Wizard 1.0

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Bah, adventures are such a bother....

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Wizards are scholars in the study of magic. They spend their days meticulously experimenting with every nuance of every symbol of every spell, and carefully documenting the results. Their spellbooks are elaborate collections of notes on every gesture, auric twist, material component, and verbal utterance required to cast a spell as efficiently and potently as possible. While wizards are highly valued as members of adventuring parties, most greatly prefer to spend their days in study, perfecting their art. While the more bold among the wizarding community recognize that adventuring, fighting monsters, defeating traps, and exploring ancient ruins are all valuable ways to gain practical experience casting spells (and measuring their effects against real subjects, rather than theoretical), they also recognize that studying arcane lore and measuring the waveforms of the perturbations in their auras as they cast a spell can be just as valuable an experience.

Wizards are no mere finger-wagglers, nor do they rely on luck and moxie to achieve the miracles they perform with magic. They are experts in the arcane, with a near-religious fervor for learning everything they can about how magic interacts with (or perhaps constructs) the world around them. Most wizards spend years in apprenticeship to a more senior wizard before they can even cast their first spell, learning the theory behind why magic works, and why it can manifest tangible results in the material plane. Becoming a wizard is a deep commitment to learning, study, and observation. Indeed, most wizards have more in common with alchemists than they do with sorcerers, since alchemists are dedicated to a scientific method of discovery, while sorcerers are simply able to manipulate magic through some convenient happenstance within their ancestry.

In keeping with their endless pursuit of knowledge, wizards frequently accumulate huge quantities of spells. Every new spell the wizard gets access to is an exciting opportunity to grow their understanding of Magic. That the new spell might give them some new ability or make them somehow stronger in or out of combat is entirely a secondary concern. Learning more is always better than getting more powerful. Power will always come out of knowledge, but the opposite is rarely true.

And this leads us to the true reason that many wizards seek out adventures: getting access to new sources of knowledge is often quite expensive. And if surrounding themselves with burly, sweaty folks who have more courage than sense can give them a means of acquiring wealth, and they can exchange that wealth for more knowledge, then that is a price many are willing to pay. As long as they can also take some time off every now and again to study.

Role: Wizards are, perhaps, the most adaptable and useful of any of the character classes. Wizards frequently have a huge repertoire of spells, allowing them to prepare a custom set of tools for nearly any circumstance they might face. Wizards can buff their party (and themselves), throw damaging or disabling spells at hostile enemies, alter the battlefield, call upon extraplanar forces to assist them, and perform a whole plethora of other feats that could only be achieved with magic. Furthermore, because they are so intelligent, most wizards are also highly skilled in a variety of practical and technical skills. Wizards are often experts in lore, studying history and geography with an aplomb rarely encountered among other adventuring types. Wizards can call upon deadly magic to destroy their enemies, and such feats are quite impressive, but the wizard's greatest contribution to a party tends to be in all the many other things they can do besides dealing incredible damage in a fight.

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.
Base To-Hit:
A wizard's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A wizard's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A wizard's base armor class is 9.
  • Armor Class: 9 + Armor bonus + Dexterity modifier + Shield Bonus + Size Modifier
Maneuver Defense:
A wizard's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
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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 9 Spellcraft Knowledge (Arcana)

Natural Talent (Ex)

At 1st level, all characters receive two 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.

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Courageous Wizard (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Sp)

  • Wizards are Intelligence-Based Arcane casters, that must prepare their spells in advance.

Beginning at 1st level, a wizard is able to cast arcane spells drawn from the 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.

The seven schools of arcane magic.

Arcane School

A wizard must choose to specialize in one school of magic, focusing their profound intellect upon the mastery of a particular subset of arcane spells. This choice must be made when the character first gains any levels in the Wizard class, and once made, it cannot be changed, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

The seven arcane schools are Abjuration, Transmutation, Conjuration, Evocation, Illusion, Enchantment, and Necromancy. Each school offers a host of offensive, defensive, and utility spells to the wizard that chooses them; do not assume that only the evocation school has damaging spells, for example. All of the schools include spells that can harm enemies, but each school also offers a variety of unique spells that are not available in the other schools.

