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===Pathfinder=== [[File:Ezren 2nd edition.jpg|thumb|right|300px|Ezren, Pathfinder's iconic Wizard]] Wizards are largely the same in [[Pathfinder]]. The big changes are, as mentioned above, opposition schools now require two spell slots to cast instead of being totally prohibited and each specialty now grants a number of class features as you level up, due to the Archetypes system. Also Cantrips are now at will, the main consequence of this being you don't need a magic item to cast detect magic on everything and can do it from first level and you can skip touching anything unknown that's lighter than 5 pounds if it doesn't require fine manipulation. Spell wise, Pathfinder nerfed some of the Wizard's best spells. Emphasis on "some". Only a few early game staples like Grease, Glitterdust, Ray of Enfeeblement, polymorph effects have been nerfed. Most of the truly gamebreaking shit, Planar Binding, Simulacrum, Wish, or Charm/Dominate Person, is untouched. This doesn't even nerf low level Wizards too badly since only the best spells that were nerfed, many really good spells (color spray, sleep) are untouched and many spells that were only barely in second place (pyrotechnics is almost as good as Glitterdust) got untouched. ====[[Spheres of Power]]==== Due to the way Spheres handles casting, the Wizard is much less absurd than it usually is. Additionally, it maintains the Arcane Bond feature and replaces their arcane schools with the [[Incanter]]'s Sphere Specialization, whilst gaining said class's 3 per 2 level Magic Talent progression. Usefully, however, the Bonded Object option of Arcane Bond lets them gain access to Magic Talents they don't have for a minute at a time. It actually competes well with the Sorcerer rather than overtaking it like it usually does. One of their Sphere specific archetypes, the Eclectic Researcher, allows the player to make a narcissistic genius; able to craft spells that require the Researcher to use them. The other archetype, Cosmic Sage, lets them improve their ability to Scribe Scrolls, and gains a free implement, for the cost of using longer casting time, similar to using Spheres metamagic. ====[[Pathfinder Second Edition|Second Edition]]==== Largely similar to the prior edition, a lot of the changes largely tie to fundamental changes with the system, including the pared-down spell list with rarities limiting access to some spells to GM fiat. Furthermore, the three-action economy with each component taking up an action means that you have to be a lot more tactical with how you deploy your spells. You also have to grab a bonded item rather than picking between that or a familiar. Familiars in particular saw a serious drubbing, limited to a small choice of abilities you can pull off. While you still have your school specializations provide an additional spell of your favored school and a special focus spell (with Universalist granting a spell of any choice, a bonus class feat and the ability to drain a magic item more than once daily), you no longer suffer penalties for learning spells of an opposing school. You also have a second subclass, giving you a particular technique or aspect to focus on: *'''Improved Familiar Attunement:''' Grants you a free familiar with the ability to gain extra familiar powers as you level up and the ability to effectively replace your bonded item with the familiar. *'''Metamagic Experimentation:''' Grants you a free metamagic feat. At level 4, you also gain a floating feat slot for a metamagic feat that lets you free up a slot for some low-level feats. *'''Spell Blending:''' Lets you merge two spell slots into a spell slot of higher level. The sort of thing that [[Starfinder]] and 5e has. *'''Spell Substitution:''' Lets you swap out a spell slot for another spell in that same slot. For fun. *'''Staff Nexus:''' Lets you build your own bootleg staff with some of your spells in it.
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