Wizards are arcane spellcasters who depend on intensive study to create their magic. To Wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, Wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The Wizard's strength is his spells. Everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other Wizards. In addition to learning new spells, a Wizard can, over time, learn to manipulate the spells so they go farther, work better, or are improved in some other way. Some Wizards prefer to specialize in a certain type of magic. Specialization makes a Wizard more powerful in his chosen field, but it denies him access to some of the spells that lie outside that field.
Proficiencies: Weapons, Wizard ~ club, dagger, heavy crossbow, light crossbow, and quarterstaff. Armor, NONE; Armor of any type interferes with a Wizard's movements, which can cause his spells to fail.
Major Skills: Concentration, Craft (alchemy, armor, weapon), Lore, Spellcraft and Spot
Minor Skills: Any 5 unpicked skills.
Level 1 Features:
Specialization:
-- The Wizard must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up another school of magic, which become his prohibited school (see table below). A Specialist Wizard then can prepare one additional spell per spell level each day. Unlike in the original DnD rules, the additional spell need not be of the specialist school. Spells of the prohibited school or schools are not available to the Wizard, and he can not cast such spells from scrolls. He can use wands with prohibited school spells though. He may not change his specialization later. This does not only affect a Wizards spell selection; school specialization takes precedence over other base classes or Use Magic Device checks. A wizard may elect not to specialize at Level 1, and forgo the extra spell slots. The list below should be read as:
"Specialist School" - "Forbidden School".
Abjuration - Conjuration
Conjuration - Transmutation
Divination - Illusion
Enchantment - Illusion
Evocation - Conjuration
Illusion - Enchantment
Necromancy - Divination
Transmutation - Conjuration
Spellcasting:
-- A Wizard casts Arcane spells, which are drawn from the Sorcerer/Wizard Spell List. A Wizard must choose and prepare his spells ahead of time. Wizards learn new spells from Wizard scrolls they find during play. A Wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A Wizard begins play with a spellbook containing all 0-level Wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells of your choice. 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 her spellbook. For example, when a Wizard attains 5th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rdlevel spell, or any combination of two spells between 1st and 3rd level. At any time, a Wizard can also add spells found in other Wizards' spellbooks to his own.
-- tl;dr - Add all Level-0 (Cantrip) spells and 2 Level-1 spells to your spell book on the character sheet, except ones that are from your forbidden school of magic, if you chose to specialise in a school. At first level, you may cast up to 3 level-0 spells and 1 level-1 spell between resting. You can not cast spells from your forbidden school unless imbued in a wand, and you can't cast spells that are not in your spellbook. You can gain more by reading scrolls, or levelling up.
Scribe Scroll:
-- You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.
Summon Familiar:
-- A character with this feat may summon a familiar once per day, which grants a bonus dependent on the type of familiar. If the familiar dies, the character suffers -2 to Constitution, but may summon the familiar again on the following day. The caster may choose an intended type of familiar (listed below), but there is a 40% chance that it will be chosen at random.
Bat: Master gains +3 to Listen checks.
Beetle: Master gains +1 hit point per level.
Cat: Master gains +2 to move silently and hide checks.
Pig: Master gains +3 to diplomacy checks.
Rabbit: Master gains +1 bonus to all saves.
Rat: Master gains +2 to fortitude saves.
Spider: Master gains +3 to bluff checks.
Weasel: Master gains +2 to reflex saves.