Beyond the veil of the mundane hide the secrets of
absolute power. The works of beings beyond mortals, the
legends of realms where gods and spirits tread, the lore of
creations both wondrous and terrible—such mysteries call
to those with the ambition and the intellect to rise above
the common folk to grasp true might. Such is the path of
the wizard. These shrewd magic-users seek, collect, and
covet esoteric knowledge, drawing on cultic arts to work
wonders beyond the abilities of mere mortals. While some
might choose a particular field of magical study and
become masters of such powers, others embrace versatility,
reveling in the unbounded wonders of all magic. In either
case, wizards prove a cunning and potent lot, capable of
smiting their foes, empowering their allies, and shaping
the world to their every desire.
The Wizard[]
Role: While universalist wizards might study to prepare
themselves for any manner of danger, specialist wizards
research schools of magic that make them exceptionally
skilled within a specific focus. Yet no matter their specialty,
all wizards are masters of the impossible and can aid their
allies in overcoming any danger.
Alignment: Any.
Hit Die: d6.
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +0 | +0 | +2 | Arcane bond, arcane school, cantrips, Scribe Scroll |
3 | 1 | — | — | — | — | — | — | — | — |
2nd | +1 + | 0 | +0 | +3 | 4 | 2 | — | — | — | — | — | — | — | — | |
3rd | +1 | +1 | +1 | +3 | 4 | 2 | 1 | — | — | — | — | — | — | — | |
4th | +2 | +1 | +1 | +4 | 4 | 3 | 2 | — | — | — | — | — | — | — | |
5th | +2 | +1 | +1 | +4 | Bonus feat | 4 | 3 | 2 | 1 | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | |
7th | +3 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | |
8th | +4 | +2 | +2 | +6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |
10th | +5 | +3 | +3 | +7 | Bonus feat | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |
12th | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | |
13th | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |
14th | +7/+2 | +4 | +4 | +9 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | |
15th | +7/+2 | +5 | +5 | +9 | Bonus feat | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — |
16th | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | |
17th | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
19th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20th | +10/+5 | +6 | +6 | +12 | Bonus feat | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
The wizard’s class skills are Appraise (Int), Craft (Int), Fly
(Dex), Knowledge (all) (Int), Linguistics (Int), Profession
(Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Class Features[]
The following are the class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient
with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield.
Armor interferes with a wizard’s movements, which can
cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the
sorcerer/wizard spell list presented in Chapter 10. A wizard
must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an
Intelligence score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a wizard’s spell
is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on
Table 3–16. In addition, he receives bonus spells per day if he
has a high Intelligence score (see Table 1–3).
A wizard may know any number of spells. He must choose
and prepare his spells ahead of time by getting 8 hours of
sleep and spending 1 hour studying his spellbook. While
studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic
for one of the bonus languages available to the character
because of his race.
Arcane Bond (Ex or Sp): 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 enhances the wizard’s skills
and senses and can aid him in magic, while a bonded
object is an item a wizard can use to cast additional spells
or to serve as a magical item. Once a wizard makes this
choice, it is permanent and cannot be changed. Rules for
familiars appear on page 82, while rules for bonded items
are given below.
Wizards who select a bonded object begin play with one
at no cost. Objects that are the subject of an arcane bond
must fall into one of the following categories: amulet,
ring, staff, wand, or weapon. These objects are always
masterwork quality. Weapons acquired at 1st level are not
made of any special material. If the object is an amulet or
ring, it must be worn to have effect, while staves, wands, and
weapons must be wielded. If a wizard attempts to cast a spell
without his bonded object worn or in hand, he must make a
concentration check or lose the spell. The DC for this check
is equal to 20 + the spell’s level. If the object is a ring or
amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one
spell that the wizard has in his spellbook and is capable of
casting, even if the spell is not prepared. This spell is treated
like any other spell cast by the wizard, including casting time,
duration, and other effects dependent on the wizard’s level.
