Creating talent trees was relatively easy. Just looking at the class-specific feats and converting the more powerful ones into talents. The magic system I suspect may take more work, since many of the spells would need to be integrated into the SAGA style framework, though I don't find this impossible.
This conversion also gives me the opportunity to "fix" some issues I have with SAGA (depending on how you look at it), like the skill system. This specifically is a return to the older 3e skill system, lifted whole cloth. I know there are those that prefer SAGA's (and by extension 4e's) method for selecting skills: I personally feel it gives me less control over my character. So that is one thing that gets "fixed."
So I present here the first such conversion: the Wizard.
Wizard
Wizards gain their power not through martial arms or physical combat, but through the manipulation and lore of magical energy. Thus, they tend to be intelligent and introspective, rather than physical and brash. Years of studying musty tomes or bent over their texts mean that they are not physically strong or robust, but their knowledge more than makes up for this.
Game Information
Wizards have the following game statistics
Abilities
A Wizard benefits most from intelligence, but wisdom and dexterity are also useful
Hit Points
Wizards begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, the Wizard gains 1d4 hit points + their Constitution modifier.
Action Points
Wizards gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.
Class Skills
At 1st level, the Wizard gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier.The wizard’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Class Features
Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Will Defense.
Starting Feats
At 1st level, you gain the following bonus feats:
- Arcane Spellcasting
- Find Familiar
- Weapon Proficiency (simple weapons)
| Base Level | Attack Bonus | Class Features | Spells: O lvl | 1st lvl | 2nd lvl | 3rd lvl | 4th lvl | 5th lvl |
|---|---|---|---|---|---|---|---|---|
| 1st | +0 | Defense Bonus, Starting Feats, Talent | 3 | 1 | ||||
| 2nd | +1 | Bonus Feat | 4 | 2 | ||||
| 3rd | +1 | Talent | 4 | 2 | 1 | |||
| 4th | +2 | Bonus Feat | 4 | 3 | 2 | |||
| 5th | +2 | Talent | 4 | 3 | 2 | 1 | ||
| 6th | +3 | Bonus Feat | 4 | 3 | 3 | 2 | ||
| 7th | +3 | Talent | 4 | 4 | 3 | 2 | 1 | |
| 8th | +4 | Bonus Feat | 4 | 4 | 3 | 3 | 2 | |
| 9th | +4 | Talent | 4 | 4 | 4 | 3 | 2 | 1 |
| 10th | +5 | Bonus Feat | 4 | 4 | 4 | 3 | 3 | 2 |
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.
Artificer Talent Tree
Wizards that follow this talent tree are adept at creating magical items. You bend your will to infusing items with useful or powerful magical energies.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Prerequisite: Caster level 1st.
Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Prerequisite: Caster level 3rd.
Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Prerequisite: Caster level 3rd.
Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Prerequisite: Caster level 5th.
Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Prerequisite: Caster level 5th.
Craft Rod: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Prerequisite: Caster level 9th.
Craft Staff: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Prerequisite: Caster level 12th.
Forge Ring: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
Prerequisite: Caster level 12th.
Metamagic Talent Tree
You are adept at manipulating the fabric of magic, and using this knowledge to enhance spell effects and tailor them to your needs.
Enlarge Spell: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell requires a Spellcraft DC20 + spell level to create the effect.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell requires a Spellcraft DC20 + spell level to create the effect.
Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Quicken Spell: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft DC25 + spell level to create the effect.. Casting a quickened spell doesn’t provoke an attack of opportunity.
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft DC20 + spell level to create the effect.
Still Spell: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell requires a Spellcraft DC20 + spell level to create the effect.
Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell requires a Spellcraft DC20 + spell level to create the effect.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Revision History:
1.0 (4/24/10): Wizard class first post.
1.1 (5/2/10): Corrected some HTML code. Also changed meta-magic talents to make them more "skillful"
