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Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Level: 5th, 10th, 15th, or 20th. Replaces: This benefit replaces the bonus feat gained by a wizard at 5th, 10th, 15th, or 20th level. Benefit: You can spontaneously cast any spell you know from the divination school by sacrificing a prepared spell of equal or greater level.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth).
Intelligence: This is your primary statistic and should always be high. Determines your save DCs and bonus spells. Also many of the wizard's skills are keyed off intelligence. Starting wizards require a 15 minimum score in this attribute to acquire 9th level spells in time. Wisdom: Dump stat. Only helps will saves, which are already high.
Wizards were arcane spellcasters that learned to practice the Art through research and learning.[3] They drew upon the Weave through a broad range of spells and other magical abilities learned...
Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations.