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Wizard

Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary.

TypeBase class
Hit died4
Skill points2 + Intelligence modifier per level
Attack bonushalf - 1 per 2 levels, +10 by level 20
Strong savesWill
SpellcastingPrepared
AlignmentAny
Primary abilityIntelligence

How it works

  • A pure Wizard gets +3 spell DC over the value on the Magic page. 30 Wizard levels without being pure give +1.

What you gain, level by level

LevelGain
1Weapon Proficiency (wizard), Summon Familiar, Scribe Scroll
5bonus feat
10bonus feat
15bonus feat
20bonus feat
21Epic Wizard
23bonus feat
26bonus feat
29bonus feat
32bonus feat
35bonus feat
38bonus feat
40Archwizard

Spells

Spells are prepared in advance and spent as they are cast. The casting ability is Intelligence.

How a save is worked out, and what a slot is actually spent on, are on Magic.

Spells a day, by spell level. A level that is not listed has the same allowance as the last one listed above it.

Level0123456789
1101--------
2102--------
31021-------
41032-------
510321------
610332------
7104321-----
8104332-----
91044321----
101044332----
1110444321---
1210444332---
13104444321--
14104444332--
151044444321-
161044444332-
1710444444321
1810444444332
1910444444433
2010444444444

Spell list

Every spell on the Wizard list, by spell level. The Sorcerer uses the same list.

Spell levelSpells
0Acid Splash, Daze, Electric Jolt, Flare, Light, Ray of Frost, Resistance
1Burning Hands, Charm Person, Color Spray, Endure Elements, Expeditious Retreat, Grease, Horizikaul's Boom, Ice Dagger, Identify, Ironguts, Mage Armor, Magic Missile, Magic Weapon, Negative Energy Ray, Protection from Alignment, Ray of Enfeeblement, Scare, Shelgarn's Persistent Blade, Shield, Sleep, Summon Creature I, True Strike
2Balagarn's Iron Horn, Blindness/Deafness, Bull's Strength, Cat's Grace, Cloud of Bewilderment, Combust, Continual Flame, Darkness, Death Armor, Eagle's Splendor, Endurance, Flame Weapon, Fox's Cunning, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Invisibility, Knock, Lesser Dispel, Melf's Acid Arrow, Owl's Wisdom, Resist Elements, See Invisibility, Stone Bones, Summon Creature II, Tasha's Hideous Laughter, Ultravision, Web
3Clairaudience/Clairvoyance, Clarity, Dispel Magic, Displacement, Find Traps, Fireball, Flame Arrow, Greater Magic Weapon, Gust of Wind, Haste, Hold Person, Invisibility Sphere, Keen Edge, Lightning Bolt, Magic Circle against Alignment, Mestil's Acid Breath, Negative Energy Burst, Protection from Elements, Scintillating Sphere, Slow, Stinking Cloud, Summon Creature III, Vampiric Touch
4Bestow Curse, Charm Monster, Confusion, Contagion, Elemental Shield, Enervation, Evard's Black Tentacles, Fear, Ice Storm, Improved Invisibility, Isaac's Lesser Missile Storm, Lesser Spell Breach, Minor Globe of Invulnerability, Phantasmal Killer, Polymorph Self, Remove Blindness/Deafness, Remove Curse, Shadow Conjuration, Stoneskin, Summon Creature IV, Wall of Fire
5Animate Dead, Ball Lightning, Bigby's Interposing Hand, Cloudkill, Cone of Cold, Dismissal, Dominate Person, Energy Buffer, Feeblemind, Firebrand, Greater Shadow Conjuration, Hold Monster, Lesser Mind Blank, Lesser Planar Binding, Lesser Spell Mantle, Mestil's Acid Sheath, Mind Fog, Summon Creature V
6Acid Fog, Bigby's Forceful Hand, Chain Lightning, Circle of Death, Ethereal Visage, Flesh to Stone, Globe of Invulnerability, Greater Dispelling, Greater Spell Breach, Greater Stoneskin, Isaac's Greater Missile Storm, Legend Lore, Mass Haste, Planar Binding, Shades, Stone to Flesh, Summon Creature VI, Tenser's Transformation, True Seeing, Undeath to Death
7Banishment, Bigby's Grasping Hand, Control Undead, Delayed Blast Fireball, Finger of Death, Great Thunderclap, Mordenkainen's Sword, Power Word, Stun, Prismatic Spray, Protection from Spells, Shadow Shield, Spell Mantle, Summon Creature VII
8Bigby's Clenched Fist, Blackstaff, Create Undead, Greater Planar Binding, Greater Sanctuary, Horrid Wilting, Incendiary Cloud, Mass Blindness/Deafness, Mass Charm, Mind Blank, Premonition, Summon Creature VIII, Sunburst
9Bigby's Crushing Hand, Black Blade of Disaster, Dominate Monster, Energy Drain, Gate, Greater Spell Mantle, Meteor Swarm, Mordenkainen's Disjunction, Power Word, Kill, Shapechange, Summon Creature IX, Time Stop, Wail of the Banshee, Weird

Bonus feat choices

A bonus feat is granted at the levels marked in the table above, and can be spent on any of the following.

As a bonus feat or as an ordinary feat: Arcane Defense (any of 8), Automatic Quicken Spell (any of 3), Automatic Silent Spell (any of 3), Automatic Still Spell (any of 3), Brew Potion, Combat Casting, Craft Wand, Empower Spell, Epic Spell Focus (any of 8), Epic Spell Penetration, Epic Spell: Dragon Knight, Epic Spell: Epic Mage Armor, Epic Spell: Epic Warding, Epic Spell: Greater Ruin, Epic Spell: Hellball, Epic Spell: Mummy Dust, Extend Spell, Great Intelligence (any of 10), Greater Spell Focus (any of 8), Greater Spell Penetration, Improved Combat Casting, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus (any of 8), Spell Penetration, Still Spell.

Class skills

One point per rank instead of two: Concentration, Craft: Harvesting, Craft: Mastery, Craft: Speed, Heal, Lore, Ride, Spellcraft.

Races that favour it

Elf, Gnome, Illithid (male characters), Lich (female characters), Ogre Mage, Svirfneblin. A character of one of those races who stays single-classed in this one earns extra experience - see Character development.

See also