Difference between revisions of "Wizard"

From Tenebrae
Jump to navigation Jump to search
(Created page with 'Wizards stand apart from the Artificers and other would-be dabblers in the Arcane Arts. Though they figure prominently into many societies be it by working with ar…')
 
 
(82 intermediate revisions by one other user not shown)
Line 1: Line 1:
  +
{{TableClass}}
Wizards stand apart from the [[Artificer|Artificers]] and other would-be dabblers in the Arcane Arts. Though they figure prominently into many societies be it by working with artificers to raise magical shields over cities during wars to deciphering the secrets of [[Kulthus]]’ aristocratic [[Sorcerer|sorcerers]]; there is a definite mystique about them still. In truth, they prefer it this way for it enables them to pursue their arts, considered by many to the be the purest form of arcane study, without as much public scrutiny or expectations that are given to Artificers..
 
  +
| | [[image:Wizard.png|200px]]
  +
| valign="top" |{{TableMain}}
  +
{{T02}}
  +
|colspan="2" | The Wizard
  +
|-
  +
| style="background:#e7eaea;"|'''Common Roles'''
  +
| Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter
  +
|-
  +
| style="background:#e7eaea;"|'''Common Races'''
  +
| [[Humans]], [[Arvek Nar]] (abjurers), [[Gnomes]] (illusionists), [[Mul'niessa]], [[Llyranesi]], [[Half-elves]] (often Llyranesi or Mul'niessa blooded)
  +
|-
  +
| style="background:#e7eaea;"|'''Influential Faiths'''
  +
| [[Eluna]], [[Taara]]
  +
|-
  +
| style="background:#e7eaea;"|'''Common Organizations'''
  +
| [[The_Society_of_Progressive_Arcanists|Society of Progressive Arcanists]], [[Player-Made_Orgs#The_Shining_Chalice|The Shining Chalice]], Temples of: [[Eluna]], [[Taara]]
  +
|-
  +
| style="background:#e7eaea;"| '''Some IC Hangouts'''
  +
|''Alexandrian Grid:'' A14: Sage Orum's Plaza, University District, A14: Society for Progressive Arcanists, A14: Llyranesi Embassy
   
  +
|-
  +
| style="background:#e7eaea;"|'''Pathfinder Rules for'''
  +
|[http://paizo.com/pathfinderRPG/prd/classes/wizard.html#_wizard Wizard]
  +
|-
  +
| style="background:#e7eaea;"|'''Associated Characters'''
  +
|[[:Category:Wizard|Wizards]]
  +
|}
   
  +
|}
The nation of [[Rune]] has been the centerpiece for magical study for centuries. Their ruling aristocracy, known as [[The Convocation of Rune]], produces elite noble-wizards that deal in all matters of diplomacy, spell creation and magic policing. Some even whisper of a small group of archmagi that sit even higher then The Convocation known as [[The Eldritch Council]]. A Council of individuals unafraid of manipulating historical events for the sake of balance in the world. Where Artificers are capable of cheaply producing low level magical effects a Wizard is capable of achieving heights of arcane power that dwarf the effects an Artificer can mimic. All wizards are beholden to an abstract series of laws known as [[The Covenant of Mana]]. This Covenant was made eons ago between [[Animus]] the god of magic and founder of magical tradition and the first wizards on the continent.
 
   
   
  +
Once apart in the world, wizards now stand challenged by the advance of artifice and by the crumbling of the once-respected Conclave of Rune. The relation between wizards and artificers has always been tumultuous. That is not to say that individual wizards and artificers do not find matters of agreement--rather, it often means that their methods of working, their goals, and their faiths, tend to be vastly different and it tends to lend itself to different mindsets and goals. This mindset has been most prominent in guilds and organizations--who often find themselves at odds economically as well as idealistically.
The Convocation of Rune is not the only wizardry order though. In [[Charn]] the [[Shadow Council]] and their Shadow Wizards aid the Charn nation with research into matters arcane. Protected by their elite bodyguards and devotees of [[Taara]] the Shadow Sorceress, this corrupt guild of wizards are interested in overthrowing and replacing The Convocation as the ultimate authority of magic on the continent.
 
