Starfarer Wizard

Magic is a force that transcends the bounds of the merely physical world. Eons of study have codified the rules that govern this force and its manifestations. You have become adept at channeling and manipulating magic through years of study. While others may scoff at your traditional ways or view your spellcasting as archaic and quaint, you have confidence that studying the established practices of magic will unlock the true wonders of the universe. Some assume wizards spend all of their time studying dusty tomes, but you might cross the cosmos to investigate a piece of ancient lore or rediscover an arcane ritual.

Role: You are an expert at applying the knowledge of the ages to the problems of the present day. Your command of arcane technique allows you to influence the weak minded, glimpse the future, or warp reality itself. Unlike improvisational technomancers and intuitive mystics, you collect and study precise magical principals that dictate the form and function of your magic.

Key Ability Score: Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. A high Dexterity can also help you strike creatures with your spells more accurately and dodge incoming attacks.

The Wizard

Level BAB Fort Ref Will Class Features
1st +0 +0 +0 +2 Arcane bond, tradition
2nd +1 +0 +0 +3 Focused Power (1d4)
3rd +1 +1 +1 +3 Spell focus, spell specialization
4th +2 +1 +1 +4 Focused Power (2d4)
5th +2 +1 +1 +4 Bond Power
6th +3 +2 +2 +5 Focused Power (3d4)
7th +3 +2 +2 +5 Tradition Power
8th +4 +2 +2 +6 Focused Power (4d4)
9th +4 +3 +3 +6 Arcane Secret
10th +5 +3 +3 +7 Focused Power (5d4), bond power
11th +5 +3 +3 +7 Tradition Power
12th +6 +4 +4 +8 Focused Power (6d4)
13th +6 +4 +4 +8 Arcane Secret
14th +7 +4 +4 +9 Focused Power (7d4)
15th +7 +5 +5 +9 Bond Power
16th +8 +5 +5 +10 Focused Power (8d4)
17th +8 +5 +5 +10 Tradition Power
18th +9 +6 +6 +11 Focused Power (9d4)
19th +9 +6 +6 +11 Arcane Secret
20th +10 +6 +6 +12 Bond Mastery

Stamina Points: 4 + Constitution modifier

Hit Points: 4

Class Skills

Skill Ranks per Level: 4 + Intelligence modifier

Culture (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis).

Armor Proficiency

Light armor

Weapon Proficiency

Basic melee weapons, small arms, grenades.

Spells

You cast spells drawn from the wizard spell list (see below). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. Unlike mystics and technomancers, there is no limit to the number of spells you may know. Over time, you can study and experiment with spells, noting down your insights into your spellpad. While mystics and technomancers permanently infuse their essence with the matrix of the spells they learn, this limits them to only ever being able to learn a limited number of spells.

You have learned to instead imbue your essence with a spell matrix temporarily, preparing it for casting without making it a near-permanent part of yourself. Once a spell is prepared, you can cast it with a spell slot in the same way mystics and technomancers do. However, at a later time when you are well rested and able to concentrate, you can prepare new spells, allowing you to change what magic you have ready much more quickly and easily than mystics or technomancers.

You can still cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Spell Slots Per Day. In addition, you receive bonus spell slots if you have an Intelligence modifier of +1 or higher, as shown on Table: Wizard Bonus Spells—note that you only receive these bonus spell slots once you can cast spells of that level normally. You can also cast 0-level spells. These spells are prepared and cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells to cast is limited to those spells that you prepare in advance. At 1st level, you can prepare four 0-level spells and one 1st-level spells of your choice each day, plus one spell from either of the favored schools of your tradition (see below). At each new wizard level, you can prepare one or more additional spells, as indicated on Table: Wizard Spells Prepared. During any level at which you can prepare 0 spells per day, you can only prepare a spell determined by your tradition (see below). Unlike spells per day, the number of spells you can prepare isn’t affected by your Intelligence. Feats and other effects that modify the number of spells known by a standard spellcaster instead affect the number of spells you can prepare.

You must get 8 hours of sleep and spend 1 hour studying your spellpad to choose and prepare your spells. While studying, you prepare any number of spells from your spellpad of your choosing, up to the maximum number of wizard spells that you can prepare. You don’t need to prepare all of your spells at once, but preparing spells requires 1 hour or study regardless of the number of spells that you actually prepare.

You can cast any wizard spell you have prepared at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all of your 1st-level spell slots for the day, you can use a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible, including identifying the spell inscribed in a scroll, spell gem, or similar stored magic spell source (which is a full action). This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Table: Wizard Spell Slots Per Day

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4
4th 4 2
5th 4 3
6th 4 4 2
7th 4 4 3
8th 4 4 4 2
9th 4 4 4 3
10th 4 4 4 4 2
11th 4 4 4 4 3
12th 4 4 4 4 4 1
13th 4 4 4 4 4 1
14th 4 4 4 4 4 1 1
15th 4 4 4 4 4 2 1
16th 4 4 4 4 4 2 1 1
17th 4 4 4 4 4 2 2 1
18th 4 4 4 4 4 3 2 1 1
19th 4 4 4 4 4 3 2 2 1
20th 4 4 4 4 4 3 3 2 2

Table: Wizard Bonus Spells

Int Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1–11
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1 1
22–23 2 2 1 1 1 1
24–25 2 2 2 1 1 1 1
26–27 2 2 2 2 1 1 1 1
28–29 3 2 2 2 2 1 1 1 1
30–31 3 3 2 2 2 2 1 1 1

Table: Wizard Spells Prepared

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1
2nd 5 1
3rd 5 2
4th 6 2 0
5th 6 3 1
6th 7 3 2 0
7th 7 4 2 1
8th 8 4 3 1 0
9th 8 4 3 2 1
10th 9 4 4 3 1 0
11th 9 4 4 3 2 1
12th 9 4 4 4 2 1 0
13th 9 4 4 4 3 2 1
14th 9 4 4 4 3 2 1 0
15th 9 4 4 4 3 3 2 1
16th 9 4 4 4 3 3 2 1 0
17th 9 4 4 4 3 3 2 2 1
18th 9 4 4 4 3 3 2 2 1 0
19th 9 4 4 4 3 3 2 2 2 1
20th 9 4 4 4 3 3 2 2 2 2

Spellpad

As you learn spells and determine the methods and techniques of preparing them, you record your insights in a secure data storage device known as a spellpad. A spellpad counts a computer of light bulk with a tier equal to half your caster level that has only a single data module (which stores your spells) and you begin play with one at no cost. The specialized nature of a spellpad prevent it from having any resale value (not to mention most resellers will assume you stole it from an angry wizard who will come looking for it). The necessary steps are far too complex for you to perform them from memory, even after years of familiarity. You must study your spellpad each day to prepare your spells. You can’t prepare any spell not recorded in your spellpad.

