[PC2] Wizard Group Classes


All Wizard Classes

Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
Level N: May cast spells of spell level N/4 (round down) without using a P action.

[PC2] Wizard Group Classes


Specialist Wizards

1st edition specialist wizards are usually custom classes with their own spell progressions and powers. You may choose either the 2nd edition or Collective system of specialization for your specialty schools.
2nd edition specialists gives 1 extra spell for each spell level the caster has. The extra spell must be from the selected specialty school. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
Collective specialists grant no extra spells, but the caster may cast spells from his specialty school for ½ of a spell. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
For both systems of specialist, you must select an opposite school. The school selected must be one of the 8 major schools. Spells in the opposite school cost 2 full spells to cast.
When casting a spell in your specialty school, all creatures get -1 on their save vs. the effect. When you are affected by a spell from your specialty school, you get +1 on your save.
 
School 1st ed. specialist 2nd ed. Specialist Collective specialist Requisites (Note)
Abjuration WRobe1 * Abjurer2 Thaumaturgist Int/Wis  
Alteration (NA) Transmuter2 Alterationist Int/Dex  
Conjuration Warlock1 * Conjurer2 Summoner Int/Chr  
Divination Savant1 * Diviner2 Visionist, Sage * Int/Wis  
Enchantment (NA) Enchanter2 Mesmeriser Int/Chr  
Illusion Illusionist1 * Illusionist2 Phantasmist Int/Dex  
Invocation RRobe1 Evoker2 Invoker Int/Con  
Necromancy DeathMaster1*, BRobe1* Necromancer2 Apparitionist Int/Wis  
Air (NA) (NA) Aeromancer Int/Dex/Wis  
Chronomancy (NA) Chronomancer2 * Tempromancer * Int/Con/Con (need Con 18)
Cold (NA) (NA) Cryomancer Int/Con/Dex  
Eelemental **** (NA) (NA) Eelementalist Con/Str (see also Psi(-15))
Elemental (NA) Elementalist2 Elemental Mage Int/Int/Con (need Int 18) (see also Psi15)
Earth (NA) (NA) Terramancer Int/Str/Con  
Fire (NA) (NA) Pyromancer Int/Dex/Wis  
Water (NA) (NA) Aquamancer Int/Str/Dex  
Weird Element (NA) (Element)-ist2 (Element)-mancer Int/???/??? (??? determined by DM)
Alchemy Alchemist1 * (NA) (NA) Int/Con  
Chemistry (NA) (NA) Chemist Int/Wis  
Demonology ** (NA) (NA) Infernal Mage * Int/Str (see also Psi6)
Dracology (NA) Dracologist2 Dragon Mage Int/Str (see also Psi15)
Incantatrix Incantatrix1 * Defiler2*,Preserver2* Spellstealer * Int/Wis/Chr (see also Psi20)
Metamagic (NA) Metamagician2 (NA) Int/Int (need Int 18)
Metamorphics (NA) Metamorphicist2 (NA) Int/Dex  
Numbers (NA) Numerologist2 (NA) Int (see also Psi12L)
Punomancy **** Punomancer1 Punomancer2 PunomancerDM Wis/Dex  
Somniomancy (NA) (NA) Somniomancer * Int/Chr/Wis  
Technology Tinker1 *** Spelljammer2 * Technologist * Int/Int/Dex (Int 18) (also Psi8/16)
Telekinetics (NA) Telekineticist2 (NA) Int/Dex (see also psionics)
Thought (NA) Thought Mage2 Mind Mage Int/Wis (see also psionics)
Wild Magic (NA) Wild Mage2 (NA) Int/Dex/Wis (see also Psi12C)
 
* This class does not use the standard Mage2 spell and XP progression. This class may also have different requisites than this table lists. See the individual class listing in the Class Table and further down in [P4.2] for details. If there is no such listing, just use Mage2 until the proper class is written.
** There is a Demonologist class in the Priest group.
*** This is a Rogue group class, see [PC4].
**** This may or may not exist depending on the campaign.
 
There is also a "Spellbinder" class, which is specialized in Illusion and Enchantment (see below). Basic data as per Mage2.