   
  +
In many parts of the world, wizards are an accepted part of life. From low-level tinkerers to masters of the art, from the kindly crafter of fireworks to the devious crafter of ancient wonders, wizards have long been found upon Ea's landscape. Thus, fear of magic tends to be relatively rare--though fear and mistrust of its unique forces, especially the darker arts, is a growing concern. With Rune's Conclave out of the picture, wizard schools have become more localized, with local traditions, and the practice of the darker arts has become less accepted, not more. Wizards themselves do not help with these issues, as some become consumed with power or arrogance.
   
  +
With Rune's loss, and the fall of their famed God of Magic, the nature of magic is changing underneath the feet of these arcanists. With [[Eluna]] on one side, and [[Taara]] on the other, the world of mages is changing. Wizards are now even more divided amongst themselves by ideology, giving rise to the famous (and spectacular) Wizard's Duels. They've joined politics, exploration teams...the role and realm of wizardry is changing. In truth, they had always taken sides--Animus' supposed neutrality had merely let them hide it, before.
Schools of magic known as the [[Academy of Sages]] are located in nearly every major city on the continent, at least in western civilization. The Academy of Sages is an affiliate of Rune and they answer to the ruling Convocation. Here they train the next generation of Wizards and students of the Arcane while weeding out the weak from the strong, the dabblers from the devoted and the reckless from the responsible. The Academies also deal in schools of Philosophy and some even have Bardic Colleges of Lore keeping though their primary focuses are on the Colleges of Magic.
 
   
  +
This increased competition among wizards has increased the rate of study, of discovery. New arcane wonders are being discovered more often than before. To some, this was a long-needed shake-up. To others, more comfortable in bookish studies, they worry it might have gone too far. Others claim it more honest, and point to wizarding figures throughout history.
   
  +
In the minds of the public, wizards have been associated with the Convocation of Rune for most of known history. Rune, through its efforts, has been responsible for much of the wizardly order and education. With the fall of this nation, wizards have taken to forming smaller convocations, which are run officially by various nations. This has had the effect of a greater variety of local flavor and invention. Rune's laws and influence still hold sway, however--just now with a more local and colorful flair.
'''Wizard Options:''' There are a number of metamagic feats, unique familiar options and new spells and items that are available to a wizard.
 
   
   
  +
==Wizard==
'''Prestige Classes:''' Wizards have many options to choose from here. The Eldritch Knight is a wizard trained equally in the martial traditions and thus capable of defending magic with both sword and wits and the [[War Mage]] has figured prominently into military activities in many of the major nations.
 
