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 lies in their spells; everything else is secondary. Wizards learn new spells through experimentation, experience, and by learning from other wizards. Over time, they master manipulating their spells to extend their reach, enhance their power, or improve them in other ways. A wizard can also call a familiar, a magical creature that serves them.
Wizards have a custom spell slot recovery system on Haze. For more details, see the Spellcraft System.
To scribe a scroll, you must use your grimoire and have the required special ink to scribe the spell. Starting at wizard level 3, you can scribe spells using your gained CXP. It is important to remember this CXP is "lost" and not applied to any craft or build request.
Spell Level | CXP Cost to Scribe |
---|---|
0 | Impossible |
1 | 24 cxp |
2 | 36 cxp |
3 | 48 cxp |
You may start with one of the default basic familiars, but during play, you can "Bind" other familiars. The level at which you can bind a creature is limited to your caster level. For example, if you are a 1st-level Wizard, you will not be able to bind a 3rd-level familiar. See the Familiar System for more details.
Choosing a school specialization, other than Generalist, provides a +2 spellcraft bonus to spell recovery for spells cast within that school. However, there is a -1 penalty to spell recovery for spells from all other schools. See Spellcraft System for details.
Generalist wizards lose out on the bonus spell slot provided natively to specialized wizards, but get a +1 to their spellcraft check for all spells.
Spell Specific Bonuses: Several spells have bonuses that are listed if you have a school specialization, these bonuses typically only apply if you are a pure wizard
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Abjuration | Conjuration | Divination | Enchantment |
Opposed by Evocation | Opposed by Transmutation | Opposed by Illusion | Opposed by Necromancy |
Wards against harm and banishes threats. | Calls creatures or creates matter from nothing. | Reveals hidden truths, past, present or future. | Alters thoughts and emotions of others. |
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Evocation | Transmutation | Illusion | Necromancy |
Opposed by Abjuration | Opposed by Conjuration | Opposed by Divination | Opposed by Enchantment |
Unleashes raw energy to destroy or control. | Changes matter, shape, or function of things. | Tricks the senses with shadow or falsehood. | Commands death, undeath, and decay. |
Lvl | BAB | Saves | Feats | HP Range | Base Spells per Day | |||||
---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | ||||
1st | +0 | +0 | +0 | +2 | summon familiar, weapon proficiency (wizard) | 4 | 3 | 1 | - | - |
2nd | +1 | +0 | +0 | +3 | 8 | 4 | 2 | - | - | |
3rd | +1 | +1 | +1 | +3 | can scribe spells | 12 | 4 | 2 | 1 | - |
4th | +2 | +1 | +1 | +4 | 14–16 | 4 | 3 | 2 | - | |
5th | +2 | +1 | +1 | +4 | wizard bonus feat | 16–20 | 4 | 3 | 2 | 1 |
6th | +3 | +2 | +2 | +5 | 18–24 | 4 | 3 | 3 | 2 |