- 1 Class Features
- 1.1 Arcane Spellcasting
- 1.2 Sample Spellbook
- 1.3 Heightening Spells
- 1.4 Cantrips
- 1.5 Spellbook
- 1.6 Arcane School
- 1.7 Arcane Focus
- 1.8 Arcane Schools
- 1.9 Key Terms
- 1.10 Wizard Feats
- 1.11 1st Level
- 1.12 4th Level
- 1.13 8th Level
- 1.13.1 Dimensional Steps Feat 8
- 1.13.2 Dread Aura Feat 8
- 1.13.3 Elemental Tempest Feat 8
- 1.13.4 Energy Absorption Feat 8
- 1.13.5 Focus Conservation Feat 8
- 1.13.6 Invisibility Cloak Feat 8
- 1.13.7 Life Drain Feat 8
- 1.13.8 Quickened Casting Feat 8
- 1.13.9 Shifting Form Feat 8
- 1.13.10 Spell Penetration Feat 8
- 1.13.11 Makeshift Wand Feat 8
- 1.13.12 Vigilant Eye Feat 8
- 1.13.13 Universal Versatility Feat 8
- 1.14 14th Level
- 1.15 20th Level
You are an eternal student of the arcane secrets of the universe. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient tomes of lost magic to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach emphasizing the way all magic comes together at the expense of depth.
Key Ability Intelligence
Hit Points 6 plus your Constitution modifier
- Trained Perception
- Trained Fortitude, Reflex
- Expert Will
- Trained a number of skills equal to 2 plus your Intelligence modifier
- Trained the club, dagger, heavy crossbow, light crossbow, and staff
- Trained none
- Trained arcane spell rolls and DCs and in attack rolls for arcane spells
Adventuring as a Wizard
Players of wizard characters might approach gameplay in the following ways:
- During combat, you likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful spells to incapacitate threatening foes and use your renewable cantrips when only weaker foes remain, letting the martial characters dispatch them. When your enemies pull out nasty tricks like invisibility or flight, you answer them with spells like glitterdust or earth bind , leveling the playing field for your allies.
- During social encounters, you provide a wellspring of knowledge and solve arguments using logic.
- In exploration mode, you locate magical auras and determine the arcane significance of the various esoterica you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll somewhere that will make it easier to overcome.
- In downtime mode, you learn new spells, train to make yourself more versatile for future situations, and research all sorts of information that will come in handy in your continuing adventures. You likely craft magic items or scribe scrolls for your party as well, which leads you to spend time seeking new and exciting formulas in addition to spells. You might even use downtime to forge scholarly connections and establish a school or guild of your own.
Roleplaying a Wizard
Dedicated students of arcane magic, wizards are respected for their intellect, preparedness, and depth of knowledge, and feared for the otherworldly powers at their command.
If You’re a Wizard, You Likely…
- Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
- Believe fervently in the superiority of your particular school of magic (if you’re a specialist) or in the fact that true mastery of magic requires knowledge of all schools (if you’re a universalist).
- Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on most other people. Getting it right matters to you.
- Think you’re an arrogant snob who believes you’re smarter or better than others.
- Fear what your magic can do to their minds, bodies, and souls and demand that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it’s too late.
- Overestimate your capabilities, blaming you or giving you credit for things like the weather or crop yields, even if you don’t have magic that can affect those things, and asking you for spells or baubles that can help them get whatever they currently desire.
|1||Ancestry feat, arcane focus, arcane school, arcane spellcasting, background, initial proficiencies, spellbook|
|2||Skill feat, wizard feat|
|3||2nd-level spells, general feat, skill increase|
|4||Skill feat, wizard feat|
|5||3rd-level spells, ability boosts, ancestry feat, skill increase|
|6||Skill feat, wizard feat|
|7||4th-level spells, general feat, skill increase|
|8||Skill feat, wizard feat|
|9||5th-level spells, ancestry feat, skill increase|
|10||Ability boosts, skill feat, wizard feat|
|11||6th-level spells, general feat, skill increase|
|12||Expert spellcaster, skill feat|
|12||7th-level spells, ancestry feat, skill increase|
|14||Skill feat, wizard feat|
|15||8th-level spells, ability boosts, general feat, skill increase|
|16||Master spellcaster, skill feat|
|17||9th-level spells, ancestry feat, skill increase|
|18||Skill feat, wizard feat|
|19||Legendary spellcaster, general feat, skill increase|
|20||Ability boosts, skill feat, wizard feat|
You gain these abilities as a wizard. Abilities gained at higher levels list the requisite levels next to the features’ names.
