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Prestige Class: Citadel Wizard
Prestige Classes of Andurin – Citadel Wizard

The wizards actually accepted, as members of the Citadels of Sorcery, are some of the most skilled mages of Andurin. Tested through spell and judgment, they are among the most potent and specialized wizards. Their Test is a fearsome one, with death being the result of failure. Still, most wizards accept the challenge, if only to be counted among the elite of the magistocracy. Citadel Wizards find themselves as the policy makers, leaders, advancers and chiefs amongst wizardkind in Andurin. Elect officers who seek to guide and protect the nature of the Pattern, these wizards are a force to be reckoned with. Those who ascend to the highest ranks are few in number, answering only to the members of the Council of Arcane.


Hit Die: d4
Race: any allowable
Knowledge (Arcana): 5 ranks
Spellcraft: 8 ranks

Feats: Any two metamagic or item creation feats, AND Improved Counterspell.

Spells: Ability to cast and prepare arcane spells of 3rd level or higher.

Special: Must pass the Test of Sorcery. Failure typically means death. This must be an in-game event and will be RP’ed out.

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any, Int), Profession (Wis), Speak Language, and Spellcraft (Int)..

Skill Points at Each Level: 2 + Int modifier

Class Features: All of the following are class features of the Citadel wizard prestige class.

Weapon and Armor Proficiency: Citadel wizards gain no additional proficiency in weapons or armor.

Spells Per Day: Citadel wizards continue to gain spells per day in their wizard class as if they continued to advance in that class. They do not gain any additional benefits of the wizard class (metamagic feats, familiar improvements, or so forth.)

Wizard’s Staff: Upon the successful completion of the Test, a Citadel wizard is gifted with a staff. This staff is a quarterstaff, unique to the wizard that passed the Test, and the powers it possesses vary depending on the school of specialization of the Citadel wizard. Only the Citadel wizard given the staff can use it. If the Citadel wizard is not specialized, he or she then selects a branch of specialization for the purposes of the powers of his staff. The spell-like abilities of the staff are treated as though the Citadel wizard had cast them. Using the staff, the Citadel wizard may cast detect magic at will, and in addition, a spell of 2nd level is contained in the staff, which can be used 1/day, at a caster level equivalent to the Citadel wizard’s. This spell must be from the specialist school of the Citadel wizard, and if the wizard does not have a specialty school, then he or she must select what school her staff shall be oriented towards. The staff is also treated as a +1 magical weapon for combat purposes. This bonus increases to +2 at 4th level, to +3 at 6th level, to +4 at 8th level and to +5 at 10th level.

At 4th level, the Citadel wizard adds a spell of 4th level or lower, and this continues with a school spell of 6th level or lower at 7th level, and a school spell of 8th level or lower at 10th level. These spell-like abilities are chosen once the Citadel wizard is able to, and cannot be changed thereafter. These spell-like abilities can all be used once per day each.

Citadel Resources: All Citadel wizards are the elite of Andurin wizardry, and as such, they have reduced costs in research and scribing. For the purposes of discovering new spells, or scribing additional spells into their spellbooks, consider the costs halved.

Superior Counterspell: At 2nd level, the Citadel wizard can now counter spells cast at him or his allies with a spell of the same school, as long as the spell is of the same level as the one that she is attempting to counter. For example, Rhasia, a 2nd level Citadel wizard, could use a prepared lightning bolt to counter an enemy’s fireball. This supersedes the Improved Counterspell feat.

Improved Spell Focus: A Citadel wizard gains increased ability to affect others with her chosen specialized school. This translates to a +1 bonus to the DC of saving throws from that school at 3rd level. This increases to +2 at 9th level, and this bonus stacks with Spell Focus and Greater Spell Focus. Citadel wizards that lack a specialization instead choose a specific school to focus in with this ability.

Improved Spell Penetration: A Citadel wizard becomes more skilled at penetrating the spell resistance of creatures with his chosen school. At 5th level, he gains a +2 to Spell Resistance checks when casting spells from his specialized school. This increases to +4 at 8th level. Citadel wizards that are not specialized use the same school they chose with Improved Spell Focus. This ability does stack with the Spell Penetration and Greater Spell Penetration feats.

Arcane Defense: At 6th level, a Citadel wizard has a +2 saving throws against spells of his specialized school. For non-specialist wizards, this applies to the same school they chose with Improved Spell Focus.

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