The wizard class in Pathfinder 2e is a versatile and powerful option for players who enjoy spellcasting. Wizards have access to a broad range of spells, allowing them to fill various roles within a party. This guide will explore the key aspects of playing a wizard.

The Wizard stands as the quintessential arcane spellcaster in Pathfinder 2e, wielding a vast and diverse spell list capable of solving nearly any problem magically. In a party, their role is defined by the spells they employ, ranging from a Blaster dealing area damage with fireballs to a Defender summoning creatures for protection.

They can also act as a Face, enchanting others, a Scholar with vast Intelligence and ample skills, a Scout using divination and stealth, a Striker with single-target spells like Disintegrate, a Support caster with buffs, debuffs, and area control, or a Utility caster solving mundane problems with magic.

While not the uber-class of previous editions, the Wizard remains profoundly capable and versatile. However, this versatility comes with complexity, requiring planning, tracking, and management. Players can simplify the class by focusing on evocation spells, but many wizards will have a suite of specialized tools to employ in various situations. Those afraid of analysis paralysis might consider alternative classes like the Sorcerer. The wizard has been a favorite class since 3rd edition Dungeons and Dragons.

Key Ability Score: Intelligence

Intelligence serves as the linchpin of wizardry, granting a broad selection of skills and languages. As with any spellcaster, Intelligence is crucial for Spell Attacks and Spell DCs, making it essential to keep it as high as possible. Other attributes will vary depending on the desired progression of the wizard.

Constitution and Dexterity share the role of preventing early demise. Wizards have simple weapons, and no access to armor. A high Intelligence score also grants additional Trained skills at 1st level, allowing investment in numerous skills, including Lore options often ignored by other classes in favor of more important skills.

While Strength is a dump stat, Dexterity is important for AC and Reflex saves, and Constitution is needed for hit points and Fortitude saves. Charisma is also a potential dump stat, unless the player wants to use skills to play the partys Face, or use Demoralize with their third action every turn.

Dexterity should reach at least 16 and maybe get up to 20. With bonuses to other important ability scores being helpful, but not crucial. Ancestry Feats are often as important as an Intelligence Increase.

Arcane Spellcasting and Preparation

The Wizard utilizes Arcane spellcasting, a potent and versatile form of magic in Pathfinder 2e. Wizards are prepared spellcasters, meaning they must carefully select and prepare their spells each day during Daily Preparations. This process involves assigning specific spells to each of their available spell slots.

Heightening spells is an important mechanic in Pathfinder 2e, and it is important to understand. Important spells such as Mage Armor scale with spell level, which allows them to remain viable throughout the game. The Wizard prepares a spell in each of their spell slots during their Daily Preparations.

The Arcane Bond feature allows a Wizard to recast any one spell they prepared that day, providing tactical flexibility. This makes it easier to prepare a diverse array of spells rather than repeatedly preparing the same one. Wizards prepare their spells each day, choosing which spells to have access to.

A wizard can serve as a Blaster with area damage spells, a Defender by summoning creatures, a Face by enchanting other creatures, and a Scholar with their vast Intelligence and ample skills, a Scout with divination spells and stealth options like Invisibility.

Arcane Schools: Specialization vs. Generalization

Wizards in Pathfinder 2e face a crucial decision early in their careers: whether to specialize in a specific Arcane School or embrace the path of a Generalist. This choice significantly impacts their spell selection, abilities, and overall playstyle. Specialization grants access to potent focus spells and an extra spell slot at each spell level, limited to their chosen school.

Many schools have options at every level that are good enough to prepare every day. However, because your extra spell slot is limited and you can’t recast expended spells (unless you prepare duplicates), you can’t match the versatility of the Generalist. Requiring you to spend a Class Feat to get your second school spell seems like an unnecessary tax, so if your school’s second school spell is bad don’t waste a feat on it.

Generalists, on the other hand, gain greater versatility. The ability to recast one spell of every spell level that you can cast means that you get as many leveled spells in total as a Specialist, but you’re more limited in the number of individual spells that you can prepare.

Arcane Thesis: Shaping Your Wizard

Arcane Thesis adds an extra mechanic to your Wizard. While this option isn’t as defining as your Arcane School, it’s a helpful extra ability which will remain useful at every level.

The Makeshift Staff starts off very weak, but grows in efficacy as you gain levels, and takes a massive jump when you upgrade it to a real magic staff. At levels 1 and 2, basically all that it does is give you an extra cantrip per day since you still get to prepare your normal number of cantrips. You get one 1st-level spell in the staff, but you need to spend a 1st-level slot to get 1 charge so you’re effectively turning a 1st-level spell slot into a 1st-level slot, leaving you right where you started.