You have the power to cast arcane spells using the Cast a Spell activity, and gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells). At 1st level you can prepare up to two 1st-level spells and four cantrips each morning from the spells in your spellbook, plus one extra cantrip and spell of your chosen school of each level you can cast if
You can choose whichever spells you like, but this list covers a good selection of starter spells for a 1st-level wizard.
Cantrips: Acid splash, detect magic, electric arc, light, mage hand, message, prestidigitation, ray of frost, shield, study aura .
1st Level: Ant haul, burning hands, color spray, fear, grease, mage armor, magic missile, ray of enfeeblement, plus one spell of your school if you’re a specialist wizard.
You are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots.
As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown on the Wizard Spells per Day table.
Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Intelligence, your spell rolls and spell DCs use your Intelligence modifier.
When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them. This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels.
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level wizard, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.
You start with a spellbook worth 10 sp or less, which you receive for free. The spellbook contains your choice of 10 arcane cantrips and eight 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book or from other arcane spells you gain access to.
Each time you gain a level, you automatically add two more arcane spells to your spellbook. These can be of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find.
If you’re creating a higher-level character, it’s usually easiest to assume you always picked new spells of the highest level possible. At an odd-numbered level, this means that in addition to your total of 10 cantrips, your spellbook holds two spells of your highest level and four spells of all lower levels. At an even-numbered level, it means you’d have 10 cantrips and four spells of every level.
If you want to be a specialist wizard, choose one school of magic in which to specialize. You gain one additional spell slot for each spell level you can cast, but you may use these spell slots to prepare only spells from your arcane school. You can also prepare one additional cantrip each day, which must be from your specialized school. You gain Spell Points and a special power based on your school (see Arcane Schools) and add another spell from your chosen school to your spellbook.
You can place some of your magical power into an item called an arcane focus. Each day when you prepare your spells, you can designate a single item you own as your arcane focus.
This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Arcane Focus free action.
Drain Arcane Focus
Frequency once per day
Trigger Your turn begins.
You expend the magical power stored in your arcane focus. This gives you the ability to cast one spell you prepared today and previously cast, without spending a spell slot. You must still complete the required spellcasting actions and meet the spell’s other requirements.
|Your Level||Spell Level|
* If you’re a specialist wizard, you can prepare one extra spell of your chosen school at each spell level you can cast.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Wizard Feats 2nd
At 2nd level, you gain a wizard class feat.
You gain another at 4th, 6th, 8th, 10th, 14th, 18th, and 20th levels.
General Feats 2nd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Expert Spellcaster 12th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for arcane spells increases to expert.
Master Spellcaster 16th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for arcane spells increases to master.
Legendary Spellcaster 19th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for arcane spells increases to legendary.
If you choose to specialize in an arcane school, you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.
You learn a school power, a special type of spell taught to students of your arcane school. You gain a pool of Spell Points you can spend to cast school powers. You can cast a school power only by spending Spell Points, not by using spell slots. Like a cantrip, your school power is automatically heightened to the highest level of spell you can cast.
Your maximum number of Spell Points is equal to your key ability modifier (minimum 0). You regain all your Spell Points when you prepare your spells. Some feats let you learn more school power; such feats typically increase your pool of Spell Points.
As an abjurer, you master the art of protection and warding, strengthening defenses, preventing attacks, and even turning magic against itself. You understand that an ounce of prevention is worth a pound of cure. You add one 1st-level abjuration spell (such as feather fall) to your spellbook. You learn the protective ward school power, which you can cast at a cost of 1 Spell Point.
As a conjurer, you focus on summoning and calling creatures and objects from places beyond the pale as well as using magic to transport yourself and others to distant locations. You understand that the true key to victory is strength in numbers. You add one 1st-level conjuration spell (such as summon monster) to your spellbook.
You learn the augment summoning school power, which you can cast at a cost of 1 Spell Point.
As a diviner, you master remote viewing and prescience, gaining key information that can transform investigations, battle strategies, and research. You understand that knowledge is power. You add one 1st-level divination spell (such as true strike) to your spellbook. You learn the diviner’s sight school power, which you can cast at a cost of 1 Spell Point.
As an enchanter, you use magic to manipulate the minds of your victims. You might use your abilities to subtly influence others or seize total control over them. You add one 1st-level enchantment spell (such as charm) to your spellbook. You learn the charming words school power, which you can cast at a cost of 1 Spell Point.
As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt school power, which you can cast at a cost of 1 Spell Point.
As an illusionist, you use magic to create confounding images, figments, and phantasms to baffle your enemies.
You understand that perception is reality. You add one 1st-level illusion spell (such as illusory object) to your spellbook. You learn the warped terrain school power, which you can cast at a cost of 1 Spell Point.
