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Wizard - Ezren

After learning that the father whose name he'd spent most of his adult life trying to clear was indeed guilty, Ezren abandoned his former life and became a wizard. Finding no masters willing to take on an apprentice of his age, he devoted himself to unlocking the mysteries of magic alone. His studies soon revealed a true aptitude for the arcane arts, and he now seeks to explore the world he neglected for so long.

Rise of the Runelords

Skills

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2 ☐+3
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☐+1 ☐+2 ☐+3 ☐+4
Arcane Intelligence +2
Knowledge Intelligence +2
Wisdom d8 ☐+1 ☐+2
Charisma d6 ☐+1 ☐+2 ☐+3

Role Powers

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Hand Size 6 ☐ 7 ☐ 8
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it's a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☐ Add 1 (☐ 2) to your check to recharge a card.

Evoker

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Masters of explosive magic, these wizards can blast any obstacle or foe to dust with a single word of power.

Hand Size 6 ☐ 7 ☐ 8 9
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it's a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☐ Add 1 (☐ 2) ( 3) ( 4) to your check to recharge a card.
Add 2 to your Arcane check with the Force ( or Acid or Cold) ( or Electricity and Fire) trait(s).
Add 2 ( 4) to your check to acquire a spell.

Illusionist

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These wizards use magical trickery to deceive enemies' senses, baffling them with impossible sights and frightening sounds.

Hand Size 6 ☐ 7 ☐ 8
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it's a spell, you may put it in your hand ( or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☐ Add 1 (☐ 2) ( 3) ( 4) to your check to recharge a card.
If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
Add 2 ( 4) to your check to acquire a spell ( or ally).
At the start of your turn, you may discard a card to draw a card.

Cards List

Favored Card Type: Spell Recommended Starting Deck
Weapon 1 ☐ 2 Quarterstaff

Spell 8

☐ 9 ☐ 10 ☐ 11

Arcane Armor, Detect Magic, Force Missile, Invisibility, Levitate, Lightning Touch (2), Sleep
Armor ☐ 1
Item 3 ☐ 4 ☐ 5 ☐ 6 Blast Stone, Bracers of Protection, Codex
Ally 3 ☐ 4 ☐ 5 Night Watch, Sage, Standard Bearer
Blessing

Wizard Class Deck

Ezren returns with a new build and his face on the box.

Skills

Strength d4 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d12 ☐+1 ☐+2 ☐+3 ☐+4
Arcane Intelligence +2
Knowledge Intelligence +1
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☐+1 ☐+2 ☐+3
Diplomacy Charisma +1

Role Powers

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Hand Size 6 ☐ 7
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it (☐ or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.

Transmogrifier

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Whatever something might be, it can always be something else.

Hand Size 6 ☐ 7 8 9
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it (☐ or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) ( 4) to it.
When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
When ( you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic ( and non-Elite) boon of that type from the box.
Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.

Hedge Wizard

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Rejected from universities and academies, hedge wizards find their own ways to make magic.

Hand Size 6 ☐ 7 8
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it (☐ or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location ( or you may do both).
☐ When another character at your location attempts a combat check that has the Arcane trait, add 2 (☐ 3) to it.
When a character at your location acquires a card that has the Magic trait, that character may immediately recharge it.
Add 1 ( 2) ( 3) to your Arcane or Knowledge check.
You may discard a card that has the Arcane ( or Magic) trait to add 1 die to any check by another character.

Cards List

Favored Card Type: Spell Recommended Starting Deck*
Weapon 1 ☐ 2 Quarterstaff

Spell 8

☐ 9 ☐ 10 ☐ 11

Arcane Armor, Detect Magic, Force Missile (2), Lightning Touch (2), Magic Weapon, Phantasmal Minion
Armor ☐ 1
Item 3 ☐ 4 ☐ 5 ☐ 6 Blast Stone, Bracers of Protection, Eye Patch
Ally 3 ☐ 4 ☐ 5 Fox, Jinx Eater, Sage
Blessing

*The official Wizard Class Deck tier 1 pregen usable in Organized Play, found on Paizo forums [link].

Mummy's Mask

Ezren returns in the 4th AP, sacrificing his meager STR/DEX to gain solid CON, and boasting an extra skill in his lineup. His powers have shifted from Magic boons and Arcane spells to focus on exploration and elemental effects. He's also able to build non-Divine blessings into his deck - most critically, Blessing of the Elements!

Skills

Strength d4 ☐+1 ☐+2
Dexterity d4 ☐+1
Constitution d8 ☐+1 ☐+2 ☐+3
Intelligence d12 ☐+1 ☐+2 ☐+3 ☐+4
Arcane Intelligence +2
Knowledge Intelligence +1
Wisdom d8 ☐+1 ☐+2 ☐+3
Perception Wisdom +1
Charisma d6 ☐+1 ☐+2

Role Powers

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Hand Size 6 ☐ 7
Proficient with ☐ Light Armors
On your turn, you may discard a spell (☐ then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity (☐ or Cold, Fire, or Poison) trait.

Arcane Bomber

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Hand Size 6 ☐ 7
Proficient with ☐ Light Armors
On your turn, you may discard a spell (☐ then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison (☐ or Construct) trait, ignore its immunities.
You may recharge a spell to add 1 die (☐ or 2 dice) to your check against a bane that invokes the Acid or Electricity (☐ or Cold, Fire, or Poison) trait.
☐ Add 1d4 (☐ 1d6) to your check that has the Attack trait.
☐ When you fail a combat check that has the Attack trait, you may bury (☐ or discard) a card to reroll the dice; take the new result.
☐ You may display a spell that has the Attack trait next to your location. While displayed, add 1d6 (☐ 2d6) and the spell's traits to combat checks by characters at this location. At the end of the turn, discard the spell.

Spell Sage

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Hand Size 6 ☐ 7 ☐ 8
Proficient with ☐ Light Armors
On your turn, you may discard (☐ or recharge) a spell (☐ then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison (☐ or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity (☐ or Cold, Fire, or Poison) trait.
☐ You may play 2 spells on a check; only 1 may determine the skill you use for the check.
☐ While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill (☐+2).
☐ When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells (☐ or shuffle them into your deck).

Cards List

  • Favored Card Type: Card that has the Attack trait
Recommended Starting Deck
Weapon 1

☐ 2

Torch

Spell 6

☐ 7 ☐ 8 ☐ 9

Acid Jet, Elemental Treaty, Immolate, Lightning Touch, Remove Curse, Unshakable Chill

Armor 1 ☐ 2

Tussah Silk Coat

Item 4* ☐ 5 ☐ 6 ☐ 7

Fire Ward Gel, Osirion History Guide

Ally 3 ☐ 4 ☐ 5

Embalmer, Pahmet Clansman, Porcupine

Blessing —*

Blessing of the Elements (2)

SPECIAL When building your deck, you may treat any blessings that do not have the Divine trait as Items.

Note: Ezren is the Owner of the card Arcane Robes and may thus start with it in his starting deck instead of a listed card of that type, even though it does not have the Basic trait.