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Wizard

Long before the first rune was carved in stone, mortals gazed at the heavens and wondered whether the currents of fate might be read—and even steered—by those learned enough to decipher the patterns .

Wizards inherit this millennia-old mantle: they are not born with magic flowing through their veins, but earn it through painstaking study of grimoires, ancient tomes, and the very fabric of reality itself.

A Wizard’s power is measured not by martial prowess but by the breadth of spells inscribed in their spellbook—and by an intelligence honed sharper than any blade.

The Path of Study

Where fighters wield swords, and rogues hone their reflexes, Wizards train their minds in universities, private towers, or hidden sanctuaries.

They spend long nights poring over cryptic diagrams, debating the interplay of elemental forces, and risking half-prepared experiments that might tear open planar rifts.

At 2nd level, they choose an Arcane Tradition—be it Evocation’s elemental fury, Illusion’s beguiling trickery, or Divination’s uncanny foresight—each path reflecting a different facet of their lifelong pursuit of knowledge.

As they advance, Wizards gain features like Arcane Recovery and Signature Spells, rewarding their commitment to scholarly mastery over brute force.


Real-World Inspirations

Though firmly rooted in fantasy, the Wizard class draws on a rich tapestry of historical and cultural archetypes—mystics, alchemists, and scholars who sought to transcend the known world through hidden wisdom.

Paracelsus and the Alchemists

Philippus Theophrastus Bombastus von Hohenheim—better known as Paracelsus—was a 16th-century Swiss physician and alchemist who revolutionized medicine and mysticism by insisting that observation and experimentation could unlock nature’s deepest secrets.

His journeys through Europe and the Middle East, and his belief that base metals might be transmuted into gold, echo the Transmutation school’s knack for reshaping reality itself.

Hermeticism and John Dee

The Renaissance revival of Hermeticism framed the cosmos as a living unity of mind and matter, where “as above, so below” governed both the stars and the soul.

John Dee—Elizabethan mathematician, astrologer, and occultist—sought divine directions through scrying and celestial mathematics, mirroring a Divination Wizard’s Portent ability to glimpse fate and reshape outcomes.

Merlin and Arthurian Lore

The legendary Merlin, first chronicled in Geoffrey of Monmouth’s 12th-century histories, became the prototypical mentor-mage of Western literature, guiding King Arthur with prophecy and enchantment.

His legacy lives on whenever a Wizard in D&D unfurls a map of ley lines or invokes ancient prophecies to steer the course of kingdoms.

Onmyōdō and Eastern Mysticism

In medieval Japan, practitioners of Onmyōdō blended Yin-Yang cosmology, astral observations, and divination to protect the imperial court from unseen forces.

Their ceremonies—equal parts ritual, astronomy, and occult lore—find echoes in an Enchantment Wizard’s Hypnotic Gaze or an Illusionist’s Malleable Illusions.

The Rosicrucians and Secret Societies

The early 17th-century Rosicrucian manifestos claimed a hidden fraternity of mystics and alchemists working to transform Europe through esoteric wisdom.

Though likely fictional, their blend of magic and proto-science parallels how Wizards in D&D fuse arcane ritual with the rigors of intellectual pursuit.


From the scholar’s desk to the battlefield, the Wizard class channels a vibrant lineage of seekers who believed that reality itself could be read, written, and rewritten by those brave enough to chase forbidden knowledge—and wise enough to wield it.


  • Wizard
  • Wizard, Pathfinder

Wizard

Hit Dice: 1d6 per wizard level
Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

