Pathfinder How Many Spells Can a Wizard Prepare
Contents
- Class Skills
- Class Features
- Weapon and Armor Proficiency
- Spells
- Bonus Languages
- Arcane Bond (Ex or Sp)
- Arcane School
- Elemental Cabalistic Schools
- Cantrips
- Scribe Scroll
- Bonus Feats
- Alternative Capstone Ability
- Well-Prepared (Su)
- Spellbooks
- Adding Spells to a Sorcerer's Spellbook
- Arcane Spells and Armor
- Archetypes & Alternate Class Features
Image used by permission of Yama Orce.
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 telephone 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 across the abilities of mere mortals. While some might cull a particular field of magical report and become masters of such powers, others encompass versatility, reveling in the unbounded wonders of all magic. In either example, wizards prove a cunning and stiff lot, capable of smiting their foes, empowering their allies, and shaping the globe 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 uncommonly skilled within a specific focus. Nevertheless no thing their specialty, all wizards are masters of the impossible and can aid their allies in overcoming whatsoever danger.
Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × ten gp (average 70 gp.) In add-on, each character begins play with an outfit worth 10 gp or less.
Class Skills
The wizard's class skills are Appraise (Int), Craft (Int), Wing (Dex), Cognition (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Level | Base Assail Bonus | Fort Relieve | Ref Save | Will Save | Special | Spells per 24-hour interval | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0th | 1st | 2nd | 3rd | fourth | 5th | 6th | 7th | 8th | ninth | ||||||
1st | +0 | +0 | +0 | +2 | Cabalistic bond, cabalistic school, cantrips, Scribe Ringlet | 3 | 1 | — | — | — | — | — | — | — | — |
2d | +i | +0 | +0 | +three | — | 4 | two | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | — | 4 | 2 | one | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | — | four | 3 | two | — | — | — | — | — | — | — |
5th | +2 | +ane | +1 | +4 | Bonus feat | 4 | 3 | two | one | — | — | — | — | — | — |
6th | +three | +ii | +2 | +5 | — | four | 3 | three | 2 | — | — | — | — | — | — |
7th | +3 | +two | +two | +5 | — | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — |
eighth | +iv | +2 | +ii | +6 | — | 4 | 4 | 3 | 3 | ii | — | — | — | — | — |
ninth | +4 | +3 | +three | +6 | — | 4 | 4 | 4 | three | two | 1 | — | — | — | — |
tenth | +5 | +3 | +3 | +7 | Bonus feat | 4 | four | 4 | 3 | iii | ii | — | — | — | — |
11th | +5 | +3 | +3 | +7 | — | four | 4 | 4 | 4 | 3 | ii | i | — | — | — |
twelfth | +vi/+1 | +4 | +4 | +eight | — | 4 | four | iv | 4 | 3 | 3 | 2 | — | — | — |
13th | +half dozen/+1 | +4 | +4 | +viii | — | iv | 4 | 4 | 4 | iv | 3 | ii | 1 | — | — |
14th | +7/+2 | +4 | +iv | +ix | — | iv | iv | 4 | 4 | four | 3 | 3 | two | — | — |
15th | +7/+ii | +5 | +5 | +9 | Bonus feat | 4 | four | 4 | 4 | 4 | 4 | 3 | two | 1 | — |
16th | +8/+3 | +five | +5 | +ten | — | 4 | 4 | 4 | 4 | iv | four | 3 | 3 | 2 | — |
17th | +eight/+3 | +5 | +v | +x | — | 4 | 4 | iv | 4 | 4 | iv | 4 | 3 | 2 | 1 |
18th | +9/+4 | +half-dozen | +vi | +11 | — | iv | 4 | 4 | 4 | 4 | 4 | iv | iii | 3 | 2 |
19th | +9/+four | +vi | +vi | +eleven | — | 4 | 4 | 4 | four | four | 4 | 4 | 4 | iii | 3 |
20th | +10/+5 | +half dozen | +6 | +12 | Bonus feat | 4 | 4 | 4 | 4 | iv | 4 | four | 4 | four | 4 |
Form Features
The following are the class features of the wizard.
