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Wizard

Image used by permission of Yama Orce.

You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes 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 that emphasizes the way all magic comes together at the expense of depth.

Key Ability

Intelligence. At 1st level, your class gives you an ability boost to Intelligence.

Hit Points

6 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Wizard

During combat Encounters…

  • You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like glitterdust or earthbind, leveling the field for your allies.

During social encounters…

  • You provide a well of knowledge about arcane matters and solve arguments with logic.

While exploring…

  • You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In downtime…

  • You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.

You might…

  • Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
  • Believe fervently that your school of magic is superior (if you’re a specialist) or 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 other people.

Others probably…

  • Consider you to be incredibly powerful and potentially dangerous.
  • Fear what your magic can do to their minds, bodies, and souls, and ask 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.
  • Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in the club, crossbow, dagger, heavy crossbow, and staff

Trained in unarmed attacks

Defenses

Untrained in all armor. Trained in unarmored defense.

Spells

Trained in arcane spell attacks

Trained in arcane spell DCs

Table 3–18: Wizard Advancement
Level Class Features
1 Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis, wizard feat
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, lightning reflexes, skill increase
6 Skill feat, wizard feat
7 4th-level spells, expert spellcaster, general feat, skill increase
8 Skill feat, wizard feat
9 5th-level spells, ancestry feat, magical fortitude, skill increase
10 Ability boosts, skill feat, wizard feat
11 6th-level spells, alertness, general feat, skill increase, wizard weapon expertise
12 Skill feat, wizard feat
13 7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization
14 Skill feat, wizard feat
15 8th-level spells, ability boosts, general feat, master spellcaster, skill increase
16 Skill feat, wizard feat
17 9th-level spells, ancestry feat, resolve, skill increase
18 Skill feat, wizard feat
19 Archwizard’s spellcraft, legendary archwizard, general feat, skill increase
20 Ability boosts, skill feat, wizard feat

Class Features

You gain these abilities as a wizard. Abilities gained at higher levels list the levels next to their names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Arcane Spellcasting

Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells).

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if 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 is 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, shown in Table 3–19: Wizard Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells.

This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

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 half your level rounded up—this is usually equal to the highest level of spell slots you have. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.

Spellbook

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 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.

Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast.

You can also use the Arcana skill to add other spells that you find in your adventures.

Table 3–19: Wizard Spells Per Day
Your Level Spell Level
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2
2 5 3
3 5 3 2
4 5 3 3
5 5 3 3 2
6 5 3 3 3
7 5 3 3 3 2
8 5 3 3 3 3
9 5 3 3 3 3 2
10 5 3 3 3 3 3
11 5 3 3 3 3 3 2
12 5 3 3 3 3 3 3
13 5 3 3 3 3 3 3 2
14 5 3 3 3 3 3 3 3
15 5 3 3 3 3 3 3 3 2
16 5 3 3 3 3 3 3 3 3
17 5 3 3 3 3 3 3 3 3 2
18 5 3 3 3 3 3 3 3 3 3
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*

* The archwizard’s spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Arcane School

Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize.

You gain additional spells and spell slots for spells of your school.

If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.

Arcane Bond

You place some of your magical power in a bonded item.

Each day when you prepare your spells, you can designate a single item you own as your bonded item. 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 Bonded Item free action.

Drain Bonded Item [free-action]

Arcane Wizard

Frequency once per day

Requirements You haven’t acted yet on your turn.


You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Arcane Thesis

During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. Your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

Improved Familiar Attunement

You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.

Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Metamagical Experimentation

You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.

You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Staff Nexus

Source PRG2:APG

Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You’ve formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.

You begin play with a makeshift staff of your own invention. It contains one cantrip and one 1st-level spell, both from your spellbook, but it gains no charges normally during your preparations; you must expend a spell slot to grant it charges in the same way you would add additional charges to a normal staff. You can Craft your makeshift staff into any other type of staff for the new staff’s usual cost, adding the two spells you originally chose to the staff you Craft.

At 8th level, you can expend two spells instead of one when preparing your staff, adding additional charges equal to the combined levels of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined levels of all three spells.

Spell Blending

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available.

Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

Spell Substitution

You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

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.

Wizard Feats

At 1st level and every even-numbered level thereafter, you gain a wizard class feat.

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.

General Feats 3rd

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 either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a 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.