Table: The Wizard

LevelProficiency BonusFeaturesCantrips KnownSpells Prepared1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Arcane Recovery32 + Int mod2
2+2Arcane Tradition33 + Int mod3
3+234 + Int mod42
4+2Ability Score Improvement45 + Int mod43
5+346 + Int mod432
6+3Arcane Tradition feature47 + Int mod433
7+348 + Int mod4431
8+3Ability Score Improvement49 + Int mod4432
9+4410 + Int mod44331
10+4Arcane Tradition feature511 + Int mod44332
11+4512 + Int mod443321
12+4Ability Score Improvement513 + Int mod443321
13+5514 + Int mod4433211
14+5Arcane Tradition feature515 + Int mod4433211
15+5515 + Int mod44332111
16+5Ability Score Improvement515 + Int mod44332111
17+6515 + Int mod443321111
18+6Spell Mastery515 + Int mod443321111
19+6Ability Score Improvement515 + Int mod443321111
20+6Signature Spells515 + Int mod443321111

Spellcasting

Spellcasting Ability: Intelligence

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Preparing and Casting Spells
You have a spellbook containing spells that show the first glimmerings of your true power. At 1st level, you know three cantrips and six 1st-level spells of your choice from the wizard spell list. You prepare a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one). You can change your list of prepared spells after a long rest by studying your spellbook for at least 1 hour.

Spell Slots
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Whenever you find a wizard spell of 1st level or higher, you can add it to your spellbook if the spell’s level is one you can prepare and if you can spend the time and gold to copy it.


Arcane Recovery

Starting at 1st level, you can regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The slots can have a combined level equal to or less than half your wizard level (rounded up), and none can be 6th level or higher.


Arcane Tradition

At 2nd level, you choose an arcane tradition, shaping your practice of magic. Your choice grants you features at 2nd, 6th, 10th, and 14th levels. The eight traditions in the SRD are:

  • School of Abjuration
  • School of Conjuration
  • School of Divination
  • School of Enchantment
  • School of Evocation
  • School of Illusion
  • School of Necromancy
  • School of Transmutation

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.


Spell Mastery

At 18th level, choose one 1st-level and one 2nd-level wizard spell in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either at a higher level, you must expend a spell slot as normal.


Signature Spells

At 20th level, choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you prepare, and you can cast each of them once at 3rd level without expending a spell slot. You regain the ability to cast them this way when you finish a short or long rest.

Wizard Arcane Traditions

School of Abjuration

Masters of protection and warding magic, Abjurers weave defensive magics to shield themselves and others.

  • 2nd Level
    • Abjuration Savant. Halve the cost and time to copy Abjuration spells into your spellbook.
    • Arcane Ward. When you cast an Abel-juration spell of 1st level or higher, you create a magical ward on yourself with hit points equal to twice your wizard level + your Intelligence modifier. It absorbs damage until depleted.
  • 6th Level
    • Projected Ward. You can use your Arcane Ward to absorb damage meant for another creature within 30 feet.
  • 10th Level
    • Improved Abjuration. Add your proficiency bonus to any ability check made to counter or dispel magic.
  • 14th Level
    • Spell Resistance. You gain advantage on saving throws against spells, and resistance to spell damage.

School of Conjuration

Conjurers specialize in summoning and creating objects or creatures—and in teleportation magic.

  • 2nd Level
    • Conjuration Savant. Halve the cost and time to copy Conjuration spells into your spellbook.
    • Minor Conjuration. As an action, create a nonmagical object of up to 3 ft on a side and 10 lb, which lasts 1 hour or until it takes damage.
  • 6th Level
    • Benign Transposition. Teleport yourself up to 30 ft, or swap places with a willing Small or Medium creature.
  • 10th Level
    • Focused Conjuration. Your concentration can’t be broken when you take damage while concentrating on a Conjuration spell.
  • 14th Level
    • Durable Summons. Creatures you summon or create with Conjuration spells gain 30 temporary hit points.

School of Divination

Diviners peer into the past, present, and future, using foresight to guide their decisions.

  • 2nd Level
    • Divination Savant. Halve the cost and time to copy Divination spells into your spellbook.
    • Portent. After a long rest, roll two d20s. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these rolls, once each.
  • 6th Level
    • Expert Divination. When you cast a Divination spell of 2nd level or higher, you regain one expended spell slot of lower level (up to 5th).
  • 10th Level
    • The Third Eye. As an action, gain one of: darkvision out to 60 ft; Ethereal Sight (60 ft); read any language; or see invisible creatures and objects within 10 ft.
  • 14th Level
    • Greater Portent. You roll three d20s instead of two at the end of a long rest.