Weapon and Armor Proficiency
Wizards are proficient with the society, dagger, heavy crossbow, light crossbow, and quarterstaff, only not with whatsoever type of armor or shield. Armor interferes with a wizard's movements, which can crusade his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/sorcerer spell listing. A sorcerer must choose and ready his spells ahead of time.
To learn, prepare, or cast a spell, the sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Course for a saving throw against a wizard's spell is 10 + the spell level + the sorcerer'southward Intelligence modifier.
A wizard can bandage only a certain number of spells of each spell level per mean solar day. His base daily spell resource allotment is given on Table: Wizard. In improver, he receives bonus spells per twenty-four hour period if he has a loftier Intelligence score (see Table: Power Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and set up his spells alee of time by getting viii hours of sleep and spending 1 hr studying his spellbook. While studying, the wizard decides which spells to gear up.
Starting Spells (See Spellbooks below): A magician begins play with a spellbook containing all 0-level magician spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The magician too selects a number of boosted 1st-level spells equal to his Intelligence modifier to add together to the spellbook. At each new sorcerer level, he gains two new spells of any spell level or levels that he tin cast (based on his new wizard level) for his spellbook. At any fourth dimension, a wizard tin also add spells establish in other wizards' spellbooks to his own (encounter Magic).
Spells Gained at a New Level: Wizards perform a certain corporeality of spell enquiry betwixt adventures. Each fourth dimension a character attains a new wizard level, he gains 2 spells of his option to add together to his spellbook. The two free spells must exist of spell levels he can cast.
Bonus Languages
A sorcerer may substitute Draconic for one of the bonus languages available to the graphic symbol because of his race.
Cabalistic Bail (Ex or Sp)
FAQ
Can you identify an item that is the subject of an cabalistic bond from a wizard with find magic or a similar affect, even if the item contains no other enchantments?
Since the arcane bail class characteristic, when tied to an particular, grants a wizard the ability to cast any i spell, information technology is safe to assume that it does radiate magic when information technology is the subject of discover magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless information technology was farther enchanted.
[Source]
Can I dismiss my familiar and then I may select a new familiar?
This isn't addressed in the rules anywhere, only yes, you should be able to dismiss a familiar if you lot desire to select a new i. However, y'all must still await one week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link betwixt your soul and information technology, and so it should probably have about an 60 minutes. The exception to the in a higher place is if y'all take the Improved Familiar feat, which allows y'all to immediately supercede your familiar with the new familiar, at no price or fourth dimension required (information technology is assumed this occurs during any preparations yous make while leveling upwardly). Once dismissed, an animal familiar is just a normal creature of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or non it wants to remain with you is up to your GM and probably based on how you lot treated the creature while it was your familiar.
[Source]
At 1st level, wizards class a powerful bail with an object or a creature. This bail can take one of 2 forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and tin aid him in magic, while a bonded object is an item a wizard tin use to cast additional spells or to serve every bit a magical item. Once a magician makes this choice, it is permanent and cannot exist changed.
Rules for bonded items are given beneath, while rules for familiars are located here: Familiars.
Wizards who select a bonded object brainstorm play with one at no toll. Objects that are the subject of an cabalistic bond must fall into one of the post-obit categories: amulet, band, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of whatever special material. If the object is an amulet or ring, it must exist worn to take effect, while staves, wands, and weapons must be held in one paw. If a sorcerer attempts to bandage a spell without his bonded object worn or in mitt, he must brand a concentration cheque or lose the spell. The DC for this check is equal to 20 + the spell'southward level. If the object is a ring or amulet, it occupies the band or neck slot appropriately.
A bonded object can be used once per twenty-four hours to cast whatever one spell that the sorcerer has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like whatsoever other spell bandage by the wizard, including casting time, duration, and other furnishings dependent on the magician's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the sorcerer'due south opposition schools (see arcane school below).
A sorcerer can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must exist at least fifth level to add magic abilities to the dagger (encounter Craft Magic Artillery and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last accuse is consumed, simply information technology is non destroyed and it retains all of its bonded object backdrop and tin can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only part for the wizard who owns information technology. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the advisable type.
