Alchemist | Antipaladin | Arcanist | Barbarian | Barbarian (Unchained) | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Kineticist | Magus | Medium | Mesmerist | Monk | Monk (Unchained) | Ninja | Occultist | Oracle | Paladin | Psychic | Ranger | Rogue | Rogue (Unchained) | Samurai | Shaman | Shifter | Skald | Slayer | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Swashbuckler | Vigilante | Warpriest | Witch | Wizard
Companion | Drake | Eidolon | Eidolon (Unchained) | Familiar | Phantom
Adept | Aristocrat | Commoner | Expert | Warrior

Wizard Class Details | Arcane Discoveries | Schools | Archetypes

Wizard

Source PRPG Core Rulebook pg. 77
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 Die: d6.
Starting Wealth: 2d6 x 10 gp (average 70 gp).

Class Skills

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

Skill Points at each Level: 2 + Int modifier.

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Arcane bond, arcane school, cantrips, Scribe Scroll31--------
2nd+1+0+0+342--------
3rd+1+1+1+3421-------
4th+2+1+1+4432-------
5th+2+1+1+4Bonus feat4321------
6th+3+2+2+54332------
7th+3+2+2+544321-----
8th+4+2+2+644332-----
9th+4+3+3+6444321----
10th+5+3+3+7Bonus feat444332----
11th+5+3+3+74444321---
12th+6/+1+4+4+84444332---
13th+6/+1+4+4+844444321--
14th+7/+2+4+4+944444332--
15th+7/+2+5+5+9Bonus feat444444321-
16th+8/+3+5+5+10444444332-
17th+8/+3+5+5+104444444321
18th+9/+4+6+6+114444444332
19th+9/+4+6+6+114444444433
20th+10/+5+6+6+12Bonus feat4444444444

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 wielded. 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 Magic).

Alternate Capstones

Source Chronicle of Legends pg. 28
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Arch-Familiar (Su)

Source Chronicle of Legends pg. 30
At 20th level, the character’s familiar is smarter and savvier than plenty of adventurers—and also more dangerous! The familiar’s Intelligence increases by 5, and it gains 12 spells levels’ worth of spell-like abilities (for example, three daily castings of greater invisibility), drawn from spells its master can cast and using its master’s caster levels, DCs, and so forth. This capstone is available to any class with a familiar.

Perfect Body, Flawless Mind (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Boss (Ex)

Source Chronicle of Legends pg. 30
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

Walking Library (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character becomes a small, mobile athenaeum of occult scraps and lore. The character adds 100 spell levels’ worth of spells to his spellbook or familiar and gains a +4 insight bonus on all Knowledge skills. Characters of any class that prepares spells from a spellbook or familiar can select this ability.

Well-Prepared (Su)

Source Chronicle of Legends pg. 30
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.

With This Sword (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

Favored Class Options

Aphorite (Plane-Hopper's Handbook pg. 15): Add 1/3 to the wizard’s caster level when casting spells with the lawful descriptor or spells that create magical glyphs, runes, or symbols.
Aquatic Elf (Blood of the Sea pg. 5): Add 1 to the wizard’s caster level check when attempting to cast a spell with the fire descriptor underwater.
Dhampir (Advanced Race Guide pg. 98): Add +1/4 to the wizard's caster level when casting spells of the necromancy school.
Drow (Advanced Race Guide pg. 104): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Duskwalker (Plane-Hopper's Handbook pg. 17): Add 1/4 to the wizard’s caster level when casting spells of the necromancy school.
Dwarf (Advanced Race Guide pg. 13): Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Dwarf (Horror Adventures pg. 38): Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.
Elf (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Fetchling (Advanced Race Guide pg. 109): Add one spell from the wizard spell list to wizard’s spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Ganzi (Plane-Hopper's Handbook pg. 19): Add 1/3 to the wizard’s effective caster level when casting a spell with the chaotic descriptor.
Gillman (Advanced Race Guide pg. 188): Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.
Gnome (Advanced Race Guide pg. 34, Advanced Player's Guide pg. 15): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Half-Elf (Advanced Race Guide pg. 43): When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.
Halfling (Advanced Race Guide pg. 63): Add +1/2 to the wizard’s effective class level for the purposes of determining his familiar’s natural armor adjustment, Intelligence, and special abilities.
Half-Orc (Advanced Race Guide pg. 53): Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Human (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.
Kobold (Kobolds of Golarion pg. 15): Add 1/2 to your familiar’s Will saves against enchantment effects, or increase the hit points of your bonded item by 1.
Samsaran (Advanced Race Guide pg. 198): Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Sylph (Advanced Race Guide pg. 157): Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
Tiefling (Advanced Race Guide pg. 170): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Undine (Advanced Race Guide pg. 176): Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.
Vanara (Blood of the Beast pg. 28): 1/6 of a bonus feat. This feat must be an item creation feat, a metamagic feat, or Spell Mastery.
Wayang (Blood of Shadows pg. 11): Add one spell from the wizard spell list to the wizard’s spellbook. The spell must be an illusion spell of the shadow subschool or have the darkness descriptor.
Wyrwood (Heroes of Golarion pg. 6): The wizard gains 1/6 of a bonus item creation, metamagic, or spell mastery feat.