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

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

Alignment: Any

Hit Points: 6 per level

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The wizard receives 1 rank in the following; Artisan, Awareness, Knowledge (All), Linguistics, and Spellcraft.

Skill Ranks per Level: 4 + Int modifier.

Table: Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 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 Spell knowledge 4 2
3rd +1 +1 +1 +3 Bonus feat 4 2 1
4th +2 +1 +1 +4 Arcane discovery 4 3 2
5th +2 +1 +1 +4 Item attuned 4 3 2 1
6th +3 +2 +2 +5 Bonus feat 4 3 3 2
7th +3 +2 +2 +5 School focus 4 4 3 2 1
8th +4 +2 +2 +6 Arcane discovery 4 4 3 3 2
9th +4 +3 +3 +6 Bonus feat 4 4 4 3 2 1
10th +5 +3 +3 +7 Magic Study 4 4 4 3 3 2
11th +5 +3 +3 +7 Counter-casting 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Arcane discovery, bonus feat 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 School specialization 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Intricate spell knowledge 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 Arcane discovery 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Arcane perfectionist 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Bonus feat 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Invoke arcana 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Well-prepared, arcane discovery 4 4 4 4 4 4 4 4 4 4

Class Features

The following are the class features of the wizard.

Weapon and Armor Proficiency

Wizards receive proficiency with Simple weapons, and are not proficient with armor (suffering Arcane Spell Failure with it).


A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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.

Starting Spells (See Spellbooks below): 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.

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)


Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?

Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.


Can I dismiss my familiar so I may select a new familiar?

This isn’t addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour. The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up). Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.


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 bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the 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 Craft Magic Arms and Armor feat). 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.

Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.


Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll

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

Spell Knowledge (Ex)

At 2nd level the wizard grows accustomed to spells and their effects, learning how to effectively maneuver out of their way or pass unharmed by them. This is a +2 morale bonus to saving throws as well as AC versus spells, and this bonus increases by 2 every 4 levels thereafter (to a maximum of +10 at 18th level). This bonus applies to Touch AC, and is not lost when flat-footed.

Bonus Feats

At 3rd level and every three levels thereafter, Wizards receive a bonus feat which must be an item creation feat, metamagic feat, spell mastery feat, or the feat Extra Arcane Discovery.

Arcane Discovery

At 4th level and every 4 levels thereafter a wizard chooses an Arcane Discovery.

Item Attuned (Su)

At 5th level the wizard learns to channel power from magic items to empower themselves or even channeling their own power back into magic items to overcharge them.

Wands: As a move action the wizard can siphon spell energy from a wand; siphoning spell energy recovers a usage of the spell within the wand for the wizard. In order to do this the wizard must have had this spell prepared and they must be of a high enough level to cast it. Doing this expends 2 uses of the wand per spell level, and the wizard must spend an equal amount of Stamina in order to perform this.

Alternatively the wand can be overcharged, spending 2 uses of the wand per spell level to instead cast the spell through the wand using a caster level 3 higher than the wand’s Caster Level, or the wizard’s Caster Level, whichever is higher.

Staves: As a move action the wizard can empower a staff, granting it the benefits of a single metamagic feat the wizard possesses for usage on the next spell cast with the staff. Doing so expends a number of Stamina equal to the spell level increase of the metamagic feat. Metamagic feats which don’t increase spell level don’t cost any Stamina to use. Only one metamagic feat can be applied at a time, and if another metamagic feat is applied to the staff the previous one fades.

Alternatively wizards can recharge a staff faster than others normally are able to. Wizards are not restricted to only spending spell slots once per day to recharge a staff. In addition to this, each spell slot spent restores two charges instead of just one.

Scrolls: As a part of a spell the wizard can choose to expend the scroll as a material component for the spell. The spell in the scroll must be of the same school as the spell being cast, and doing so increases the caster level of the spell by half the scroll’s caster level (minimum of 1). Scrolls of 0th level spells cannot be used in this manner, however a 0th level scroll can be similarly sacrificed to grant a +1 competence bonus on concentration checks made when casting the spell.