School of Enchantment

Enchanters bend minds, charming and beguiling creatures to their will.

  • 2nd Level
    • Enchantment Savant. Halve the cost and time to copy Enchantment spells into your spellbook.
    • Hypnotic Gaze. As an action, charm one creature within 5 ft on a failed Wisdom save; charmed until end of your next turn (speed 0, incapacitated).
  • 6th Level
    • Instinctive Charm. When a creature you can see attacks you, you can magically divert the attack by charming the attacker; it must choose a new target.
  • 10th Level
    • Split Enchantment. When you cast an Enchantment spell that targets only one creature, you can target a second.
  • 14th Level
    • Alter Memories. As an action, you can change or erase a creature’s memories of a short period.

School of Evocation

Evokers command raw elemental forces—fire, lightning, acid—and mold them into powerful effects.

  • 2nd Level
    • Evocation Savant. Halve the cost and time to copy Evocation spells into your spellbook.
    • Sculpt Spells. When you cast an Evocation spell that affects others, you can exempt up to 1 + spell level creatures from its area, granting them automatic saves for no damage.
  • 6th Level
    • Potent Cantrip. Your damaging cantrips deal half damage on a successful save, rather than none.
  • 10th Level
    • Empowered Evocation. Add your Intelligence modifier to one damage roll of any Evocation spell you cast.
  • 14th Level
    • Overchannel. When you cast a damaging spell of 1st–5th level, you can maximize its damage; doing so again before a long rest deals 2d12 necrotic damage per spell level (increasing each use).

School of Illusion

Illusionists deceive the senses, creating images, sounds, and phantasms that fool the eye and ear.

  • 2nd Level
    • Illusion Savant. Halve the cost and time to copy Illusion spells into your spellbook.
    • Improved Minor Illusion. You learn the Minor Illusion cantrip (or another if you already know it), and you can create both a sound and an image with one casting.
  • 6th Level
    • Malleable Illusions. When you cast an illusion spell with a duration of 1 minute or longer, you can use your action to reshape it, so long as you can see it.
  • 10th Level
    • Illusory Self. As a reaction when attacked, interpose an illusory duplicate; the attack misses, then the illusion dissipates. (Recharge on a short/long rest.)
  • 14th Level
    • Illusory Reality. When you cast an illusion spell of 1st level or higher, you can make one nonmagical object in the illusion real for 1 minute as a bonus action.

School of Necromancy

Necromancers harness life and death energies—draining foes and animating the dead.

  • 2nd Level
    • Necromancy Savant. Halve the cost and time to copy Necromancy spells into your spellbook.
    • Grim Harvest. Once per turn when you kill one or more creatures with a spell of 1st–5th level, you regain hit points equal to twice the spell’s level (or three times if it’s 1st).
  • 6th Level
    • Undead Thralls. Animate greater undead when you cast Animate Dead, and you can target one extra corpse or pile of bones.
  • 10th Level
    • Inured to Undeath. You gain resistance to necrotic damage, and your hit point maximum can’t be reduced.
  • 14th Level
    • Command Undead. You can use magic to command undead creatures, turning them into your servants.

School of Transmutation

Transmuters manipulate matter and energy, altering the properties of creatures and objects.

  • 2nd Level
    • Transmutation Savant. Halve the cost and time to copy Transmutation spells into your spellbook.
    • Minor Alchemy. You can temporarily alter the physical properties of one nonmagical object you touch (wood, stone, iron, copper, or silver) into a different one of those materials. The effect lasts 1 hour.
  • 6th Level
    • Transmuter’s Stone. Over 8 hours, create a stone that grants a benefit of your choice (darkvision, +10 ft speed, proficiency in Con saves, or resistance to one damage type). You can change its benefit when you cast a Transmutation spell.
  • 10th Level
    • Shapechanger. You can cast Polymorph on yourself without expending a spell slot (CR 1 or lower). You automatically succeed Concentration checks on Transmutation spells.
  • 14th Level
    • Master Transmuter. Consume your Transmuter’s Stone to produce one of four powerful effects (e.g., repair objects, create an infinite water supply, restore life, or duplicate creation).

