- 1 Description
- 2 Class Features
- 2.1 Weapon and Armor Proficiency
- 2.2 Natural Talent (Ex)
- 2.3 Implements
- 2.4 Spells (Sp)
- 2.5 Bonus Languages (Ex)
- 2.6 Arcane Bond (Ex or Sp)
- 2.7 Arcane School
- 2.8 Cantrips (Sp)
- 2.9 Powerful Cantrips 1 (Sp)
- 2.10 Powerful Cantrips 2 (Sp)
- 2.11 Powerful Cantrips 3 (Sp)
- 2.12 Creator (Su)
- 2.13 Bonus Feat
- 2.14 High Magic I (Su)
- 2.15 High Magic II (Su)
- 2.16 High Magic III (Su)
- 2.17 High Magic IV (Su)
- 2.18 High Magic V (Su)
- 2.19 High Magic VI (Su)
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.
Hit Die: d4
Starting Wealth: 250 gp
Skill Ranks per Level: 3 + Int modifier.
Recommended Ability Score Priority:
- Intelligence: primary; used for spells.
- Dexterity: secondary; useful for ranged attacks, ranged touch attacks, AC, and reflex saves.
- Constitution: low priority.
- Charisma: low priority.
- Wisdom: low priority.
- Strength: low priority; You are no beast of burden! Let someone less educated carry all your stuff.
|1st||+0||+0||+0||+2||Arcane bond, arcane school, cantrips, Powerful Cantrips 1, Scribe Scroll, Creator Feat||4||1||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|11th||+5||+3||+3||+7||Powerful Cantrips 2||6||4||4||4||3||2||1||-||-||-||-||-||-||-||-||-||-||-|
|20th||+10/+5||+6||+6||+12||Powerful Cantrips 3, Bonus feat||7||4||4||4||4||4||4||4||4||4||-||-||-||-||-||-||-||-|
|21st||+11/+6||+7||+7||+13||High Magic I||7||5||5||4||4||4||4||4||4||4||1||-||-||-||-||-||-||-|
|23rd||+12/+7||+8||+8||+14||High Magic II||7||5||5||5||5||5||4||4||4||4||2||1||-||-||-||-||-||-|
|26th||+13/+8||+9||+9||+15||High Magic III||7||5||5||5||5||5||5||5||5||4||4||3||2||-||-||-||-||-|
|29th||+15/+10||+11||+11||+17||High Magic IV||7||5||5||5||5||5||5||5||5||5||5||5||4||2||1||-||-||-|
|32nd||+16/+11||+12||+12||+18||High Magic V||7||5||5||5||5||5||5||5||5||5||5||5||5||5||4||3||-||-|
|35th||+18/+13||+14||+14||+20||High Magic VI||7||5||5||5||5||5||5||5||5||5||5||5||5||5||5||5||5||4|
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at levels 11, 21, and 31. Additional natural talents may also be gained through Character Retraining.
The Wizard is one of the classes which is allowed to use Implements to boost their magical ranged touch attacks. See the Crafting Magic Implements page for more details.
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
- A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
- A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
- Adding Spells to a Wizard's Spellbook
- Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic). The complete rules for adding spells are [here:]
- Spells Gained at a New Level
- Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
- Spells Copied from Another Spellbook or Scroll
- A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Epic wizards get higher level spells slots, usable for adding metamagic to their high level spells.
Bonus Languages (Ex)
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, book, orb, ring, rod, staff, wand, or weapon. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check to Concentrate or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the Creator Feat and is high enough level. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Creator feat). If the bonded object is a wand, it loses its wand abilities if its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary item of the appropriate type.
If a bonded object is damaged, it is fully restored the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
FYI There are feats intended for familiars and animal companions. Here are a few:
- Critical Conduit (Feat)
- Extra Item Slot (Feat)
- Familiar Spell (Feat)
- Familiar Focus (Feat)
- Spell Sponge (Feat)
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Elemental Arcane Schools
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. 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 (air opposes earth, fire opposes water). 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.
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Powerful Cantrips 1 (Sp)
At 1st level, the wizard chooses one of the first level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell. Despite this, the save DC of the spell chosen is calculated as though it were a 1st level spell.
Each time the wizard gains a level, if he wishes, he can change the spell he has chosen as his powerful cantrip, though it must still come from his list of known 1st level spells. Spells from opposition schools may not be made into powerful cantrips. Powerful Cantrips may not have metamagic feats applied to them.
Powerful Cantrips 2 (Sp)
At 11th level, the wizard chooses one of the second level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell. (To be clear, this is in addition to the 1st level spell he knows as a cantrip.) Despite this, the save DC of the spell chosen is calculated as though it were a 2nd level spell.
Each time the wizard gains a level, if he wishes, he can change the spell he has chosen for one of his powerful cantrips, though it must still come his list of known 2nd level spells. Spells from opposition schools may not be made into powerful cantrips. Powerful Cantrips may not have metamagic feats applied to them.
Powerful Cantrips 3 (Sp)
At 20th level, the wizard chooses one of the third level spells known to him. This spell becomes a cantrip for this wizard, and is thus not expended upon casting. The wizard must still prepare the spell, but it is prepared as though it were a 0th level spell. (To be clear, this is in addition to the 1st and 2nd level spells he knows as a cantrip.) Despite this, the save DC of the spell chosen is calculated as though it were a 3rd level spell.
Each time the wizard gains a level, if he wishes, he can change the spell he has chosen for one of his powerful cantrips, though it must still come his list of known 3rd level spells. Spells from opposition schools may not be made into powerful cantrips. Powerful Cantrips may not have metamagic feats applied to them.
At 1st level, a wizard gains Creator (Feat) as a bonus feat.
At 5th, 10th, 15th, 20th 22nd, 25th, 28th, 31st and 34th levels, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the wizard fancies. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
High Magic I (Su)
Beginning at 21st level, Wizards receive the Perfect Spell metamagic feat for free as a bonus feat. Furthermore, all of the wizard's 1st level spells are cast as though they were enhanced with Perfect Spell, without increasing their spell slot level.
High Magic II (Su)
All the wizard's 2nd level spells are affected by Perfect Spell with no increase in spell slot level.
High Magic III (Su)
All the wizard's 3rd level spells are affected by Perfect Spell with no increase in spell slot level.
High Magic IV (Su)
All the wizard's fourth level spells are affected by Perfect Spell with no increase in spell slot level.
High Magic V (Su)
All the wizard's fifth level spells are affected by Perfect Spell with no increase in spell slot level.
High Magic VI (Su)
All the wizard's sixth level spells are affected by Perfect Spell with no increase in spell slot level.