  +
'''Role:''' While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.
  +
  +
'''Alignment:''' Any.
  +
  +
'''Hit Die:''' d6.
  +
  +
'''Class Skills:''' Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
  +
  +
'''Skill Ranks per Level:''' 2 + Int modifier.
  +
  +
{{TableMain}}
  +
{{T01}}
  +
|colspan="16"|The Wizard
  +
{{T02}}
  +
| Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||colspan="10"|Spells per Day
  +
{{T02}}
  +
| colspan="6"| |||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th
  +
|-
  +
| 1st||+0||+0||+0||+2||Arcane bond, arcane school,cantrips, Scribe Scroll||3||1||—||—||—||—||—||—||—||—
  +
|-
  +
| 2nd||+1||+0||+0||+3||||4||2||—||—||—||—||—||—||—||—
  +
|-
  +
| 3rd||+1||+1||+1||+3||||4||2||1||—||—||—||—||—||—||—
  +
|-
  +
| 4th||+2||+1||+1||+4||||4||3||2||—||—||—||—||—||—||—
  +
|-
  +
| 5th||+2||+1||+1||+4||Bonus feat||4||3||2||1||—||—||—||—||—||—
  +
|-
  +
| 6th||+3||+2||+2||+5||||4||3||3||2||—||—||—||—||—||—
  +
|-
  +
| 7th||+3||+2||+2||+5||||4||4||3||2||1||—||—||—||—||—
  +
|-
  +
| 8th||+4||+2||+2||+6||||4||4||3||3||2||—||—||—||—||—
  +
|-
  +
| 9th||+4||+3||+3||+6||||4||4||4||3||2||1||—||—||—||—
  +
|-
  +
| 10th||+5||+3||+3||+7||Bonus feat||4||4||4||3||3||2||—||—||—||—
  +
|-
  +
| 11th||+5||+3||+3||+7||||4||4||4||4||3||2||1||—||—||—
  +
|-
  +
| 12th||+6/+1||+4||+4||+8||||4||4||4||4||3||3||2||—||—||—
  +
|-
  +
| 13th||+6/+1||+4||+4||+8||||4||4||4||4||4||3||2||1||—||—
  +
|-
  +
| 14th||+7/+2||+4||+4||+9||||4||4||4||4||4||3||3||2||—||—
  +
|-
  +
| 15th||+7/+2||+5||+5||+9||Bonus feat||4||4||4||4||4||4||3||2||1||—
  +
|-
  +
| 16th||+8/+3||+5||+5||+10||||4||4||4||4||4||4||3||3||2||—
  +
|-
  +
| 17th||+8/+3||+5||+5||+10||||4||4||4||4||4||4||4||3||2||1
  +
|-
  +
| 18th||+9/+4||+6||+6||+11||||4||4||4||4||4||4||4||3||3||2
  +
|-
  +
| 19th||+9/+4||+6||+6||+11||||4||4||4||4||4||4||4||4||3||3
  +
|-
  +
| 20th||+10/+5||+6||+6||+12||Bonus feat||4||4||4||4||4||4||4||4||4||4
  +
|}
  +
  +
===Class Features===
  +
'''Weapon and Armor Proficiency:''' Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
  +
  +
'''Spells:''' A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
  +
  +
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
  +
  +
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
  +
  +
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
  +
  +
'''Bonus Languages:''' 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 at the end of this section.
  +
  +
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, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check 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).
  +
  +
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when 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 masterwork item of the appropriate type.
  +
  +
If a bonded object is damaged, it is restored to full hit points 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 plus the cost of the masterwork item. 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.
  +
  +
'''Arcane School:''' A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
  +
  +
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
  +
  +
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
  +
  +
'''Cantrips:''' 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 a prohibited school, but it uses up two of his available slots (see below).
  +
  +
'''Scribe Scroll:''' At 1st level, a wizard gains Scribe Scroll as a bonus feat.
  +
  +
'''Bonus Feats:''' At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. 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. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
  +
  +
'''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 prohibited 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. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see House Rules).
  +
  +
: ''Learning New Spells (Tenebrae):'' To learn a new spell, a wizard, artificer, witch, or other prepared caster must first acquire the scroll, then pay scribing costs as per the PRD. Casters may sell scrolls to one another at whatever price they wish. This is seen as more realistic, as it's rare a PC or NPC would consider loaning out their livelihood.
  +
  +
===Arcane Schools===
  +
[[image:wizard07.jpg|thumb|right]]
  +
  +
=====Abjuration School=====
  +
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
  +
  +
:'''Resistance (Ex):''' You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
  +
  +
:'''Protective Ward (Su):''' As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Energy Absorption (Su):''' At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
  +
  +
  +
=====Conjuration School=====
  +
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
  +
  +
:'''Summoner's Charm (Su):''' Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
  +
  +
:'''Acid Dart (Sp):'''' As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
