
Ezren - Iconic Wizard
Beyond the veil of the mundane 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.
Class Skills
The Wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Class Features
| Spells Per Day | |||||||||||||||
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +0 | +0 | +0 | +2 | Arcane bond, arcane school, cantrips, Scribe Scroll | 3 | 1 | - | - | - | - | - | - | - | - |
| 2nd | +1 | +0 | +0 | +3 | — | 4 | 2 | - | - | - | - | - | - | - | - |
| 3rd | +1 | +1 | +1 | +3 | — | 4 | 2 | 1 | - | - | - | - | - | - | - |
| 4th | +2 | +1 | +1 | +4 | — | 4 | 3 | 2 | - | - | - | - | - | - | - |
| 5th | +2 | +1 | +1 | +4 | Bonus feat | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
| 6th | +3 | +2 | +2 | +5 | — | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
| 7th | +3 | +2 | +2 | +5 | — | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8th | +4 | +2 | +2 | +6 | — | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | +3 | +3 | +6 | — | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10th | +5 | +3 | +3 | +7 | Bonus feat | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11th | +5 | +3 | +3 | +7 | — | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12th | +6/+1 | +4 | +4 | +8 | — | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
| 13th | +6/+1 | +4 | +4 | +8 | — | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14th | +7/+2 | +4 | +4 | +9 | — | 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 | — | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
| 17th | +8/+3 | +5 | +5 | +10 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +9/+4 | +6 | +6 | +11 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +9/+4 | +6 | +6 | +11 | — | 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 |
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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
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.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his 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 his race.
Arcane Bond (Ex)
| Familiar | Special Ability |
| Bat | Master gains a +3 bonus on listen-based Perception checks |
| Cat | Master gains a +3 bonus on Stealth checks |
| Hawk | Master gains a +3 bonus on sight-based Perception checks |
| Rat | Master gains a +2 bonus on Fortitude saves |
| Raven | Master gains a +3 bonus on Appraise checks |
At 1st level, wizards form a powerful bond with a familiar. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic.
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
See: Arcane Schools for a list of available choices.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
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, he 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 feats 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 those feats.
Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his 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 his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).