Normally when you Prepare a Staff you get some free charges, but the Makeshift Staff doesn’t get that benefit (until you turn it into a real staff), so you need to expend a spell slot to get any use out of the leveled spell in your staff. As you gain access to higher-level spell slots, you can turn them into multiple slots for repeated castings of your 1st-level spell, so it’s really important that the spell which you choose is going to remain useful throughout your career without casting the spell at a higher spell level. Choose carefully.

Ancestry Choices and Ability Boosts

An Intelligence boost is crucial for Wizards, but since Free Ability Boosts are part of every Ancestry that’s easy to accomplish. Bonuses to other important ability scores are helpful, but not crucial, so Ancestry Feats are often as important as an Intelligence Increase.

Catfolk: The Boosts/Flaws work fine, but nearly none of the Catfolk’s Ancestry Feats support the Wizard. Black Cat Curse is really good, but one feat at 13th level isn’t enough on its own. Consider Adopted Ancestry or a Versatile Heritage if you’re determined to play a catfolk.

Dwarf: The Dwarf’s Ability Boosts work great if you put the Free Ability Boost into Intelligence, but Dwarf Ancestry Feats offer very little for the Wizard. Strongly consider Adopted Ancestry;

Elf: The Elf’s Ability Boosts are great, but a Constitution Flaw is really problematic, so you may want to use the Voluntary Flaws rules to offset the Constitution penalty. Seer Elf gets you Detect Magic for free, and Otherworldly Magic gets you an extra Arcane cantrip (though it’s an innate spell so it’s still Charisma-based), so you can expand your cantrip options, but the Gnome can get cantrips from other spell lists, which dramatically expands your options.

Wizard Proficiencies and Defenses

The Wizard’s proficiencies are generally considered terrible. Wizards have simple weapons in the remaster but still no access to armor. Your high Intelligence will give you an abundance of Trained skills, but that’s the height of the Wizard’s proficiencies in anything except spellcasting. You’ll need to rely on spells and positioning to stay alive.

Initial Proficiencies:

  • Perception: Trained
  • Saving Throws: Fortitude (Trained), Reflex (Trained), Will (Expert)
  • Skills: A number of trained skills equal to 2 plus your Intelligence modifier
  • Weapons: Simple weapons
  • Armor: Unarmored
  • Spells: Arcane spells

Wizards have poor weapon proficiency, so you’ll likely rely on cantrips or spells for offense. Since Wizards are limited to unarmored defense, investing in Dexterity and defensive spells like Mage Armor is crucial. Fortitude saves are important for avoiding debilitating conditions, while Will saves are vital for resisting mental effects. Maintaining a safe distance from enemies and utilizing cover is essential for survival.

Essential Wizard Feats

Choosing the right feats can greatly enhance your wizard’s capabilities. Here are some essential wizard feats to consider:

  • Cantrip Connection: Gain an additional cantrip. Cantrips are your bread and butter, so having more options is always beneficial.
  • Reach Spell: Extends the range of your spells, allowing you to cast from a safer distance. This is invaluable for a class that wants to avoid melee combat.
  • Widen Spell: Increases the area of effect of your spells, allowing you to target more enemies. This is particularly useful for area-of-effect spells like Fireball.
  • Effortless Concentration: Makes it easier to maintain concentration on spells, reducing the chance of interruption.
  • Spell Penetration: Increases your chances of overcoming spell resistance, ensuring your spells land effectively.
  • Bond Conservation: This will allow you to better manage the spells you’ve prepared to be cast again.

Consider feats that improve your defenses, spellcasting versatility, and survivability. Adapt your feat selection to your play style and the challenges your party faces.

Building a Functional Wizard

Creating a functional wizard in Pathfinder 2e involves careful consideration of ability scores, spell selection, and feat choices. Prioritize Intelligence to maximize your spellcasting effectiveness. Dexterity and Constitution are crucial for survivability, providing AC and hit points, respectively. Select spells that align with your desired role, whether it’s damage dealing, control, or support. Remember that wizards can serve as blasters with area damage spells like Fireball, defenders by summoning creatures, faces by enchanting others, and scholars with vast Intelligence and ample skills.

Choose an Arcane School that complements your playstyle. The Arcane Thesis adds an extra mechanic to your Wizard. While this option isnt as defining as your Arcane School, its a helpful extra ability which will remain useful at every level.

Consider essential feats like Reach Spell to increase your casting range and Widen Spell to expand your area of effect. Adapt your build to your party’s needs and your preferred style of play, ensuring you can contribute effectively in any situation.

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