Wizard

Wizards are one of the playable classes in and.

Background
Widely respected in most societies, wizards of Pillars of Eternity are men and women of high education and extreme mental discipline, if not always outright intelligence. Wizards are sometimes called navigators of the mortal soul, charting out and practicing the precise ways in which "ordinary" people can unlock the power inside of themselves. Using their knowledge to truly spectacular ends, wizards rely not only on ancient practices but also their own research to propel them forward. Far from being occult or protected knowledge, most wizards' spells are just so incredibly complex and physically demanding that even practiced wizards cannot invoke them without the use of expensive, specially-enchanted tomes.

And what do the tomes contain? Instructions on ways to use one's soul to alter reality, to warp time around enemies, to make skin as tough as stone, to counter even the most powerful magic, to invoke balls of flame, bolts of lightning, gouts of acid, to conjure nightmares out of thin air. Truly, the possibilities open to wizards seem to exceed even those of what priests can call upon through their faith. And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes.

Wizards are often assumed to be masters of occult lore. While this certainly applies to their knowledge of spells, many wizards are so narrowly-focused that they are ignorant of outside culture and history. It is also not uncommon for wizards to delight as much in mechanical curiosities as rogues. Because their powers make them targets in battle, a surprising number of wizards are quite fit, even if they aren't particularly strong.

Wizards use grimoires, arcane books made with rare materials that can absorb and temporarily hold fragments of ambient soul energy that are in the world all around them and gather them into their grimoires, like a magical capacitor and then redirect that energy. Unlike priests and druids, wizards do not personally shape the magic that is released. Instead, their grimoires' spell pages do most of the work. The wizard's specialty is in understanding how to help the magic flow in and out of the grimoire without going haywire. As wizards continue to research, more spells are created every year. Some spells remain in the private collections of individual wizards while others see widespread distribution and can be found in grimoires all over the known world.

Abilities
Wizards have high flexibility and can cast single target damage spells, area of effect damage spells, personal buffs and single target buffs. They have many damage spells, which target different defenses and damage types.

List of abilities

 * Wizard spells (in )
 * List of spells found in grimoires
 * Wizard spells and passives (in )

In
Grimoires are used to store and recall spells that the wizard has learned. Wizards can only cast the spells which are listed in the currently equipped grimoire, and a single grimoire can only hold four spells of each level For any given spell level, wizards have potential access to more spells than any other caster class, but their access at any particular moment is always limited by their current grimoire. You can change the grimoire during combat, but switching grimoires disables spellcasting for a short while. You can rearrange your spells/grimoires whenever you like (outside of combat) and once you have learned a spell, it's available to use in as many grimoires as you'd like.

If Wizards come across a spell in an enemy's grimoire, they can choose to learn that spell for the cost (in copper pieces) required to research it. However spells learned this way cannot be used if they are beyond the wizards current ability level. Wizards also learn one or two new spells when they gain a level, but they can't choose to learn unique spells on level up.

Roughly one-quarter to one-third of spells are named after their creator. Among these named wizards, Concelhaut and Minoletta have notably invented the highest number of spells.

Some unique spells are only found in grimoires, and cannot be learned by leveling up.

In
Grimoires in are functionally very different to those in, and are not as integral to spell casting as they were previously. Instead of being used to store and cast spells, grimoires only serve to add additional spells to those that the wizard can currently cast. Spells from grimoires are only available while the grimoire is equipped, and cannot be learned permanently. The wizard may only cast the spells of their current power level or lower. Grimoires are unique, non-editable, and contain a fixed set of predetermined spells, some of which can be unique to the grimoire. When a wizard learns a new spell via leveling up, it is permanently available to them without the use of a grimoire.