This spell cannot be modified by metamagic feats or other
abilities. The bonded object cannot be used to cast spells
from the wizard’s opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded
object as if he has the required item creation feats and if
he meets the level prerequisites of the feat. For example,
a wizard with a bonded dagger must be at least 5th level
to add magic abilities to the dagger (see the Craft Magic
Arms and Armor feat in Chapter 5). If the bonded object
is a wand, it loses its wand abilities when its last charge is
consumed, but it is not destroyed and it retains all of its
bonded object properties and can be used to craft a new
wand. The magic properties of a bonded object, including
any magic abilities added to the object, only function for
the wizard who owns it. If a bonded object’s owner dies, or
the item is replaced, the object reverts to being an ordinary
masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit
points the next time the wizard prepares his spells. If the
object of an arcane bond is lost or destroyed, it can be
replaced after 1 week in a special ritual that costs 200 gp
per wizard level plus the cost of the masterwork item. This
ritual takes 8 hours to complete. Items replaced in this
way do not possess any of the additional enchantments
of the previous bonded item. A wizard can designate an
existing magic item as his 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 and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one
school of magic, gaining additional spells and powers based
on that school. This choice must be made at 1st level, and
once made, it cannot be changed. A wizard that does not
select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of
magic must select two other schools as his opposition
schools, representing knowledge sacrificed in one area
of arcane lore to gain mastery in another. A wizard who
prepares spells from his opposition schools must use two
spell slots of that level to prepare the spell. For example,
a wizard with evocation as an opposition school must
expend two of his available 3rd-level spell slots to prepare
a fireball. In addition, a specialist takes a –4 penalty on any
skill checks made when crafting a magic item that has a
spell from one of his opposition schools as a prerequisite.
A universalist wizard can prepare spells from any school
without restriction.
Each arcane school gives the wizard a number of
school powers. In addition, specialist wizards receive an
additional spell slot of each spell level he can cast, from
1st on up. Each day, a wizard can prepare a spell from his
specialty school in that slot. This spell must be in the
wizard’s spellbook. A wizard can select a spell modified by
a metamagic feat to prepare in his school slot, but it uses
up a higher-level spell slot. Wizards with the universalist
school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or
0-level spells, each day, as noted on Table 3–16 under “Spells
per Day.” These spells are cast like any other spell, but
they are not expended when cast and may be used again. A
wizard can prepare a cantrip from a prohibited school, but
it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as
a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard
gains a bonus feat. At each such opportunity, he can choose
a metamagic feat, an item creation feat, or Spell Mastery.
The wizard must still meet all prerequisites for a bonus
feat, including caster level minimums. These bonus feats
are in addition to the feats that a character of any class gets
from advancing levels. The wizard is not limited to the
categories of item creation feats, metamagic feats, or Spell
Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each
day to prepare his spells. He cannot prepare any spell not
recorded in his spellbook, except for read magic, which all
wizards can prepare from memory.
A wizard begins play with a spellbook containing all
0-level wizard spells (except those from his prohibited
schools, if any; see Arcane Schools) plus three 1st-level
spells of his choice. The wizard also selects a number
of additional 1st-level spells equal to his Intelligence
modifier to add to the spellbook. At each new wizard level,
he gains two new spells of any spell level or levels that he
can cast (based on his new wizard level) for his spellbook.
At any time, a wizard can also add spells found in other
wizards’ spellbooks to his own (see Chapter 9).
Arcane Schools[]
The following descriptions detail each arcane school and its corresponding powers.
- Abjuration School
The abjurer uses magic against itself, and masters the art
of defensive and warding magics.
Resistance (Ex): You gain resistance 5 to an energy type
of your choice, chosen when you prepare spells. This
resistance can be changed each day. At 11th level, this
resistance increases to 10. At 20th level, this resistance
changes to immunity to the chosen energy type.
Protective Ward (Su): As a standard action, you can create
a 10-foot-radius field of protective magic centered on you
that lasts for a number of rounds equal to your Intelligence
modifier. All allies in this area (including you) receive a
+1 def lection bonus to their AC for 1 round. This bonus
increases by +1 for every five wizard levels you possess. You
can use this ability a number of times per day equal to 3 +
your Intelligence modifier.
Energy Absorption (Su): At 6th level, you gain an amount
of energy absorption equal to 3 times your wizard level per
day. Whenever you take energy damage, apply immunity,
vulnerability (if any), and resistance first and apply the
rest to this absorption, reducing your daily total by that
amount. Any damage in excess of your absorption is
applied to you normally.
- Conjuration School
The conjurer focuses on the study of summoning monsters
and magic alike to bend to his will.