You begin play with a spellpad containing six 0-level wizard spells and three 1st-level spells of your choice. You also select a number of additional 1st-level spells equal to your Intelligence modifier to add to the spellpad.

At each new wizard level, you gain two new spells of any spell level or levels that you can cast (based on your new arcanist level) for your spellpad. At any time, you can also add spells found in other wizards’ spellpads or in spell gems (or other stored forms of spells) to your own, a process that takes one hour per spell. At the end of the hour, you must make a Mysticism check (DC 15 + spell’s level). If the spell is from one of the schools favored by your arcane traditions, you gain a +2 bonus on the Mysticism check. If the check succeeds, you can copy the spell into your spellpad. If the check fails, you do not know and cannot prepare the spell. Normally you take enough notes to allow you to attempt to learn the spell again later. You cannot attempt to learn or copy that spell again until one week has passed, and can only learn one spell you previously failed to learn each week.

If you lose your spellpad, you can recreate it and all its notes, but it takes a considerable amount of time (much like rewriting a textbook for a subject you understand). You can recreate you spellpad with 24 hours of uninterrupted work (which allows for a single 8-hour break for sleep). However, this spellpad still does not include your highest level spells known, which you must add at a rate of 1 per day during the time you spend preparing spells each day 9as you slowly recreate the notes on the most advanced level of magic you have mastered).

Arcane Bond

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that can aid you in magic, while a bonded object is an item a wizard can use to cast additional spells or manipulate magical energy. Once you make this choice, it is permanent and cannot be changed.

Bonded Objects

Wizards may select any weapon or any item of light or negligible bulk as a bonded object. A bonded object must be worn or held in hand to order for you to use its powers. If a bonded object is damaged, it is restored to full Hit Points the next time you prepare your spells. If the object of an arcane bond is lost or destroyed, you can replace it after 1 week in a special ritual that takes 8 hours to complete.

You can designate an existing magic, hybrid, or technological item as a bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits of becoming a bonded item. A bonded object that is not already a magic or hybrid item does not count against your total maximum limit of two worn magic items.

At 1st level, you can use your bonded item once per day to cast any one spell that is in your spellpad and that you are capable of casting, even if the spell is not prepared and you have expended all your spell slots of that spell’s level. This spell is treated like any other spell cast you cast, including casting time, duration, and other effects dependent on the your level.

At 5th level, as a standard action you can cause your bonded item to shed light, raising the light level to normal light in a 20 ft. radius for a number of minutes equal to your wizard level. You can extinguish this light as a move action. You can expend unused spell slots as you activate this ability to add additional effects to this illumination. If you expend a 1st-level spell slot, enemies within the area of the illumination are dazzled. If you expend a 3rd-level spell slot, any invisible creatures within the illumination are revealed, as invisibility purge. If you expend a 6th-level spell slot, you know if anyone within the illumination lies, as discern lies; a Will save (DC = 10 + 1/2 your wizard level + your Intelligence modifier) negates this ability. If you expend a 9th-level spell slot, all details within the illumination are revealed to you, as true seeing.

At 10th level, you can magically shape your bonded item to your will. By spending as a full action, you can change your bonded item to appear to be any nonconsumable item of its item level or lower that is of light or negligible bulk. This has no effect on the item’s function. Its true nature is revealed with a Perception check (DC 15 + 1-1/2 your Wizard level) or any close examination. The item reverts to its true form the next time you prepare your spells.

At 15th level, your bonded item serves as a life link between you and magical energy. As long as you are under the effect of a spell, when your Hit Points reach 0, you automatically stabilize.

Familiars

A familiar is an animal chosen by a spellcaster to aid in the study of magic. Rules for familiars are presented below. If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that takes 8 hours to complete.

At 1st level, you gain an empathic link with your familiar to a 1 mile distance. You can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. You have the same connection to an item or place that your familiar does. Additionally, your familiar gains the improved evasion special ability.

At 5th level, your familiar can deliver touch spells for you. If you and your familiar are in contact at the time you cast a spell with the range of touch, you can designate your familiar as the “toucher.” The familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.

At 10th level, you and your familiar can communicate verbally as if you were using a common language. Other creatures do not understand the communication without magical help. Additionally, your familiar can communicate with animals of approximately the same kind as itself (see below). Such communication is limited by the Intelligence of the conversing creatures.

Beginning at 15th level, you can see through your familiar’s eyes as a standard action, maintaining this connection as long as you like (as long as your familiar is within 1 mile) and ending it as a swift action. You are blinded while maintaining this connection.

Tradition

Wizards choose to specialize in one tradition of magic, gaining additional spells and powers based on that tradition. These traditions represent the accumulated knowledge of generations of skilled wizards, and your study of these techniques is what grants your mastery of magical energy. You must make this choice at 1st level, and once made, it cannot be changed. In addition to the powers granted by your chosen tradition, your intense study of magical laws has granted you an analytic understanding of magic and esoteric phenomena; you substitute your Intelligence modifier for your Wisdom modifier when making Mysticism checks.

Each tradition has passed down a number of powers to the wizards that follow it. Unless otherwise noted, activating a tradition power is a standard action and the DC for any saving throw against a tradition power equals 10 + 1/2 your wizard level + your Intelligence modifier. In addition, each tradition grants an additional spell slot of each spell level you can cast, from 1st on up. Each day, you can prepare a spell from one of the schools favored by your tradition in that slot. This spell must be in your spellpad. Descriptions of the traditions you can choose from appear below.

