spend a full round action to teleport their bonded object to their hand as long as it is on the same plane as themselves. The legendary wizard can also use this ability to teleport to their bonded object as long as it is within 1 mile of themselves. In addition, the legendary wizard reduces the concentration check needed for casting without their bonded object to 10 + the spell’s level. Wizards also gain the following abilities based on their bonded object:

  • Orb: The legendary wizard can spend a move action to gain a 20% miss chance against all attacks until the beginning of their next turn. They can spend a swift action at the beginning of any turn after using this ability to increase its duration by 1 round.
  • Spellbook: The legendary wizard can prepare two additional spells per day (path of the diligent legendary wizards can only use this on spells 2 levels lower than the highest spell level they can cast).
  • Staff: The legendary wizard can spend a move action to cause all attacks made with spells to ignore cover and concealment (but not total cover or concealment) until the beginning of their next turn. They can spend a swift action at the beginning of any turn after using this ability to increase its duration by 1 round.

Secondary Specialization (Ex)

At 12th level, the legendary wizard can select any school except for their specialty school or an opposed school; this school gains half the benefit of the legendary wizard’s caster level boost from their arcane school ability.

The legendary wizard also treats this school as their specialty school for the purpose of any class feature or ability that would involve their specialty school such as genius insight.

Bonded Union (Su)

At 17th level, the legendary wizard no longer requires a concentration check when casting spells without their bonded object in hand. Wizards also gain the following abilities based on their bonded object:

  • Orb: The legendary wizard can spend a move action to gain a 50% miss chance against all attacks until the beginning of their next turn. They can spend a swift action at the beginning of any turn after using this ability to increase its duration by 1 round.
  • Spellbook: The legendary wizard can prepare two additional spells per day for a total 4 including the bonded inspiration class feature (path of the diligent wizards can only use this on spells 2 levels lower than the highest spell level they can cast).
  • Staff: The legendary wizard can spend a move action to cause all attacks made with spells to ignore all cover and concealment until the beginning of their next turn. They can spend a swift action at the beginning of any turn after using this ability to increase its duration by 1 round.

Eternal Study

At 20th level, a legendary wizard has reached the apex of their study. Their Intelligence score permanently increases by 4 and they no longer age. A legendary wizard no longer takes penalties to their ability scores for aging, loses any previously accrued penalties gained by aging, and cannot be magically aged.

Spellbook

A legendary wizard must study their spellbook each day to prepare their spells. they cannot prepare any spell not recorded in their spellbook, except for read magic, which all legendary wizards can prepare from memory.

A legendary wizard begins play with a spellbook containing all 0-level legendary wizard spells (except those from their opposed schools, if any; see Arcane Schools) plus three 1st-level spells of their choice. The legendary wizard also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook: Wizards can add new spells to their spellbooks through several methods. A legendary wizard can only learn new spells that belong to the legendary wizard spell lists (see Magic).

Spells Gained at each New Level: Wizards perform a certain amount of spell research between adventures.

Each time a character attains a new legendary wizard level, they 12 gain two spells of their choice to add to their spellbook.

The two free spells must be of spell levels they can cast.

Spells Copied from Another Spellbook or Scroll: A legendary wizard can also add a spell to their book whenever they encounter one on a magic scroll or in another legendary wizard’s spellbook. No matter what the spell’s source, the legendary wizard must first decipher the magical writing (see Arcane Magical Writings). Next, they must spend 1 hour studying the spell. At the end of the hour, they must make a Spellcraft check (DC 15 + spell’s level). A legendary wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from their specialty. See Writing a New Spell into a Spellbook for associated costs.

Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or they are grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Section 15: Copyright Notice

Legendary Wizards © 2020, Legendary Games; Authors N. Jolly, Cerise Herndon, and Hal Kennette