Wizard 1.0

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Bah, adventures are such a bother....

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.

Alignment: Any

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.

Favored Class: Wizard

If the Wizard class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Wizard table, below.

Level To-Hit Fort Ref Will Base AC Class Bailiwick Linked Skill
BAB Full Attack
Fav +0 2 attacks +0 +0 +2 10 Spellcraft Knowledge (Arcana)

Class Progression: Wizard

Level BAB Fort Ref Will Class Features Spells Per Day
Δ Total Δ Total Δ Total Δ Total 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st - +0/-5 - +0 - +0 - +2 Arcane Bond, Arcane School, Cantrips, Implement Bonus, Powerful Cantrips 1, Scribe Scroll, Creator Feat 4 1 - - - - - - - - - - - - - - - -
2nd +1 +1/-4 - +0 - +0 +1 +3 - 5 2 - - - - - - - - - - - - - - - -
3rd - +1/-4 +1 +1 +1 +1 - +3 Mana Burn 5 2 1 - - - - - - - - - - - - - - -
4th +1 +2/-3 - +1 - +1 +1 +4 - 5 3 2 - - - - - - - - - - - - - - -
5th - +2/-3 - +1 - +1 - +4 Bonus feat 5 3 2 1 - - - - - - - - - - - - - -
6th +1 +3/-2 +1 +2 +1 +2 +1 +5 - 5 3 3 2 - - - - - - - - - - - - - -
7th - +3/-2 - +2 - +2 - +5 - 5 4 3 2 1 - - - - - - - - - - - - -
8th +1 +4/-1 - +2 - +2 +1 +6 - 5 4 3 3 2 - - - - - - - - - - - - -
9th - +4/-1 +1 +3 +1 +3 - +6 - 5 4 4 3 2 1 - - - - - - - - - - - -
10th +1 +5/0 - +3 - +3 +1 +7 Bonus feat 5 4 4 3 3 2 - - - - - - - - - - - -
11th - +5/0 - +3 - +3 - +7 Powerful Cantrips 2 6 4 4 4 3 2 1 - - - - - - - - - - -
12th +1 +6/+1 +1 +4 +1 +4 +1 +8 - 6 4 4 4 3 3 2 - - - - - - - - - - -
13th - +6/+1 - +4 - +4 - +8 - 6 4 4 4 4 3 2 1 - - - - - - - - - -
14th +1 +7/+2 - +4 - +4 +1 +9 - 6 4 4 4 4 3 3 2 - - - - - - - - - -
15th - +7/+2 +1 +5 +1 +5 - +9 Bonus feat 6 4 4 4 4 4 3 2 1 - - - - - - - - -
16th +1 +8/+3 - +5 - +5 +1 +10 - 6 4 4 4 4 4 3 3 2 - - - - - - - - -
17th - +8/+3 - +5 - +5 - +10 - 6 4 4 4 4 4 4 3 2 1 - - - - - - - -
18th +1 +9/+4 +1 +6 +1 +6 +1 +11 - 6 4 4 4 4 4 4 3 3 2 - - - - - - - -
19th - +9/+4 - +6 - +6 - +11 - 6 4 4 4 4 4 4 4 3 3 - - - - - - - -
20th +1 +10/+5 - +6 - +6 +1 +12 Powerful Cantrips 3, Bonus feat 10 7 4 4 4 4 4 4 4 4 4 - - - - - - - -
Level BAB Fort Ref Will Class Features Spells Per Day
Δ Total Δ Total Δ Total Δ Total 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st +1 +11/+6 +1 +7 +1 +7 +1 +13 High Magic I 7 5 5 4 4 4 4 4 4 4 1 - - - - - - -
22nd - +11/+6 - +7 - +7 - +13 Bonus Feat 7 5 5 5 5 4 4 4 4 4 2 - - - - - - -
23rd +1 +12/+7 +1 +8 +1 +8 +1 +14 High Magic II 7 5 5 5 5 5 4 4 4 4 2 1 - - - - - -
24th - +12/+7 - +8 - +8 - +14 - 7 5 5 5 5 5 5 4 4 4 3 2 - - - - - -
25th +1 +13/+8 +1 +9 +1 +9 +1 +15 Bonus Feat 7 5 5 5 5 5 5 5 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 - - - - -
27th +1 +14/+9 +1 +10 +1 +10 +1 +16 - 7 5 5 5 5 5 5 5 5 5 5 3 2 1 - - - -
28th - +14/+9 - +10 - +10 - +16 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 4 3 2 - - - -
29th +1 +15/+10 +1 +11 +1 +11 +1 +17 High Magic IV 7 5 5 5 5 5 5 5 5 5 5 5 4 2 1 - - -
30th - +15/+10 - +11 - +11 - +17 - 7 5 5 5 5 5 5 5 5 5 5 5 5 3 2 - - -
31st +1 +16/+11 +1 +12 +1 +12 +1 +18 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 5 5 4 3 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 - -
33rd +1 +17/+12 +1 +13 +1 +13 +1 +19 - 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 1 -
34th - +17/+12 - +13 - +13 - +19 Bonus Feat 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 1
35th +1 +18/+13 +1 +14 +1 +14 +1 +20 High Magic VI 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4
36th Apotheosis!

