Wizard
Wizard | |
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(Class) | |
Region | Any |
Races | Any |
Alignment | |
Iconic character | Ezren |
Images of wizards | |
Source: Core Rulebook (First Edition), pg(s). 77–83 (1E) Core Rulebook (Second Edition), pg(s). 202–213 (2E) |
The wizard is the master of arcane magic, drawing incredible power from the world around him through complicated spell formulas. They do not need armor or weapons neither for offense nor defense, magically forcing their will upon reality itself and bringing doom to their enemies.
Whether poring over arcane tomes in ancient libraries, traveling the expanse of Golarion in search of spells and artifacts, or holed up in fantastical laboratories researching new applications of magical power, wizards are characterized above all by their endless pursuit of ever more—and ever more powerful—magical knowledge. Whether the wizard seeks such knowledge for its own sake, or as a means to greater fame, wealth, or power, the acquisition of new arcana is the wizard's most compelling goal.[1]
Abilities
Arcane magic
Wizards gain control of the arcane through rigorous study and practice.[2] A wizard must study and prepare in advance the specific spells they intend to cast.[3] The focus and concentration that comes from such preparation, however, means that a wizard can produce more arcane magic before needing to rest, and can comprehend and memorize many more spells.[4]
Generally, a wizard prepares spells by studying their personal spellbook.[5] Magical notation, however, while it relies on common concepts to describe the forces invoked in any given incantation, is individual to each user, so while two wizards may know the identical process to create the identical spell effect, each will notate the spell somewhat differently. A skilled wizard can decipher another's spell notation, given time and favorable conditions for study.[6] Of course, wizards being wizards, most know a simple spell to simplify even this task.[7]
Arcane thesis
All wizards write theses of unique magical research while studying to cast spells. These theses can be on a variety of topics, reflecting the wizard's interest and deep knowledge about particular subjects. The work's name is usually very detailed and full of specialized terms, like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”.[2]
Specialization

A wizard might choose to specialize in one of the eight recognized schools of magic, gaining greater and more rapid proficiency with the arcane knowledge of that school.[5]
Schools of magic:
Further, each of the eight schools has at least two focused arcane school sub-specialties under its purview, in which some wizards may further specialize to gain even greater depth of knowledge and skill within their chosen school.[8]
Elementalists
Rather than specializing in an arcane school, some wizards choose to specialize instead in magic derived from an element, particularly earth, air, fire, or water. Like the arcane specialist, an elementalist's focus on one element comes at the price of being able to wield another element proficiently; a fire elementalist, not surprisingly, may well find herself unable to use effectively magic derived from the element of water without considerable difficulty.[9]
Universalists
Some wizards, called 'universalists', abstain from specializing in any particular school of magic, and instead choose to pursue understanding the arcane art as a whole.[2] This practice is often referred to as the universal school of magic.[3]
Bonded objects and familiars
A wizard can form a powerful bond with a creature or object that enhances their arcane abilities.[3]
Wizards form an arcane bond with an object, and are able to store an extra portion of spell energy within the object and use it as a spell focus. Most often, the bonded object will be jewelry, a staff or wand, or a weapon; some wizards choose to form the bond with an artifact or other object with its own pre-existing magical properties.[3] Each day, when preparing their spells, wizards may designate a different item to form a bond with.[2]
A familiar is an arcane pet some wizards and other spellcasters have; the bond between wizard and their familiar enhances the wizard's senses and spellcasting ability and provides the wizard with a small measure of the animal's physical abilities. The bond grows stronger over time, to the point that an experienced wizard can communicate mentally with her familiar and even see as if through the pet's eyes.[10] While most familiars are domesticated or mundane small animals, a wizard of sufficient arcane mastery can summon an elemental or extraplanar creature as her familiar.[11]
Combat
The time, focus, and dedication required for arcane mastery leaves the wizard with little time for physical development or combat training; as a result, most wizards are capable of using only the simplest weapons and armor, and even those with little proficiency.[3] While it is not unheard-of for an adventuring wizard to undertake some combat training during the course of their career, many surround themselves with companions or hirelings to take care of hands-on defense and protection while the wizard relies on offensive and defensive spellcasting—from a safe distance.[citation needed]