Primary School Complementary Schools Opposition Schools (Restricted)
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

Spells Known

A wizard records all of the spells they know in one or more spellbooks. Each wizard's spellbook is unique, and contains notes (often in a shorthand only that wizard truly understands) on every gesture, nuance, incantation, intonation, and cadence required to successfully cast the spell. While there is a near-scientific precision to the proper casting of a spell, wizards spend tremendous time and effort seeking small advantages, slight alterations to the standard way a spell is cast that grant some smidgen of extra efficiency or potency. Such discoveries are tightly held secrets, and rarely shared with other wizards (and any non-wizard would find such nuances to be entirely meaningless, since they lack the foundation of arcane studies to even comprehend the cleverness of the discovery).

A wizard begins play with a spellbook containing all 0-level wizard spells available to them, based on the arcane school they have chosen (i.e. all 0th-level spells from their primary school, their two complementary schools, and from the Universal school). In addition, the wizard may begin play knowing a number of 1st-level spells equal to 3 + their Intelligence Modifier. These 1st level spells must also be chosen from among those spells available to them, based on their chosen arcane school.

Each time a character attains a new wizard level, they learn two more spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

There is no limit to how many spells a wizard can learn from within those Arcane Schools available to them, as long as they have space to record them in one of their spellbooks and spend the time and resources to [[inscribe them into the book. While a wizard can acquire new spells simply by purchasing a scroll of the appropriate spell, they must inscribe it into their spellbook before they actually know that spell. The process of inscribing the spell is what personalizes it and makes it something that wizard can cast on a repeatable basis. Even if a wizard comes across another wizard's spellbook, they must inscribe any new spells into their own spellbook before they learn any of the new spells it might contain; until that process is done, the 'found' spellbook is no better to the wizard than a stack of scrolls. Attempting to cast a spell from another wizard's spellbook destroys that spell exactly the way a scroll is destroyed when read. (This is a primary reason why wizards never share their spellbooks with anyone. An accidental casting can destroy their hard-earned knowledge forever.)

Spells Preparable Per Day

While a wizard may have access a huge variety of spells, they must select only a few of them to prepare each day, and may only cast those spells that they have prepared. If they want to cast a spell more than once, they must prepare it more than once.

Preparing a spell is done by studying the wizard's spellbook each day. While it may seem non-intuitive for a wizard to have to repeat this process each day even when preparing the same spell(s) over and over again, the reason for it is tied to how magic interacts with people. In order to prepare a spell, a wizard ties the elements of that spell into their aura, weaving it among the threads in a complex pseudo-knot that becomes quickly untied when the wizard casts the spell. Once the spell it cast, it is no longer bound to the wizard's aura. Their aura, twisted and stretched from containing the spell's form, takes some time to 'snap back' to the wizard's normal auric configuration; typically, this occurs over the course of a full night's rest. In order to cast the spell again, the wizard must once more bind the shape of that spell into their aura. While many wizards can likely memorize exactly how this is done, thereby doing away with their spellbooks, such things are never done. Each time the wizard twists a spell into their aura, they are learning new things about that spell, and about their own aura. These tidbits of knowledge are carefully recorded in their spellbook, and might eventually lead to improvements on the spell.

Once a spell is attached to the wizard's aura, the spell can be cast. The exact actions required to to this vary by spell, but it is typically a standard action to release the spell from their aura and cause its effects to manifest upon the world. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

Once a spell is cast, it is released from the wizard's aura, and is not available to cast again, unless they prepared that same spell more than once. As each spell is cast, the wizard's retinue of spells they have prepared for that day is used up.

In order to restore their capacity to cast spells each day, the wizard must spend an hour of their full night's rest studying their spellbooks and memorizing their new spells for the coming day. It is assumed that this hour occurs during a full night's rest, and it does not count against the number of hours the wizard rests/sleeps during that time (i.e. this process does not leave the wizard fatigued, assuming the normal amount of time required for a full night's rest is observed).

