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

 

"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."

  

 

Wizard Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +4
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

 

Wizard Features

 

Wizard Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

Wizard Archetypes

 

Arcane Bomber

Bonus: Spellblast Bombs

Penalty: More opposition schools, No Arcane Bond

Thassilonian Specialist

Bonus: Additional Spell Slots

Penalty: Less choice in opposition school, Remove opposition school spells from wizard spell list

 

Exploiter Wizard

Bonus: Arcanist Exploits, Arcane Reservoir, Greater Exploits

Penalty: No Specialist School, No Arcane Bond

Elemental Specialist

Bonus: Focused Element, Specialist School - Evocation

Penalty: No Specialist School choices, Opposition School

Spell Master

Bonus: Arcane Bond - Object, Focused Spells, Specialist School - Universalist, Item Bond Specialization

Penalty: No Arcane Bond choices, Less Wizard Bonus Feat

 

Cruoromancer

Bonus: Blood Infusion, Commanding Infusion, Specialist School - Necromancy

Penalty: No Arcane Bond, No Specialist School choices

 

 

 

 

 

 

Wizard 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

 

Wizard Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 0 0 +2 Arcane bond, cantrips, Detected Magic, Wizard Bonus Feat, Specialist School, Wizard Proficiencies
Level 2 +0 0 0 +3  
Level 3  +1 +1 +1 +3  
Level 4  +1 +1 +1 +3  
Level 5  +2 +1 +1 +4 Wizard Bonus Feat
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
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 Wizard Bonus Feat
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

 

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.

 

Wizard Abilities

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Arcane Bond

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, while a bonded object is an item a wizard can use to cast additional spells.

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Wizard Bonus Feat

At 1st, 5th, 10th, 15th, and 20th level, a wizard 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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Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

 

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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 an opposition school, but it uses up two of his available slots.

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Opposition School

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.

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Specialist 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.

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Energy Absorption

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.

 

Arcane Bombs

At 1st level, the arcane bomber gains an ability nearly identical to the alchemist’s bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class’s bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability.

Scroll Focus

A scroll savant adds half his class level (minimum 1) as a bonus on Use Magic Device checks. He will always take 10 on Use Magic Device checks to cast a spell from a scroll if 10 on a roll is enough for a successful skill check.

Scroll Specialization

At 5th level, whenever the scroll savant uses a scroll, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

Scroll Mastery

At 10th level, a scroll savant can use his own caster level instead of the item's caster level when using a scroll.

 

Thassilonian Specialist

Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice. The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools — that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools — he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Exploiter Wizard

Benefits: A Exploiter Wizard wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice. The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Exploiter Wizard does not get to customize his choice for opposition schools — that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools — he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Exploiter Exploit

At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.

Focused Element

At 1st level, elemental specialist selects one element. He gains the ability to convert elemental spell damage to his chosen element.
At 15th level, his spells of the chosen element also deal half of the damage as untyped damage.

 

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.

Item Bond Specialization

At 5th level and every 5 levels thereafter, Spell Master gains an additional use of his Item Bond class feature.

Blood Infusion

When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1 d4 + half his wizard level. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways:
Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell. Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.

Commanding Infusion

When using this infusion with animate dead, the summoned skeletons gain +4 enhancement bonus to Strength and Constitution, as if affected by Augment Summoning feat.

 

Perfect Infusion

At 20th level, a cruoromancer can use his blood infusions without taking damage.

 

 

 

 

 

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Vanguard  ♦  Warpriest  ♦  Winter Witch  ♦  Witch

 




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