Summoner’s Charm (Su): Whenever you cast a conjuration
(summoning) spell, increase the duration by a number
of rounds equal to 1/2 your wizard level (minimum 1).
At 20th level, you can change the duration of all summon
monster spells to permanent. You can have no more than
one summon monster spell made permanent in this way at
one time. If you designate another summon monster spell as
permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash
an acid dart targeting any foe within 30 feet as a
ranged touch attack. The acid dart deals 1d6 points of
acid damage + 1 for every two wizard levels you possess.
You can use this ability a number of times per day equal
to 3 + your Intelligence modif ier. This attack ignores
spell resistance.
Dimensional Steps (Sp): At 8th level, you can use this
ability to teleport up to 30 feet per wizard level per day
as a standard action. This teleportation must be used in
5-foot increments and such movement does not provoke
an attack of opportunity. You can bring other willing
creatures with you, but you must expend an equal
amount of distance for each additional creature brought
with you.
- Divination School
Diviners are masters of remote viewing, prophecies, and
using magic to explore the world.
Forewarned (Su): You can always act in the surprise
round even if you fail to make a Perception roll to notice a
foe, but you are still considered f lat-footed until you take
an action. In addition, you receive a bonus on initiative
checks equal to 1/2 your wizard level (minimum +1). At
20th level, anytime you roll initiative, assume the roll
resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school
power, you can touch any creature as a standard action
to give it an insight bonus on all of its attack rolls, skill
checks, ability checks, and saving throws equal to 1/2
your wizard level (minimum +1) for 1 round. You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware
when you are being observed via magic, as if you had a
permanent detect scrying. In addition, whenever you scry
on a subject, treat the subject as one step more familiar to
you. Very familiar subjects get a –10 penalty on their save
to avoid your scrying attempts.
- Enchantment School
The enchanter uses magic to control and manipulate the
minds of his victims.
Enchanting Smile (Su): You gain a +2 enhancement bonus
on Bluff, Diplomacy, and Intimidate skill checks. This
bonus increases by +1 for every five wizard levels you
possess, up to a maximum of +6 at 20th level. At 20th level,
whenever you succeed at a saving throw against a spell of
the enchantment school, that spell is ref lected back at its
caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to
become dazed for 1 round as a melee touch attack. Creatures
with more Hit Dice than your wizard level are unaffected.
You can use this ability a number of times per day equal to
3 + your Intelligence modifier.
Aura of Despair (Su): At 8th level, you can emit a 30-foot
aura of despair for a number of rounds per day equal
to your wizard level. Enemies within this aura take a
–2 penalty on ability checks, attack rolls, damage rolls,
saving throws, and skill checks. These rounds do not need
to be consecutive.
- Evocation School
Evokers revel in the raw power of magic, and can use it to
create and destroy with shocking ease.
Intense Spells (Su): Whenever you cast an evocation spell
that deals hit point damage, add 1/2 your wizard level to
the damage (minimum +1). This bonus only applies once
to a spell, not once per missile or ray, and cannot be split
between multiple missiles or rays. This damage is of the
same type as the spell. At 20th level, whenever you cast an
evocation spell you can roll twice to penetrate a creature’s
spell resistance and take the better result.
Force Missile (Sp): As a standard action you can unleash
a force missile that automatically strikes a foe, as magic
missile. The force missile deals 1d4 points of damage plus
the damage from your intense spells evocation power. This
is a force effect. You can use this ability a number of times
per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of
energy that lasts for a number of rounds per day equal
to your wizard level. These rounds do not need to be
consecutive. This wall deals acid, cold, electricity, or fire
damage, determined when you create it. The elemental
wall otherwise functions like wall of fire.
- Illusion School
Illusionists use magic to weave confounding images,
figments, and phantoms to baff le and vex their foes.
Extended Illusions (Su): Any illusion spell you cast with a
duration of “concentration” lasts a number of additional
rounds equal to 1/2 your wizard level after you stop
maintaining concentration (minimum +1 round). At 20th
level, you can make one illusion spell with a duration of
“concentration” become permanent. You can have no more
than one illusion made permanent in this way at one
time. If you designate another illusion as permanent, the
previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a
shimmering ray at any foe within 30 feet as a ranged touch
attack. The ray causes creatures to be blinded for 1 round.
Creatures with more Hit Dice than your wizard level are
dazzled for 1 round instead. You can use this ability a number
of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th 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.