Focused Power

At 2nd level, you gain a bonus equal to half of your wizard level on attacks made with wizard spells. This affects only attacks for the spell itself, not attack rolls made while under the effects of a spell or while using a weapon augmented or created by a spell. Additionally, beginning at 4th level, whenever you cast a 0-level wizard spell that deals 1d4 damage on a successful attack, the spell’s damage is increased by 1d4 damage, plus an additional 1d4 damage for every 2 wizard levels beyond 4th.

Spell Focus

At 3rd level, you gain Spell Focus as a bonus feat. However, your 7th spell level spells gain a maximum of a +2 bonus from this feat, your 8th level spells gain only a +1 bonus, and your 9th level spells gain no DC bonus.

Spell Specialization

At 3rd level, you add your wizard level to the damage dealt by your wizard spells that target a single creature. This ability only affects spells that deal Hit Point damage.

Arcane Secret

Through extensive study of esoteric magical techniques, you are able to rediscover an ability most thought lost to the ages. At 9th, 13th, and 19th level, you learn an arcane secret from the following list. Unless otherwise stated, an arcane secret can be selected only once. Once an arcane secret has been selected, it cannot be changed.

Archaic Technique (Ex)

Your method of casting spells is like nothing the contemporary world has seen. When you cast spells, increase the DC to identify them with the Mysticism skill by 2. If a creature fails its Mysticism check to identify one of your spells, there is a 50% chance that it falsely identifies the spell as another spell of the same spell level.

Artifact Lore (Ex)

Your cataloging of countless magical items and relics has given you insight into the underlying properties of magical item construction. You gain a +2 bonus on Mysticism checks to identify magical and hybrid items. You can attempt to identify a magic or hybrid item as a standard action without the need to cast detect magic.

Close to Hand (Su)

You mark your spellpad, or any one other item of light or negligible bulk, with a potent rune of ownership by using a ritual that takes 10 minutes to perform. Once per day as a standard action, you may summon the item to your hand. This ability functions from any distance, even across planes, but cannot penetrate any barrier that prevents teleportation. If the marked item is currently held by another creature, the creature may attempt a Will save to retain the item (DC = 10 + 1/2 your wizard level + your Intelligence modifier).

Encyclopedic Knowledge (Ex)

You are so widely read that you can attempt skill checks to recall knowledge even if not trained in the appropriate skill. Once per day, you can take 20 on a skill check to recall knowledge, even if you do not have access to a computer terminal or other means of research.

Homeostasis (Su)

You are able to tap currents of magical energy to regulate your internal temperature. You gain the ability to exist comfortably in temperature conditions between 0℉ and 110℉ without attempting saving throws. Additionally, you treat conditions or heat and cold beyond those ranges as one step less severe.

Longevity (Su)

You have learned how to draw on the magical energy of the universe to expand your own lifespan. You live for 100% longer than is typical for your race before dying of old age. This arcane secret can be selected more than once, to a maximum of 3 times. The second time you select it, you live five times as long as is typical for your race. The third time you select this secret, you cease aging, becoming effectively immortal unless slain through violence or hazard.

Purposeful Locomotion (Su)

You have honed the powers of your mind through intense study and concentration. In zero-gravity conditions you can take move actions to move, crawl, or take a guarded step in any direction, as usual, controlling your momentum through force of will.

Spell Mastery (Ex)

You become practiced at casting your favorite spells, so preparing them is second nature to you. Choose a number of wizard spells equal to your Intelligence score when you learn this arcane secret; you may prepare these spells without needing to access your spellpad. You may take this arcane secret more than once. Each time, you select an additional number of spells equal to your Intelligence score.

Universal Language (Su)

Your understanding of the cosmic language of magic allows you decipher the communications of natural creatures. You gain the ability to speak with and understand any creature of the animal type, though this ability gives you no special influence over the animal. An animal’s ability to communicate is also affected by its Intelligence, and most animals are only capable of answering simple questions or communicating basic information.

Vibrant Display (Su)

You have uncovered a flashy and ostentatious style of spellcasting. When casting a spell, you can choose to surround yourself with glowing runes and shimmering arcane symbols, granting you concealment until the casting is complete.

Bond Mastery

At 20th level, you achieve complete union with magical forces, as embodies by your arcane bond. This ability takes different forms depending on the nature of your arcane bond.

Bonded Item (Su): In a ritual that takes 10 minutes, you imbue one spell into your bonded item to take effect on you when conditions are right. The spell must be one that affects your person, and it must be of a spell level no higher than 6th level. If the spell has a costly component, you must provide it at the time of the ritual. When you complete the ritual, you must set a condition needed for the spell to come into effect. The condition must be clear, but it may be general, and as soon as the conditions occur, the spell immediately takes effect on you.

Familiar (Su): As a standard action, you can unerringly teleport yourself to the location of your familiar, as interplanetary teleport. You may take other willing creatures with you when you use this ability, but you must expend 1 Resolve Point per creature.


List of Traditions

While magic is a universal force, the means of shaping and directing that force are widely varied. As groups across the universe have studied magic through the ages, they have codified the laws, methods, and forms of arcane practice into specific traditions. Many followers of these traditions not only view their understanding and control of magic as superior to all others, they see it as a duty to preserve the secrets of their traditions unbroken across generations. Some traditions represent how a nation or even an entire planet understands and controls magic; some traditions are only preserved in isolated towers hidden on wandering asteroids.

While many arcane traditions are common only in a single area, it is common to encounter practitioners of similar traditions in locations separated by surprising distances, either because of past magical colonization, or through simultaneous invention of the principles of the tradition.

Annihilator

Followers of the annihilator tradition revel in the destructive potential of magic, wreaking havoc on their enemies.

Favored Spell Schools: evocation and necromancy

Tradition Powers: Wizards with the annihilator tradition gain the following tradition powers at the indicated levels.

