Wizard, Specialized

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon familiar, Scribe Scroll, Specialization 3 1
2nd +1 +0 +0 +3 Animated script 4 2
3rd +1 +1 +1 +3 Animated script 4 2 1
4th +2 +1 +1 +4 Animated script 4 3 2
5th +2 +1 +1 +4 Bonus feat 4 3 2 1
6th +3 +2 +2 +5 Animated script 4 3 3 2 -
7th +3 +2 +2 +5 Animated script 4 4 3 2 1
8th +4 +2 +2 +6 Animated script 4 4 3 3 2
9th +4 +3 +3 +6 Animated script 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 4 4 4 4 3 2
11th +5 +3 +3 +7 Animated script 4 4 4 4 3 2 1
12th +6/ +1 +4 +4 +8 Animated script 4 4 4 4 3 3 2
13th +6/ +1 +4 +4 +8 Animated script 4 4 4 4 4 3 2 1
14th +7/ +2 +4 +4 +9 Animated script 4 4 4 4 4 3 3 2
15th +7/ +2 5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1
16th +8/ +3 +5 +5 +10 Animated script 4 4 4 4 4 4 3 3 2
17th +8/ +3 +5 +5 +10 Animated script 4 4 4 4 4 4 4 3 2 1
18th +9/ +4 +6 +6 +11 Animated script 4 4 4 4 4 4 4 3 3 2
19th +9/ +4 +6 +6 +11 Animated script 4 4 4 4 4 4 4 4 3 3
20th +10/ +5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4
  • Alignment: Any.
  • Hit Die: d4.
  • 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).
  • Skill Points at 1st Level (2 + Int modifier) ×4.
  • Skill Points at Each Additional Level 2 + Int modifier.
  • Class Features
    All of the following are class features of the wizard.
  • Weapon and Armor Proficiency
    Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
  • Spells
    A wizard casts arcane spells which are drawn from the sorcerer-wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
    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.
    Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
    Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
  • Bonus Languages
    A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
    Familiar
    A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
    List of Familiars
    Familiar Basics
  • 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 (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
  • Specialization
    A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination), which become her prohibited schools. Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. the schools and the prohibited schools are on the table below. A wizard can never give up divination to fulfill this requirement.
    Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
    A specialist wizard can prepare one additional spell of her specialty school per spell level each day, gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school, a +1 on all saves against spells of her chosen school, a +1 to the DC of all spells of her chosen school and a -1 on saves against spells for her chosen prohibited school(s).
School prohibited schools
Abjuration Transmutation, Illusion, Evocation
Conjuration Evocation, Necromancy
Divination Conjuration, Evocation
Enchantment Evocation, Necromancy
Evocation Enchantment, Conjuration
Illusion Abjuration, Evocation, Necromancy
Necromancy Enchantment, Illusion
Transmutation Abjuration, Necromancy
  • Animated Script (Su)
    Starting at 2nd level, a wizard can magically animate the writing in their spellbook, causing the inked symbols and words to migrate across the page. Doing so increases the Spellcraft DC for another wizard attempting to decipher or prepare spells from their spellbook by the inscribing wizard’s Intelligence modifier + 1 at the cost of 5 gp per inscribed page. See Spells Copied from Another’s Spellbook or Scroll on page 179 of the Player’s Handbook. For each level in which the character does not gain a bonus feat after 2nd level, the wizard can increase the Spellcraft DC by +1 at the cost of an additional 5 gp per inscribed page (for example, +2 for 10 gp per page at 3rd level, +3 for 15 gp per page at 4th level, +4 for 20 gp per page at 6th level, and so on). The inscribing wizard can will their animated writing to stop, at which point the Spellcraft DC to copy a spell from another’s spellbook returns to normal (DC 15 + spell level).
  • Bonus Feats
    At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, 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 feat 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 these feats.

Wizard, Specialized

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