- Necromancy School
The dread and feared necromancer commands undead
and uses the foul power of unlife against his enemies.
Power over Undead (Su): You receive Command Undead
or Turn Undead as a bonus feat. You can channel energy
a number of times per day equal to 3 + your Intelligence
modifier, but only to use the selected feat. You can take
other feats to add to this ability, such as Extra Channel
and Improved Channel, but not feats that alter this ability,
such as Elemental Channel and Alignment Channel. The
DC to save against these feats is equal to 10 + 1/2 your
wizard level + your Charisma modifier. At 20th level,
undead cannot add their channel resistance to the save
against this ability.
Grave Touch (Sp): As a standard action, you can make
a melee touch attack that causes a living creature to
become shaken for a number of rounds equal to 1/2 your
wizard level (minimum 1). If you touch a shaken creature
with this ability, it becomes frightened for 1 round if it
has fewer Hit Dice than your wizard level. You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range
of 10 feet for a number of rounds per day equal to your
wizard level. This ability only allows you to detect living
creatures and undead creatures. This sight also tells you
whether a creature is living or undead. Constructs and
other creatures that are neither living nor undead cannot
be seen with this ability. The range of this ability increases
by 10 feet at 12th level, and by an additional 10 feet for every
four levels beyond 12th.
- Transmutation School
Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement
bonus to one physical ability score (Strength, Dexterity,
or Constitution). This bonus increases by +1 for every five
wizard levels you possess to a maximum of +5 at 20th level.
You can change this bonus to a new ability score when
you prepare spells. At 20th level, this bonus applies to two
physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike
with a telekinetic fist, targeting any foe within 30 feet as a
ranged touch attack. The telekinetic fist deals 1d4 points
of bludgeoning damage + 1 for every two wizard levels you
possess. You can use this ability a number of times per day
equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape
for a number of rounds per day equal to your wizard level.
These rounds do not need to be consecutive. This ability
otherwise functions like beast shape II or elemental body I.
At 12th level, this ability functions like beast shape III or
elemental body II.
- Universalist School
Wizards who do not specialize (known as as universalists)
have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su): You cause your melee weapon
to f ly from your grasp and strike a foe before instantly
returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack
is treated as a ranged attack with a thrown weapon, except
that you add your Intelligence modifier on the attack roll
instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat
maneuver. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.
Metamagic Mastery (Su): At 8th level, you can apply
any one metamagic feat that you know to a spell you are
about to cast. This does not alter the level of the spell or
the casting time. You can use this ability once per day
at 8th level and one additional time per day for every
two wizard levels you possess beyond 8th. Any time you
use this ability to apply a metamagic feat that increases
the spell level by more than 1, you must use an additional
daily usage for each level above 1 that the feat adds to the
spell. Even though this ability does not modify the spell’s
actual level, you cannot use this ability to cast a spell
whose modified spell level would be above the level of the
highest-level spell that you are capable of casting.
Familiars[]
A familiar is an animal chosen by a spellcaster to aid him
in his study of magic. It retains the appearance, Hit Dice,
base attack bonus, base save bonuses, skills, and feats of
the normal animal it once was, but is now a magical beast
for the purpose of effects that depend on its type. Only a
normal, unmodified animal may become a familiar. An
animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given
on the table below. These special abilities apply only when
the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars
stack for the purpose of determining any familiar abilities
that depend on the master’s level.
If a familiar is lost or dies, it can be replaced 1 week later
through a specialized ritual that costs 200 gp per wizard
level. The ritual takes 8 hours to complete.
Familiar Special Ability
Bat | Master gains a +3 bonus on Fly checks |
Cat | Master gains a +3 bonus on Stealth checks |
Hawk | Master gains a +3 bonus on sight-based and
opposed Perception checks in bright light |
Lizard | Master gains a +3 bonus on Climb checks |
Monkey | Master gains a +3 bonus on Acrobatics checks |
Owl | Master gains a +3 bonus on sight-based and
opposed Perception checks in shadows or darkness |
Rat | Master gains a +2 bonus on Fortitude saves |
Raven* | Master gains a +3 bonus on Appraise checks |
Viper | Master gains a +3 bonus on Bluff checks |
Toad | Master gains +3 hit points |
Weasel | Master gains a +2 bonus on Reflex saves |
- A raven familiar can speak one language of its master’s choice as a supernatural ability.