Wounding Spells (Su): At 1st level, as a part of casting a wizard spell that deals Hit Point damage, you can empower it to cause lingering injury. Any creature damaged by that spell takes bleed damage equal to the spell’s level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Necromancer’s Tenacity (Ex): At 7th level, you gain Diehard as a bonus feat.

Elemental Manipulation (Su): At 11th level, you can spend 1 Resolve Point to emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type is altered to the chosen energy type. This includes supernatural effects. If an effect lies only partially within your aura, only the portions within the aura are transformed. This aura lasts for a number of rounds equal to your wizard level.

Baleful Energies: At 17th level, you can spend 2 Resolve Points as a part of casting a wizard spell that deals Hit Point damage to change the type of the damage dealt by the spell to negative energy.

Binder

Followers of the binder tradition employ forceful magic to bend outsiders to their will.

Favored Spell Schools: conjuration and enchantment

Tradition Powers: Wizards with the binder tradition gain the following tradition powers at the indicated levels.

Compel Service (Su): At 1st level, you can summon a minor outsider and compel it to do your bidding. This functions as unseen servant, save that the servant gains a fly speed of 20 feet, can travel up to 100 feet from you per wizard level, and can speak one language that you know. You can only have one such servant conjured at a time. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Enchanter’s Discipline (Ex): At 7th level, you gain Iron Will as a bonus feat.

Dimensional Steps (Su): At 11th level, you can spend 1 Resolve Point as a swift action to teleport yourself to any location that you can see within 30 feet.

Demand Assistance (Sp): At 17th level, you can spend 2 Resolve Points to call and command an outsider of up to CR 15, as planar binding. Unlike the spell, a bound outsider may not attempt to escape you through dimensional travel, and you add your Intelligence modifier to the DC of Charisma checks made to escape you.

Blood Mage

Followers of the blood mage tradition devote years of study to the connection between magical force and the vital essence of living creatures. By drawing on that essence, they can empower their spellcasting.

Favored Spell Schools: necromancy and transmutation

Tradition Powers: Wizards with the blood mage tradition gain the following tradition powers at the indicated levels.

Sanguine Power (Su): At 1st level, you can sacrifice your own vitality to power your spellcasting. As a part of casting a 1st level or higher spell, you can choose to sacrifice a number of your Hit Points equal to double the spell’s level in order to increase the caster level of the spell by 1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Sanguimancer’s Tenacity (Ex): At 7th level, you gain Diehard as a bonus feat.

Adaptive Form (Su): At 11th level, you can spend 1 Resolve Point to gain any two of the following abilities for a number of minutes equal to your wizard level: blindsense (vibration) out to 30 feet, a climb speed equal to your base speed, darkvision out to 60 feet, low-light vision, resistance 10 to acid, cold, electricity, or fire, a swim speed equal to your base speed, the ability to breath water as if it were air.

Sacrificial Fuel (Su): At 17th level, you can use the blood of others to fuel your spellcasting. As a part of performing a coup de grace, you can spend 2 Resolve Points. As long as your target took damage from this attack, before the end of your next turn you can cast one spell without consuming the spell’s slot, as long as the spell’s level is no greater than one third of the coup de grace target’s CR.

Cypher

Followers of the cypher tradition seek out the most esoteric of forgotten magical secrets.

Favored Spell Schools: divination and illusion

Tradition Powers: Wizards with the cypher tradition gain the following tradition powers at the indicated levels.

Object Reading (Su): At 1st level, you can identify an object’s properties by touching it. You gain information about the object’s properties, uses, and command words as if you had succeed on an Engineering or Mysticism check (as appropriate for the item). This ability has no effect on items whose item level exceeds your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusionist’s Guile (Ex): At 7th level, you gain Fast Talk as a bonus feat.

Send Senses (Su): At 11th level, you can spend 1 Resolve Point to create a magical sensor, as clairaudience/clairvoyance at your location. You can direct this sensor to move up to 100 feet per round as a move action. The sensor may move through solid objects, though it cannot pass through force effects.

Hidden Library (Su): At 17th level, you can spend 2 Resolve Points to create and travel to a quasi-real library within the Shadow Plane that represents your accumulated knowledge. You can determine the layout of your hidden library when using this ability, but it is limited in size to a number of 10- foot cubes equal to your wizard level. The hidden library is furnished with comfortable desks and chairs, but its main feature is an extensive collection of bookshelves. These shelves hold books that are shadowy replicas of your memories, and while within your hidden library you can consult a book to recall any of your experiences, conversations, or studies with perfect clarity.

Additionally, while within the hidden library you can take 20 on checks to identify creatures or recall knowledge as if you had access to an information network. You can remain in your hidden library for a number of minutes equal to your wizard level, after which time you return to the spot from which you departed when you activated this ability. You can return before the duration of this ability expires by spending a standard action.

Dominator

Followers of the dominator tradition use magical force to bend the weak-minded to their wills.

Favored Spell Schools: enchantment and transmutation

Tradition Powers: Wizards with the dominator tradition gain the following tradition powers at the indicated levels.

Forceful Command (Sp): At 1st level, you can command a creature to do your bidding, as the spell, except that you may instruct the target not to attack, not to cast a spell, not to communicate, or not to draw a weapon in addition to the usual available options if it fails its Will save. Once a creature has been the target of this ability, it is immune to it for 24 hours. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Transmuter’s Mettle (Ex): At 7th level, you gain Great Fortitude as a bonus feat.

Fundamental Expression (Su): At 11th level, you can spend 1 Resolve Point as a part of casting a language-dependent spell to allow the spell to affect the target or targets even if you do not share a language.

Total Control (Su): At 17th level, you can spend 2 Resolve Points to attempt to gain control of a creature if it fails a Will save, as dominate person, except that you may target any type of non-mindless creature with this ability.

Elementalist

Followers of the elementalist tradition believe that elemental forces are the purest expression of magical power.

Favored Spell Schools: any (air, earth, fire, and water spells only)

Tradition Powers: Wizards with the elementalist tradition gain the following tradition powers at the indicated levels.