School of War Magic

War Magic wizards blend principles of evocation and abjuration, training to be formidable combatants who can both unleash powerful spells and bolster their defenses. They view their magic as both a weapon and armor, making them resilient and strategic spellcasters on the battlefield.​


2nd Level

  • Arcane Deflection. When you’re hit by an attack or fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. However, using this feature restricts you from casting spells other than cantrips until the end of your next turn. ​
  • Tactical Wit. Your keen ability to assess tactical situations grants you a bonus to your initiative rolls equal to your Intelligence modifier. ​

6th Level

  • Power Surge. You can store magical energy within yourself to later empower your damaging spells. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Once per turn, when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage equal to half your wizard level. ​

10th Level

  • Durable Magic. While you maintain concentration on a spell, you gain a +2 bonus to your AC and all saving throws, enhancing your resilience during prolonged spellcasting. ​

14th Level

  • Deflecting Shroud. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet each take force damage equal to half your wizard level. ​

This tradition is ideal for wizards who wish to stand their ground in the thick of battle, balancing potent spellcasting with enhanced defenses.

Human Wizard Examples


1. Seiðr Practitioner

  • Region & Origin: Late Iron Age Scandinavia; seiðr was a form of Norse magic for “telling and shaping the future” in Old Norse religion.
  • Primary Arms: Carved ash staff inscribed with runes for casting stanzas of power.
  • Secondary Arms: Seiðr knife (skarðr) used in ritual offerings to spirits.
  • Armor Options: Leather jerkin trimmed with wolf-fur for light protection and mystic resonance.
  • Special Equipment: Rune-stones and a distaff to symbolically weave fate.
  • Wizard Arcane Tradition: Divination.
  • Deity Choices: Odin (god of wisdom, runes); Freyja (goddess of seiðr, fertility).

2. Elizabethan Court Wizard

  • Region & Origin: Late 16th-century England during the reign of Elizabeth I, when court magi like John Dee advised on navigation, astrology, and statecraft
  • Primary Arms: An astrolabe for charting the stars and predicting auspicious times.
  • Secondary Arms: A quadrant and compass set for navigation and distance measurement, reflecting his role as royal cosmographer.
  • Armor Options: Long scholar’s robes (gown and hood)—heavy wool lined with silk—embroidered with alchemical and astrological symbols for subtle magical defense.
  • Special Equipment: A shew-stone (obsidian mirror) for scrying and angelic communion; a leather-bound spellbook containing Hermetic texts (e.g. Monas Hieroglyphica) and John Dee’s diaries; a portable orrery (miniature planetarium) for performing celestial rituals
  • Wizard Arcane Tradition: Divination, reflecting mastery of astrology, omens, and prophetic magic.
  • Deity Choices: Mercury (Roman messenger of the gods and patron of scholars); Minerva (Roman goddess of wisdom and crafts); Janus (Roman god of thresholds and beginnings, symbolic for astrological gateways)

3. Egyptian Heka Priest

  • Region & Origin: Ancient Egypt (Old Kingdom–Ptolemaic), temple priests of Heka—the deification of magic.
  • Primary Arms: Sekhem scepter topped with the Eye of Horus for channeling protective wards.
  • Secondary Arms: Bronze athame inscribed with hieroglyphs for ritual incantations.
  • Armor Options: White linen kilt and broad collar studded with scarab amulets.
  • Special Equipment: Papyrus rolls of spells; canopic-jar censer for consecration.
  • Wizard Arcane Tradition: Abjuration.
  • Deity Choices: Heka (magic personified); Thoth (wisdom, writing); Isis (protection, healing).

