House Rules: Classes - Wizard

Weapon and Armor Proficiency

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, small arms, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Arcane School

  • Universal Arcane School
    • Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 20 feet, plus 10 feet per wizard level. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier, and add your wizard level to damage instead of Strength (minimum +1). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to your wizard level + your Intelligence modifier.
    • Studious Recall (Ex): At 1st level, you can recall once per day any spell that you already cast. At 4th level, and every three levels thereafter, you can recall a spell one extra time per day. Recalling a spell requires a standard action that does not provoke an attack of opportunity.
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