If a bonded object is damaged, it is restored to full striking points the adjacent time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can exist replaced after one week in a special ritual that costs 200 gp per sorcerer level plus the cost of the masterwork detail. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same style as replacing a lost or destroyed detail except that the new magic particular retains its abilities while gaining the benefits and drawbacks of condign a bonded detail.
Arcane Schoolhouse
A magician can choose to specialize in ane school of magic, gaining boosted spells and powers based on that school. This choice must be made at 1st level, and in one case made, it cannot be changed. A wizard that does not select a schoolhouse receives the universalist school instead.
A sorcerer that chooses to specialize in one school of magic must select two other schools equally his opposition schools, representing knowledge sacrificed in ane area of arcane lore to gain mastery in some other. A magician who prepares spells from his opposition schools must utilise 2 spell slots of that level to prepare the spell. For instance, a wizard with evocation every bit an opposition school must expend two of his bachelor 3rd-level spell slots to prepare a fireball. In improver, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from i of his opposition schools as a prerequisite. A universalist magician can prepare spells from any schoolhouse 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 bandage, from 1st on up. Each 24-hour interval, a sorcerer can ready a spell from his specialty school in that slot. This spell must be in the wizard'southward spellbook. A wizard can select a spell modified past a metamagic feat to prepare in his schoolhouse slot, merely information technology uses up a higher-level spell slot. Wizards with the universalist schoolhouse exercise non receive a school slot.
Elemental Arcane Schools
Instead of specializing in a focused arcane school of magic, a wizard tin cull to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental schoolhouse grants a number of school powers and one bonus spell slot of each level the magician can cast, from 1st on up. This bonus spell slot must exist used to prepare a spell from the elemental school's spell list. Dissimilar a normal cabalistic school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does non need to select a second opposition school. He must expend two spell slots to gear up a spell from his opposed elemental school as normal.
Cantrips
Wizards tin can gear up a number of cantrips, or 0-level spells, each mean solar day, as noted on Table: Wizard under "Spells per Solar day." These spells are cast like any other spell, just they are not expended when cast and may exist used again. A magician can prepare a cantrip from an opposition school, but it uses upwards two of his bachelor slots (see beneath).
Scribe Scroll
At 1st level, a wizard gains Scribe Curlicue as a bonus feat.
Bonus Feats
At fifth, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he tin choose a metamagic feat, an item creation, 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 grapheme of whatever 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.
A wizard may besides choose an Arcane Discovery that he qualifies for in identify of a bonus feat at these levels.
Culling Capstone Ability
Source PPC:CoL
When a character reaches the 20th level of a class, she gains a powerful class feature or power, sometimes referred to equally a capstone. When a grapheme reaches 20th level in this class, the following new power tin be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what power it replaces. A character can't select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to brainstorm with.
Well-Prepared (Su)
At 20th level, the wizard has a spell for every occasion he tin can imagine—and a few he can't. The wizard gains two additional cantrips per day, half-dozen additional 1st- and second-level spell slots, four boosted 3rd- and 4th-level spell slots, two boosted 5th-level spell slots, and one additional 6th-level spell slot.
Spellbooks
A wizard must study his spellbook each day to set his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards tin can fix from retentivity.
A sorcerer begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Cabalistic Schools) plus iii 1st-level spells of his option. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Adding Spells to a Wizard's Spellbook
Wizards can add together new spells to their spellbooks through several methods. A wizard can only acquire new spells that belong to the magician spell lists (meet Magic).
Spells Gained at a New Level: Wizards perform a sure amount of spell research between adventures. Each time a character attains a new magician level, he gains two spells of his pick to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another Spellbook or Scroll: A magician can also add together a spell to his book whenever he encounters one on a magic curl or in another wizard's spellbook. No thing what the spell'southward source, the magician must first decipher the magical writing (come across Arcane Magical Writings). Adjacent, he must spend one hr studying the spell. At the finish of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +ii bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.
Cabalistic Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure run a risk for different armors and shields.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure risk while wearing armor. Such spells can also be bandage even if the pulley'southward hands are bound or he is grappling (although concentration checks still apply unremarkably). The metamagic feat Still Spell allows a spellcaster to fix or cast a spell without the somatic component at one spell level college than normal. This too provides a mode to cast a spell while wearing armor without risking arcane spell failure.