  +
  +
:'''Dimensional Steps (Sp):''' At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
  +
  +
=====Divination School=====
  +
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
  +
  +
:'''Forewarned (Su):''' You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
  +
  +
:'''Diviner's Fortune (Sp):''' When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Scrying Adept (Su):''' At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
  +
  +
=====Enchantment School=====
  +
The enchanter uses magic to control and manipulate the minds of his victims.
  +
  +
:'''Enchanting Smile (Su):''' You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
  +
  +
:'''Dazing Touch (Sp):''' You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Aura of Despair (Su):''' At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
  +
  +
=====Evocation School=====
  +
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
  +
  +
"'''Intense Spells (Su):''' Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
  +
  +
:'''Force Missile (Sp):''' As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Elemental Wall (Sp):''' At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
  +
  +
=====Illusion School=====
  +
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
  +
  +
:'''Extended Illusions (Su):''' Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  +
  +
:'''Blinding Ray (Sp):''' As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Invisibility Field (Sp):''' At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
  +
  +
=====Necromancy School=====
  +
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
  +
  +
:'''Power over Undead (Su):''' You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
  +
  +
:'''Grave Touch (Sp):''' As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Life Sight (Su):''' At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
  +
  +
=====Transmutation School=====
  +
Transmuters use magic to change the world around them.
  +
  +
:'''Physical Enhancement (Su):''' You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
  +
  +
:'''Telekinetic Fist (Sp):''' As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Change Shape (Sp):''' At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
  +
  +
=====Universalist School=====
  +
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
  +
  +
:'''Hand of the Apprentice (Su):''' You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  +
  +
:'''Metamagic Mastery (Su):''' At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
  +
  +
===Wizard Familiars===
  +
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
  +
  +
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
  +
  +
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
  +
  +
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
  +
  +
See the entry in [[World Bestiary]] for available familiars.
  +
  +
===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 still apply normally). 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.
  +
  +
==Extras==
  +
===Familiars===
  +
'''[[World_Bestiary#Familiars|See World Bestiary]]'''.
  +
  +
===Bonus Spells per Level===
  +
{{BonusSpellsPerLevel}}
  +
  +
===Spell List===
  +
{{SorcWizSpellList}}
  +
  +
===Starting Kits===
  +
Wizards are experts in the arcane field, and can cast a variety of spells, though they have to plan what they want to cast at the beginning of each day. They tend to have a high intelligence, and focus on knowledge skills. A higher dexterity can be useful for defense, and going earlier in the combat round so they can quickly buff their allies, or raise a barrier, for example.
  +
  +
Wizards typically focus on buffs for their allies, utility, and battlefield control, and will choose their spells around these concepts. Blaster wizards are also popular. The feats Spell Penetration and Greater Spell Penetration will be important around mid levels and higher for any mage.
  +
  +
Please note that while the linguist specialist and "arrogant wizard" are fun, we also appreciate other concepts.
  +
  +
{{TableMain}}
  +
{{T01}}
  +
|Concept
  +
|Attributes
  +
|Feats and Skills
  +
|Common Spells
  +
|Notes
  +
|-
  +
| Scholar
  +
| Int 16+
  +
| ''Key Feats:'' None
  +
  +
''Recommended Feats:'' Spell Focus (Any), Skill Focus (Knowledge/Any, Spellcraft)
  +
  +
''Key Skills:'' All Knowledge skills (Arcana, Nature, Dungeoneering, Religion, The Planes and Local cover monsters), Spellcraft
  +
  +
''Additional Skills:'' N/A
  +
|
  +
| You're the type of guy that prefers books over people. Your theoretical knowledge is second to none. You easily identify the weaknesses and strengths of that which you and your party faces.
  +
|}
  +
  +
=== Character Page Badge ===
  +
{{BadgeWizard}}
  +
  +
[[Category:Admin|Wizard]]
  +
[[Category:Classes|Wizard]]