Alternatively, wizards can choose to destroy the scroll to replenish an expended spell slot from his prepared spells for the day. Using the scroll in this manner is a move action, and in order to do this the scroll must be of the same school and spell level as the spell being replenished. Once finished the spell is added into the wizard’s spells prepared once more and is ready to be cast.

School Focus (Ex)

At 7th level the wizard receives Spell Focus in their arcane schools. If the wizard is a universalist wizard or otherwise only receives a single arcane school, they receive a bonus feat which must be spent on a metamagic feat, item creation feat, or a feat with Spell Focus as a prerequisite.

Magic Study (Ex)

At 10th level wizards become trained in pioneering magical research and learn how properly to create spells of their own design. They gain a number of “personal spells” equal to 1 + Intelligence modifier. Personal spells may be altered in the following ways, chosen when first designing the spell. A personal spell uses the same stats as a spell (this spell doesn’t have to be from the sorcerer/wizard spell list) but becomes arcane if it wasn’t already, and is referred to as “Wizard Name” ‘s + “Spell Name”; for example Paul’s Fireball or Maurice’s Lightning Bolt.

  • Energy Type: Alter the energy type of the spell. Fire, cold, acid, and electricity do not increase or decrease the spell level. Physical damage decreases the spell level by 1. Sonic increases the spell level by 1. Force increases the spell level by 2.
  • No Morality: Remove the good, evil, law, or chaos descriptor from a spell. This cannot be applied to spells such as “Protection From Evil” which include the alignment in the title.
  • Alter Shape: This spell must be an area of effect spell prior to being modified (such as a fireball or lightning bolt). You can alter it to become a 20 ft. radius, 120 ft. line, or a 30 ft. cone. This increases the spell level by 1. Alternatively, you can choose to halve the area of effect to not increase the spell level.

Counter-Casting (Su)

At 11th level the wizard becomes adept at counterspelling, learning how to do so on a whim. Performing a counter spell is an immediate action instead, and does not require the same spell to be cast to counterspell, instead only requiring a spell of equal level or of the same school.

School Specialization (Ex)

At 13th level the wizard receives Spell Specialization in their arcane schools. If the wizard is a universalist wizard or otherwise only receives a single arcane school, they receive a bonus feat which must be spent on a metamagic feat, item creation feat, or a feat with Spell Focus or Spell Specialization as a prerequisite.

Intricate Spell Knowledge (Ex)

At 14th level the wizard’s ability to defend themselves from the spells of their enemies is unparalleled. Choose one saving throw; fortitude, reflex, or will. Once chosen this cannot be changed later. You acquire an effect similar to Improved Evasion on the saving throw type chosen, however this only applies against spells.

Arcane Perfectionist (Su)

At 17th level the wizard becomes a master of arcane magic, and have imbued themselves with the power of their arcane magic in order to strengthen their bodies and mind. All of the wizard’s ability scores which are lower than 10 increase to 10 (before other bonuses and penalties are applied) and the wizard becomes immune to ability damage, ability drain, and level drain.

Invoke Arcana (Su)

At 19th level the wizard acquires the skill to invoke the very essence of arcane magic for their own usage. As a move action the wizard can choose to use invoke arcana, materializing a swarm of arcane energy surrounding them and causing an unearthly glow of various colors to emanate from them. This state of intense arcane energy burns 1d4 Stamina per round, and spells cast while in this state are cast at a +5 caster level (even if it would bypass the maximum caster level of the spell), and apply all metamagic feats the wizard possesses to spells without increasing the casting time or spell level.

Well-Prepared (Su)

At 20th level, the wizard has a spell for every occasion he can imagine—and a few he can’t. The wizard gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.


A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (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.

Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.

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.

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