Elemental Orb (Su): At 1st level, you can summon an orb of power directly from an elemental plane of your choice. This manifests as a floating, fist-sized sphere of acid, fire, electricity, or ice that appears in your space and orbits you while it is active. The orb sheds light of a color appropriate to its element in a 30-foot radius. While the orb is active, wizard spells you cast that deal damage matching the orb’s type deal additional damage equal to your Intelligence modifier (to a maximum additional damage equal to your caster level). The summoned orb lasts for one minute. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Conjurer’s Dodge (Ex): At 7th level, you gain Mobility as a bonus feat.

Elemental Manipulation (Su): At 11th level, you gain elemental manipulation, as the annihilator tradition ability.

Elemental Aura (Su): At 17th level, you can spend 1 Resolve Point to surround your body with elemental power for a number of rounds equal to your wizard level. Choose acid, cold, electricity, or fire; your body is surrounded in a corona of the chosen energy type. Any creature that begin its turn adjacent to you or hits you with a melee attack takes 6d6 points of damage matching the chosen energy type. A successful Reflex save halves this damage.

Enigma

Followers of the enigma tradition blend in easily with society and have maintained their rituals undetected for generations.

Favored Spell Schools: illusion and transmutation

Tradition Powers: Wizards with the enigma tradition gain the following tradition powers at the indicated levels.

Many Faces (Sp): At 1st level, you can change your form, as disguise self, save that the change lasts 1 hour per wizard level. While changes to your gear are illusionary, changes to your body are physical, and characters who interact only with your body, such as by touching your face or hand, do not receive a Will save to disbelieve your disguise. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusionist’s Guile (Ex): At 7th level, you gain Fast Talk as a bonus feat.

Adaptive Form (Su): At 11th level, you gain adaptive form, as the blood mage tradition ability.

Hidden Self (Su): At 17th level, you can spend 2 Resolve Points to simultaneously gain the effects of greater invisibility and nondetection for a number of rounds equal to your wizard level. Additionally, while this invisibility lasts, you are undetectable by other senses, such as scent, blindsense, and blindsight.

Illuminator

Followers of the illuminator tradition are the masters of light, using magic to bend and sculpt this cosmic force.

Favored Spell Schools: evocation and illusion

Tradition Powers: Wizards with the illuminator tradition gain the following tradition powers at the indicated levels.

Arcane Lens (Su): At 1st level, you can use magic to bend light into a laser-like beam. Make a ranged attack against the EAC of a target within 90 feet. On a hit, you deal 1d6 fire damage, and the target must succeed on a Reflex save or take 1d6 burn damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Evoker’s Agility (Ex): At 7th level, you gain Lightning Reflexes as a bonus feat.

Invisibility Field (Sp): At 11th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Purge Darkness (Su): At 17th level, you can spend 2 Resolve Points to cause your body to glow with intense light. This causes the area within 60 feet of you to become illuminated with bright light, automatically dispels any magical darkness effects within 60 feet, and causes all undead and creatures sensitive to light within this area to take 17d6 fire damage. A successful Reflex save halves this damage.

Namer

Followers of the namer tradition dedicate their study to learning the true names of creatures, allowing daring wizards to bind dangerous entities to their will.

Favored Spell Schools: divination and enchantment

Tradition Powers: Wizards with the namer tradition gain the following tradition powers at the indicated levels.

Discern Nature (Su): At 1st level, you can attempt to wrest insight into a creature’s essential nature from its mind. Choose a target within 30 feet. Unless it succeeds on a Will save, you gain information as if you had succeeded on a skill check to identify it, gaining one piece of useful information, plus one piece for every 5 by which the target failed its saving throw. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Diviner’s Awareness (Ex): At 7th level, you gain Blind-Fight as a bonus feat.

Fundamental Expression (Su): At 11th level, you gain fundamental expression, as the dominator tradition ability.

True Name (Sp): At 17th level, you can spend 2 Resolve Points to contact an outsider whose true name you have learned. This functions as contact other plane, save that you receive a bonus equal to your Intelligence modifier on the caster level check to determine the effect of the spell and you are never in danger of decreasing your Intelligence on a roll of 1 or 2. Alternatively, instead of asking the outsider questions, you can command it to deliver a message of no more than 50 words to a creature that you name. Delivery of the message typically takes one hour, and can occur at any range and on any plane.

Nemesis

Followers of the nemesis tradition harness magical energy to strike back at those who dare to attack them.

Favored Spell Schools: abjuration and evocation

Tradition Powers: Wizards with the nemesis tradition gain the following tradition powers at the indicated levels.

Vengeance Strike (Su): At 1st level, you convert the pain of injury into a retributive burst of magical force. As a reaction after suffering Hit Point damage from an attack, you can batter the creature who damaged you with a blast of acid, cold, electricity, fire, or sonic damage (your choice), dealing 1d4 damage of a type matching the triggering attack. A successful Reflex save halves this damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Abjurer’s Defiance (Ex): At 7th level, you gain Toughness as a bonus feat.

Elemental Manipulation (Su): At 11th level, you gain elemental manipulation, as the annihilator tradition ability.

Retributive Attacks (Su): At 17th level, you can spend 2 Resolve Points to target a number of allies equal to your Intelligence modifier. For 1 minute, melee attacks against these targets provoke attacks of opportunity.

Shadowcaster

Followers of the shadowcaster tradition infuse their illusionary magic with matter from the Shadow Plane to give it a semblance of reality.

Favored Spell Schools: all (darkness and shadow spells only)

Tradition Powers: Wizards with the shadowcaster tradition gain the following tradition powers at the indicated levels.

Grasping Shadows (Su): At 1st level, you can cause a creature’s shadow to animate and hinder its movement. Choose a target creature within 30 feet. Unless it succeeds on a Reflex save, the target is entangled for a 1d4+1 rounds. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusionist’s Guile (Ex): At 7th level, you gain Fast Talk as a bonus feat.

