Ultimate Wizard

Game Rule Information

Wizards have the following game statistics.

  • Abilities: Same as in Player's Handbook.
  • Alignment: Any.
  • Hit Points per Level: 1d4 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Table

       Base          Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special               .
1st    +0            +0    +0    +2    Scribe scroll, spell
                                       matrix, spellcasting
2nd    +1            +0    +0    +3    Arcana
3rd    +1            +1    +1    +3    -
4th    +2            +1    +1    +4    Essence pool
5th    +2            +1    +1    +4    -
6th    +3            +2    +2    +5    Arcana
7th    +3            +2    +2    +5    -
8th    +4            +2    +2    +6    Hidden pages
9th    +4            +3    +3    +6    -
10th   +5            +3    +3    +7    Arcana
11th   +5            +3    +3    +7    -
12th   +6/+1         +4    +4    +8    High arcana
13th   +6/+1         +4    +4    +8    -
14th   +7/+2         +4    +4    +9    Arcana
15th   +7/+2         +5    +5    +9    -
16th   +8/+3         +5    +5    +10   High arcana
17th   +8/+3         +5    +5    +10   -
18th   +9/+4         +6    +6    +11   Arcana
19th   +9/+4         +6    +6    +11   -
20th   +10/+5        +6    +6    +12   High arcana

Class Features

All of the following are class features of the wizard.

Weapon and Armor Proficiency: A wizard is proficient with 5 simple weapons of his choice, but with no armor or shields.

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

Spell Matrix (Ex): Compared to other spellcasters, a wizard can regain power almost instantly. Each hour, a 1st level wizard regains one spent 0 or 1st level spell slot.

Spellcasting: A wizard casts arcane spells, which are drawn mainly from the wizard spell list, but also from all other lists. She casts spells from wizard list normally, but spells from other lists are cast at highest listed spell level. For example, if a spell's level can normally be cast by bard as a 2nd level spell and by a paladin as a 3rd level spell, a wizard casts that spell as a 3rd level spell (abbreviated as "Wiz 3"). To learn or cast a spell, a wizard must have a Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a wizard's spell is 10 + half the wizard's level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The wizard doesn't receives bonus spells per day for having high Intelligence score. Like cleric or sorcerer, a wizard may know a number of spells from each spell level equal to 3 + her Intelligence modifier. It is possible for her to learn spells above that limit, but the costs are high. Wizard's spell slots regenerate after good night's sleep. If she did not have such a luxury, she cannot fill emptied slots until she rests. A wizard need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. Wizard's caster level is equal to her class level.

Spells per day

        Spells per day    Invocations
Level   0 1 2 3 4 5 6 7   C.L.  known
1st     3 1 - - - - - -   1     1
2nd     3 2 - - - - - -   1     2
3rd     4 3 - - - - - -   2     2
4th     4 3 1 - - - - -   2     2
5th     4 3 2 - - - - -   3     3
6th     4 4 3 - - - - -   3     3
7th     4 4 3 1 - - - -   4     3
8th     4 4 3 2 - - - -   4     4
9th     4 4 4 3 - - - -   5     4
10th    4 4 4 3 1 - - -   5     4
11th    4 4 4 3 2 - - -   6     5
12th    4 4 4 4 3 - - -   6     5
13th    4 4 4 4 3 1 - -   7     5
14th    4 4 4 4 3 2 - -   7     6
15th    4 4 4 4 4 3 - -   8     6
16th    4 4 4 4 4 3 1 -   8     6
17th    4 4 4 4 4 3 2 -   9     7
18th    4 4 4 4 4 4 3 -   9     7
19th    4 4 4 4 4 4 3 1   10    7
20th    4 4 4 4 4 4 3 2   10    8

Learning New Spells: Learning New Spells: A wizard can learn any spell, but doing so is very expensive and time consuming. Learning a spell requires expenditure of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells) for special rare materials. In addition, the wizard must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a wizard though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell). If a wizard attempts to learn a spell and she already reached her limit of spells known for that level, multiply gold cost by 10. A newly created 1st level wizard knows a number of 1st level spells equal to her Int bonus and the same number of 0-level spells.