Race | Bonus | Source | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Paizo | |||||||||||||||||||||||||||||
Dwarf | Select i particular cosmos feat known by the magician. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does non reduce the cost of the item; it just increases the charge per unit at which the item is crafted. | PZO1121 | |||||||||||||||||||||||||||
Elf | Select 1 cabalistic school power at 1st level that is normally usable a number of times per day equal to 3 + the magician's Intelligence modifier. The wizard adds +½ to the number of uses per twenty-four hours of that arcane schoolhouse power. | PZO1115 | |||||||||||||||||||||||||||
Gnome | Add +½ to the number of uses per day of cabalistic school powers. This increment only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to iii + the magician's Intelligence modifier. | PZO1115 | |||||||||||||||||||||||||||
Half-elf | When casting sorcerer enchantment spells, add together +one/3 to the effective caster level of the spell, but only to determine the spell's duration. | PZO1121 | |||||||||||||||||||||||||||
One-half-orc | Add together a +one bonus on concentration checks made due to taking damage while casting sorcerer spells. | PZO1121 | |||||||||||||||||||||||||||
Halfling | Add +½ to the wizard's constructive form level for the purposes of determining the familiar's natural armor aligning, Intelligence, and special abilities. | PZO1121 | |||||||||||||||||||||||||||
Human | Add 1 spell from the wizard spell list to the sorcerer'southward spellbook. This spell must be at least one level below the highest spell level he can bandage. | PZO1115 | |||||||||||||||||||||||||||
Other Races | |||||||||||||||||||||||||||||
Dhampir | Add +¼ to the wizard'southward pulley level when casting spells of the necromancy school. | PZO1121 | |||||||||||||||||||||||||||
Drow | Select 1 arcane schoolhouse power at 1st level that is normally usable a number of times per day equal to 3 + the wizard'south Intelligence modifier. The sorcerer adds +½ to the number of uses per day of that arcane school power. | PZO1121 | |||||||||||||||||||||||||||
Fetchling | Add together one spell from the sorcerer spell list to wizard's spellbook. The spell must exist at or below the highest level the wizard can cast and be of the illusion (shadow) subschool or have the darkness descriptor. | PZO1121 | |||||||||||||||||||||||||||
Gillman | Add one spell from the wizard spell list to the wizard'south spellbook. This spell must be at least 1 level beneath the highest spell level he can cast. | PZO1121 | |||||||||||||||||||||||||||
Kobold | Add ½ to your familiar's Will saves against enchantment effects, or increment the hitting points of your bonded particular by one. | KoG | |||||||||||||||||||||||||||
Samsaran | Add one spell from the sorcerer spell list to the magician's spellbook. This spell must be at least one level below the highest spell level the wizard can cast. | PZO1121 | |||||||||||||||||||||||||||
Sylph | Select one cabalistic school power from the air or wood elemental schools that the magician tin currently use. The wizard grade level is treated as though it were +½ college (to a maximum of +4) when determining the furnishings of that power. | PZO1121 | |||||||||||||||||||||||||||
Tiefling | Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Intelligence modifier. The wizard adds +½ to the number of uses per solar day of that arcane school ability. | PZO1121 | |||||||||||||||||||||||||||
Undine | Add one spell from the cleric, druid, or sorcerer spell list with the h2o descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level the sorcerer can cast. This spell is treated as 1 level higher unless it also appears on the magician spell list. | PZO1121 | |||||||||||||||||||||||||||
3rd Party Publishers | |||||||||||||||||||||||||||||
Jon Brazer Enterprises | |||||||||||||||||||||||||||||