4. Graeco-Roman Magus

  • Region & Origin: Graeco-Roman Egypt (100 BCE–400 CE), compilers of the Papyri Graecae Magicae.
  • Primary Arms: Caduceus staff entwined with serpents as a symbol of mediation.
  • Secondary Arms: Engraved bronze athame for drawing spell circles.
  • Armor Options: Light linen chiton adorned with protective amulets.
  • Special Equipment: Magical papyrus scrolls; chrism-oil flasks for enchantments.
  • Wizard Arcane Tradition: Illusion.
  • Deity Choices: Hermes Trismegistus (wisdom, alchemy); Hecate (crossroads magic) .

5. Holy Roman Empire Court Magus

  • Region & Origin: Late Medieval Holy Roman Empire—a patchwork of German principalities under an elected emperor, home to famed magi such as Albertus Magnus and Heinrich Cornelius Agrippa.
  • Primary Arms: Ebony staff carved with planetary symbols and the caduceus motif to channel celestial energies
  • Secondary Arms: Steel athame inscribed with Hermetic glyphs for tracing wards and ritual circles.
  • Armor Options: Long scholar’s robe of black wool, lined with silk, embroidered with alchemical sigils for protective wards.
  • Special Equipment: Leather-bound spellbook (grimoire) transcribing texts from the Corpus Hermeticum; portable orrery; hourglass; alchemist’s kit for preparing reagents.
  • Wizard Arcane Tradition: Transmutation (reflecting the Empire’s flourishing alchemical and “quintessence” studies).
  • Deity Choices: Mercury (god of messages, commerce, and magic); Minerva (goddess of wisdom, crafts, and strategy); Janus (god of beginnings, gates, and transitions).

6. Jyotisha Yogi

  • Region & Origin: Vedic–Classical India, astrologer-priests of the Vedāṅga Jyotiṣa.
  • Primary Arms: Khaṭvāṅga staff topped with skull and trident.
  • Secondary Arms: Kartāla hand-cymbals for mantra rhythm.
  • Armor Options: Saffron-dyed robes imprinted with protective yantras.
  • Special Equipment: Bīja-mantra beads; mandala scrolls.
  • Wizard Arcane Tradition: Transmutation.
  • Deity Choices: Shiva (cosmic transformation); Kali (power, destruction).

7. Ifá Babalawo

  • Region & Origin: Yorubaland, West Africa; geomantic diviners of the Ifá corpus.
  • Primary Arms: Ọ̀pẹ̀lẹ̀ divination chain.
  • Secondary Arms: Ikin palm nuts for binary casting.
  • Armor Options: Beaded agbada robes with cowrie-shell motifs.
  • Special Equipment: Opon Ifá wooden divination tray.
  • Wizard Arcane Tradition: Divination.
  • Deity Choices: Orunmila (wisdom, fate); Oshun (water, divination).

8. Maya Itzamná Priest

  • Region & Origin: Classic Maya Lowlands (200–900 CE), temple scribes of the creator-god Itzamná.
  • Primary Arms: Obsidian-edged ceremonial staff.
  • Secondary Arms: Sacrificial obsidian blade.
  • Armor Options: Jaguar-skin cloak symbolizing night sky.
  • Special Equipment: Dresden and Madrid codices on amate bark.
  • Wizard Arcane Tradition: Conjuration.
  • Deity Choices: Itzamná (creation); Kinich Ahau (sun god).

9. Azande Spirit Scholar

  • Region & Origin: South Sudan & CAR, Azande oracle-magicians practicing mangu witchcraft.
  • Primary Arms: Ivory-carved ritual knife.
  • Secondary Arms: Poison-oracle pegs and vials.
  • Armor Options: Animal-hide tunic with talismanic paint.
  • Special Equipment: Mbori effigy statue; poison-oracle kit.
  • Wizard Arcane Tradition: Necromancy.
  • Deity Choices: Mbori (creator god); Ture (trickster spirit).