Lightning Reflexes 5th

Your reflexes are Lightning fast. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster 7th

Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

Magical Fortitude 9th

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Alertness 11th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Wizard Weapon Expertise 11th

Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively.

You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.

Defensive Robes 13th

The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization 13th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master Spellcaster 15th

You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.

Resolve 17th

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Archwizard’s Spellcraft 19th

You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Archwizard’s Might feat to gain a second slot.

Legendary Spellcaster 19th

You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.

Arcane Schools

If you specialize in an arcane school, rather than studying each school equally (as universalists do), 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 spell, a special type of spell taught to students of your arcane school. School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or perform arcane research.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

Abjuration

As an abjurer, you master the art of protection, 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 spell.

Conjuration

As a conjurer, you summon creatures and objects from places beyond, and use magic to transport to distant locales.

You understand that the true key to victory is strength in numbers. You add one 1st-level conjuration spell (such as summon animal) to your spellbook. You learn the augment summoning school spell.

Divination

As a diviner, you master remote viewing and prescience, learning information that can transform investigations, research, and battle strategies. 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 spell.

Enchantment

As an enchanter, you use magic to manipulate others’ minds. You might use your abilities to subtly influence others or seize control over them. You understand that the mind surpasses matter. You add one 1st-level enchantment spell (such as charm) to your spellbook. You learn the charming words school spell.

Evocation

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 most 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 spell.

Illusion

As an illusionist, you use magic to create 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 spell.

Necromancy

As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising 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 spell.

Transmutation

As a transmuter, you alter the physical properties of things, transforming creatures, objects, 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 spell.

Universalist Wizards

Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.

Wizard Feats

At each level that 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.

Feat Level
Advanced School Spell 8
Archwizard’s Might 20
Bespell Weapon 4
Bond Conservation 8
Bonded Focus 14
Cantrip Expansion 2
Clever Counterspell 12
Conceal Spell 2
Counterspell 1
Effortless Concentration 16
Enhanced Familiar 2
Eschew Materials 1
Familiar 1
Hand of the Apprentice 1
Infinite Possibilities 18
Linked Focus 4
Magic Sense 12
Metamagic Mastery 20
Overwhelming Energy 10
Quickened Casting 10
Reach Spell 1
Reflect Spell 14
Reprepare Spell 18
Scroll Savant 10
Silent Spell 4
Spell Combination 20
Spell Penetration 6
Spell Tinker 16
Steady Spellcasting 6
Superior Bond 14
Universal Versatility 8
Widen Spell 1

1st Level


Counterspell [reaction] Feat 1

Abjuration Arcane Wizard

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. 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 counteract the triggering spell.

Eschew Materials Feat 1

Wizard

You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry.

Familiar Feat 1

Wizard

You make a pact with creature that serves you and assists your spellcasting. You gain a familiar.

Hand of the Apprentice Feat 1

Wizard

Prerequisite(s) universalist wizard

You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools for more information about focus spells.

Reach Spell [one-action] Feat 1

Concentrate Metamagic Wizard

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Spellbook Prodigy Feat 1

Source PRG2:APG

Wizard

Prerequisite(s) trained in Arcana

You are particularly adept at learning spells to add to your spellbook. You can Learn a Spell in half the time it normally takes. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead. When you roll a failure, you can try again after 1 week.

Widen Spell [one-action] Feat 1

Manipulate Metamagic Wizard

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). 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.

2nd Level


Cantrip Expansion Feat 2

Wizard

Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.

Conceal Spell [one-action] Feat 2

Concentrate Manipulate Metamagic Wizard

Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Energy Ablation [one-action] Feat 2

Source PRG2:APG

Metamagic Wizard

When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell’s level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.

Enhanced Familiar Feat 2

Wizard

Prerequisite(s) a familiar

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.

Nonlethal Spell [one-action] Feat 2

Source PRG2:APG

Manipulate Metamagic Wizard

You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or negative trait, that spell gains the nonlethal trait.

4th Level


Bespell Weapon [free-action] Feat 4

Wizard

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.

You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage

Call Bonded Item [one-action] Feat 4

Source PRG2:APG

Concentrate Conjuration Teleportation Wizard

Prerequisite(s) arcane bond

You’re mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away.

Linked Focus Feat 4

Wizard

Prerequisite(s) arcane bond, arcane school

Frequency once per day

You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.