[PC2] Wizard Group Classes


Alchemist1

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 1 --- --- ---
3 3.2 1-- --- ---
4 6 2-- --- ---
5 10 3-- --- ---
6 18.5 41- --- ---
7 30 421 --- ---
8 50 432 --- ---
9 75 433 1-- ---
10 110 443 21- ---
11 200 444 22- ---
12 380 444 221 ---
13 560 444 332 ---
14 640 444 443 ---
15 820 444 444 ---
16 1000 544 444 1--
17 1180 554 444 2--
18 1360 555 444 3--
19 1540 555 544 4--
20 1720 555 554 41-
21 1900 555 555 42-
22 2080 555 555 53-
23 2260 555 555 54-
24 2440 555 555 55-
25 2620 655 555 551
26 2800 665 555 552
27 2980 666 555 553
28 3160 666 655 554
29 3340 666 665 555
30 3520 666 666 555
31 3700 666 666 655
32 3880 666 666 665
33 4060 666 666 666
34 4240 777 666 666
35 4420 777 777 666
36 4600 777 777 777
Requisites: Str 9, Dex 9, Con 14, Int 10, Wis 6
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: BoD3
   
Level 1: One occupation non-weapon proficiency per level (free).
Level 1: Read Languages (47+level*3)%.
Level 2: Identify minerals by sight.
Level 3: Identify potions and poisons by sight.
Level 3: Considered specialized in Enchantment/Charm (no opposite).
Level 4: Identify plants by sight.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Identify animals by sight.
Level 6: Can write scrolls in 1/(level-5) the normal time.
Level 6: Considered specialized in Alteration (no opposites still).
Level 7: Can create any expendible/charged item in 1/(level-6) the normal time.
Level 9: Predict miscibility (Level-8)*10%.
Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.
Level 9: Identify any non-artifact magic item by sight.
Level 9: Identify non-immortal monsters by sight.
Level 9: Can specialize in (third) school; if this is done, select an opposite.

[PC2] Wizard Group Classes


Anti-Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Magic-User1}
Groups: Wizard, Alternate
   
Specialization in Anti-Magic; no opposite.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
7 3    
8 1    
8 2    
8 3    
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 3    
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3    

[PC2] Wizard Group Classes


Black Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 17 32- --- ---
5 35 421 --- ---
6 45 422 --- ---
7 80 432 1-- ---
8 135 433 2-- ---
9 290 433 21- ---
10 375 443 221 ---
11 500 444 321 ---
12 650 444 421 1--
13 800 555 432 111
14 1000 555 442 111
15 1200 555 552 111
16 1400 555 553 211
17 1650 555 554 321
18 1900 555 554 321
19 2150 555 554 322
20 2400 555 554 333
21 2650 555 554 444
22 2900 555 555 555
23 3150 666 666 666
24 3400 776 666 666
25 3650 777 766 666
26 3900 777 776 666
27 4150 777 777 666
28 4400 777 777 776
29 4650 777 777 777
30 4900 887 777 777
31 5150 888 777 777
32 5400 888 877 777
33 5650 888 887 777
34 5900 888 888 777
35 6150 888 888 877
36 6400 888 888 887
Requisites: Dex 6, Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
   
Specialized in Necromancy. Has Divination and Abjuration as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Chronomancer2

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 3 1-- --- ---
3 6 2½- --- ---
4 12 21- --- ---
5 24 32½ --- ---
6 48 321 --- ---
7 72 332 ½-- ---
8 105 432 1-- ---
9 160 433 2½- ---
10 285 443 21- ---
11 425 443 32½ ---
12 850 544 321 ---
13 1235 544 332 ½--
14 1610 554 432 1--
15 1985 554 433 2½-
16 2370 555 443 21-
17 2755 655 443 32½
18 3140 655 544 321
19 3525 665 544 332
20 3910 665 554 432
21 4295 666 554 433
22 4680 666 555 443
23 5065 766 655 443
24 5450 766 655 544
25 5835 776 665 544
26 6220 776 665 554
27 6605 777 666 554
28 6990 777 666 555
29 7375 777 766 655
30 7760 877 766 655
31 8145 877 776 665
32 8530 887 776 665
33 8915 887 777 666
34 9300 888 777 666
35 9685 888 777 766
36 10070 888 877 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Int 17, Wis 16
Alignment: L any or T any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Rog
Save Table: Wiz
Reference: Chrono2
Groups: Wizard
   