Android | Add one spell from the magician spell list to the wizard'due south spellbook. This spell must be at to the lowest degree ane level below the highest spell level the sorcerer can cast. | JBE:BoHR:AFCO | |||||||||||||||||||||||||||
Catfolk | Add +ane/4 round to the duration of the wizard'southward dazing touch (enchantment school but). | JBE:BoHR:AFCO | |||||||||||||||||||||||||||
Changeling | When casting sorcerer polymorph spells that target but the wizard, add +1/2 to the pulley level. | JBE:BoHR:AFCO | |||||||||||||||||||||||||||
Duergar | Add together a +½ bonus on checks made to arts and crafts magic items. | JBE:BoHRC | |||||||||||||||||||||||||||
Hobgoblin | When casting wizard spells with the fearfulness descriptor, add +? to the effective pulley level of the spell, only only to determine the spell'due south duration. | JBE:BoHRC | |||||||||||||||||||||||||||
Orc | Add a +1 bonus on concentration checks made due to taking harm while casting magician spells. | JBE:BoHRC | |||||||||||||||||||||||||||
Ratfolk | When casting magician spells with the disease descriptor, add +? to the effective caster level of the spell, but only to decide the spell'southward duration. | JBE:BoHRC | |||||||||||||||||||||||||||
Tiefling | Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the magician's Intelligence modifier. The wizard adds +½ to the number of uses per twenty-four hour period of that arcane schoolhouse power. | JBE:BoHRC | |||||||||||||||||||||||||||
Wayang | When casting wizard spells with the shadow descriptor, add +? to the effective caster level of the spell. | JBE:BoHRC | |||||||||||||||||||||||||||
Rogue Genius Games | |||||||||||||||||||||||||||||
Piper | Add +½ to your effective pulley level for any enchantment (charm) spell you cast. (+one effective level for every 2 times you select this option.) | RGG:HHO |
Archetypes & Alternate Class Features
When a character selects a grade, he must choose to use the standard form features found or those listed in 1 of the archetypes presented here. Each alternate course feature replaces a specific grade feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist course characteristic of the monk. When an archetype includes multiple class features, a grapheme must take all of them—oft blocking the character from ever gaining certain familiar course features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternating form features remain unchanged and are acquired normally when the character reaches the advisable level (unless noted otherwise). A graphic symbol who takes an alternate grade feature does non count equally having the course feature that was replaced when coming together any requirements or prerequisites.
A graphic symbol tin take more than than one archetype and garner boosted alternating form features, but none of the alternate class features can supplant or modify the aforementioned class feature from the core class as another alternating class characteristic. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice course feature. A paladin could, notwithstanding, be both an undead scourge and a warrior of the holy low-cal, since none of their new grade features supervene upon the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more one archetype if they meet the requirements.
Archetype / Alternate Course Characteristic | Class Features Changed or Replaced | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Class Skills | Skill Ranks per Level | Weapon & Armor | Spells | Cantrips | Spellbooks | Bonus Languages | Cabalistic Bail | Arcane Schoolhouse | Scribe Coil | Bonus Feat | ||||
5 | 10 | fifteen | 20 | |||||||||||
Paizo | ||||||||||||||
Arcane Bomber | 10 | X | X | |||||||||||
Arcane Physician | X | X | ||||||||||||
Bonded Wizard | C | X | X | X | X | |||||||||
Chronomancer | X | X | X | X | ||||||||||
Clocksmith | C | 10 | X | X | X | X | ||||||||
Elderberry Mythos Scholar | C | C | C | X | 10 | X | ||||||||