10. Taoist Wu Magician

  • Region & Origin: Han–Tang China, ritual magicians of Daoist inner alchemy.
  • Primary Arms: Jade-tipped talisman staff.
  • Secondary Arms: Ritual jian sword etched with bagua.
  • Armor Options: Embroidered silk robes with yin-yang & bagua patterns.
  • Special Equipment: Fu talismans; alchemical elixir vessels.
  • Wizard Arcane Tradition: Transmutation.
  • Deity Choices: Jade Emperor; Yuanshi Tianzun.

11. Siberian Shaman

  • Region & Origin: Siberian taiga (Evenk, Khanty, Nganasan, etc.), animist spirit-journey specialists.
  • Primary Arms: Birch-wood spirit staff.
  • Secondary Arms: Bone-tipped drumstick.
  • Armor Options: Reindeer-hide coat adorned with drum motifs.
  • Special Equipment: Talismanic rattle; bone whistle for trance induction.
  • Wizard Arcane Tradition: Conjuration.
  • Deity Choices: Tengri (sky god); Umai (mother goddess).

12. Zulu Unkulunkulu Sage

  • Region & Origin: KwaZulu-Natal, Southern Africa; sangoma diviners of ancestral creator rites.
  • Primary Arms: Knobkerrie club carved with reed patterns.
  • Secondary Arms: Thorn-pointed divination sticks.
  • Armor Options: Beaded ritual skirt (light and ceremonial).
  • Special Equipment: Isicwe ancestor-bone set; amadlozi powders.
  • Wizard Arcane Tradition: Necromancy.
  • Deity Choices: Unkulunkulu (first ancestor) ; Amadlozi (ancestor spirits).

None Human Wizards

Elf

  • Region & Origin: Scandinavia; elves (Álfar) are supernatural beings in Norse mythology, often associated with light, beauty, and magic. They are mentioned in various Norse texts, including the Prose Edda and Poetic Edda, where they are depicted as luminous beings residing in Álfheimr, a realm given to the god Freyr. ​
  • Arms: Carved yew-wood staff inscribed with elven runes for channeling glamour and charm.​
  • Armor Options: Supple leather armor embossed with leaf motifs to aid silent movement.​
  • Special Equipment: Ancient runic grimoire bound in birch bark and an oak-leaf focus amulet.​
  • Wizard Arcane Tradition: Illusion, reflecting elven mastery of glamour and misdirection.​
  • Deity Choices: Freyr (god of fertility and guardian of elves); Odin (patron of runes and wisdom). ​

Dwarf

  • Region & Origin: Scandinavia and Germany; dwarfs are master smiths and earth-dwelling craftsmen in Norse and Germanic lore.​
  • Arms: Stone-headed hammer etched with runes for both forging and spellcasting.​
  • Armor Options: Runic chain shirt reinforced with stone-plate insets for enduring defense.​
  • Special Equipment: Fire-resistant spellbook bound in dragon-hide and a compact alchemical forge kit.​
  • Wizard Arcane Tradition: Transmutation, reflecting dwarven craft and mastery over elemental matter.​
  • Deity Choices: Odin (source of rune magic and patron of smiths).​

Gnome

  • Region & Origin: Renaissance Europe (Switzerland); Paracelsus introduced gnomes as earth-elemental spirits in 16th-century alchemy.​
  • Arms: Slender oak staff engraved with alchemical glyphs for earth-bending rituals.​
  • Armor Options: Studded leather plated to mimic soil and stone patterns.​
  • Special Equipment: Alchemist’s reagents, mandrake root, and a copper-bound grimoire of elemental formulas.​
  • Wizard Arcane Tradition: Conjuration, summoning elementals and shaping earth.​
  • Deity Choices: Gaia (primordial Earth mother).​

Halfling

  • Region & Origin: British Isles (Scotland & England); brownies are helpful household spirits from local folklore.​
  • Arms: Oak walking-stick topped with a small lantern for guidance.​
  • Armor Options: Simple patched wool tunic, allowing stealth within the home.​
  • Special Equipment: Pocket-sized spellbook hidden inside a loaf of bread and a hearth-ward amulet.​
  • Wizard Arcane Tradition: Abjuration, specializing in protective and warding magics.​
  • Deity Choices: Brigid (Celtic goddess of hearth, poetry, and protection).​