As a necromancer, you call upon the powers of life and death to use against your enemies. While your school of magic is often vilified as solely for those who raise the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school power, which you can cast at a cost of 1 Spell Point.
As a transmuter, you alter the physical properties of things, transforming objects, creatures, the natural world, and even yourself, at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school power, which you can cast at a cost of 1 Spell Point.
You can choose not to specialize in an arcane school and to instead become a universalist wizard. If you do, you can use Drain Arcane Focus once each day per each spell level you can cast, instead of only once per day. You also gain an extra wizard class feat.
You’ll see the following key term in many wizard abilities.
Metamagic: Feats with the metamagic trait allow you to tweak the properties of your spells. These feats are triggered when you begin casting a spell, and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.
At every level you gain a wizard feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
If you need to look up a wizard feat by name instead of by level, use this table.
- Archmage’s Might 20
- Cantrip Expansion 4
- Conceal Spell 4
- Counterspell 1
- Dimensional Steps 8
- Dread Aura 8
- Effortless Concentration 14
- Elemental Tempest 8
- Empowering Focus 4
- Energy Absorption 8
- Eschew Materials 1
- Focus Conservation 8
- Hand of the Apprentice 1
- Invisibility Cloak 8
- Life Drain 8
- Magic Sense 14
- Magical Striker 4
- Makeshift Wand 8
- Metamagic Mastery 20
- Overwhelming Energy 14
- Quick Preparation 4
- Quickened Casting 8
- Reach Spell 1
- Reflect Spell 14
- Shifting Form 8
- Spell Combination 20
- Spell Penetration 8
- Steady Spellcasting 4
- Superior Focus 14
- Universal Versatility 8
- Vigilant Eye 8
- Widen Spell 1
Counterspell Feat 1
Trigger A creature casts a spell that you have prepared.
You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to dispel the triggering spell (see Dispelling).
Eschew Materials Feat 1
When casting a spell that requires a material component, you can replace any Material Casting actions with Somatic Casting actions. This doesn’t remove the need for any expensive materials listed in the spell’s cost entry.
Familiar Feat 1
An animal serves you and assists your spellcasting. You gain a familiar.
Hand of the Apprentice Feat 1
Prerequisite(s): universalist wizard
You gain the hand of the apprentice universalist power. You gain a pool of Spell Points you can spend to cast universalist powers. You can cast a universalist power that you have only by spending Spell Points, not by using spell slots. Like a cantrip, your universalist power is automatically heightened to the highest level of spell you can cast.
Your maximum number of Spell Points is equal to your key ability modifier (minimum 0). You regain all your Spell Points when you prepare your spells. Some feats let you learn more universalist powers, and such feats typically increase your pool of Spell Points.
Reach Spell Feat 1
Trigger You start to cast a spell that has a range. The spell must have a maximum of 2 spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.
Widen Spell Feat 1
Trigger You start to cast a spell that has an area of a burst, cone, or line, and that does not have a duration. The spell must have a maximum of 2 spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell and increase the area of that spell. You add 5 feet to the radius of a burst that normally has a radius of at least 10 feet. You add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Cantrip Expansion Feat 4
You can prepare two additional cantrips each day.
Conceal Spell Feat 4
Trigger You start to cast a spell that has a maximum of 2 spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell and attempt a Stealth check against one or more observers’ Perception DCs. If you beat an observer’s Perception DC, that observer doesn’t notice you’re casting a spell; if the spell has a Verbal Casting action, you must also roll a Deception check against the observer’s Perception DC, or the observer notices the spell.
This hides only the spell’s spellcasting actions, not its effects, so an observer might still see a ray streak out from you or see you vanish.
Empowering Focus Feat 4
Prerequisite(s): You must have an arcane school.
Frequency once per day
When you Drain your Arcane Focus to cast a spell of your arcane school, you gain a +2 circumstance bonus to the spell roll or spell DC for that spell.
Enhanced Familiar Feat 4
You infuse your familiar with additional magical energy. You can select four familiar or master options each day, instead of two.
Magical Striker Feat 4
Trigger You finish casting a non-cantrip spell on your turn.
You siphon residual spell energy into one weapon you’re wielding.
If the weapon is nonmagical, it becomes a +1 magic weapon , and one that’s already a magic weapon increases its bonus by 1 (from a +1 magic weapon to a +2 magic weapon , and so on). This benefit applies only to the next Strike you perform on your turn, and is wasted if you don’t Strike by the end of your turn. You can gain the benefit of Magical Striker only once per turn.