Dimensional Steps (Su): At 11th level, you gain dimensional steps, as the binder tradition ability.

Shadow Spell (Su): At 17th level, you can spend 2 Resolve Points to infuse illusion with material conjured from the Shadow Plane to simulate the effect of another spell. Choose one evocation or conjuration spell from the wizard spell list. You cast an illusory version of that spell by expending a spell slot of the spell’s level. In addition to the typical saving throw allowed by the chosen spell, any unwilling creatures affected spell receive may attempt an additional Will save to disbelieve the spell. On a success, the spell does half damage or, for spells with non-damaging effects, have only a 50% change of affecting the target. Objects automatically succeed on this saving throw.

Spellslinger

Followers of the spellslinger tradition combine their magic with a specialization in ranged combat to deal devastation from afar.

Favored Spell Schools: evocation and transmutation

Tradition Powers: Wizards with the spellslinger tradition gain the following tradition powers at the indicated levels.

Spellsling (Su): At 1st level, you can use a ranged weapon to deliver a ranged touch spell. As a part of casting a wizard spell that typically requires a ranged attack, make a ranged attack against the target’s EAC using your weapon. On a successful hit, the target takes damage equal to the weapon’s item level (of the weapon’s normal damage type) and takes the normal effect of the spell (including being allowed to use any saving throws or defenses against the spell, as normal). If the spell can normally affect multiple targets, it instead affects only the target you attack. If the attack misses, the spell has no effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Evoker’s Agility (Ex): At 7th level, you gain Lightning Reflexes as a bonus feat.

Adaptive Form (Su): At 11th level, you gain adaptive form, as the blood mage tradition ability.

Spell Bombarb (Su): At 17th level, you can spend 2 Resolve points as a part of casting an area of effect spell to infuse the spell into a weapon or piece of ammunition with the explode ability. As long as that weapon is thrown or fired before the end of your next turn, creatures affected by the spell also take damage equal to the explosion weapon’s item level (Reflex half).

Spatialist

Followers of the spatialist tradition use their magic to bend and warp reality, disregarding many of the typical laws of the universe.

Favored Spell Schools: conjuration and transmutation

Tradition Powers: Wizards with the spatialist tradition gain the following tradition powers at the indicated levels.

Apport (Su): At 1st level, with a touch, you can whisk an unattended object of light or negligible bulk to another location you can see within 50 feet. You may attempt to teleport an attended object by succeeding on a melee attack against the EAC+8 of the creature holding the object. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Transmuter’s Mettle (Ex): At 7th level, you gain Great Fortitude as a bonus feat.

Dimensional Steps (Su): At 11th level, you gain dimensional steps, as the binder tradition ability.

Fold Space (Su): At 17th level, you can spend 2 Resolve Points to create an interplanar corridor to a desired location. This creates a 10 foot by 10 foot shimmering portal hanging in the air that lasts for 1 minute or until you pass through it. Creatures who pass through the portal find themselves in a featureless corridor 10 feet high and 10 feet wide that stretches into the distance. By traversing the corridor, you reach your desired destination.

The amount of time required to pass through the corridor is dependent on your familiarity with the destination (as described in the teleport spell): 1 hour for a very familiar location, 1d4 hours for a location you have studied carefully, 1d4 x 5 hours for an area with which you are somewhat familiar, 1d4 x 10 hours for a destination you have seen casually, and 1d4 days for a destination that you have seen once. You can attempt to travel to a destination that you have only heard described, but doing so takes 1 week, and there is a 10% chance that you arrive at a visually or thematically similar location.

Swordsworn

Followers of the swordsworn tradition are descended from martial orders of wizards that were eldritch smiths or led fearsome battalions. While they typically employed bladed archaic weapons, many of today’s wizards have adapted their powers to modern weaponry.

Favored Spell Schools: abjuration and transmutation

Tradition Powers: Wizards with the swordsworn tradition gain the following tradition powers at the indicated levels.

Spellblade (Su): At 1st level, you can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single ranged attack against KAC or EAC (as appropriate for your weapon) against a foe within 30 feet. For this attack, substitute your Intelligence modifier for your Dexterity modifier to the attack roll. You gain all of your weapon’s bonuses to attack on the attack roll, and a successful hit deals your weapon’s base damage. Whether or not you hit, the weapon immediately returns to your hand. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Diviner’s Awareness (Ex): At 7th level, you gain Blind-Fight as a bonus feat.

Dispelling Touch (Su): At 11th level, you can disrupt a spell with a touch by spending 1 Resolve Point as a standard action. Treat this as a targeted dispel magic with a range of touch. At 17th level, this instead functions as greater dispel magic.

Imbue Weapons (Su): At 17th level, you select a number of weapon fusions equal to your Intelligence modifier. You can spend 2 Resolve Points to grant a number of weapons equal to your Intelligence modifier within 30 feet of you a single weapon fusion from this list for 1 minute. This might cause the weapons to temporarily exceed the typical limitation that weapons cannot benefit from fusions with a total level greater than their item levels. Fusions that require a specific type of weapon, such as disruptive, have no effect on weapons of an inappropriate type, nor do fusions that duplicate a fusion the weapon already possesses.

Tactician

Followers of the tactician tradition combine a supernatural awareness of combat conditions with magical defenses.

Favored Spell Schools: abjuration and divination

Tradition Powers: Wizards with the tactician tradition gain the following tradition powers at the indicated levels.

Uncanny Alertness (Su): At 1st level, you can magically augment your awareness of combat positioning. For a number of rounds equal to your Intelligence bonus level, you become immune to the flat-footed and off-target conditions and your opponent doesn’t gain any bonuses to attack rolls against you from attacking you when you’re prone. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Diviner’s Awareness (Ex): At 7th level, you gain Blind-Fight as a bonus feat.

Dispelling Touch: At 11th level, you gain dispelling touch, as the swordsworn tradition ability.

Rouse Allies (Su): At 17th level, you can spend 2 Resolve Points to remove the flat-footed, off-target, and shaken conditions from all allies within 30 ft. Additionally, each of your allies gains a transparent shield of force that grants them a number of temporary Hit Points equal to your wizard level. These Hit Points last for 1 minute or until discharged.