The wizard's base number of spells they can prepare and cast each day is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st   4 (+4)   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
2nd   4   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
3rd   4   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
4th   4   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
5th   5 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -

Cantrips

Zeroth-level wizard spells are called cantrips. Cantrips are weaker magic spells that are easily cast, often providing useful tricks to make life simpler for the wizard. A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Intrepid Wizard (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Intrepid Tier)

If you do not already have the Wizard Spells class feature, you gain it at 6th level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Intrepid Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 6th level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Intrepid Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Intrepid Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
6th   5   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -
7th   5   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
8th   5   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
9th   5   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
10th   5   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -   -

Cantrips (Intrepid Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Heroic Wizard (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Heroic Tier)

If you do not already have the Wizard Spells class feature, you gain it at 11th level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Heroic Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 11th level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Heroic Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Heroic Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
11th   5   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -   -
12th   5   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -   -
13th   5   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -   -
14th   5   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -
15th   6 (+1)   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -   -

Cantrips (Heroic Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Undaunted Wizard (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Undaunted Tier)

If you do not already have the Wizard Spells class feature, you gain it at 16th level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Undaunted Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 16th level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Undaunted Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Undaunted Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
16th   6   5 (+1)   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -
17th   6   5   4   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -   -
18th   6   5   5 (+1)   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -   -
19th   6   5   5   5 (+1)   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -   -
20th   6   5   5   5   4   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -   -

Cantrips (Undaunted Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Valorous Wizard (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Valorous Tier)

If you do not already have the Wizard Spells class feature, you gain it at 21st level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Valorous Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 21st level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Valorous Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Valorous Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st   6   5   5   5   5 (+1)   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -   -
22nd   6   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -   -
23rd   6   5   5   5   5   5   4   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -   -
24th   7 (+1)   5   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -   -
25th   7   5   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   2   1 (+1)   -   -   -   -

Cantrips (Valorous Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Mythic Wizard (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Mythic Tier)

If you do not already have the Wizard Spells class feature, you gain it at 26th level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Mythic Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 26th level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Mythic Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Mythic Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
26th   7   6 (+1)   5   5   5   5   5   5   4   4   4   3   3 (+1)   2 (+1)   -   -   -   -
27th   7   6   6 (+1)   5   5   5   5   5   5 (+1)   4   4   4 (+1)   3   2   1 (+1)   -   -   -
28th   7   6   6   5   5   5   5   5   5   5 (+1)   4   4   3   3 (+1)   2 (+1)   -   -   -
29th   7   6   6   6 (+1)   5   5   5   5   5   5   4   4   4 (+1)   3   2   1 (+1)   -   -
30th   7   6   6   6   6 (+1)   5   5   5   5   5   5 (+1)   4   4   3   3 (+1)   2 (+1)   -   -

Cantrips (Mythic Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Legendary Wizard (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will

Weapon and Armor Proficiency

Wizards are proficient with the Athame, Dagger, Light Crossbow, Heavy Crossbows, Light Mace, Sickle, and Mage's Staff, but not with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with 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 they are 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.

Wizard Spells (Legendary Tier)

If you do not already have the Wizard Spells class feature, you gain it at 31st level. See Wizard Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Wizard class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Intelligence score.

Arcane School (Legendary Tier)

If you have not already selected an Arcane School to specialize in, you must do so at 31st level. See Arcane School for details on how this works.

If you have already picked an Arcane School, you cannot change it, except through the re-selection process. (Note that, if the reselection process is used to change schools, any spells learned from schools that would become opposition schools under the new choice are lost. The wizard can replace up to one lost spell per wizard level the possess with a new spell of the same spell level as the one being lost, choosing from a school they now have access to. If the wizard loses more spells than the "one per wizard level" would replace, the extra spells are simply lost without replacement. Changes of this magnitude have consequences, and should not be undertaken without due consideration.)

