Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Wizard is a class in Pathfinder: Wrath of the Righteous. Wizards 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."
- Alignment Requirement: Any
- Hit Die: +4
- Skill Points per Level: 2
- Level 1 Base Attack Bonus: +0
- Arcane bond
- Wizard Bonus Feat
- Specialist School
- 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.
- The Wizard can cast up to 9th level spells. Wizards cast spells drawn from the Wizard spell list.
- The Wizard must prepare their spells ahead of time. They know a limited number of spells, but can scribe additional spells into their spellbook using scrolls.
- The Wizard is an arcane spellcaster, and is subject to a chance to have their spells fail when wearing armor.
- The Wizard uses their Intelligence score to determine their bonus spell slots and spell save DCs.
- The Wizard can gain additional spells from their Specialist School.
Wizard Video Guide
Bonus: Additional Spell Slots
Penalty: Less choice in opposition school, Remove opposition school spells from wizard spell list
Penalty: No Specialist School, No Arcane Bond
Bonus: Focused Element, Specialist School - Evocation
Penalty: No Specialist School choices, Opposition School
Penalty: No Arcane Bond, No Specialist School choices
|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|
Base Attack Bonus
|Level 1||0||0||0||+2||Arcane bond, cantrips, Wizard Bonus Feat, Specialist School, Wizard Proficiencies||1||-||-||-||-||-||-||-||-|
|Level 5||2||+1||+1||+4||Wizard Bonus Feat||3||2||1||-||-||-||-||-||-|
|Level 10||5||+3||+3||+7||Wizard Bonus Feat||4||4||3||3||2||-||-||-||-|
|Level 15||7/2||+5||+5||+9||Wizard Bonus Feat||4||4||4||4||4||3||2||1||-|
|Level 20||10/5||+6||+6||+12||Wizard Bonus Feat||4||4||4||4||4||4||4||4||4|
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.
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.
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.
Allows you to craft scrolls during camping.
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.
A wizard that chooses 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.
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 this 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.
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