Pathfinder 2 Wizard Class

You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.

Key Ability Intelligence - At 1st level, your class gives you an ability boost to Intelligence.
Hit Points 6 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters...

You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like glitterdust or earth bind, leveling the field for your allies.

During Social Encounters...

You provide a well of knowledge about arcane matters and solve arguments with logic.

While Exploring...

You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In Downtime...

You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.

You Might...

Others Probably...

Table: Wizard Advancement
Level Class Features
1Ancestry and background, arcane bond, arcane school, arcane spellcasting, arcane thesis, initial proficiencies, wizard feat
2Skill feat, wizard feat
32nd-level spells, general feat, skill increase
4Skill feat, wizard feat
53rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase
6Skill feat, wizard feat
74th-level spells, expert spellcaster, general feat, skill increase
8Skill feat, wizard feat
95th-level spells, ancestry feat, magical fortitude, skill increase
10Ability boosts, skill feat, wizard feat
116th-level spells, alertness, general feat, skill increase, wizard weapon expertise
12Skill feat, wizard feat
137th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, wizard feat
158th-level spells, ability boosts, general feat, master spellcaster, skill increase
16Skill feat, wizard feat
179th-level spells, ancestry feat, resolve, skill increase
18Skill feat, wizard feat
19Archwizard's spellcraft, general feat, legendary spellcaster, skill increase
20Ability boosts, skill feat, wizard feat

Class Features

You gain these abilities as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

Arcane Spellcasting

Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302).

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table: Wizard Spells per Day below.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear on page 447.

Table: Wizard Spells per Day
Your LevelCantripsSpell Level
* The archwizard’s spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.


A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to 1 half your level rounded up—this is usually equal to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.


Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book (page 307) or from other arcane spells you gain access to. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures, as described on page 241.

Arcane School

Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school. Arcane schools are described in detail on page 207.

If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility. Universalist wizards are described on page 209.

Arcane Bond

You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Drain Bonded Item [Free Action]


Frequency once per day

Requirements You haven’t acted yet on your turn.

You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Arcane Thesis

During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

Improved Familiar Attunement

You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.

Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Metamagical Experimentation

You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.

You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Spell Blending

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

Spell Substitution

You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

You can spend 10 minutes to empty one of your 1 prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

Wizard Feats

At 1st level and every even-numbered level thereafter, you gain a wizard class feat.

Skill Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats [Level 3]

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases [Level 3]

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts [Level 5]

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats [Level 5]

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Lightning Reflexes [Level 5]

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster [Level 7]

Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

Magical Fortitude [Level 9]

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Alertness [Level 11]

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Wizard Weapon Expertise [Level 11]

Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.

Defensive Robes [Level 13]

The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization [Level 13]

You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master Spellcaster [Level 15]

You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.

Resolve [Level 17]

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Archwizard's Spellcraft [Level 19]

You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Archwizard’s Might feat to gain a second slot.

Legendary Spellcaster [Level 19]

You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.

Arcane Schools

If you specialize in an arcane school, rather than studying each school equally (as universalists do), you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.

You learn a school spell, a special type of spell taught to students of your arcane school. School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or perform arcane research.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.


As an abjurer, you master the art of protection, strengthening defenses, preventing attacks, and even turning magic against itself. You understand that an ounce of prevention is worth a pound of cure. You add one 1st-level abjuration spell (such as feather fall) to your spellbook. You learn the protective ward school spell (page 407).


As a conjurer, you summon creatures and objects from places beyond, and use magic to transport to distant locales. You understand that the true key to victory is strength in numbers. You add one 1st-level conjuration spell (such as summon animal) to your spellbook. You learn the augment summoning school spell (page 406).


As a diviner, you master remote viewing and prescience, learning information that can transform investigations, research, and battle strategies. You understand that knowledge is power. You add one 1st-level divination spell (such as true strike) to your spellbook. You learn thediviner’s sight school spell (page 406).


As an enchanter, you use magic to manipulate others’ minds. You might use your abilities to subtly influence others or seize control over them. You understand that the mind surpasses matter. You add one 1st-level enchantment spell (such as charm) to your spellbook. You learn the charming words school spell (page 406).


As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt school spell (page 407).


As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies. You understand that perception is reality. You add one 1st-level illusion spell (such as illusory object) to your spellbook. You learn the warped terrain school spell (page 407).


As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell (page 406).


As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school spell (page 407).

Universalist Wizards

Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.

Wizard Feats

At every level that you gain a Wizard feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

Counterspell [Reaction]

Feat 1
Abjuration Arcane Wizard

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

Eschew Materials

Feat 1

You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry.


Feat 1

You make a pact with creature that serves you and assists your spellcasting. You gain a familiar.

Hand of the Apprentice

Feat 1

Prerequisites universalist wizard

You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools for more information about focus spells.

Reach Spell [1 action]

Feat 1
Concentrate Metamagic Wizard

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell [1 action]

Feat 1
Manipulate Metamagic Wizard

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Cantrip Expansion

Feat 2

Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.

Conceal Spell [1 action]

Feat 2
Concentrate Manipulate Metamagic Wizard

Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Enhanced Familiar

Feat 2

Prerequisites a familiar

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.

Bespell Weapon [Free Action]

Feat 4

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.

You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage

Linked Focus

Feat 4

Prerequisites arcane bond, arcane school

Frequency once per day

You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.

Silent Spell [1 action]

Feat 4
Concentrate Metamagic Wizard

Prerequisites Conceal Spell

You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components.

