Wizard

Beyond the veil of the mundane hide the secrets of absolute power. Wizards are shrewd magic-users who seek, collect, and covet esoteric knowledge, drawing on arcane arts to work wonders beyond the abilities of mere mortals. Wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role

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.

Table: The Wizard

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Inscribe Esoterica3+11+1
2nd+1+0+0+34+12+1
3rd+1+1+1+34+12+11+1
4th+2+1+1+44+13+12+1
5th+2+1+1+4Bonus feat4+13+12+11+1
6th+3+2+2+54+13+13+12+1
7th+3+2+2+54+14+13+12+11+1
8th+4+2+2+64+14+13+13+12+1
9th+4+3+3+64+14+14+13+12+11+1
10th+5+3+3+7Bonus feat4+14+14+13+13+12+1
11th+5+3+3+74+14+14+14+13+12+11+1
12th+6/+1+4+4+84+14+14+14+13+13+12+1
13th+6/+1+4+4+84+14+14+14+14+13+12+11+1
14th+7/+2+4+4+94+14+14+14+14+13+13+12+1
15th+7/+2+5+5+9Bonus feat4+14+14+14+14+14+13+12+11+1
16th+8/+3+5+5+104+14+14+14+14+14+13+13+12+1
17th+8/+3+5+5+104+14+14+14+14+14+14+13+12+11+1
18th+9/+4+6+6+114+14+14+14+14+14+14+13+13+12+1
19th+9/+4+6+6+114+14+14+14+14+14+14+14+13+13+1
20th+10/+5+6+6+12Bonus feat4+14+14+14+14+14+14+14+14+14+1
Hit Die: d4
Class Skills (2 + Int modifier per level): Academics, Arcane Lore, Linguistics, Profession, and Theology.
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Wizard is proficient with Basic weapons. They do not gain proficiency with any type of armor or shield.

If not using weapon groups, a Wizard gains no proficiency with any type of weapon

Bonus Languages

A wizard adds Draconic to the list of bonus languages available to the character because of her race.

Arcane Spellcasting

A wizard casts arcane spells which are drawn from the wizard spell list. A wizard must choose and prepare her spells ahead of time.

A wizard’s key ability score is Intelligence.

To learn, prepare, or cast a spell, the wizard must have a key ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s key ability modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high key ability score.

A wizard may know any number of spells. She must choose and prepare her spells ahead of time by taking a long rest and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: The Wizard under “Spellcasting.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using higher level spell slots, due to metamagic feats for example, are expended normally.

Specialization

At 1st level, a wizard must specialize in one school of magic of her choice. She must also give up two other schools of magic, which become her prohibited schools. Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from the banned schools of magic.

A wizard can prepare one additional spell of her specialty school per spell level each day, as indicated by the “+1” on the table. She also gains a +2 bonus on Arcane Lore checks to learn the spells of her chosen school.

Spells of her prohibited schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited school later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells, which doesn’t count as a school of magic and are available to all wizards.

Abjuration

Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration

Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination

Spells that reveal information. A divination specialist is called a diviner.

Enchantment

Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation

Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion

Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy

Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation

Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal

Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Spellbooks

A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her 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 her prohibited schools; see Specialization, above) plus three 1st-level spells of her choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of her choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks or arcane scrolls to her own.

Inscribe Esoterica

At 1st level, a wizard gains Inscribe Esoterica as a bonus feat.

Bonus Feats

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, Arcane Bond, Obtain Familiar, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Alternatively, a wizard may select one Arcane Discovery in place of a bonus feat. The wizard must meet all prerequisites of the arcane discovery. A wizard cannot select the same arcane discovery more than once, unless otherwise noted.

Wizard Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Wizard Archetypes

ArchetypesClass Features Replaced or Modified
Bonus LanguagesArcane SpellcastingSpellbooksInscribe EsotericaBonus Feats
ScrollmasterCX
X = replaced, C = changed, blank = as original class