That said, however, some arcane colleges have curriculum offerings in various forms of combat, magical or otherwise. The Arcanamirium, the oldest and arguably greatest such college in Absalom, is widely known for its dueling fields, at which many students hone their skills in arcane combat.[12]
On Golarion
Wizards may be found in virtually every inhabited corner of Golarion,[13] and almost every major city is home to at least one arcane college.[14] Magic colleges in many regions specialize in a particular school or philosophy of arcana:[13] wizards training in the colleges of Geb, for example, are exposed to advanced necromancy,[14] while those in Nex produce excellent transmuters. The Acadamae in the Varisian city of Korvosa focuses on conjuration (especially the conjuration of devils), while the schools in Nidal specialize in shadow magic in honor of Zon-Kuthon. Other important centers of magical learning can be found in Rahadoum (where mages are instructed in practical magic devoid of any spiritual connotations), the elven realm of Kyonin, as well as Absalom, which contains numerous prestigious magical colleges.[15]
Notable wizards
See also: Category:Wizards
- Geb and Nex are extremely powerful rival wizard-kings who rule their own nations in the eastern Garund.[16]
- Belimarius and Sorshen are living legends, Runelords that avoided the destruction of Earthfall and re-emerged, founding New Thassilon in the ruins of their ancient empire.[17]
- Old-Mage Jatembe is the founder of the magical academy Magaambya. Legendary wizard who rediscovered magic and lifted people from their knees after Earthfall, he has disappeared with no sign of death or destination.[18]
- Razmir is the ruler of Razmiran and a powerful wizard pretending to be a living god.[19]
- Telandia Edasseril is the queen of Kyonin and a skilled wizard.[20]
Races
Wizards may come from nearly any race or species, although the lure of the wizard's life resonates more with some races than others—elves, for example, are more inclined to wizardly pursuits because of their patience and taste for esoteric arts as well as their innate affinity for arcane magic.[21] Kobold, azarketi, dhampir, duskwalker, tiefling, android, aphorite, fetchling, ganzi, suli, sylph, sprite, anadi, conrasu, shisk, and automaton adventurers often become wizards too.
Religion
Wizards seek to understand the universal underpinnings of reality through magic, science, and reason, and may choose not to worship any gods whatsoever.[22]
Wizards may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, Nethys, or they might enjoy established and well-connected churches, such as those of Abadar, the god of cities and wealth; Iomedae, the goddess of justice and honor; or Asmodeus, the god of tyranny and pride.[23]
References
- ↑ Erik Mona and Jason Bulmahn. (2008). Gazetteer, p. 15–16. Paizo Publishing, LLC. ISBN 978-1-60125-077-3
- ↑ 2.0 2.1 2.2 2.3 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 203–209. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ 3.0 3.1 3.2 3.3 3.4 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 78. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 78, 72–73. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ 5.0 5.1 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 78–79. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 218–19. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 219, 330. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn. (2010). Advanced Player's Guide, p. 143–47. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
- ↑ Jason Bulmahn. (2010). Advanced Player's Guide, p. 142–43. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 82–83. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 127. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Erik Mona and Jason Bulmahn. (2008). Gazetteer, p. 16. Paizo Publishing, LLC. ISBN 978-1-60125-077-3
- ↑ 13.0 13.1 Erik Mona and Jason Bulmahn. (2008). Gazetteer, p. 16. Paizo Publishing, LLC. ISBN 978-1-60125-077-3
- ↑ 14.0 14.1 Erik Mona et al. (2008). Campaign Setting, p. 51. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 275. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ Tanya DePass, James Jacobs, Lyz Liddell, et al. (2019). World Guide, p. 76. Paizo Inc. ISBN 978-1-64078-172-6
- ↑ Alexander Augunas et al. (2020). Legends, p. 34. Paizo Inc. ISBN 978-1-64078-254-9
- ↑ Alexander Augunas et al. (2020). Legends, p. 62. Paizo Inc. ISBN 978-1-64078-254-9
- ↑ Alexander Augunas et al. (2020). Legends, p. 93. Paizo Inc. ISBN 978-1-64078-254-9
- ↑ Alexander Augunas et al. (2020). Legends, p. 106. Paizo Inc. ISBN 978-1-64078-254-9
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 22. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Sean K Reynolds. (2008). Gods and Magic, p. 101. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
- ↑ Sean K Reynolds. (2008). Gods and Magic, p. 7. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
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