Table: Wizard
Level BAB Fort Ref Will Special Mana Points
1st +0 +0 +0 +2 Summon familiar, arcane school, Create Trinkets, arcane tome 8 Points+7 Blue
2nd +1 +0 +0 +3 - 8 Points+7 Blue
3rd +1 +1 +1 +3 - 10 Points+7 Blue
4th +2 +1 +1 +4 - 10 Points+7 Blue
5th +2 +1 +1 +4 Bonus Feat 12 Points+7 Blue
6th +3 +2 +2 +5 - 12 Points+7 Blue
7th +3 +2 +2 +5 - 14 Points+7 Blue
8th +4 +2 +2 +6 - 14 Points+7 Blue
9th +4 +3 +3 +6 - 16 Points+7 Blue
10th +5 +3 +3 +7 Bonus Feat 16 Points+7 Blue
11th +5 +3 +3 +7 Arcane Discovery 18 Points+7 Blue
12th +6 +4 +4 +8 - 18 Points+7 Blue
13th +6 +4 +4 +8 - 20 Points+7 Blue
14th +7 +4 +4 +9 - 20 Points+7 Blue
15th +7 +5 +5 +9 Bonus Feat 22 Points+7 Blue
16th +8 +5 +5 +10 - 22 Points+7 Blue
17th +8 +5 +5 +10 - 24 Points+7 Blue
18th +9 +6 +6 +11 - 24 Points+7 Blue
19th +9 +6 +6 +11 - 26 Points+7 Blue
20th +10 +6 +6 +12 Arcane Mastery (In Progress), Bonus Feat 26 Points+7 Blue

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 Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the wizard class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A wizard is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. A wizard is not proficient with any armor or shields. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spellcasting: A wizard is capable of tapping their mana to learn and cast spells. Like other spellcasters, a wizard gains additional Mana Points as they level that may be allocated to any Pool the wizard has access to (see Mana Pools for more information). Unlike many casters, a wizard gains an amount of bonus points when they level that are automatically allocated to their Blue mana pool so long as they have access to the Blue Mana Pool.

Summon Familiar: At 1st level, wizards can form a powerful bond with a creature known as a familiar. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic. See Familiars for more information.

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, gaining additional powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard may choose to specialize in Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation, Universalist, Air, Water, or Cold.

Create Trinkets: At 1st level, a wizard gains Craft Magic Trinkets as a bonus feat.

Arcane Tome: At 1st level and every level thereafter, a wizard learns two spells of the highest level spell they can cast without dedicating mana (up to a maximum of 9th level spells). These spells may be forgotten freely and new spells of the same level, in any pool known to the wizard, learned in their place.

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 a mana feat. 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.

Arcane Discovery: At 11th level, the wizard gains a +1 Blue caster level and +2 to the save DCs of his Blue spells, though he takes a -1 caster level penalty to all other mana pools.

Arcane Mastery: At 20th level, a wizard unlocks true arcane power through their studies.They gain the 20th level ability noted in their chosen arcane school.


Skies of Glass Planeswalker Planeswalker