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.

Role: Wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Hit Die: d6.
Starting Gold: 70 gp.

Class Skills
The wizard’s class skills are Autohypnosis (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Scrutiny (Int/Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Table: Wizard
Level BAB Fort Ref Will Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Cantrips, magic bond, magic school, Scribe Scroll 3 2
2nd +1 +0 +0 +3 4 3
3rd +1 +1 +1 +3 Magic discovery 4 3 2
4th +2 +1 +1 +4 4 4 3
5th +2 +1 +1 +4 Bonus feat 4 4 3 2
6th +3 +2 +2 +5 Magic discovery 4 4 4 3
7th +3 +2 +2 +5 4 5 4 3 2
8th +4 +2 +2 +6 4 5 4 4 3
9th +4 +3 +3 +6 Magic discovery 4 5 5 4 3 2
10th +5 +3 +3 +7 Bonus feat 4 5 5 4 4 3
11th +5 +3 +3 +7 4 5 5 5 4 3 2
12th +6 +4 +4 +8 Magic discovery 4 5 5 5 4 4 3
13th +6 +4 +4 +8 4 5 5 5 5 4 3 2
14th +7 +4 +4 +9 4 5 5 5 5 4 4 3
15th +7 +5 +5 +9 Bonus feat, magic discovery 4 5 5 5 5 5 4 3 2
16th +8 +5 +5 +10 4 5 5 5 5 5 4 4 3
17th +8 +5 +5 +10 4 5 5 5 5 5 5 4 3 2
18th +9 +6 +6 +11 Magic discovery 4 5 5 5 5 5 5 4 4 3
19th +9 +6 +6 +11 4 5 5 5 5 5 5 5 4 3
20th +10 +6 +6 +12 Bonus feat 4 5 5 5 5 5 5 5 4 4

Class Features
The following are the class features of the wizard.

Weapon Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and staff.

Spells: Wizards are able to access all simple and complex spells. They are never able to learn spells with the healing or positive energy descriptors. These spells make up the wizard's 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, she 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.

Bonus Languages: A wizard may substitute Draconic or Elvish for one of the bonus languages available to the character because of her race.

Cantrips: Wizards can prepare a number of cantrips, or 0th 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.

Magic Bond (Ex): At 1st level, wizards form a powerful bond with an object. Wizards begin play with a bonded object at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without her bonded object worn or in hand, she must make a caster check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see magic school).

A wizard can add additional magic abilities to her bonded object as if she has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares her spells. If the object of an arcane bond is lost or destroyed, a new bonded item can be created after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item or a wizard can designate an existing magic item as her bonded item.

Magic School: A wizard can choose to specialize in one arcane or elemental school, gaining access to all exotic spells from this school and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

A wizard that chooses to specialize in an arcane or elemental school must select two other arcane or one elemental school as her opposition schools, representing knowledge sacrificed in one area of magic to gain mastery in another. A wizard may never learn exotic spells of these opposition schools. (see Magic Traditions)

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of her choice from her spell list. The wizard also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook from her spell list. At each new wizard level, he gains two new spells of any spell level or levels that she can cast for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic, p. MAG).

Magic Discovery (Ex, Su): At 3rd, 6th, 9th, 12th, 15th, and 18th level, a wizard gains a magic discovery from the list below.

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 feat, Exotic Spell, 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.

The following archetypes are available to wizard.

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