Spell Penetration

Feat 6

You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Steady Spellcasting

Feat 6

Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Advanced School Spell

Feat 8

Prerequisites arcane school

You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain life siphon; and if you’re a transmuter, you gain shifting form. The descriptions of these spells are on pages 406–407. Increase the number of Focus Points in your focus pool by 1.

Bond Conservation [1 action]

Feat 8
Manipulate Metamagic Wizard

Prerequisites arcane bond

Requirements The last action you used was Drain Bonded Item.

By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.

Universal Versatility

Feat 8

Prerequisites universalist wizard, Hand of the Apprentice

You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.

Overwhelming Energy [1 action]

Feat 10
Manipulate Metamagic Wizard

With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Quickened Casting [Free Action]

Feat 10
Concentrate Metamagic Wizard

In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest-level wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).

Scroll Savant

Feat 10

Prerequisites expert in Crafting

During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value.

If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.

Clever Counterspell

Feat 12

Prerequisites Counterspell, Quick Recognize

You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell). Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.

Magic Sense

Feat 12
Arcane Detection Divination Wizard

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Bonded Focus

Feat 14

Prerequisites arcane bond

Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1.

Reflect Spell

Feat 14

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Superior Bond

Feat 14

Prerequisites arcane bond

When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell.

Effortless Concentration [Free Action]

Feat 16

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active wizard spells.

Spell Tinker [2 actions]

Feat 16
Concentrate Wizard

You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half.

You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.

Infinite Possibilities

Feat 18

You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it.

Reprepare Spell

Feat 18

You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.

If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot.

Archwizard's Might

Feat 20

Prerequisites archwizard’s spellcraft

You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot.

Metamagic Mastery

Feat 20

Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions.

Spell Combination

Feat 20

You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target.

When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.

Wizard Focus Spells

Augment Summoning


Cast [1 Action] verbal

Range 30 feet

Targets 1 creature you summoned

You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature’s DCs, including its AC) for the duration of its summoning, up to 1 minute.

Call of the Grave


Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 living creature

You fire a ray of sickening energy. Make a spell attack roll.

Critical Success The target becomes sickened 2 and slowed 1 as long as it’s sickened.

Success The target becomes sickened 1.

Failure The target is unaffected.

Charming Words


Cast [1 Action] verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration until the start of your next turn

You whisper enchanting words to deflect your foe’s ire. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target takes a –1 circumstance penalty to attack rolls and damage rolls against you.

Failure The target can’t use hostile actions against you.

Critical Failure The target is stunned 1 and can’t use hostile actions against you.

Dimensional Steps


Cast [1 Action] somatic

Range 20 feet

You teleport to a location up to 20 feet away within your line of sight.

Heightened (+1) The distance you can teleport increases by 5 feet.

Diviner's Sight


Cast [1 Action] verbal

Range 30 feet

Targets 1 willing living creature

Duration until the end of your next turn

You glimpse into the target’s future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target’s secret checks during the duration, and the spell ends. Casting it again ends any active diviner’s sight you have cast, as well as any active diviner’s sight on the target.

Dread Aura


Cast [2 Actions] somatic, verbal

Area 30-foot-radius emanation centered on you

Duration sustained up to 1 minute

You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.

Elemental Tempest


Cast [1 Action] verbal

Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that’s an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.

Energy Absorbtion


Cast [Reaction] verbal

Trigger An effect would deal acid, cold, electricity, or fire damage to you.

You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect’s initial damage.

Heightened (+1) The resistance increases by 5.

Force Bolt


Cast [1 Action] somatic

Range 30 feet

Targets 1 creature or object

You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.

Heightened (+2) The damage increases by 1d4+1.

Hand of the Apprentice


Cast [1 Action] somatic

Range 500 feet

Targets 1 creature

You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.

Invisibility Cloak


Cast [2 Actions] somatic

Duration 1 minute

You become invisible, with the same restrictions as the 2nd- level invisibility spell.

Heightened (6th) The duration increases to 10 minutes.

Heightened (8th) The duration increases to 1 hour.

Life Siphon


Cast [Reaction] verbal

Trigger You expend one of your wizard spell slots to cast a wizard spell of the necromancy school.

You use some of the spell’s magic to heal yourself, regaining 1d8 Hit Points per level of the spell.

Physical Boost


Cast [1 Action] verbal

Range touch

Targets 1 living creature

Duration until the end of the target’s next turn

You temporarily improve the target’s physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts.

Protective Ward


Cast [1 Action] somatic

Area 5-foot-radius emanation centered on you

Duration sustained up to 1 minute

You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation’s radius increases by 5 feet, to a maximum of 30 feet.

Shifting Form


Cast [1 Action] somatic

Duration 1 minute

You gain one of the following abilities of your choice. You can Dismiss this spell.

  • You gain a 20-foot status bonus to your Speed.
  • You gain a climb or swim Speed equal to half your Speed.
  • You gain darkvision.
  • You gain a pair of claws. These are agile finesse unarmed attacks that deal 1d8 slashing damage.
  • You gain scent 60 feet (imprecise).

Vigilant Eye


Cast [1 Action] somatic

Range 500 feet

Duration 1 hour

You create an invisible eye sensor, as clairvoyance. When created, this eye must be in your line of sight.

When the spell’s duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.

Warped Terrain


Cast [1 to 3 Actions] somatic, verbal

Range 60 feet

Area 5-foot burst or more

Duration 1 minute

You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst’s radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.

Heightened (4th) You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.