Wizard Abilities

Wizard Features
Arcane Bomber Features
Scroll Savant Features
Thassilonian Specialist Features
Exploiter Wizard Features
Elemental Specialist Features
Spell Master Features
Cruoromancer Features

 

Wizard Features

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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.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

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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.

Specialist School

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. 

 

 

Arcane Bomber Features

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. An arcane bomber can use a number of bombs each day equal to his class level + his Intelligence modifier.

Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using Feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an arcane bomber's bomb inflicts 1d6 points of damage of the chosen energy type + additional damage equal to the arcane bomber's Intelligence modifier. The damage of an arcane bomber's bomb increases by 1d6 points at every odd-numbered arcane bomber level. Splash damage from an arcane bomber's bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of damage of the chosen energy type on a direct hit, its splash damage would be 6 points of damage of chosen energy type). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the arcane bomber's level + the arcane bomber's Intelligence modifier.

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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.

Scribe Scrolls

Allows you to craft scrolls durihng camping.

 

Spellblast Bombs

At 1st level, as a Swift Action, an Arcane Bomber can sacrifice one of his Spells to empower the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the level of the spell.

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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.

 
 

 

 

Scroll Savant Features

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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.

Scribe Scrolls

Allows you to craft scrolls durihng camping.

 

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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.

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.

 

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.

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. 

 

 

 

 

 

 

Thassilonian Specialist Features

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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.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

Thassilonian Specialist (Feature)

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 Features

Arcane Reservoir

An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

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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.

Scribe Scrolls

Allows you to craft scrolls durihng camping.

 

Exploiter Exploit

At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. An Exploiter wizard exploit cannot be selected more than once. Once an Exploiter Wizard exploit has been selected, it cannot be changed. Most Exploiter Wizard exploits require the Exploiter Wizard to expend points from his Arcane Reservoir to function. Unless otherwise noted, the savinh throw DC for an Exploiter Wizard exploit is equal to 10 + half the wizard's level + the wizard's Intelligence modifier. 

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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.

 

 

 

 

Elemental Specialist Features

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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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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.

 

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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.

Focused Element (Feature)

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.

Specialist School - Evocation

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your Wizard level to the damage (minimum +1). This bonus only applies once a spell, not once per missile or ray. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile: As a standard action, you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall: At 8th level, one per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4 levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level 20.

 

 

 

Spell Master Features

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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.

 

 

 

Cruoromancer Features

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 1d4 + 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.

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Wizard Bonus Feat

At 1st, 10th, and 15th 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.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

Specialist School - Necromancy

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Power over undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these feats is equal to 10 + 1/2 your Wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch: As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Life Sight: At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

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.

 

 

 




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