Veiled

Followers of the veiled tradition are elusive, and the uninitiated believe that the tradition’s hidden sanctums are simply legends.

Favored Spell Schools: abjuration and illusion

Tradition Powers: Wizards with the veiled tradition gain the following tradition powers at the indicated levels.

Mirror Self (Su): At 1st level, you can create an illusionary double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your wizard level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one mirror self at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Abjurer’s Defiance (Ex): At 7th level, you gain Toughness as a bonus feat.

Invisibility Field (Sp): At 11th level, you gain invisibility field, as the illuminator tradition ability.

Protect Identity (Sp): At 17th level, you can spend 2 Resolve Points to cast veil as a spell-like ability with a caster level equal to your wizard level. You can spend 1 additional Resolve Point when activating this ability to add the effects of nondetection to all targets affected by the veil.

Warden

Followers of the warden tradition use magical force to protect themselves and their allies from attacks both magical and conventional.

Favored Spell Schools: Abjuration and conjuration

Tradition Powers: Wizards with the warden tradition gain the following tradition powers at the indicated levels.

Summon Armor (Su): At 1st level, you can gird yourself in a summoned glowing suit of armor made entirely of force that encases you head to toe. The armor increases any armor bonus to EAC or KAC you have by 1. The armor also provides protection from environmental effects as armor with an item level equal to your wizard level. Once summoned, the armor persists for a number of minutes equal to your wizard level, though you may dismiss it early as a standard action. Beginning at 5th level, you can use this ability as a reaction when targeted by an attack by spending 1 Resolve Point. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Conjurer’s Dodge (Ex): At 7th level, you gain Mobility as a bonus feat.

Dispelling Touch: At 11th level, you gain dispelling touch, as the swordsworn tradition ability.

Force Barrier: At 17th level, you can spend 2 Resolve Point to create a stationary globe of force between 5 and 20 feet in diameter centered within 30 feet of you. This globe otherwise functions as wall of force and it lasts for a number of rounds equal to your wizard level.

Wraith

Followers of the wraith tradition idolize the power of incorporeal creatures such as ghosts and specters, and they harness magical forces to mimic the abilities of these creatures.

Favored Spell Schools: illusion and necromancy

Tradition Powers: Wizards with the wraith tradition gain the following tradition powers at the indicated levels.

Fade (Su): At 1st level, as a swift action you cause your form to shift, becoming hazy and insubstantial. You gain concealment for a number of rounds equal to your Intelligence bonus. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Necromancer’s Tenacity (Ex): At 7th level, you gain Diehard as a bonus feat.

Invisibility Field (Su): At 11th level, you gain invisibility field, as the illuminator tradition ability.

Spectral Touch (Su): At 17th level, you can spend 2 Resolve Points to drain the vitality from a living creature. Make a melee attack against the target’s EAC. You may substitute your Intelligence modifier instead of your strength modifier for this attack roll if it is higher. On a successful hit, you deal 15d6 damage to the target and you regain a number of Hit Points equal to you wizard level. This damage is caused by supernatural aging and bypasses any form of damage resistance, but has no affect on creatures immune to aging.


Familiars

Your familiar’s abilities are determined by your level and its type (as described in Table: Familiar Types). Table: Familiar Base Statistics determines many of the statistics of the familiar, regardless of the creature’s typical statistics. For effects not related to the table below, treat the familiar’s ability scores as follows: Strength: 6, Dexterity: 14, Constitution: 10, Intelligence: 6, Wisdom: 10, Charisma: 6. A familiar can understand—though not speak, read, or write—any language that you do. Familiars may not activate items or use weapons. The terms used in Table: Familiar Base Statistics are explained below.

Class Level: This is your level in the class that grants a familiar. If you have levels in more than one class that grants a familiar, you do not gain a second familiar, but your levels in those classes stack to determine the statistics of your familiar.

Hit Points: This is the familiar’s total Hit Points. For the purposes of spells or other effects that rely on Hit Dice or level, your familiar’s equivalent HD or level is equal to your wizard level. Familiars do not have Stamina Points.

Attack Bonus: This is the familiar’s attack bonus.

Damage: This is the damage dealt by the familiar’s natural attack. A familiar’s attacks are not considered archaic weapons.

KAC: This is your familiar’s kinetic armor class.

EAC: This is your familiar’s energy armor class.

Good Save/Poor Save: These are the familiar’s saving throw bonuses. Each familiar type designates which saving throw uses the good save value and which ones use the poor save value.

Master Skills/Good Skills: The familiar is adept at a number of skills determined by its familiar type. Use the first modifier on skills listed as master skills and the second for skills listed as good skills. For other skill checks, the familiar uses a modifier based on its base statistics.

Table: Familiar Base Statistics

Class Level Hit Points Attack Bonus Damage KAC EAC Good Save Poor Saves Master Skills Good Skills
1 5 +0 1d4 11 10 +2 +0 +7 +3
2 10 +1 1d4 12 11 +3 +0 +9 +4
3 15 +1 1d4 13 12 +3 +1 +10 +5
4 20 +2 2d4 14 13 +4 +1 +12 +7
5 25 +2 2d4 15 14 +4 +1 +13 +8
6 30 +3 2d4 16 15 +5 +2 +15 +10
7 35 +3 3d4 17 16 +5 +2 +16 +11
8 40 +4 3d4 18 17 +6 +2 +18 +13
9 45 +4 3d4 19 18 +6 +3 +19 +14
10 50 +5 4d4 20 19 +7 +3 +21 +16
11 55 +5 4d4 21 20 +7 +3 +22 +17
12 60 +6 4d4 22 21 +8 +4 +24 +19
13 65 +6 5d4 23 22 +8 +4 +25 +20
14 70 +7 6d4 24 23 +9 +4 +27 +22
15 75 +7 6d4 25 24 +9 +5 +28 +23
16 80 +8 6d6 26 25 +10 +5 +30 +25
17 85 +8 6d6 27 26 +10 +5 +31 +26
18 90 +9 7d6 28 27 +11 +6 +33 +28
19 95 +9 7d6 29 28 +11 +6 +34 +29
20 100 +10 8d6 30 29 +12 +6 +36 +31

Familiar Types

Many different types of creatures serve wizards as familiars. In addition to having differences in appearance and personality, these creatures differ slightly in their abilities, as described in Table: Familiar Types. The terms used in Table: Familiar Types are explained below.