Dragonborn

  • Region & Origin: Ancient China; the Chinese dragon (long) symbolizes power, prosperity, and divine authority.​
  • Arms: Jade staff carved in the likeness of a soaring dragon for channeling elemental breath.​
  • Armor Options: Scale mail fashioned from polished dragon-scale motifs for both beauty and resilience.​
  • Special Equipment: Ritual incense burner for elemental focus and a jade drake talisman.​
  • Wizard Arcane Tradition: Evocation, reflecting mastery over elemental forces like fire and lightning.​
  • Deity Choices: Ao Guang (Dragon King of the East Sea); Jade Emperor (heavenly sovereign).​

Orc

  • Region & Origin: Anglo-Saxon England; the term “orc” (orcneas) appears in Old English epic Beowulf as underworld monsters.​
  • Arms: Gnarled bone staff carved with bear-claw motifs to channel primordial fury.​
  • Armor Options: Studded hide armor reinforced with iron plates for rugged defense.​
  • Special Equipment: War-paint pigments, spirit-bone charms, and a druidic grimoire of primal rites.​
  • Wizard Arcane Tradition: Necromancy, communing with ancestral spirits and harnessing raw life-force.​
  • Deity Choices: Woden (Old English form of Odin, god of magic and wisdom); Tiw (Tyr, god of war and justice).​

Tiefling

  • Region & Origin: Medieval European folklore; tieflings descend from fiendish pacts with infernal planes.​
  • Arms: Horn-topped infernal rod etched with hellish runes for malevolent spellcraft.​
  • Armor Options: Blackened robes embroidered with fiendish sigils for arcane protection.​
  • Special Equipment: Infernal grimoire bound in brimstone-tanned leather and a flare of brimstone lamp.​
  • Wizard Arcane Tradition: War Magic, balancing defense and devastating spellfire.​
  • Deity Choices: Tiamat (five-headed draconic goddess of greed and power).​
wizard, cat, magic, silhouette-1299082.jpg

A wizard works beyond the veil of the mundane to hide the secrets of absolute power.

The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The wizard’s class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Decipher Script (Intelligence), Knowledge (all skills, taken individually) (Intelligence), Profession (Wisdom),
and Spellcraft (Intelligence).

Skill Points at 1st Level: (2 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

The Wizard
 ———- Spells per Day ———
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Summon familiar, Scribe Scroll31
2nd+1+0+0+3 42
3rd+1+1+1+3 421
4th+2+1+1+4 432
5th+2+1+1+4Bonus feat4321
6th+3+2+2+5 4332
7th+3+2+2+5 44321
8th+4+2+2+6 44332
9th+4+3+3+6 444321
10th+5+3+3+7Bonus feat444332
11th+5+3+3+7 4444321
12th+6/+1+4+4+8 4444332
13th+6/+1+4+4+8 44444321
14th+7/+2+4+4+9 44444332
15th+7/+2+5+5+9Bonus feat444444321
16th+8/+3+5+5+10 444444332
17th+8/+3+5+5+10 4444444321
18th+9/+4+6+6+11 4444444332
19th+9/+4+6+6+11 4444444433
20th+10/+5+6+6+12Bonus feat4444444444

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

 The Enchanted Garden of Messer Ansaldo by Marie Spartali Stillman: a magician makes his garden bear fruit and flowers in winter.
The Enchanted Garden of Messer Ansaldo by Marie Spartali Stillman: a magician makes his garden bear fruit and flowers in winter.

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. See the sorcerer description and the information on Familiars below for details.

Scribe Scroll

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

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.

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.

School 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). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

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; see below), which become her prohibited schools.

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.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

  • Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
  • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
  • Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
  • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
  • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
  • Illusion : Spells that alter perception or create false images. An illusion specialist is called an illusionist.
  • Necromancy : Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
  • Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
  • Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Wizard Character Concepts


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