A wizard creature is skilled in the ways of arcane magic, and its spellcasting ability is unmatched. Beyond casting damaging spells, a wizard creature can call upon mighty forces to serve the will of the creature and its allies. Select a wizard creature’s arcane school when the template is added. A wizard creature’s CR increases by 2 if the creature has 7 or more HD, and it increases by 3 if the creature has 13 or more HD. Quick Rules +2 on all rolls based on Int; gains the arcane school abilities† of its chosen school (using its HD – 2 as its wizard level to determine the effect and DC [minimum 1]); can cast a small number of wizard spells (see Table: Cleric, Druid, and Wizard Spell Slots) using its HD as its CL; can designate one item as its arcane bond and use that item to cast any one spell it knows once per day. Rebuild Rules Special Attacks arcane bond†, arcane school abilities† (using its HD – 2 as its wizard level to determine the effect and DC [minimum 1]); Wizard Spells wizard creatures can cast a small number of wizard spells (see Table: Cleric, Druid, and Wizard Spell Slots) using its HD as its CL; Ability Scores +4 Intelligence.
Spellcasting: Simple class templates that grant the ability to cast spells as a member of the class on which the template is based only grant spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, you can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level. |