Optionally, you may choose to have a construct familiar. It may be of the magical or technological subtype. Such a construct does not heal naturally and gains construct immunities. However, such a construct can only take either a move action or a standard action each round unless you either take a move action to direct it (allowing it to act normally), or expend a spell slot as a move action to imbue it with technomagical programming (which allows it to act normally for a number of rounds equal to the spell slot’s spell level + your Intelligence bonus).

Type: This describes the general physiology of the familiar. Familiars are always tiny in size, even if their species typically grows bigger or smaller than this. All familiars are magical beasts, regardless of their typical type.

Example Species: This gives an example of a creature of this familiar type. The list is not exhaustive, and similar creatures can serve as familiars just as well. Use the examples as a guideline when deciding with your GM which type best fits your familiar.

Good Save: This save uses the good save progression from Table: Familiar Base Statistics.

Poor Saves: These saves use the poor save progression from Table: Familiar Base Statistics.

Master Skill: These skills use the master skill progression from Table: Familiar Base Statistics.

Good Skills: These skills use the good skills progression from Table: Familiar Base Statistics.

Movement Types: These are the movement types possessed by the familiar.

Table: Familiar Types

Type Example Species Good Save Poor Saves Movement Types Master Skill Good Skills
Avian Falcon Reflex Fortitude, Will Base: 30, Fly: 30 Acrobatics Perception, Sense Motive
Biped (claws/paws) Wallaby Reflex Fortitude, Will Base: 30 Athletics Acrobatics, Perception
Biped (hands) Monkey Will Fortitude, Reflex Base: 30 Athletics Acrobatics, Perception
Piscine Seal Fortitude Reflex, Will Base: 10, Swim: 30 Athletics Perception, Stealth
Quadruped (claws/paws) Cat Reflex Fortitude, Will Base: 40 Athletics Stealth, Survival
Quadruped/Hexapod (feet) Dog Fortitude Reflex, Will Base: 40 Athletics Perception, Sense Motive
Quadruped (hooves) Pig Fortitude Reflex, Will Base: 40 Athletics Perception, Survival
Quadruped (squat body) Tortoise Fortitude Reflex, Will Base: 30 Athletics Stealth, Survival
Saurian Iguana Will Fortitude, Reflex Base: 30, Climb: 20 Athletics Acrobatics, Survival
Serpentine Viper Will Fortitude, Reflex Base: 20, Climb: 20 Athletics Sense Motive, Survival
Verminous Spider Will Fortitude, Reflex Base: 20, Climb: 20 Athletics Acrobatics, Stealth

Wiki Note: The original table had some errors in it (multiple Base speeds, both good and poor saves, etc.). We have corrected these here based on our best guesses as to the intent.


Wizard Spell List

The wizard casts spells drawn from the wizard spell list, presented below. Spells linked to on thie site are new, and described on the spells page. Spells from the Starfinder Core Rulebook that are at a different spell level than their mystic or technomancer versions include that information in a parenthetical note.

0-Level Spells

  • Abjuration: force ward
  • Conjuration: energy ray
  • Divination: detect affliction, detect magic, telepathic message
  • Enchantment: daze
  • Evocation: dancing lights, spark, telekinetic projectile
  • Illusion: ghost sound
  • Necromancy: fatigue
  • Transmutation: mending, psychokinetic hand, token spell

1st-Level Spells (1st)

2nd-Level Spells (2nd)

3rd-Level Spells

4th-Level Spells (3rd)

5th-Level Spells (4th)

  • Abjuration: dimensional anchor, dismissal (as the 4th-level version), resistant armor
  • Conjuration: create pit, creation (as the 4th-level version), dimension door, drench (as the 3rd-level version), euphoric cloud, freeze (as the 3rd-level version), gravitonic fluctuation (as the 3rd-level version), planar binding (as the 4th-level version), reflective hideaway
  • Divination: arcane eye, mind probe, thoughtsense
  • Enchantment: confusion, heroism (as the 4th-level version)
  • Evocation: corrosive haze, gust (as the 3rd-level version)
  • Illusion: dream, greater invisibility, holographic image (as the 4th-level version), nightmare
  • Necromancy: animate dead, enervation
  • Transmutation: flight (as the 4th-level version)

6th-Level Spells

7th-Level Spells (5th)

  • Abjuration: break enchantment, dismissal (as the 5th-level version), greater dispel magic, private sanctum, repulsion (R), resistant aegis
  • Conjuration: creation (as the 5th-level version), drench (as the 5th-level version), freeze (as the 5th-level version), hostile juxtaposition (as the 5th-level version), planar binding (as the 5th-level version), rune of imprisonment, teleport
  • Divination: contact other plane, prying eyes, retrocognition, synapse overload, telepathy
  • Enchantment: confusion, dominate person, feeblemind, geas (as the 5th-level version), hold monster, serenity, unwilling guardian
  • Evocation: call cosmos, detonate (R), gust (as the 5th-level version), heat leech, wall of force
  • Illusion: holographic image (as the 5th-level version), holographic terrain, mislead, wandering star motes
  • Necromancy: crush skull, waves of fatigue
  • Transmutation: flight (as the 5th-level version), passwall, telekinesis

8th-Level Spells (6th)

9th-Level Spells


Archetypes

For any level at which an archetype provides an alternate class feature, a wizard who takes the archetype alters or replaces the listed class feature.

Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain the focus power damage increase normally gained at that level. Later improvements to your focus power are reduced by 1d4 for each instance of focus power that you alter or replace using an archetype.

9th Level: You don’t gain an arcane secret.


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