Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: A wizard is all about preparation. Wizards delve deep into the various schools of magic, allowing them to access unique abilities special to each school that they take focus in. In addition to this, they can utilize their Arcane Bond ability to assist them in their disciplines. While they do not possess the destructive force of the sorcerer, they are versatile casters allowing them to make the enemy weaker, their party stronger, or assist with damage where the opponent is the weakest. Whatever the situation calls for.

Alignment: Any

Hit Die: 6 hit points per level

The wizard's class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1 +0 1 +0 +0 +2 Arcane Bond, Arcane School, Cantrips 7 1
2 +1 1 +0 +0 +3 - 9 1
3 +1 1 +1 +1 +3 - 12 2
4 +2 1 +1 +1 +4 - 14 2
5 +2 1 +1 +1 +4 Bonus Feat 17 3
6 +3 1 +2 +2 +5 - 21 3
7 +3 1 +2 +2 +5 - 26 4
8 +4 1 +2 +2 +6 - 34 4
9 +4 1 +3 +3 +6 - 42 5
10 +5 1 +3 +3 +7 Bonus Feat 51 5
11 +5 1 +3 +3 +7 - 61 6
12 +6 2 +4 +4 +8 - 72 6
13 +6 2 +4 +4 +8 - 84 7
14 +7 2 +4 +4 +9 - 97 7
15 +7 2 +5 +5 +9 Bonus Feat 111 8
16 +8 2 +5 +5 +10 - 116 8
17 +8 2 +5 +5 +10 - 122 9
18 +9 2 +6 +6 +11 - 128 9
19 +9 2 +6 +6 +11 - 134 9
20 +10 2 +6 +6 +12 Bonus Feat 140 9
21 +10 2 +7 +7 +12 - 140 9
22 +11 3 +7 +7 +13 - 140 9
23 +11 3 +7 +7 +13 - 140 9
24 +12 3 +8 +8 +14 - 140 9
25 +12 3 +8 +8 +14 Bonus Feat 140 9
26 +13 3 +8 +8 +15 - 140 9
27 +13 3 +9 +9 +15 - 140 9
28 +14 3 +9 +9 +16 - 140 9
29 +14 3 +9 +9 +16 - 140 9
30 +15 3 +10 +10 +17 Bonus Feat 140 9

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.

Wizard Spell-Point Spellcasting

A wizard is a preparation spellcaster that casts arcane spells drawn from the Wizard/Sorcerer Spell List. A wizard may cast any spell he has prepared, as long as he has the spell points to do so. To learn or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level. A wizard gains bonus spell points equal to his Intelligence bonus (to a maximum of the highest level spell he can cast).

The Difficulty Class (DC) for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he knows, a wizard must expend a number of spell points equal to the spell’s level. Thus, to cast a 1st level spell a wizard must expend 1 points from his spell pool, and casting a 5th level spell requires the wizard to expend 5 points from his spell pool.

Because a wizard’s spells are not internalized to his aura (they are learned knacks cast through arcane lore, unlike a sorcerer’s innate magic powers), each time the wizard casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a wizard’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the wizard to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a wizard casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. This additional spell point cost is removed when the wizard refills his spell points and prepares his spells for the day. For example, if a wizard casts fireball (3rd level spell), it costs 3 sp; if he casts fireball a second time, it costs 6 sp (3+3); if he casts fireball a third time, it costs 9 sp (3+3+3) and so on.

A wizard may know any number of spells, learning them by adding them to his spellbook. If a wizard does not have his spellbook when he refills his spell points and prepares his spells for the day, any additional spell point cost that has accrued as a result of eldritch dissonance is retained. See Recovering Spell Points for information on on how a wizard regains spell points.

Starting Spells : 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. 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 Magic).

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.

Preparing Spells: A wizard may prepare spells into his spell book equal to 3 + his intelligence score. These are the only spells available to the wizard to use until he rests. However, items, spells, or any other ability that gives a bonus to Intelligence does not increase the maximum amount of spells that can be prepared. A wizard does not prepare multiple spells of the same name. For example, a wizard would not prepare three different Cause Fear spells, but instead only prepares one; he may then cast the spell as much as he likes, provided he has the spell points to do so.

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 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, 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 wizard that takes a bonded item as an arcane bond gains an additional pool of spell points – the bonded item pool – with spell points equal to 1 + the level of the highest level wizard spell he can cast. These points do not count towards the wizard’s open or reserve pool of spell points, and expending them does not force the wizard to save against fatigue. The spell points in the bonded item pool can be used to cast any spell the wizard knows, but the entire spell point cost must be met by points within the bonded item pool. The wizard cannot combine spell points from his bonded item pool with spell points from other sources to pay the cost of casting a spell.

More detailed information on the bonded item class feature can be found here.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spell points 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 specializing in an elemental school automatically takes the opposed elemental school as his opposed school.) Spells from a wizard’s opposition schools have double the normal base spell point cost. For example, a wizard with evocation as an opposition school must expend 8 spell points to cast a fireball. Eldritch dissonance then increases the cost of a spell from an opposed school normally (for example the second time the wizard with evocation as an opposed school casts fireball, the cost is 11 spell points). 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. A wizard cannot select Universalist, Air, Fire, Water, or Earth as his opposition school(s).

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional pool of spell points – the specialist pool – with spell points equal to his wizard level. These points do not count towards the wizard’s open or reserve pool of spell points.

The spell points in the specialist pool can only be used to cast spells from the wizard’s specialized school of magic. A wizard may combine half the cost of spell points from his specialist pool with spell points from other sources to pay the cost of casting a spell from his specialized school. Wizards with the universalist school do not receive a specialist pool.

List of Schools


A wizard can prepare a number of cantrips, or 0-level spells. Each cantrip he prepares reduces the number of spell points in his spell pool by 1 until the wizard next prepares spells. These spells are cast like any other spells, but once prepared they do not require the wizard to expend any points from his spell pool to cast them. Cantrips do not suffer from eldritch dissonance.

Note: Although a wizard can prepare any known cantrip, he does not start knowing any 0-level spells belonging to his opposition schools (if any).

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, 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.


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.

A wizard may scribe any spell from the wizard/sorcerer list regardless of spell level; however, he cannot use that spell until he has the caster level to do so. This represents a wizards studies of magic. This is physical character level - any feats or features that increase caster level do not count towards making you capable of "casting a spell sooner". There's no way around it, don't try to be a munchkin about it.

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 list (see Magic). Any spell you learn from a source outside of leveling, please put (s) infront of it so we know. Example:

[[[Magic Missile]]](s): 1d4+1 damage; +1 missile per two levels above 1st (max 5).

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.

Spell Cost

Spells cost the following spell points to cast:

Spell Level Spell Point Cost
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
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