Spellbooks: Spells are difficult to contain in memory. Every day a wizard must study her spellbook for 1 hour (this can be done at any time of day, but a wizard must not be fatigued or otherwise tired). Studying spells written in the book allows the wizard to refresh her memory and keep her spellcasting abilities at peek efficiency. For each day the wizard does not study her spellbook, her caster level is cumulatively reduced by 1 when determining effects of spells, unless she studies her spellbook for an hour.

Invocations: A wizard can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A wizard can cast invocations even if she has no slots left. At 1st level, a wizard learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 2nd level and every 3 levels thereafter, a wizard learns how to cast another spell from the list below as invocation. A wizard can choose a spell she doesn't yet know, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells a wizard can cast as invocations:

  • 0-level - Acid Splash, Daze, Flare, Ray of Frost, Disrupt Undead, Mage Hand, Prestidigitation, Resistance, Touch of Fatigue.
  • 1st level - Mage Armor, True Strike, Burning Hands, Magic Missile, Shocking Grasp, Cause Fear, Chill Touch, Ray of Enfeeblement, Jump, Magic Weapon
  • 2nd level - Melf's Acid Arrow, Daze Monster, Touch of Idiocy, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Scare, Protection from Arrows
  • 3rd level - Dispel Magic, Sleet Storm, Hold Person, Rage, Fireball, Lightning Bolt, Ray of Exhaustion, Vampiric Touch, Flame Arrow, Keen Edge
  • 4th level - Crushing Despair, Bestow Curse, Fire Shield, Ice Storm, Shout, Contagion, Enervation, Fear
  • 5th level - Dismissal, Rary's Telepathic Bond, Bigby's Interposing Hand, Cone of Cold, Blight, Waves of Fatigue, Telekinesis.

Arcana: At 2nd, 6th, 10th, 14th, and 18th levels, a wizard gains minor ability to manipulate magic in some way.

  • Abuse Spell (Ex): A wizard can cast any spell at increased power, at the cost of damaging that spell. Whenever a wizard casts a spell, she can cast it at +1 caster level and +2 DC. If she does however, she cannot cast that spell for next 7 days.
  • Artificer (Ex): A wizard spends 10% less gold and experience points when creating magic items other than scrolls or potions. She also requires 10% less time to make those items.
  • Bonus Feat: A wizard gains bonus feat. This can be any item-creation or metamagic feat, or Spell Mastery.
  • Charged Invocation (Ex): A wizard can cast one known invocation at +2 caster level. She can take this arcana more than once, each time choosing diferent invocation.
  • Compressed Casting (Ex): Whenever a wizard casts a spell with duration of at least 3 rounds, she can cast it as a compressed spell. Spell's duration becomes 2 rounds, but all caster level-dependent effects are calculated at caster level -4 and spell's DC (if any) decreased by 4.
  • Energized Casting (Ex): A wizard can cast spells for longer time to make them more potent. For each round of casting added to the original time, spell’s DC and caster level-dependent effects increase by +1. Only spells with casting time of 1 round or less can be affected by this ability and a wizard cannot energize for more than 3 rounds.
  • Far Casting (Ex): All spells cast by the wizard have their range calculated as if she had one caster level more.
  • Matter from Mind (Ex): If you cast a spell with a costly material component or focus, you can ignore the component or focus, by paying the 1 XP per 5 gp cost of the component or 1 XP per 50 gp cost of the focus (in both cases min. 1 XP). This XP can come from your reserve pool.
  • Quick Study (Ex): A wizard has been reading spells for so long it has become her second nature. She needs only 10 minutes instead of 1 hour to study her spellbook.
  • Legacy of Rary (Ex): Whenever a wizard successfully casts a spell that has no effect because of saving throw or Spell Resistance, she immediately gains empty spell slot 1 level lower than the spell cast occupied. This extra spell slot remains for 1 hour. Spells cast as invocations do not trigger this ability.
  • Quick Study (Ex): A wizard has been studying spellbooks for so long it has become her second nature. She needs 10 minutes instead of 1 hour to refresh her spells.
  • Reforge Item (Ex): A wizard can disjoin magic items to harvest the power held within. The process requires 1 hour, at the end of which the wizard can add a number of points to her item essence pool (see below) equal to one-half the XP required to create the item. For instance, if a wizard reforged a +5 longsword (which costs 2,000 XP to create) she would add 1,000 points to her pool. A charged item that isn't fully charged only contributes a proportional amount of XP. For instance, a wand with only 25 charges would contribute half the normal points of a fully charged wand.
  • Straining Invocation (Ex): A wizard can cast any invocation spell at full caster level. If she does, she cannot cast that spell as invocation until the beginning of next day.

