Spell Master

Wizard Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Low
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HP per level
4/ Level
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HP
6
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Max level of Spells
10
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Spell Master is a sub-class in Pathfinder: Wrath of the RighteousSpell Masters use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Spell Masters can also specialize in one school of magic, gaining additional spells and powers based on that school

 

"Usually wizards specialize in a magic school, delivering greater impact in a focused manner, but spell masters try to make their expertise as broad as possible. "

  

 

 

Spell Master Information

  • Base Class: Wizard
  • -1 Fortitude, +2 Will, +1 Reflex
  • Skill Ranks per Level: 2.
  • Alignment: Any
  • Hit Die: +4
  • 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.

 

 

 

Spell Master Familiar

Name Bonus
Cat Familiar +3 Stealth checks, +2 Perception checks
Centipede Familiar +2 Will saves, +2 Perception checks
Chicken Familiar +3 hit points, +2 Perception checks
Dog Familiar +3 bonus on Lore(Nature), +2 Perception checks
Duck Familiar +3 bonus on Knowledge(World), +2 Perception checks
Hare Familiar +4 Initiative checks, +2 Perception checks
Jerboa Familiar +3 Athletics checks, +2 Perception checks
Lizard Familiar +1 natural armor bonus to AC, +2 Perception checks
Monkey Familiar +3 Mobility checks, +2 Perception checks
Rabbit Familiar +2 Reflex saves, +2 Perception checks
Rat Familiar +2 Fortitude saves, +2 Perception checks
Tarantula Familiar +3 Athletics checks, +2 Perception checks
Viper Familiar +3 Persuasion checks, +2 Perception checks

 

Spell Master Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 0 0 +2 Arcane bondcantripsDetected MagicWizard Bonus FeatSpecialist School - UniversalistWizard Proficiencies, Arcane Bond - Object, Focused Spells
Level 2 +0 0 0 +3  
Level 3  +1 +1 +1 +3  
Level 4  +1 +1 +1 +3  
Level 5  +2 +1 +1 +4 Item Bond Specialization
Level 6  +2 +2 +2 +5  
Level 7  +3 +2 +2 +5  
Level 8  +3 +2 +2 +6  
Level 9  +4 +3 +3 +6  
Level 10  +4 +3 +3 +7 Wizard Bonus Feat, Item Bond Specialization
Level 11  +5 +3 +3 +7  
Level 12  +5 +4 +4 +8  
Level 13  +6/+1 +4 +4 +8  
Level 14  +6/+1 +4 +4 +9  
Level 15  +7/+2 +5 +5 +9 Item Bond Specialization
Level 16  +7/+2 +5 +5 +10  
Level 17  +8/+3 +5 +5 +10  
Level 18  +8/+3 +6 +6 +11  
Level 19  +9/+4 +6 +6 +11  
Level 20  +9/+4 +6 +6 +12 Wizard Bonus Feat, Item Bond Specialization

 

 

 

Spells

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: 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.

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.

 

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. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

 

Spell Master Abilities

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Arcane Bond - Object

A bonded object can be used once per day to restore any one spell that the Wizard had prepared for this day.

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Wizard Bonus Feat

At 1st, 10th, and 20th level, a Spell Master gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

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Wizard Proficiencies

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.

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Cantrips

Wizards can cast a number of Cantrips, or 0-level spells. These Spells are cast like any other spell, but they are not extended when cast and may be used again.

 

Scribe Scrolls

Allows you to craft scrolls during camping.

Focused Spells

At 1st level, once per day the Spell Master's understanding of Spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level.

Specialist School - Universalist

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

Hand of the Apprentice: 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 or times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery: At 8th level, you can extend or alter the range of your spell as though using the Extend or Reach spell feat accordingly. 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.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

At 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery.

Empowered Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rice rolls. Saving Throws and opposed rolls are not affected, nor are spells without random variables.

At 16th level, you can maximize your next spell as though using the Maximize spell feat. Maximizing costs 3 daily usages of metamagic mastery.

Maximized Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.

At 20th level, you can quicken your next spell as though using the Quicken spell feat. Quickening costs 4 daily usages of metamagic mastery.

Quicken Spell: Casting a quickened spell is a Swift Action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

 

 

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