Wizard
A wizard uses arcane magic, and is considered less effective in melee combat than other classes. Wizards learn most new spells by seeking out magical writings and copying them into their spellbooks.
HP per Level
4
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), and Knowledge (all skills, taken individually) (Int).
Skill Points at 1st Level
(2 + Int modifier) ×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 of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar
A wizard can obtain a familiar. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
A wizard casts arcane spells which are drawn from the arcane spell list. 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. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
A wizard must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Spellbooks
A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day.
Abjurer
Prohibited schools: transmutation, illusion
Abjuration: spells that protect, block, or banish.
Conjurer
Prohibited schools: divination, evocation
Conjuration: spells that bring creatures or materials to the caster.
Diviner
Prohibited schools: conjuration
Divination: Spells that reveal information.
Enchanter
Prohibited schools: evocation, necromancy
Enchantment: spells that imbue the recipient with some property or grant the caster power over another being.
Evoker
Prohibited schools: enchantment, conjuration
Evocation: spells that manipulate energy or create something from nothing.
Illusionist
Prohibited schools: necromancy, evocation, abjuration
Illusions: spells that alter perception or create false images.
Necromancer
Prohibited schools: illusion, enchantment
Necromancy: spells that manipulate, create, or destroy life or life force.
Skeletal minion: a necromancer gains an undead minion instead of a familiar.
Transmuter
Prohibited schools: abjuration, necromancy
Transmutation: spells that transform the recipient physically or change its properties in a more subtle way.