Specialization in Chromancy; pick one opposite school.
Chronomancy spells are not generally available to regular Wizards. Even if a regular Wizard gets access to Chronomancy spells, each Chronomancy spell costs a regular Wizard two spell slots each.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 11: +LVL-10 segments per round. Thus a level 25 Chronomancer has 25 segments.

[PC2] Wizard Group Classes


Chronomancy Spells

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC2] Wizard Group Classes


Defiler2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.75 2-- --- ---
3 3.5 21- --- ---
4 7 32- --- ---
5 14 421 --- ---
6 28 422 --- ---
7 42 432 1-- ---
8 63 433 2-- ---
9 94.5 433 21- ---
10 180 443 221 ---
11 270 444 321 ---
12 540 444 421 1--
13 820 555 432 111
14 1080 555 442 111
15 1350 555 552 111
16 1620 555 553 211
17 1890 555 554 321
18 2160 555 554 321
19 2430 555 554 322
20 2700 555 554 333
21 2970 555 554 444
22 3240 555 555 555
23 3510 666 666 666
24 3780 776 666 666
25 4050 777 766 666
26 4320 777 776 666
27 4590 777 777 666
28 4860 777 777 776
29 5130 777 777 777
30 5400 887 777 777
31 5670 888 777 777
32 5940 888 877 777
33 6210 888 887 777
34 6480 888 888 777
35 6750 888 888 877
36 7020 888 888 887
Requisites: Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
   
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Steal Strength from the Land (100 yard radius). This gives you back 1 spell level and lowers the local PF and MF by 1 each.
[Spell progression as Black Robe for now, this may change]

[PC2] Wizard Group Classes


Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 222 --- ---
7 120 322 1-- ---
8 250 332 2-- ---
9 400 333 21- ---
10 600 333 32- ---
11 850 433 321 ---
12 1100 444 321 ---
13 1350 444 322 ---
14 1600 444 432 ---
15 1850 544 432 1--
16 2100 555 432 2--
17 2350 655 443 2--
18 2600 655 443 21-
19 2850 655 543 22-
20 3100 655 544 32-
21 3350 655 544 321
22 3600 665 554 322
23 3850 666 654 332
24 4100 776 655 432
25 4350 776 655 443
26 4600 777 665 543
27 4850 777 665 554
28 5100 887 666 654
29 5350 887 776 655
30 5600 888 777 665
31 5850 888 777 766
32 6100 988 887 776
33 6350 999 888 777
34 6600 999 988 887
35 6850 999 999 888
36 7100 999 999 999
Requisites: Str 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: RC0-25
   
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC2] Wizard Group Classes


Historian2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 1-- --- ---
3 2.4 2-- --- ---
4 4.8 2-- --- ---
5 9.5 21- --- ---
6 19 21- --- ---
7 38 32- --- ---
8 76 32- --- ---
9 150 421 --- ---
10 300 421 --- ---
11 450 422 --- ---
12 600 422 --- ---
13 750 432 1-- ---
14 900 432 1-- ---
15 1050 433 2-- ---
16 1200 433 2-- ---
17 1350 433 21- ---
18 1500 433 21- ---
19 1650 443 22- ---
20 1800 443 22- ---
21 1950 444 33- ---
22 2100 444 33- ---
23 2250 444 441 ---
24 2400 444 441 ---
25 2550 555 442 ---
26 2700 555 442 ---
27 2850 555 442 1--
28 3000 555 442 1--
29 3150 555 552 1--
30 3300 555 552 1--
31 3450 555 553 21-
32 3600 555 553 21-
33 3750 555 553 32-
34 3900 555 553 32-
35 4050 555 553 321
36 4200 555 553 321
Requisites: Int 12, Wis 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: S&S2
   
