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Classes

wizard

Wizard
Category:
full caster
Discipline:
arcane
Primary Abilities:
INT
Saving Throws:
INT
WIS
Hit Dice:
d6
Subclasses
  • Arcanist
  • Augur
  • Evoker
  • Scriviner
  • Spellwright
  • Warseer

Wizards command the forces of magic, turning knowledge and study into power. They can unleash devastating spells, manipulate the battlefield, or bend reality to their will.

Fragile in body but unmatched in versatility, wizards rely on intellect and preparation to overcome challenges. Their strength comes from the spells they know and the strategies they devise, making them masters of limitless possibilities.

Creating a Wizard

As a Wizard, you gain the following benefits:

Hit Points

Hit Dice: 1d6 per Wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution per Wizard level after 1st

Skills

At 1st Level: You start as a novice in 2 of the following skills: Appraise, Arcana, History, Insight, Medicine

As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).

Class Features

Features
1Novice Training, Spellcasting, Spellbook, Arcane Recovery
2Wizard Subclass
3Formulaic Mind
4General Feat
5Adept Training, Arcane Knowledge (1)
6Subclass Feature
7—
8General Feat
9—
10Expert Training, Subclass Feature, Arcane Knowledge (2)
11—
12General Feat
13—
14Subclass Feature
15Master Training, Arcane Knowledge (3)
16General Feat
17—
18Spell Mastery
19General Feat
20Personal Arcanum

At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.

Proficiencies

Armor: None

Weapons: Club, Dagger, Throwing Dart, Sling, Staff, Crossbow, Light, Crossbow, Heavy

Tools: None

Starting Equipment

You can either start with 55 gp, or the following equipment:

  • (a) Dagger or (b) Quarterstaff
  • (a) A spell focus of 10 gp or less or (b) Pouch, Spell components
  • Spellbook
  • 5 gp
Level 1

Wizard Training

As you grow in level in this class, your level of training increases, granting you the following benefits:

  • Saving Throw Training. You start out as a novice in Intelligence and Wisdom saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
  • Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.
  • Wizard Spell Training. You are considered a novice for all Wizard Spells, gaining a +2 training bonus on any spells you cast that are of the Arcane Spell list and use a Wizard Spell Slot.

The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.

Level 1

Spellcasting

LevelCantrips1st2nd3rd4th5th6th7th8th9th
1st32————————
2nd33————————
3rd342———————
4th443———————
5th4432——————
6th4433——————
7th44331—————
8th54332—————
9th543331————
10th543332————
11th5433321———
12th5433321———
13th54333211——
14th54333211——
15th543332111—
16th543332111—
17th5433321111
18th5433331111
19th5433332111
20th5433332211

Cantrips

You learn three cantrips of your choice from the Arcane spell list. You learn more cantrips of your choice at higher levels, as shown in the Cantrips column of the Wizard Spellcasting table.

Spell Slots

The Wizard Spellcasting table shows how many wizard spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You start with two 1st-level spell slots at wizard level 1, and gain more as you gain more Wizard levels.

Known Spells

You can cast any wizard spell you know, without needing to prepare a spell list.

Casting a known spell does not remove it from your known spells.

The number of spells you know is based on the Spellbook class feature as stated below.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

DC = 8 + Wizard Spell Training Bonus + Intelligence Modifier

Attack Bonus = Wizard Spell Training Bonus + Intelligence Modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag, and you have the spell in your spellbook. You don't need to have the spell prepared to cast it as a ritual.

Spellcasting Focus

You can use a Spell Focus item with the arcane discipline as a spellcasting focus for your wizard spells.

Level 1

Spellbook

Your knowledge is recorded in a tome of powerful magics, allowing you to retrieve spells that you discovered during your travels.

You gain a Spellbook containing six 1st-level wizard spells of your choice. Your cantrips are fixed in your mind and aren’t recorded in the book.

When you find an Arcane spell of a level you can prepare, for example inside an ancient tome, or a spell scroll, you can copy it into your spellbook. For each level of the spell, copying takes 2 hours and costs 50 gp worth of magic ink. Once copied, you can prepare it normally as part of your long rest. Alternatively, when you copy a spell from your spellbook into another book. This takes 1 hour and 10 gp per spell level.

If you lose your spellbook, you can record a number of spells that you used to own from memory, this number equals 6 plus an additional 2 per level you have in this class; Recording these spells costs you half of the usual amount of gold and time. Other spells must be re-acquired through different means and have to be copied as normal.

Finally, whenever you gain a level in this class, you can add up to two more spells of your choice from the Arcane spell list to your spellbook without any cost or time. Each of these new spells must be of a level you can prepare.

Level 1

Arcane Recovery

Supernatural

Tapping into the aether that permeates the world, you are able to recover some vitality during moments of respite.

Once per day when you finish a short rest, you can recover expended spell slots. The recovered slots’ total levels must be equal to or less than half your wizard level (rounded up). None of the spell slots you recover can be of 6th level or higher.

Level 2

Wizard Subclass

You choose a subclass to further specialize in a specific field of your class.
Your subclass grants you features at 2nd level and then again at 6th, 10th, and 14th level.

  • Arcanist
  • Augur
  • Evoker
  • Scriviner
  • Spellwright
  • Warseer
Level 3

Formulaic Mind

You have written specific formulas inside of your Spellbook, allowing you to change the memorized cantrips you have in mind.

Whenever you finish a long rest and consult your spellbook, you can replace one wizard cantrip you know with another cantrip from the Arcane spell list.

Level 4

General Feat

You gain one feat with the General trait of your choice for which you qualify.

You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.

Level 5

Arcane Knowledge

During your many years of study, you have become trained to rapidly acquire new knowledge of your studied fields.

Choose a number of skills with the Knowledge trait equal to your Intelligence modifier (minimum of one) in which you are a Novice. You become Adept in the chosen skills. Once chosen, these skills are fixed.

At 10th level, these skills improve to Expert. At 15th level, they improve to Master.

Level 18

Spell Mastery

You have achieved mastery over certain spells that you are able to cast them without expending energy from your limited reservoir of power.

Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your Spellbook. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in deep study, you can exchange one or both of the spells you chose for different spells of the same levels; these 8 hours are not considered a long rest.

Level 20

Personal Arcanum

You have an intimate mastery over several spells, having adjusted their formulas to be especially efficient.

Choose two 3rd-level spells that are a part of your Spellbook, you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

Casting either of these spells at a higher level still expends a spell slot as normal.