Silent Spell [one-action] Feat 4

Concentrate Metamagic Wizard

Prerequisite(s) Conceal Spell

You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it.

When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components.

6th Level


Convincing Illusion [reaction] Feat 6

Source PRG2:APG

Illusion Wizard

Prerequisite(s) expert in Deception

Trigger a creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.

Requirements You are within 30 feet of the observer and the illusion.

You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.

Spell Penetration Feat 6

Wizard

You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Split Slot Feat 6

Source PRG2:APG

Wizard

You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.

Steady Spellcasting Feat 6

Wizard

Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

8th Level


Advanced School Spell Feat 8

Wizard

Prerequisite(s) arcane school

You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain life siphon; and if you’re a transmuter, you gain shifting form. Increase the number of Focus Points in your focus pool by 1.

Bond Conservation [one-action] Feat 8

Manipulate Metamagic Wizard

Prerequisite(s) arcane bond

Requirements The last action you used was Drain Bonded Item.

By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.

Form Retention Feat 8

Wizard

You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.

In addition to new ways to manipulate magical energies, this section features a new arcane thesis for wizards that wish to master the art of staff crafting.

Universal Versatility Feat 8

Wizard

Prerequisite(s) universalist wizard, Hand of the Apprentice

You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards.

You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.

10th Level


Overwhelming Energy [one-action] Feat 10

Manipulate Metamagic Wizard

With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or Sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Quickened Casting [free-action] Feat 10

Concentrate Metamagic Wizard

Frequency once per day

In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest-level wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Scroll Savant Feat 10

Wizard

Prerequisite(s) expert in Crafting During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls, with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non?magical the next time you make your daily preparations. A temporary scroll has no value.

If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.

12th Level


Clever Counterspell Feat 12

Wizard

Prerequisite(s) Counterspell, Quick Recognize

You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell).

Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.

Diviner Sense Feat 12

Source PRG2:APG

Divination Fortune Wizard

You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.

Forcible Energy [one-action] Feat 12

Source PRG2:APG

Manipulate Metamagic Wizard

You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.

Magic Sense Feat 12

Arcane Detection Divination Wizard

You have a literal sixth sense for ambient magic in your vicinity.

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.

14th Level


Bonded Focus Feat 14

Wizard

Prerequisite(s) arcane bond

Your connection to your bonded item increases your focus pool.

If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1.

Reflect Spell Feat 14

Wizard

Prerequisite(s) Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, 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 original caster can attempt a save and use other defenses against the reflected spell as normal.

Superior Bond Feat 14

Wizard

Prerequisite(s) arcane bond

When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell.

16th Level


Effortless Concentration [free-action] Feat 16

Wizard

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active wizard spells.

Spell Tinker [two-actions] Feat 16

Concentrate Wizard

You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).

However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half.

You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.

18th Level


Infinite Possibilities Feat 18

Wizard

You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it.

Reprepare Spell Feat 18

Wizard

You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.

If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot.

Second Chance Spell Feat 18

Source PRG2:APG

Enchantment Wizard

When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can Cast the Spell again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn’t grant you any benefits that you would normally gain for Casting a Spell from a spell slot.

20th Level


Archwizard’s Might Feat 20

Wizard

Prerequisite(s) archwizard’s spellcraft

You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot.

Metamagic Mastery Feat 20

Wizard

Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions.

Spell Combination Feat 20

Wizard

You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells.

Each spell in the combination must be 2 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 require a ranged spell attack roll, require 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. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions.

The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.

Spell Mastery Feat 20

Wizard

You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells.

Wizard School Spells

Wizards can gain the following school spells.

Augment Summoning Focus 1

Uncommon Conjuration Wizard

Cast [one-action] verbal

Range 30 feet; Targets 1 creature you summoned


You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature’s DCs, including its AC) for the duration of its summoning, up to 1 minute.

Call of the Grave Focus 1

Uncommon Arcane Attack Necromancy Wizard

Cast [two-actions] somatic, verbal

Range 30 feet; Targets 1 living creature


You fire a ray of sickening energy. Make a spell attack roll.

Critical Success The target becomes sickened 2 and slowed 1 as long as it’s sickened.

Success The target becomes sickened 1.

Failure The target is unaffected.