Latest revision as of 17:52, 5 June 2023

Wizard.png
The Wizard
Common Roles Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter
Common Races Humans, Arvek Nar (abjurers), Gnomes (illusionists), Mul'niessa, Llyranesi, Half-elves (often Llyranesi or Mul'niessa blooded)
Influential Faiths Eluna, Taara
Common Organizations Society of Progressive Arcanists, The Shining Chalice, Temples of: Eluna, Taara
Some IC Hangouts Alexandrian Grid: A14: Sage Orum's Plaza, University District, A14: Society for Progressive Arcanists, A14: Llyranesi Embassy
Pathfinder Rules for Wizard
Associated Characters Wizards


Once apart in the world, wizards now stand challenged by the advance of artifice and by the crumbling of the once-respected Conclave of Rune. The relation between wizards and artificers has always been tumultuous. That is not to say that individual wizards and artificers do not find matters of agreement--rather, it often means that their methods of working, their goals, and their faiths, tend to be vastly different and it tends to lend itself to different mindsets and goals. This mindset has been most prominent in guilds and organizations--who often find themselves at odds economically as well as idealistically.

In many parts of the world, wizards are an accepted part of life. From low-level tinkerers to masters of the art, from the kindly crafter of fireworks to the devious crafter of ancient wonders, wizards have long been found upon Ea's landscape. Thus, fear of magic tends to be relatively rare--though fear and mistrust of its unique forces, especially the darker arts, is a growing concern. With Rune's Conclave out of the picture, wizard schools have become more localized, with local traditions, and the practice of the darker arts has become less accepted, not more. Wizards themselves do not help with these issues, as some become consumed with power or arrogance.

With Rune's loss, and the fall of their famed God of Magic, the nature of magic is changing underneath the feet of these arcanists. With Eluna on one side, and Taara on the other, the world of mages is changing. Wizards are now even more divided amongst themselves by ideology, giving rise to the famous (and spectacular) Wizard's Duels. They've joined politics, exploration teams...the role and realm of wizardry is changing. In truth, they had always taken sides--Animus' supposed neutrality had merely let them hide it, before.

This increased competition among wizards has increased the rate of study, of discovery. New arcane wonders are being discovered more often than before. To some, this was a long-needed shake-up. To others, more comfortable in bookish studies, they worry it might have gone too far. Others claim it more honest, and point to wizarding figures throughout history.

In the minds of the public, wizards have been associated with the Convocation of Rune for most of known history. Rune, through its efforts, has been responsible for much of the wizardly order and education. With the fall of this nation, wizards have taken to forming smaller convocations, which are run officially by various nations. This has had the effect of a greater variety of local flavor and invention. Rune's laws and influence still hold sway, however--just now with a more local and colorful flair.


Wizard

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Alignment: Any.

Hit Die: d6.

Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

The Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane bond, arcane school,cantrips, Scribe Scroll 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4

Class Features

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

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

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: 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 at the end of this section.

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, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check 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).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when 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 masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points 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 plus the cost of the masterwork item. 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.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: 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 a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. 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. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

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 prohibited 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. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see House Rules).

Learning New Spells (Tenebrae): To learn a new spell, a wizard, artificer, witch, or other prepared caster must first acquire the scroll, then pay scribing costs as per the PRD. Casters may sell scrolls to one another at whatever price they wish. This is seen as more realistic, as it's rare a PC or NPC would consider loaning out their livelihood.

Arcane Schools

Wizard07.jpg
Abjuration School

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.


Conjuration School

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp):' As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Divination School

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Enchantment School

The enchanter uses magic to control and manipulate the minds of his victims.

Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Evocation School

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

"Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Illusion School

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Necromancy School

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Transmutation School

Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Universalist School

Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Wizard Familiars

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

See the entry in World Bestiary for available familiars.

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 still apply normally). 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.

Extras

Familiars

See World Bestiary.

Bonus Spells per Level

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.

Bonus Spells per Level
Caster Ability Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can't cast spells tied to this ability
2–3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0
12–13 1 1
14–15 2 1 1
16–17 3 1 1 1
18–19 4 1 1 1 1
20–21 5 2 1 1 1 1
22–23 6 2 2 1 1 1 1
24–25 7 2 2 2 1 1 1 1
26–27 8 2 2 2 2 1 1 1 1
28–29 9 3 2 2 2 2 1 1 1 1
30–31 10 3 3 2 2 2 2 1 1 1
32–33 11 3 3 3 2 2 2 2 1 1
34–35 12 3 3 3 3 2 2 2 2 1
36–37 13 4 3 3 3 3 2 2 2 2
38–39 14 4 4 3 3 3 3 2 2 2
40–41 15 4 4 4 3 3 3 3 2 2
42–43 16 4 4 4 4 3 3 3 3 2
44–45 17 5 4 4 4 4 3 3 3 3

