> > > Wizard
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.
Per the Core Rulebook, a wizard begins play with three 1st level spells plus additional spells equal to his intelligence bonus.
The Core rulebooks also states that wizards begin play with ALL cantrips other than opposing schools (if any). This starting list of cantrips will be limited to those in the Core Rulebook. Players will have to come by cantrips in other books through game play.
GAINING SPELLS WITH LEVELS
When a Wizard gains a level, he does not automatically gain new known spells as the Core rulebook states. He must seek out another Wizard to teach him, learn a new spell from a scroll or spellbook, or research the spell on his own. If he chooses not to learn a new spell when gaining a level, a Wizard may carry over the ‘unlearned spell’ until he is able to find a spell to learn.
|ACCEPTED ARCANE DISCOVERIES||LINK||SOURCE|
|Fast Study||UM p86|
|Feral Speech||UM p86|
|Opposition Research||UM p86|
|Split Slot||UM p86|
|ACCEPTED ARCANE FOCUS SCHOOLS||LINK||SOURCE|
|Admixture (Evocation)||APG p143|
|Banishment (Abjuration)||APG p144|
|Controller (Enchantment)||APG p144|
|Counterspell (Abjuration)||APG p144|
|Elemental – Air||APG p142|
|Elemental – Earth||APG p142|
|Elemental – Fire||APG p142|
|Elemental – Water||APG p143|
|Elemental – Metal||UM p87|
|Elemental – Wood||UM p88|
|Enhancement (Transmutation)||APG p145|
|Foresight (Divination)||APG p145|
|Generation (Evocation)||APG p145|
|Life (Necromancy)||APG p146|
|Manipulator (Enchantment)||APG p146|
|Phantasm (Illusion)||APG p146|
|Scryer (Divination)||APG p147|
|Shadow (Illusion)||APG p147|
|Shapechange (Transmutation)||APG p147|