Essence Pool: A wizard gains small but growing amount of experience points to spend on all things magical. Beginning with 4th level, she gains a number of experience points equal to her wizard level x10 that only be spent on item creation or on spells with xp component (write down those xp separately, do not use them to gain levels). New pool replaces old one, so any unspent xp is lost upon leveling up.

Hidden Pages (Ex): Starting at 8th level, a wizard learns how to hide extra pages in her spellbook through nonmagical means, increasing the page count by one at the cost of 1 gp. See Spellbooks on page 130 of the Player's Handbook. These hidden pages may contain illustrated or written information, including additional spells. The number of hidden pages may be increased by 1 per 2 caster levels (maximum 15). A DC 20 Search check is required to find each such hidden page in a spellbook. Wizards can increase the Search DC of an individual pages by +1 for each additional 20gp they spend on a page.

High Arcana: At level 12, and again at 16, and 20 a wizard gains a powerful special ability from the list below. Sacrificing spell slots is a swift action that doesn't provoke attacks of opportunity.

  • Arcane Fire (Su): A wizard can sacrifice 7th level slot to use this ability for one hour. If she does, spells that deal acid, cold, electricity, fire, or sonic damage she casts instead deal arcane damage. (Similarly to divine damage, there are no resistances against arcane damage.)
  • Arcane Reach (Su):A wizard can sacrifice 5th level slot to use this ability for one hour. If she does, she can use spells with a range of touch on a target up to 30 feet away. The wizard must make a ranged touch attacks with those spells.
  • Chronomancy (Ex): A wizard can sacrifice 5th level slot to use this ability for one hour. If she does, all her spells of level 2 or lower are automatically extended (as per feat).
  • High Echelon (Ex): A wizard can sacrifice 5th level slot to use this ability for one hour. If she does, all her spells of level 2 or lower are automatically enlarged (as per feat).
  • Inevitable Spellcasting (Ex): A wizard can sacrifice 6th level slot to use this ability for one hour. If she does, she increases the DC of all her spells by 1. Multiple uses of this ability are not cumulative.
  • Inner Voice (Ex): A wizard can sacrifice 5th level slot to use this ability for one hour. If she does, all her spells of level 2 or lower are automatically silenced (as per feat).
  • Mastery of Counterspelling (Ex): A wizard can sacrifice 4th level slot to use this ability for one hour. If she does, whenever a wizard counterspells a spell, she turns it back to the original caster as if it was fully affected by a spell turning. If the spell cannot be turned, it is merely counterspelled.
  • Mastery of Shaping (Ex): A wizard can sacrifice 4th level slot to use this ability for one hour. If she does, she can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
  • Monolith Spellcasting (Ex): A wizard can sacrifice 5th level slot to use this ability for one hour. If she does, all her spells of level 2 or lower are automatically stilled (as per feat).
  • Universal Spellcasting (Ex): A wizard can sacrifice 4th level slot to use this ability for one hour. If she does, any spell she casts is from universal school instead of its normal school. Descriptors are not affected by this ability.

Epic Wizard

To the epic wizard, knowledge is power, and the quest for knowledge is never-ending. The secrets of greater magic and the creation of artifacts tempt the epic wizard, who pursues these secrets across the planes.

Wizard
Level    Special  .
21st     Essence pool
22nd     Arcana
23rd     -
24th     High arcana
25th     -
26th     Arcana
27th     -
28th     High arcana
29th     -
30th     Arcana

Essence Pool: At each epic level, a wizard continues to gain experience points to spend on item creation or on spells with xp component

Arcana: At 22nd level and every 4 levels thereafter (26th, 30th, 34th, and so on), a wizard gains new arcana ability.

High Arcana: At 24th level and every 4 levels thereafter (28th, 32nd, 36th, and so on), a wizard gains high arcana ability. She can instead choose an epic feat. The list of available epic feats is same as in Epic Level Handbook.

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