Hit die: d4
- Skill points at 1st level: (2 + Intelligence modifier) x4
- Skill points at each additional level: 2 + Intelligence modifier
Weapon and Armor Proficiencies
Proficiency with Club/Scepters, Daggers, Quarterstaves, Heavy Crossbows, Light Crossbows, and Throwing Daggers)
- No armor proficiencies, as armor of any type interferes with a Wizard’s movements, which can cause their spells with somatic components to fail.
|Past Life: Wizard||You were a Wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.|
|Past Life: Arcane Initiate||You recall more about your past life as a wizard. You have +1 to the DC's of spells you cast and can cast the magic missile spell ten times per rest, creating a missile of magical energy that darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, maximum 10 missiles.|
- The Ingenious Sage
|Level||Base Attack Bonus||Fortitude Save||Reflex Save||Will Save||Auto-Granted Feats||Spell Points||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1st||+0/+0||+0||+0||+2||Bonus feat, Dismiss Charm, Inscribe Scroll||130||3||-||-||-||-||-||-||-||-|
- Arcane Lore (passive): Represents your knowledge of the arcane. This feat is received once for every wizard level.
- Dismiss Charm (active): Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
- Inscribe Scroll (active): You are able to inscribe spells from scrolls into your spellbook. This action will destroy the scroll.
Wizards can select bonus feats at levels 1, 5, 10, 15 & 20 from the following list:
See the full list here.
- Wizards can purchase arcane scrolls (levels 1-7) from the arcane scroll vendors in the Marketplace, the House of Wizardry in House Jorasco, Object Desire in House Phiarlan and the Portable Hole (for characters who can Teleport there).
- n.b. When developing an wizard character, please note that certain spells (including all level 8 and 9 spells) cannot be bought at vendors - they can only be obtained through spell selection upon leveling up, finding a scroll or purchase at the Auction House (The full list can be found here)
Wizards must choose and prepare their spells ahead of time:
- Spells can be selected after resting at a rest shrine or while in a tavern
- Wizards should decide which spells to prepare based on upcoming questing requirements
- The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier
- Base daily allotment is given in the Advancement table (above)
- Bonus Spell points are awarded for high Intelligence, as detailed here
See also spell usefulness
Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any spell not inscribed into their spellbook.
Wizards begins play with a spellbook of (3 + Int modifier) 1st-level spells. At each new wizard level, they can add two new spells to their spellbook, from any spell level(s) that they can cast (based on their new wizard level). Wizards gain access to a new spell level every other wizard level (i.e. Level 1 spells at level 1, level 2 spells at level 3, level 3 spells at level 5 etc. up to level 9 spells at level 17).
Wizards may use the inscribe spell class feat on scrolls to add spells to their spell book. Doing so requires appropriately-leveled Inscription Materials, purchasable at magical supply shops (after Korthos).
Arcane Spells and Armor
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.