Level 1: +1 slot in every "History" proficiency per level.
Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Identify Technological Item | Identify Artifact = 50*(LVL-1)%.
Level 3: Time-Reality Stability.
Level 4: Resist Time/Chronomancy and Anti-Time.
Level 5: 1M, 1/t: Locate a specific history book (same plane).
Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).
Level 12: 1M, 1/t: Locate a specific history book (same multiverse).
Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).
Level 17: Immune Time/Chronomancy and Anti-Time.
Level 18: 1M, 1/d: Summon a Time Elemental, Anti-Time Elemental, or Time Elemental Grue (any existant or non-existant type).
Level 21: 1M, 1/t: Locate a specific history book (same omniverse).
Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).

[PC2] Wizard Group Classes


Illusionist1

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 421 --- -
6 35 431 --- -
7 60 432 --- -
8 95 432 1-- -
9 145 533 2-- -
10 220 543 21- -
11 440 543 32- -
12 660 554 321 -
13 880 554 322 -
14 1100 554 322 1
15 1320 554 422 2
16 1540 555 432 2
17 1760 555 532 2
18 1980 555 533 2
19 2200 555 543 2
20 2420 555 543 3
21 2640 555 554 3
22 2860 555 555 4
23 3080 555 555 5
24 3300 666 655 5
25 3520 666 666 6
26 3740 777 766 6
27 3960 777 777 7
28 4180 888 877 7
29 4400 888 888 8
30 4620 999 988 8
31 4840 999 999 9
32 5060 AAA A99 9
33 5280 AAA AAA A
34 5500 BBB BAA A
35 5720 BBB BBB B
36 5940 CCC CCC C
Requisites: Dex 16, Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-26
   
See "Specialist Wizards"
Level 1: Can consider any 1st edition illusionist spell (in PH1, UA1, etc.) as "Illusion" school.

[PC2] Wizard Group Classes


Mage2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
   
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: RC0-19
   
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
Requisites: Dex 6, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-25
   
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate
   
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC2] Wizard Group Classes


Preserver2

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 2.5 21- --- ---
3 5 22- --- ---
4 10 321 --- ---
5 15 432 --- ---
6 25 432 1-- ---
7 50 543 2-- ---
8 75 543 21- ---
9 100 654 32- ---
10 150 654 321 ---
11 200 665 432 ---
12 300 665 432 1--
13 750 666 543 2--
14 1000 666 654 3--
15 1250 666 665 4--
16 1500 666 666 5--
17 1750 666 666 6--
18 2000 666 666 61-
19 2500 666 666 62-
20 3000 666 666 63-
21 3500 666 666 64-
22 4000 666 666 651
23 4500 666 666 662
24 5000 666 666 663
25 5500 666 666 664
26 6000 666 666 665
27 6500 666 666 666
28 7000 766 666 666
29 7500 776 666 666
30 8000 777 666 666
31 8500 777 766 666
32 9000 777 776 666
33 9500 777 777 666
34 10000 777 777 766
35 10500 777 777 776
36 11000 777 777 777
Requisites: Int 9, Chr 9
Alignment: any G
HD/level: d5
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
   
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore MF of local area by 1 to a maximum of 10.
Level 9: May cast Priest spells of Necromancy & Healing spheres as if they are 1 spell level higher.
Level 16: 10M,10P: Restore TF of local area by 1 to a maximum of 10.
Level 27: May cast Priest spells of Necromancy & Healing spheres at the same spell level.

[PC2] Wizard Group Classes


Red Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 18 321 --- ---
5 36 431 --- ---
6 50 432 --- ---
7 90 432 1-- ---
8 180 433 2-- ---
9 350 433 21- ---
10 500 543 221 ---
11 700 544 332 ---
12 900 544 342 1--
13 1100 555 442 11-
14 1300 555 442 21-
15 1500 655 452 211
16 1750 655 553 211
17 2000 655 553 321
18 2250 665 553 322
19 2500 665 554 332
20 2750 665 554 433
21 3000 665 554 444
22 3250 665 555 544
23 3500 665 555 555
24 3750 666 655 555
25 4000 666 666 555
26 4250 666 666 665
27 4500 666 666 666
28 4750 776 666 666
29 5000 777 766 666
30 5250 777 777 666
31 5500 777 777 776
32 5750 777 777 777
33 6000 887 777 777
34 6250 888 877 777
35 6500 888 888 777
36 6750 888 888 887
Requisites: Dex 6, Int 9
Alignment: C* or *N
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
   