Spell List

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells
Abjuration Resistance
Conjuration Acid Splash
Divination Detect Magic, Detect Poison, Read Magic
Enchantment Daze
Evocation Dancing Lights, Flare, Light, Ray of Frost, Spark
Illusion Ghost Sound
Necromancy Bleed, Disrupt Undead, Touch of Fatigue,
Transmutation Mage Hand, Mending, Message, Open/Close
Universal Arcane Mark, Prestidigitation
1st Level Sorcerer/Wizard Spells
Abjuration Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Line in the Sand,Winter Feathers
Conjuration Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Corrosive Touch, Icicle Dagger, Summon Minor Monster
Divination Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike
Enchantment Charm Person, Hypnotism, Sleep, Memory Lapse, Bungle, Delusional Pride
Evocation Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Flare Burst, Hydraulic Push, Ear-Piercing Scream, Thunderstomp, Touch of Combustion
Illusion Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Shadow Weapon
Necromancy Cause Fear, Chill Touch, Ray of Enfeeblement, Sculpt Corpse, Decompose Corpse, Ray of Sickening, Restore Corpse
Transmutation Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ant Haul, Break, Dancing Lantern, Expeditious Excavation, Stone Fist, Touch of the Sea, Repair Light Damage, Expeditious Excavation, Liberating Command, Forced Quiet, Polypurpose Panacea, Snapdragon Fireworks, Vocal Alteration, Marid's Mastery, Strong Wings, Sundering Shards, Unerring Weapon
2nd Level Sorcerer/Wizard Spells
Abjuration Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Miserable Pity, Bullet Shield, Death from Below
Conjuration Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Slipstream, Stone Call, Dust of Twilight, Cushioning Bands, Web Shelter, Returning Weapon
Divination Detect Thoughts, Locate Object, See Invisibility, Share Language, Elemental Speech, Share Memory
Enchantment Daze Monster, Hideous Laughter, Touch of Idiocy, Compassionate Ally, Delay Pain
Evocation Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Burning Gaze, Defensive Shock, Fire Breath, Defensive Shock, Frigid Touch, Protective Penumbra, Sonic Scream, Molten Orb, Gusting Sphere
Illusion Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Disguise Other, Ghostly Disguise, Mad Hallucination
Necromancy Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Unshakable Chill, Pernicious Poison, Steal Voice, Unshakable Chill, Brow Gasher
Transmutation Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Levitate, Make Whole, Owl's Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind, Accelerate Poison, Glide, Repair Moderate Damage, Badger's Ferocity, Boiling Blood, Disfiguring Touch, Silk To Steel, Certain Grip, Extreme Flexibility, Steal Breath, Blood Blaze
3rd-Level Sorcerer/Wizard Spells
Abjuration Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Cloak of Winds
Conjuration Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Aqueous Orb, Ash Storm, Mad Monkeys, Rain of Frogs, Ablative Barrier, Gloomblind Bolts, Silver Darts, Pellet Blast
Divination Arcane Sight, Clairaudience/Clairvoyance, Tongues, Seek Thoughts, Blood Biography
Enchantment Deep Slumber, Heroism, Hold Person, Rage, Suggestion, Unadulterated Loathing
Evocation Daylight, Fireball, Lightning Bolt, Tiny Hut, Wind Wall, Draconic Reservoir, Elemental Aura, Pain Strike, Twilight Knife, Distracting Cacophony, Campfire Wall, Hydraulic Torrent, Distracting Cacophony, Force Punch, Firestream, Greater Thunderstomp
Illusion Displacement, Illusory Script, Invisibility Sphere, Major Image, Vision of Hell
Necromancy Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Ki Leech, Sands of Time, Toxic Gift
Transmutation Beast Shape I, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item, Slow, Water Breathing, Enter Image, Shifting Sand, Repair Serious Damage, Versatile Weapon, Burrow, Countless Eyes, Eruptive Pustules, Monstrous Physique I
4th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, True Form, Curse of Magic Negation
Conjuration Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV
Divination Arcane Eye, Detect Scrying, Locate Creature, Scrying, Share Senses, Symbol of Revelation
Enchantment Charm Monster, Confusion, Crushing Despair, Lesser Geas, Control Summoned Creature, Malicious Spite, Overwhelming Grief
Evocation Fire Shield, Ice Storm, Resilient Sphere, Shout, Wall of Fire, Wall of Ice, Ball Lightning, Detonate, Dragon's Breath, River of Wind, Vitriolic Mist, Volcanic Storm, Greater Flaming Sphere, Telekinetic Charge
Illusion Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Wandering Star Motes, Shadow Step
Necromancy Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Greater False Life, Familiar Melding