Familiar Basics: Use the basic statistics for a creature
of the familiar’s kind as described in the Pathfinder RPG
Bestiary, but with the following changes.
Hit Dice: For the purpose of effects related to number of
Hit Dice, use the master’s character level or the familiar’s
normal HD total, whichever is higher.
Hit Points: The familiar has half the master’s total hit
points (not including temporary hit points), rounded
down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated
from all his classes. Use the familiar’s Dexterity or
Strength modifier, whichever is greater, to calculate the
familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the
familiar’s kind.
Saving Throws: For each saving throw, use either the
familiar’s base save bonus (Fortitude +2, Ref lex +2, Will
+0) or the master’s (as calculated from all his classes),
whichever is better. The familiar uses its own ability
modifiers to saves, and it doesn’t share any of the other
bonuses that the master might have on saves.
Skills: For each skill in which either the master or the
familiar has ranks, use either the normal skill ranks for an
animal of that type or the master’s skill ranks, whichever
is better. In either case, the familiar uses its own ability
modifiers. Regardless of a familiar’s total skill modifiers,
some skills may remain beyond the familiar’s ability to
use. Familiars treat Acrobatics, Climb, Fly, Perception,
Stealth, and Swim as class skills.
Familiar Ability Descriptions: All familiars have special
abilities (or impart abilities to their masters) depending on
the master’s combined level in classes that grant familiars,
as shown on the table below. The abilities are cumulative.
Master Class Level |
Natural Armor Adj. |
Int | Special |
1st–2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link |
3rd–4th | +2 | 7 | Deliver touch spells |
5th–6th | +3 | 8 | Speak with master |
7th–8th | +4 | 9 | Speak with animals of its kind |
9th–10th | +5 | 10 | — |
11th–12th | +6 | 11 | Spell resistance |
13th–14th | +7 | 12 | Scry on familiar |
15th–16th | +8 | 13 | — |
17th–18th | +9 | 14 | — |
19th–20th | +10 | 15 | — |
Natural Armor Adj.: The number noted here is in addition
to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that
normally allows a Ref lex saving throw for half damage, a
familiar takes no damage if it makes a successful saving
throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target
of “You” on his familiar (as a touch spell) instead of on
himself. A wizard may cast spells on his familiar even if
the spells do not normally affect creatures of the familiar’s
type (magical beast).
Empathic Link (Su): The master has an empathic link
with his familiar to a 1 mile distance. The master can
communicate emphatically with the familiar, but cannot
see through its eyes. Because of the link’s limited nature,
only general emotions can be shared. The master has the
same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or
higher, a familiar can deliver touch spells for him. If the
master and the familiar are in contact at the time the
master casts a touch spell, he can designate his familiar
as the “toucher.” The familiar can then deliver the touch
spell just as the master would. As usual, if the master
casts another spell before the touch is delivered, the
touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or
higher, a familiar and the master can communicate
verbally as if they were using a common language.
Other creatures do not understand the communication
without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th
level or higher, a familiar can communicate with animals
of approximately the same kind as itself (including dire
varieties): bats with bats, cats with felines, hawks and owls
and ravens with birds, lizards and snakes with reptiles,
monkeys with other simians, rats with rodents, toads
with amphibians, and weasels with ermines and minks.
Such communication is limited by the Intelligence of the
conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher,
a familiar gains spell resistance equal to the master’s level
+ 5. To affect the familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level)
that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher,
he may scry on his familiar (as if casting the scrying spell)
once per day.
Arcane Spells and Armor[]
Armor restricts the complicated gestures required while
casting any spell that has a somatic component. The armor
and shield descriptions list the arcane spell failure chance
for different armors and shields.
If a spell doesn’t have a somatic component, an arcane
spellcaster can cast it with no arcane spell failure chance
while wearing armor. Such spells can also be cast even if
the caster’s hands are bound or he is grappling (although
concentration checks still apply normally). The metamagic
feat Still Spell allows a spellcaster to prepare or cast a spell
without the somatic component at one spell level higher
than normal. This also provides a way to cast a spell while
wearing armor without risking arcane spell failure.
Wizard Characters[]
- Alderin
- Janil Ardista
- Mihniel
- Skully