Once chosen, the wizard may only learn, prepare, and cast spells from that specific school, from the two schools complementary to that school, and from the Universal school. Consequently, they may never learn spells from the four schools of magic that are in opposition to their chosen arcane school. Wizards receive no bonuses or penalties for casting spells from their primary school, complementary schools, or the Universal school. They are all cast with the same precision and ability as those from the primary school.

Spells Known (Legendary Tier)

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast. At least one of the two free spells learned must come from the wizard's chosen primary arcane school.

Wizards cannot typically 'unlearn' a spell, once it is known (and knowing more spells is generally a very good thing for a wizard, even if a particular spell isn't especially useful to them). However, with GM's approval, a wizard can trade out up to one spell for free for another spell of equal spell level from a school they are allowed to learn, up to once per new wizard level gained.

Spells Preparable Per Day (Legendary Tier)

The following table shows how many spells the wizard can actually prepare and cast each day at this experience tier. As a wizard grows in power and level, their auras become stronger, their understanding of the fundamental forces of magic improves, and thus the wizard gains access to higher level spells, and the ability to prepare and cast more of them each day.

The wizard's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Bonus Spell Slots Per Day). When the wizard studies their spellbook and memorizes new spells each night during a full night's rest, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the wizard fails to cast before the next time they prepare new spells, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
31st   7   6   6   6   6   5   5   5   5   5   5   5 (+1)   4   4 (+1)   3   2   1 (+1)   -
32nd   7   6   6   6   6   6 (+1)   5   5   5   5   5   5   4   4   3   3 (+1)   2 (+1)   -
33rd   7   6   6   6   6   6   6 (+1)   5   5   5   5   5   5 (+1)   4   4 (+1)   3   2   1 (+1)
34th   7   6   6   6   6   6   6   5   5   5   5   5   5   5 (+1)   4   3   3 (+1)   2 (+1)
35th   7   6   6   6   6   6   6   6 (+1)   5   5   5   5   5   5   4   4 (+1)   3   3 (+1)

Cantrips (Legendary Tier)

A wizard knows every cantrip on the Wizard Spells list that falls within their chosen arcane school, their complimentary schools, or the universal school. They cannot ever learn any cantrips from any of the four opposition schools.

While the wizard may know many cantrips, they can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the wizard can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not detach from the wizard's aura when cast. They can be 'swapped out' with a different cantrip during the wizard's nightly preparation of new spells, if desired, but otherwise, they remain available for casting by the wizard indefinitely.

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Apotheotic Wizard (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.


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 6 4 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 Burning (Sp)

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

Beginning at 3rd level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) 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's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain 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). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Circle Damage for Spells

Spell Circle Burn Cost Min Character Level (CL) Base Dice Max Dice
0 N/A N/A 1d4/2CL 4d4
1 N/A 1st 1d4/CL 5d4
2 +1 3rd 1d6/CL 6d6
3 +1 5th 1d6/CL 10d6
4 +1 7th 1d6+1/CL 12d6+12
5 +1 9th 1d6+1/CL 15d6+15
6 +1 11th 1d6+2/CL 16d6+32
7 +1 13th 1d6+2/CL 20d6+40
8 +1 15th 1d6+3/CL 21d6+63
9 +1 17th 1d6+3/CL 25d6+75
10 +1 19th 1d6+4/CL 25d6+100
11 +1 21st 1d6+5/CL 25d6+125
12 +1 23rd 1d6+6/CL 27d6+162
13 +1 25th 1d6+7/CL 27d6+189
14 +1 27th 1d6+8/CL 29d6+232
15 +1 29th 1d6+9/CL 29d6+261
16 +1 31st 1d6+10/CL 30d6+300
17 +1 33rd 1d6+11/CL 30d6+330
18 +1 35th 1d6+12/CL 30d6+360

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 an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.

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 mana burned. The cannot be used up for mana burning 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 mana burned. The cannot be used up for mana burning 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 mana burned. The cannot be used up for mana burning 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.