Specialized in Invocation. Has Enchantment and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Savant1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 3-- --- ---
4 10 31- --- ---
5 25 32- --- ---
6 50 43- --- ---
7 80 431 --- ---
8 115 532 --- ---
9 155 543 --- ---
10 205 543 1-- ---
11 280 553 2-- ---
12 380 654 3-- ---
13 500 654 31- ---
14 700 755 32- ---
15 900 765 43- ---
16 1100 765 431 ---
17 1300 775 532 ---
18 1500 875 543 ---
19 1700 876 543 1--
20 1900 976 553 2--
21 2100 987 654 3--
22 2300 987 654 31-
23 2500 997 755 32-
24 2700 997 765 43-
25 2900 998 765 431
26 3100 998 775 532
27 3300 999 876 543
28 3500 999 877 553
29 3700 999 987 654
30 3900 999 988 664
31 4100 999 998 765
32 4300 999 999 765
33 4500 999 999 876
34 4700 999 999 887
35 4900 999 999 998
36 5100 999 999 999
Requisites: Dex 16, Int 15, Wis 14
Alignment: any
HD/level: &0
Weapon Prof.: 0+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
   
Level 1: Read Languages (25+5*level)%.
Level 1: Legend Lore (15+5*level)%.
Level 1: Immune to detrimental effects from reading magical/psionic tomes.
Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
Level 9: Object Reading 1/d.
Level 10: Truename 1/w.
Level 12: Contact Other Plane 1/d.

[PC2] Wizard Group Classes


Seer2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 2-- --- ---
5 20 21- --- ---
6 40 31- --- ---
7 60 32- --- ---
8 80 321 --- ---
9 125 431 --- ---
10 200 432 1-- ---
11 350 433 2-- ---
12 650 433 21- ---
13 950 443 22- ---
14 1250 444 33- ---
15 1550 444 431 ---
16 1850 554 442 ---
17 2150 555 442 1--
18 2450 555 543 2--
19 2750 555 554 21-
20 3050 555 555 32-
21 3350 555 555 321
22 3650 555 555 322
23 3950 555 555 332
24 4250 555 555 333
25 4550 555 555 433
26 4850 555 555 443
27 5150 555 555 444
28 5450 555 555 544
29 5750 555 555 554
30 6050 555 555 555
31 6350 665 555 555
32 6650 666 655 555
33 6950 666 666 555
34 7250 666 666 665
35 7550 766 666 666
36 7850 777 666 666
Requisites: Int 15, Wis 15, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
   
Level 1: Specialized (2nd edition version) in Divination; pick an opposite.
Level 1: Can cast Priest Divination sphere spells as if they were Wizard Divination school spells.
Level 3: 1M: Message
Level 5: Can cast Psi2 Clairsentient powers as if they were spells (Minor = SL2, Major = SL5, Grand = SL8, Super = SL11). You do not get the Divination specialization bonus for this. These powers do not cost PSPs, they require no roll, and cannot power-score.
Level 6: 1M: Sending
Level 9: 1M: Demand
Level 18: 1M, 1/t: Avoid an Avoid Fate (only if the results of the Avoid Fate would harm you)

[PC2] Wizard Group Classes


Sorcerer3

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 42- --- ---
6 150 421 --- ---
7 210 532 --- ---
8 280 532 1-- ---
9 360 543 2-- ---
10 450 543 21- ---
11 550 554 32- ---
12 660 554 321 ---
13 780 554 432 ---
14 910 554 432 1--
15 1050 554 443 2--
16 1200 554 443 21-
17 1360 554 443 32-
18 1530 554 443 321
19 1710 554 443 332
20 1900 554 443 333
21 2100 554 444 333
22 2310 554 444 433
23 2530 554 444 443
24 2760 554 444 444
25 3000 555 444 444
26 3250 555 544 444
27 3510 555 554 444
28 3780 555 555 444
29 4060 555 555 544
30 4350 555 555 554
31 4650 555 555 555
32 4960 655 555 555
33 5280 665 555 555
34 5610 666 555 555
35 5950 666 655 555
36 6300 666 665 555
Requisites: Dex 0, Con 0, Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-48
   
Level 1: Charisma bonus in spells.