Transmutation Beast Shape II, Elemental Body I, Mass Enlarge Person, Mnemonic Enhancer, Mass Reduce Person, Stone Shape, Firefall, Repair Critical Damage, Alter Winds, Greater Darkvision, Monstrous Physique II, Ride the Waves, Symbol of Slowing, Vermin Shape I, Blood Scent, Fire Trail, Raging Rubble
5th-Level Sorcerer/Wizard Spells
Abjuration Break Enchantment, Dismissal, Mage's Private Sanctum, Life Bubble
Conjuration Cloudkill, Mage's Faithful Hound, Major Creation, Lesser Planar Binding, Secret Chest, Summon Monster V, Teleport, Wall of Stone, Corrosive Consumption, Geyser, Corrosive Consumption
Divination Contact Other Plane, Prying Eyes, Telepathic Bond, Symbol of Scrying
Enchantment Dominate Person, Feeblemind, Hold Monster, Mind Fog, Symbol of Sleep, Curse of Disgust, Smug Narcissism
Evocation Cone of Cold, Interposing Hand, Sending, Wall of Force, Fire Snake, Sonic Thrust, Icy Prison, Lightning Arc, Wall of Sound
Illusion Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Phantasmal Web,
Necromancy Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Suffocation, Lesser Astral Projection, Plague Carrier
Transmutation Animal Growth, Baleful Polymorph, Beast Shape III, Elemental Body II, Fabricate, Overland Flight, Passwall, Plant Shape I, Polymorph, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Planar Adaptation, Echolocation, Fickle Winds, Monstrous Physique III, Rapid Repair, Vermin Shape II, Absorbing Inhalation, Earth Glide, Hellmouth Lash
Universal Permanency
6th-Level Sorcerer/Wizard Spells
Abjuration Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Symbol of Sealing
Conjuration Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Getaway, Ice Crystal Teleport
Divination Analyze Dweomer, Legend Lore, True Seeing
Enchantment Geas/Quest, Greater Heroism, Mass Suggestion, Symbol of Persuasion, Envious Urge, Serenity, Utter Contempt, Vengeful Outrage
Evocation Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Contagious Flame, Sirocco, Cold Ice Strike, Leashed Shackles
Illusion Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil
Necromancy Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Unwilling Shield, Greater Contagion, Major Curse
Transmutation Mass Bear's Endurance, Beast Shape IV, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Elemental Body III, Flesh to Stone, Form of the Dragon I, Mass Fox's Cunning, Mage's Lucubration, Move Earth, Mass Owl's Wisdom, Plant Shape II, Stone to Flesh, Transformation, Enemy Hammer, Fluid Form, Monstrous Physique IV
7th-Level Sorcerer/Wizard Spells
Abjuration Banishment, Sequester, Spell Turning, Teleport Trap, Circle of Clarity, Deflection, Circle of Clarity
Conjuration Instant Summons, Mage's Magnificent Mansion, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Rampart, Joyful Rapture
Divination Greater Arcane Sight, Greater Scrying, Vision
Enchantment Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning
Evocation Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Prismatic Spray, Vortex, Scouring Winds
Illusion Mass Invisibility, Project Image, Greater Shadow Conjuration, Simulacrum, Lunar Veil, Phantasmal Revenge,
Necromancy Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Epidemic, Plague Storm
Transmutation Control Weather, Elemental Body IV, Ethereal Jaunt, Form of the Dragon II, Giant Form I, Plant Shape III, Greater Polymorph, Reverse Gravity, Statue, Firebrand, Mass Fly, Mass Planar Adaptation, Ice Body
Universal Limited Wish
8th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells
Conjuration Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Seamantle, Wall of Lava
Divination Discern Location, Moment of Prescience, Greater Prying Eyes, Prediction of Failure
Enchantment Antipathy, Binding, Mass Charm Monster, Demand, Irresistible Dance, Power Word Stun, Symbol of Insanity, Sympathy, Euphoric Tranquility
Evocation Clenched Fist, Polar Ray, Greater Shout, Sunburst, Telekinetic Sphere, Stormbolts
Illusion Scintillating Pattern, Screen, Greater Shadow Evocation
Necromancy Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Orb of the Void
Transmutation Form of the Dragon III, Giant Form II, Iron Body, Polymorph Any Object, Temporal Stasis
9th-Level Sorcerer/Wizard Spells
Abjuration Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Wall of Suppression, Symbol of Vulnerability
Conjuration Gate, Refuge, Summon Monster IX, Teleportation Circle, Clashing Rocks, Tsunami
Divination Foresight
Enchantment Dominate Monster, Mass Hold Monster, Power Word Kill, Overwhelming Presence, Symbol of Strife
Evocation Crushing Hand, Meteor Swarm, Winds of Vengeance, Icy Prison, Mass, Ride the Lightning
Illusion Shades, Weird
Necromancy Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Cursed Earth
Transmutation Etherealness, Shapechange, Time Stop, Fiery Body, World Wave, Transmute Blood to Acid
Universal Wish