Charming Words Focus 1

Uncommon Auditory Enchantment Incapacitation Linguistic Mental Wizard

Cast [one-action] verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration until the start of your next turn


You whisper enchanting words to deflect your foe’s ire. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target takes a –1 circumstance penalty to attack rolls and damage rolls against you.

Failure The target can’t use hostile actions against you.

Critical Failure The target is stunned 1 and can’t use hostile actions against you.

Dimensional Steps Focus 4

Uncommon Conjuration Teleportation Wizard

Cast [one-action] somatic

Range 20 feet


You teleport to a location up to 20 feet away within your line of sight.


Heightened (+1) The distance you can teleport increases by 5 feet.

Diviner’s Sight Focus 1

Uncommon Concentrate Divination Fortune Wizard

Cast [one-action] verbal

Range 30 feet; Targets 1 willing living creature; Duration until the end of your next turn


You glimpse into the target’s future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends.

Alternatively, you can instead reveal the result of the die roll for one of the target’s secret checks during the duration, and the spell ends. Casting it again ends any active diviner’s sight you have cast, as well as any active diviner’s sight on the target.

Dread Aura Focus 4

Uncommon Enchantment Emotion Fear Mental Wizard

Cast [two-actions] somatic, verbal

Area 30-foot-radius emanation centered on you Duration sustained up to 1 minute


You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.

Elemental Tempest Focus 4

Uncommon Evocation Metamagic Wizard

Cast [one-action] verbal


Your spellcasting surrounds you in a storm of elemental energy.

If the next action you take is to Cast a Spell from your wizard spell slots that’s an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.

Energy Absorption Focus 4

Uncommon Abjuration Wizard

Cast [reaction] verbal

Trigger An effect would deal acid, cold, electricity, or fire damage to you.


You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect’s initial damage.


Heightened (+1) The resistance increases by 5.

Force Bolt Focus 1

Uncommon Attack Evocation Force Wizard

Cast [one-action] somatic

Range 30 feet; Targets 1 creature or object


You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.


Heightened (+2) The damage increases by 1d4+1.

Hand of the Apprentice Focus 1

Uncommon Attack Evocation Wizard

Cast [one-action] somatic

Range 500 feet; Targets 1 creature


You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.

Invisibility Cloak Focus 4

Uncommon Illusion Wizard

Cast [two-actions] somatic; Duration 1 minute


You become invisible, with the same restrictions as the 2nd-level invisibility spell.


Heightened (6th) The duration increases to 10 minutes.

Heightened (8th) The duration increases to 1 hour.

Life Siphon Focus 4

Uncommon Healing Necromancy Wizard

Cast [reaction] verbal

Trigger You expend one of your wizard spell slots to cast a wizard spell of the necromancy school.


You use some of the spell’s magic to heal yourself, regaining 1d8 Hit Points per level of the spell.

Physical Boost Focus 1

Uncommon Transmutation Wizard

Cast [one-action] verbal

Range touch; Targets 1 living creature; Duration until the end of the target’s next turn


You temporarily improve the target’s physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts.

Protective Ward Focus 1

Uncommon Abjuration Wizard

Cast [one-action] somatic

Area 5-foot-radius emanation centered on you Duration sustained up to 1 minute


You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation’s radius increases by 5 feet, to a maximum of 30 feet.

Shifting Form Focus 4

Uncommon Morph Transmutation Wizard

Cast [one-action] somatic; Duration 1 minute


You gain one of the following abilities of your choice. You can dismiss this spell.

  • You gain a 20-foot status bonus to your Speed.
  • You gain a climb or swim Speed equal to half your Speed.
  • You gain darkvision.
  • You gain a pair of claws. These are agile finesse unarmed attacks that deal 1d8 slashing damage.
  • You gain scent 60 feet (imprecise).

Vigilant Eye Focus 4

Uncommon Divination Wizard

Cast [one-action] somatic

Range 500 feet; Duration 1 hour


You create an invisible eye sensor, as clairvoyance.

When created, this eye must be in your line of sight.

When the spell’s duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.

Warped Terrain Focus 1

Uncommon Illusion Visual Wizard

Cast [one-action] to [three-actions] somatic, verbal

Range 60 feet; Area 5-foot burst or more; Duration 1 minute


You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst’s radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.


Heightened (4th) You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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