Wizard

Class summary

 * Alignment: Any


 * Hit die: d4


 * Skill points: (2 + Intelligence modifier) x4 at creation, then 2 + Intelligence modifier at each additional Wizard level


 * Class skills:
 * Concentration (Con)
 * Repair (Int)


 * Starting Proficiencies
 * The following Simple weapons
 * club
 * dagger
 * heavy crossbow
 * light crossbow
 * quarterstaff
 * No armor proficiency, since armor of any type interferes with a wizard’s movements, which can cause their spells with somatic components to fail.

Advancement Table
Wizards gain additional spell points by having high intelligence, check the tables here.

 

Spells
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare their spells ahead of time (see below).

To inscribe, 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.

Like other spellcasters, a wizard has a limited number of spell points and spell slots. Their base daily allotments are given in the previous table. Bonus Spell points are awarded for high Int as detailed here.

Unlike a bard or sorcerer, a wizard may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or tavern. While studying, the wizard decides which spells to prepare.

Bonus Feats
At 1st, 5th and 10th a wizard gains a bonus metamagic feat.

Spellbooks
Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any spell not scribed into their spellbook.

A wizard begins play with a spellbook of (4 + Int modifier) 1st-level spells. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on the new wizard's level) for his spellbook.

A wizard may use the inscribe spell class feat on a scroll to add it to his spell book. Doing so requires a material component, purchasable at any magical supply shop in the game.

Arcane Spells and Armor
Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which they are proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if they are grappling (although concentration checks still apply normally).