Exploiter Wizard | X | Ten | ||||||||||||
Familiar Adept | C | C | C | X | Ten | Ten | ||||||||
Fey Caller | C | Ten | X | |||||||||||
Hallowed Necromancer | C | C | C | 10 | 10 | X | X | |||||||
Instructor | Ten | C | C | C | C | |||||||||
Pact Wizard (FF) | C | C | ||||||||||||
Pact Wizard (HH) | C | X | Ten | Ten | X | X | ||||||||
Poleiheira Adherent | X | X | ||||||||||||
Primalist | Ten | X | X | |||||||||||
Runesage | C | X | ||||||||||||
Scrollmaster | X | X | ||||||||||||
Gyre Scholar | C | C | X | |||||||||||
Shadowcaster | Ten | X | X | |||||||||||
Siege Mage | X | X | X | X | ||||||||||
Spellslinger | X | 10 | X | X | ||||||||||
Spell Sage | X | Ten | ||||||||||||
Spirit Binder | C | C | X | 10 | 10 | 10 | X | |||||||
Spirit Whisperer | 10 | C | X | C | C | C | Ten | |||||||
Sword Folder | C | X | X | |||||||||||
Undead Principal | C | C | X | X | X | X | X | |||||||
Arcane Discoveries* | ||||||||||||||
Alchemical Affinity | (X) | (X) | (X) | (X) | ||||||||||
Cabalistic Architect | (X) | (Ten) | (X) | (X) | ||||||||||
Balanced Summoning | (X) | (Ten) | (Ten) | (Ten) | ||||||||||
Across Morality | (Ten) | (X) | (X) | |||||||||||
Artistic Destruction | (Ten) | (X) | (X) | (Ten) | ||||||||||
Defensive Feedback | (X) | (X) | (Ten) | (X) | ||||||||||
Fast Written report | (X) | (X) | (X) | (X) | ||||||||||
Feral Speech | (10) | (X) | (X) | (X) | ||||||||||
Forest'due south Blessing | (Ten) | (X) | (X) | (10) | ||||||||||
Golem Constructor | (X) | (X) | (10) | |||||||||||
Idealize | (X) | (X) | (X) | |||||||||||
Immortality | (X) | |||||||||||||
Infectious Charms | (Ten) | (X) | ||||||||||||
Ioun Bond | (X) | (Ten) | (X) | (Ten) | ||||||||||
Knowledge is Power | (Ten) | (X) | (X) | (X) | ||||||||||
Multimorph | (10) | (X) | (10) | (X) | ||||||||||
Opposition Enquiry | (Ten) | (X) | (X) | |||||||||||
Resilient Illusions | (X) | (X) | (X) | |||||||||||
Split Slot | (X) | (X) | (X) | (X) | ||||||||||
Staff-Like Wand | (X) | (X) | ||||||||||||
Steward of the Great Across | (X) | (Ten) | (X) | |||||||||||
Fourth dimension Stutter | (X) | (X) | (10) | |||||||||||
True Name | (Ten) | (X) | ||||||||||||
Werewolf Shape | (X) | (X) | ||||||||||||
Cruoromancer (Dhampir) | X | X | Ten | X | X | |||||||||
Spellbinder (Elf) | X | |||||||||||||
Wind Listener (Sylph) | C | Ten | C | Ten | X | X | ||||||||
3rd Political party Publishers | ||||||||||||||
four Winds Fantasy Gaming | ||||||||||||||
Intuitive Wizardry | X | |||||||||||||
Flaming Crab Games | ||||||||||||||
Gold-Robed Wizard | X | X | X | X | ||||||||||
Necromancers of the Northwest | ||||||||||||||
Sutramancer | ||||||||||||||
Radiance Firm | ||||||||||||||
Soul Weaver | C | X | X | Ten | 10 | X | Ten | |||||||
Rite Publishing | ||||||||||||||
Dweomerden Wizard | ||||||||||||||
Force Commander | ||||||||||||||
Glamerforge Wizard | ||||||||||||||
Horimyo | Ten | C | C | X | X | X | 10 | Ten | X | |||||
Nethervault Wizard | ||||||||||||||
Onmyoji | C | X | Ten | |||||||||||
Arcane Discoveries | ||||||||||||||
Free energy Belch | ||||||||||||||
Quicken Protective Ward | ||||||||||||||
Rogue Genius Games | ||||||||||||||
Blacksnake | X | X | ||||||||||||
Cloakfighter | Ten | X | ||||||||||||
Harrier | X | X | ||||||||||||
Physical Exemplar | X | Ten | ||||||||||||
Spellhammer | 10 | X | ||||||||||||
Weapon Champion | 10 | X | ||||||||||||
Youxia | X | X | ||||||||||||
X=replaced, (X)=optional replacement, C=changed, 1=archetype package i, ii=archetype package 2 * Arcane discoveries may exist selected with a magician's normal feats gained from leveling, if they see the prerequisites |
Section fifteen: Copyright Detect
Pathfinder RPG Cadre Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material past Jonathan Tweet, Monte Cook, and Skip Williams.
Source: https://www.d20pfsrd.com/classes/core-classes/wizard/
0 Response to "Pathfinder How Many Spells Can a Wizard Prepare"
Post a Comment