Class Features

Weapon and Armor Proficiency

Wizards are proficient with the athame, dagger, heavy crossbow, light crossbow, light mace, sickle, and mages staff, 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 character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.

The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.

If you are not actively wielding a rod, staff, or wand, you do not get this bonus.

Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.

When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.

Spells (Sp)

A wizard casts arcane Spells drawn from the Sorcerer/Wizard Spells list. A wizard must choose and prepare his spells ahead of time, and cannot choose a different spell 'at will'. A wizard must carefully plan what spells they memorize, with an eye to some general utility spells (often damaging or transport or buff spells) and some spells that they anticipate will be useful for the planned adventures. Frequently, wizards will find themselves without the right spell, which means they need to improvise, or wait until the next day to perform some task.

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 defined in the write-up for each individual spell, and may vary depending upon the inherent power of the spell.

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 Bonus Spell Slots per Day).

A wizard may know any number of spells as long as they have space to record them in one of their spellbooks and spend the time and resources to write them down. They must choose and prepare these spells ahead of time by getting 8 hours of sleep (a full night's rest) and spending 1 hour studying their spellbook. While studying, the wizard decides which spells to prepare for use the next day.

Spellbooks:
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 (Sorcerer/Wizard Spells). The complete rules for adding spells are located 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 primary school.
Custom Spells
Wizards may, if they wish, create a huge array of custom-made spells. This requires a great deal of time and resources, but can tremendously enhance a wizards power and flexibility, not to mention that announcing the interesting and unique spell names you come up with is sure to impress your adventuring companions. No more boring Fireballs for you! In order to create such custom spells, they must have a considerable amount of down-time, design what their new custom-made spell can do by combining existing spells they already know with metamagic feats that they also know, and then making skill rolls. See the Between Adventures#Spell Research link for exact details, and of course, all such custom spells are subject to GM discretion.


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:

The seven schools of arcane magic.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional potency with spells of that school of magic, at the expense of losing access to most of the opposing schools of magic. Alternatively, the wizard may choose to remain a generalist, granting them access to all spells. This choice must be made at 1st level, and once made, it cannot be changed.

A wizard that chooses to specialize in one school of magic may only choose and cast spells from that specific school, and from the two schools adjacent to that school, and from the Universal category of spells. Consequently, they may never learn spells from the four opposing schools of magic. This represents their intense focus upon their chosen style of spell casting. In exchange for this dedication, they gain a +1 training bonus to the save DC's of spells they cast from their primary school, and a +1 bonus to Circle damage (see below) of spells cast from their primary school (if those spells have a Circle). These bonuses may apply to spells chosen as Powerful Cantrips, assuming the Powerful Cantrips come from spells of the specialized school. Secondary schools do not receive this benefit, but are simply additional spells the wizard may learn to cast, as their nature is complimentary to that of their specialized school of magic.

A generalist wizard (who has elected not to specialize in a particular school) can prepare spells from any school without restriction, but they gain no particular bonuses to any schools from this class feature.

The seven Arcane schools are Abjuration, Transmutation, Conjuration, Evocation, Illusion, Enchantment, and Necromancy.

School Complementary Schools Restricted Schools
Generalist All None
Abjuration Necromancy, Transmutation, Universal Conjuration, Evocation, Illusion, Enchantment
Transmutation Abjuration, Conjuration, Universal Evocation, Illusion, Enchantment, Necromancy
Conjuration Transmutation, Evocation, Universal Illusion, Enchantment, Necromancy, Abjuration
Evocation Conjuration, Illusion, Universal Enchantment, Necromancy, Abjuration, Transmutation
Illusion Evocation, Enchantment, Universal Necromancy, Abjuration, Transmutation, Conjuration
Enchantment Illusion, Necromancy, Universal Abjuration, Transmutation, Conjuration, Evocation
Necromancy Enchantment, Abjuration, Universal Transmutation, Conjuration, Evocation, Illusion

Cantrips (Sp)

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 their available slots (see below).

Mana Burn (Sp)

Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, mixing of an extract, or brewing of a poultice, burning up one or more additional spells, extracts, or poultices as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell, extract, or poultice you have memorized, or spell, extract or poultice slot you have available. If you are multi-classed or dual classed or other wise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others.

Burned spells, extracts, or poultices are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell circle of the spell by one step, increasing the spell's damage scaling. For purposes of mana burning, spells, extracts, and poultices are equivalent, and may be exchanged freely, and any time a spell is referred to in these rules, it applies to all three effects.

A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. Aside from choosing an Arcane school and possibly some expensive magic items, the only way to increase a spell's circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). For each extra spell burned, the spell's circle moves up one step on the damage scale.

There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).

All details about mana burning.

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, but they can be manaburned. The cannot be used up for manaburning other spells, however.

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, but they can be manaburned. The cannot be used up for manaburning other spells, however.

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, but they can be manaburned. The cannot be used up for manaburning other spells, however.

Creator (Su)

At 1st level, a wizard gains Creator (Feat) as a bonus feat.

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.

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.