![]() Evocation: Evocation is the blunt hammer of magic.Enchantment: Save or suck spells define the Enchantment school, making it one of the most powerful.Even if you don’t want to use them, you’re not allowed to give up Divination. Divination: Divination spells are more important than mechanics can define.Conjuration: Summoning, direct damage without spell resistance, and teleportation are all available from Conjuration.Many of these spells are also available to Clerics, making it less important if you have a Cleric to fill in as a Support caster. Abjuration: The majority of protective spells are Abjuration spells.The two schools (three with Devoted Specialist) define the Wizard as much as the Wizard’s choice of specialization. Wizards have the ability to specialize in one school to get additional spells per day by losing access to to two other schools, which can be a very potent option for many Wizards. Spells: Wizards have the best spell list in the game, and every new book makes it better. Use it to prepare scrolls of spells that you need infrequently so that you can cover all of your bases.īonus Feats: 4 extra feats over the course of 20 levels isn’t game-breaking, but the Wizard would still be king if he didn’t get any of these. Scribe Scroll: Scrolls are great for wizards, and giving you the feat for free is nice. For help with Familiars, see my Practical Guide to Familiars. A smart player knows that a familiar is a helpful companion and an extremely potent tool. Summon Familiar: Many players make the mistake of letting their familiar be an occasional piece of flavor for your character. Access to every Knowledge skill is extremely useful, and with such high Intelligence, a Wizard makes a fantastic Librarian. Unfortunately, enhancement bonuses to Intelligence don’t give you extra skill points, and permanently increasing your Intelligence doesn’t retroactively grant skill points. Skills: Despite getting a puny 2+ skill points, the Wizard’s dependence on Intelligence will give you a hefty pile of skill points. Proficiencies: The worst proficiency list of any heroic class. Saves: Will is the Wizard’s only good save, but since Wizards only need one save you can afford to invest a bit in your other saves to compensate. A stiff breeze could kill many wizards.īase Attack Bonus: 1/2 BAB, but fortunately Wizards don’t need it. Wizard Class Features Hit Points: d4 hit points is basically nothing. I also omit the use of “Flaws” since they allow a massive increase in power with essentially no cost to the character. Those options also tend to be wildly unbalanced and rarely receive errata. I am of the opinion that those options are intended to be limited to campaigns run in those settings, and as such they don’t really apply to a generic campaign. It’s important to note that I generally omit campaign-setting specific content. Blue: Fantastic options, often essential.Red: Bad, useless options, or options whichĪre extremely situational.For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Because so little of 3.5 is available on the SRD, I will attempt to tag items with a superscript indicating their book of origin. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which tend to be more consistent than 3.5 handbooks. ![]() Multiclassing and Prestige Classes Disclaimer.With the best spell list, a functionally infinite list of spells known, and a dizzying number of build options, Wizards can do basically anything in the game, and can often do so better than classes which are specifically built to do it.Īssuming you don’t build your Wizard to overshadow everyone else in the party, Wizards can expect to fill roles as a Blaster, Librarian, Striker, Support, and Utility Caster. The Wizard sits comfortably at the pinnacle of the tier list.
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