Wood represents flexibility, warmth, wind, generosity, cooperation, and
idealism. Practitioners of this elemental magic often resemble druids in
character and in the use of their magic.
At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
Flexible Enhancement (Su)
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom
ability score. This bonus increases by +1 for every five Wizard levels
you possess to a maximum of +5 at 20th level. You can change this bonus
to a new ability score when you prepare spells. At 20th level, this
bonus applies to two of these ability scores of your choice.
Splintered Spear (Su)
As a standard action,
you can create a wooden shortspear appropriate to your size, which
hurls itself as a ranged attack against one target within 100 feet
(range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cooperative Defense (Su)
At 8th level, whenever a spell or effect targets you and one or more
allies within 30 feet, you can use this ability to allow your allies to
use your saving throw against the effect in place of their own. Each
ally must make this
choice individually before the rolls are made. Using this ability is an
immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
Wood Elementalist Wizard Spells
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance
Some philosophers claim that the four-element structure of reality—air, earth, fire, water—is an erroneous belief. These scholars insist there are not four elements, but five: fire, earth, metal, water, and wood. Wizards who subscribe to these beliefs have developed the ability to tap into elemental sources of metal and wood, gaining magical powers normally limited to other kinds of spellcasters.
In some lands, scholars of magic insist that material things consist of five elements, not four: fire, earth, metal, water, and wood. Rather than directly opposing each other, these five elements counter and generate each other in a wheel-like formation: wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood.
Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.