Starting Kits

Wizards are experts in the arcane field, and can cast a variety of spells, though they have to plan what they want to cast at the beginning of each day. They tend to have a high intelligence, and focus on knowledge skills. A higher dexterity can be useful for defense, and going earlier in the combat round so they can quickly buff their allies, or raise a barrier, for example.

Wizards typically focus on buffs for their allies, utility, and battlefield control, and will choose their spells around these concepts. Blaster wizards are also popular. The feats Spell Penetration and Greater Spell Penetration will be important around mid levels and higher for any mage.

Please note that while the linguist specialist and "arrogant wizard" are fun, we also appreciate other concepts.

Concept Attributes Feats and Skills Common Spells Notes
Scholar Int 16+ Key Feats: None

Recommended Feats: Spell Focus (Any), Skill Focus (Knowledge/Any, Spellcraft)

Key Skills: All Knowledge skills (Arcana, Nature, Dungeoneering, Religion, The Planes and Local cover monsters), Spellcraft

Additional Skills: N/A

You're the type of guy that prefers books over people. Your theoretical knowledge is second to none. You easily identify the weaknesses and strengths of that which you and your party faces.

Character Page Badge

Wizard.png

Wizard PC Badge
Scholar of Magic: Time spent in tomes and rigorous study has allowed you to breach with Sea of Mana with just your mind. Why study? What made you wish to be a arcane practitioner?
Favored School: What area of study did you find yourself falling into? Or did you spread yourself to be more Universal? Why?
Opposed Schools: Focus in one area befalls weakness in others. What areas are you weak in? Why those? Necromancy classes not interesting enough?
Arcane Bond: What connects you to the Sea of Mana? A ring? A staff? Perhaps summoned familiar? What's their name? How are you two bound?
Shifting Seas: The fall of Animus shakes the very foundation of your studies. How have you adapted?
{{Badge}}
{{Badge-Icon|Wizard.png}} 
{{Badge-Content}}
{{Badge-Title|Wizard PC Badge}}
{{Badge-Entry|Scholar of Magic}} Time spent in tomes and rigorous study has allowed you to breach with Sea of Mana with just your mind. Why study? What made you wish to be a arcane practitioner?
{{Badge-Entry|Favored School}} What area of study did you find yourself falling into? Or did you spread yourself to be more Universal? Why?
{{Badge-Entry|Opposed Schools}} Focus in one area befalls weakness in others. What areas are you weak in? Why those? Necromancy classes not interesting enough?
{{Badge-Entry|Arcane Bond}} What connects you to the Sea of Mana? A ring? A staff? Perhaps summoned familiar? What's their name? How are you two bound?
{{Badge-Entry|Shifting Seas}} The fall of Animus shakes the very foundation of your studies. How have you adapted?
{{Badge-End}}