Quick Preparation Feat 4
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
Steady Spellcasting Feat 4
Your spells are disrupted by reactions only if you take damage equal to or greater than double your level.
Dimensional Steps Feat 8
Prerequisite(s): conjuration arcane school
You gain the dimensional steps school power, which you can cast at a cost of 1 Spell Point. Increase your Spell Point pool by 2.
Dread Aura Feat 8
Prerequisite(s): enchantment arcane school
You gain the dread aura school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Elemental Tempest Feat 8
Prerequisite(s): evocation arcane school
You gain the elemental tempest school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Energy Absorption Feat 8
Prerequisite(s): abjuration arcane school
You gain the energy absorption school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Focus Conservation Feat 8
Trigger You cast a spell using Drain Arcane Focus that has a maximum of 2 spellcasting actions.
Add a Somatic Casting action to the casting. You gain an extra use of Drain Arcane Focus that you can use to cast a spell with a level at least 2 levels lower than the triggering spell. You must use this extra use of Drain Arcane Focus before the end of your next turn, or you lose it.
Invisibility Cloak Feat 8
Prerequisite(s): illusion arcane school
You gain the invisibility cloak school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Life Drain Feat 8
Prerequisite(s): necromancy arcane school
You gain the life siphon school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Quickened Casting Feat 8
Frequency once per day
Trigger You are casting a wizard cantrip or a wizard spell at least 2 levels lower than the highest wizard spell you can cast. The spell must require 2 or more spellcasting actions to cast.
Choose one of the spell’s spellcasting actions. You don’t need to use that action to finish casting the spell.
Shifting Form Feat 8
Prerequisite(s): transmutation arcane school
You gain the shifting form school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Spell Penetration Feat 8
You’ve studied ways of overcoming the innate resistance to spells that many powerful creatures have. Against your spells, a creature that has a conditional bonus to saving throws against magic reduces that bonus by 1.
Makeshift Wand Feat 8
Prerequisite(s): expert in Crafting
During your daily preparations, you can create a makeshift wand containing a spell from your spellbook. This wand follows the normal wand rules, except it has only 3 charges, its spell level must be 2 or more levels lower than your highest-level spell, and its item level can be no higher than your level. You can create only one temporary wand per day, and any wand you create becomes nonmagical the next time you prepare. A temporary wand has no value and can’t be used by anyone other than you.
Vigilant Eye Feat 8
Prerequisite(s): divination arcane school
You gain the vigilant eye school power, which you can cast at a cost of 2 Spell Points. Increase your Spell Point pool by 2.
Universal Versatility Feat 8
Prerequisite(s): universalist wizard, Hand of the Apprentice During your daily preparations, choose one of the eight school powers gained by 1st-level specialist wizards. You can use that school power until the next time you prepare. You can spend 1 minute concentrating and 2 Spell Points to change which power you have available that day. Increase your Spell Point pool by 2.
Effortless Concentration Feat 14
Trigger Your turn begins.
You immediately gain the effects of a Concentrate on a Spell action to extend the duration of one of your active wizard spells.
Magic Sense Feat 14
You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Overwhelming Energy Feat 14
Trigger You start to cast a spell that has a maximum of 2 spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell. The spell treats any resistance to acid, cold, electricity, fire, or sonic the targets have as if it were 10 lower.
Reflect Spell Feat 14
When you successfully dispel a spell that affects targeted creatures or an area with Counterspell, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The caster can attempt to save or use other defenses against the reflected spell as normal.
Superior Focus Feat 14
You can use Drain Arcane Bond one additional time per day, but you can’t use this additional use to cast a spell of your highest or second-highest spell level.
Archmage’s Might Feat 20
Prerequisite(s): legendary in Arcana
You gain a single 10th-level spell slot, which you can use to cast 10th-level arcane spells using your wizard spellcasting. When you select this feat, add two 10th-level arcane spells of common or uncommon rarity to your spellbook.
Metamagic Mastery Feat 20
When you apply a metamagic feat to a spell, you don’t have to add a Somatic Casting action to the spell’s casting.
Spell Combination Feat 20
One slot of each level of spell you can cast, except 1st level and cantrips, becomes a spell combination slot. When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 1 or more spell levels below the slot’s level and both must target only one creature or object or have the option to target only one creature or object.
Each spell in the combination must also have the same means of determining whether it has an effect—both spells must either require a ranged attack roll, the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one target. If any spell in the combination has further restrictions (such as targeting only humanoids or only living creatures), you must abide by all restrictions. Handle the resolution of a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target successfully saved against a combined spell, it would take the “Succeed” effect of each spell, and if it critically failed it would take the “Critical Failure” effect of both spells.