[PC2] Wizard Group Classes


Spellbinder

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
Requisites: Dex 12, Int 9, Wis 6, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
   
A spellbinder is a double (Collective) specialist in Illusion and Enchantment. Spells from either school cost ½ of a spell.
You must select 2 opposite schools (must be major schools).

[PC2] Wizard Group Classes


White Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 20 32- --- ---
5 38 421 --- ---
6 55 422 --- ---
7 100 432 1-- ---
8 200 433 2-- ---
9 400 433 21- ---
10 600 443 221 ---
11 800 444 332 1--
12 1000 444 443 21-
13 1250 555 443 21-
14 1500 555 443 21-
15 1750 555 553 221
16 2000 555 554 221
17 2250 555 554 332
18 2500 555 554 333
19 2750 555 554 443
20 3000 555 554 444
21 3250 555 555 544
22 3500 555 555 554
23 3750 666 655 555
24 4000 666 666 655
25 4250 666 666 666
26 4500 777 766 666
27 4750 777 777 766
28 5000 777 777 777
29 5250 877 777 777
30 5500 887 777 777
31 5750 888 777 777
32 6000 888 877 777
33 6250 888 887 777
34 6500 888 888 777
35 6750 888 888 877
36 7000 888 888 887
Requisites: Dex 6, Int 9
Alignment: any G
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
   
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Witch Doctor

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 2 21- --- ---
4 4 22- --- ---
5 8 221 --- ---
6 16 222 --- ---
7 32 222 1-- ---
8 64 222 2-- ---
9 128 222 21- ---
10 256 222 22- ---
11 450 322 22- ---
12 650 332 221 ---
13 850 333 222 ---
14 1050 333 322 ---
15 1250 333 332 ---
16 1450 433 333 1--
17 1650 443 333 2--
18 1850 444 333 3--
19 2050 444 433 3--
20 2250 444 443 3--
21 2450 444 444 31-
22 2650 444 444 42-
23 2850 444 444 43-
24 3050 444 444 44-
25 3250 544 444 44-
26 3450 554 444 44-
27 3650 555 444 441
28 3850 555 544 442
29 4050 555 554 443
30 4250 555 555 444
31 4450 555 555 544
32 4650 555 555 554
33 4850 555 555 555
34 5050 666 555 555
35 5250 666 666 555
36 5450 666 666 666
Requisites: Int 6
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
   
Can specialize in a school, but pick 2 opposites.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can weapon specialize as per Ranger1.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.

[PC2] Wizard Group Classes


Wizard3

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 21- --- ---
4 60 32- --- ---
5 100 321 --- ---
6 150 332 --- ---
7 210 432 1-- ---
8 280 433 2-- ---
9 360 443 21- ---
10 450 443 32- ---
11 550 444 321 ---
12 660 444 332 ---
13 780 444 432 1--
14 910 444 433 2--
15 1050 444 443 21-
16 1200 444 443 32-
17 1360 444 444 321
18 1530 444 444 332
19 1710 444 444 433
20 1900 444 444 444
21 2100 544 444 444
22 2310 554 444 444
23 2530 555 444 444
24 2760 555 544 444
25 3000 555 554 444
26 3250 555 555 444
27 3510 555 555 544
28 3780 555 555 554
29 4060 555 555 555
30 4350 655 555 555
31 4650 665 555 555
32 4960 666 555 555
33 5280 666 655 555
34 5610 666 665 555
35 5950 666 666 555
36 6300 666 666 655
Requisites: Dex 0, Con 0, Int 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-52
   
May specialize in a school, pick an opposite.
Level 1: Intelligence bonus for spells.
Level 1: Scribe Scroll feat.
Level 1: Read/Write Draconic proficiency.
Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.