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Wizard Details | Wizard Feats | Wizard Focus Spells | Arcane Schools | Arcane Thesis


There is a Legacy version here.

PFS StandardWizard


Source Player Core pg. 192
You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.

Key Attribute: INTELLIGENCE
At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Wizard

During Combat Encounters...

You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like glitterdust or earth bind, leveling the field for your allies.

During Social Encounters...

You provide a well of knowledge about arcane matters and solve arguments with logic.

While Exploring...

You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In Downtime...

You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.

You Might...

  • Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
  • Believe fervently that your school of magic is superior (if you’re a specialist) or that true mastery of magic requires knowledge of all schools (if you’re a universalist).
  • Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.

Others Probably...

  • Consider you to be incredibly powerful and potentially dangerous.
  • Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it’s too late.
  • Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in Arcana
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Untrained in all armor
Trained in unarmored defense

Class DC

Trained in wizard class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, wizard spellcasting, arcane thesis, arcane school, arcane bond
2Skill feat, wizard feat
32nd-rank spells, general feat, skill increase
4Skill feat, wizard feat
53rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase
6Skill feat, wizard feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, wizard feat
95th-rank spells, ancestry feat, magical fortitude, skill increase
10Attribute boosts, skill feat, wizard feat
116th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise
12Skill feat, wizard feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, wizard feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, wizard feat
179th-rank spells, ancestry feat, prodigious will, skill increase
18Skill feat, wizard feat
19Archwizard’s spellcraft, general feat, legendary spellcaster, skill increase
20Attribute boosts, skill feat, wizard feat
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152
253
3532
4533
55332
65333
753332
853333
9533332
10533333
115333332
125333333
1353333332
1453333333
15533333332
16533333333
175333333332
185333333333
1953333333331*
2053333333331*
* The archwizard’s spellcraft class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Wizard Spellcasting

Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook, as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school (page 196). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.

Spellbook

Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory.

The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list (page 304) or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).

Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).

Arcane Thesis

During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

Arcane School

Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.

You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.

Arcane Bond

You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Drain Bonded Item [free-action]

Arcane Wizard 
Source Player Core pg. 197
Frequency once per day
Requirements Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Wizard FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.

Reflex ExpertiseLevel 5

You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Expert SpellcasterLevel 7

Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Magical FortitudeLevel 9

Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.

Perception ExpertiseLevel 11

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Weapon ExpertiseLevel 11

Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Defensive RobesLevel 13

The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon SpecializationLevel 13

You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Master SpellcasterLevel 15

You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Prodigious WillLevel 17

Your mind is simply too complex and sophisticated to be tampered with. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Archwizard's SpellcraftLevel 19

You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using wizard spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Archwizard's Might feat to gain a second slot.

Legendary SpellcasterLevel 19

You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.