Talents

 * Grimoire Slam – attacks an enemy in melee with the magically-charged grimoire of a wizard, unleashing a concussive wave of energy on contact. If it hits, the attack knocks the target back, usually far enough to break Melee Engagement in the process.
 * Arcane Veil – Conjures a protective shield of magic, dramatically boosting the wizard's Deflection.
 * Blast – Generates a Blast on the target when using Wand, Rod or Scepter, doing a modest amount of damage to all enemies in a small area around the target.
 * Penetrating Blast – grants DR penetration to a wizard's Blast ability.
 * Hardened Veil – Strengthens the wizard's Arcane Veil, providing a particularly high Deflection bonus.
 * Lesser Invulnerability Spell Heuristics – 	Decreases the casting time of Spirit Shield, Bulwark against the Elements, Mirrored Images, and Llengrath's Displaced Image
 * Greater Invulnerability Spell Heuristics – Decreases the casting time of Flame Shield, Ironskin, Minor Arcane Reflection, Llengrath's Safeguard, and Arcane Reflection
 * Bonus 1st Level Spell – Gain an extra spell cast of level 1 spells.
 * Bonus 2nd Level Spell – Gain an extra spell cast of level 2 spells.
 * Bonus 3rd Level Spell – Gain an extra spell cast of level 3 spells.
 * Bonus 4th Level Spell – Gain an extra spell cast of level 4 spells.

In

 * At character creation, wizards select 4x 1st level spells, and automatically learn the spell Arcane Assault.
 * Wizards are spellcasters, but unlike priests and druids, they do not learn all spells at each tier. Instead, they pick 1 spell at every even level (2, 4, 6, etc), and 2 spells at every odd level (excluding the first - 3, 5, 7, etc.).
 * As spellcasters, wizards limited to the amount of casts that can be made per rest at each tier (see the table below).
 * At every odd level (1, 3, 5, etc.), the next tier of spells are unlocked.
 * Spell Mastery allows the spellcaster to pick a single spell to switch to "per encounter" restoration. This occurs at level 9, 11, 13, and 15, for 1st, 2nd, 3rd and 4th level (or lower) and spells respectively.
 * As with other classes, wizards learn one talent at every even level (2, 4, 6, etc.).

In

 * At character creation, wizards select one 1st level spell (active only). This does not change for multiclass characters.
 * As with other classes, wizards pick 2 spells/abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one spell/ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
 * Multiclass characters pick 1 spell/ability from either the wizard ability tree or the other class tree at all levels where a new power level isn't unlocked, and 1 spell/ability for both classes at all levels where a new power level is unlocked (1, 4, 7, 10, 13, 16, 19).
 * As spellcasters, wizards are limited to the amount of spell casts that can be made per encounter at each tier, though this scales with their level (see the table below).
 * As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19).
 * Multiclass characters may only learn up to (and including) power level 7 spells, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).

Subclasses
Wizards in are able to choose between six subclasses (or no subclass): Conjurer, Enchanter, Evoker, Illusionist, Transmuter, and Blood Mage.

Suggestions
Wizards make for an awesome combination of supportive artillery damage with the best self enhancing spell buffs. While a Wizard's Accuracy may not seem particularly high, keep in mind that you are not always aiming for Deflection. In your spell descriptions, it will also mention if they target Reflex, Will, or Fortitude. However, all the rules that apply to Deflection will also affect your act of targeting these other defense. If some item or spell buff enhances your Accuracy, then it will help you in all cases with every thing. You should keep in mind though that Weapon Accuracy often receives a significantly higher boost than your Spell Accuracy. This very much proves true if you pick up One-Handed Style with a weapon. It's typically better for a wizard to focus on either a Pike or a Quarterstaff for melee combat if you prefer staying closely near the front line of combat. Weapon Spells force this upon you.

Defensively speaking, a Wizard can in a matter of 3 seconds or less apply almost all of their protective Spell buffs. Other classes typically either pull from or mimic the Wizard set of spells if picking some thing to reduce damage. These Spell buffs may last a bit longer than half of a minute, but that's usually all you need to survive the most dangerous incoming part of hazardous combat. It usually takes 30 seconds to deal with your absolutely worst threats. Otherwise, you may find your self facing a monstrous creature. No other class has the level of self protection that a Wizard offers, but it's usually designed for you to handle things while your enemies focus on some one else. Some other classes provide immensely greater class resources to them selves than Wizard if your fights last too long, but a Wizard's abilities make battles so much shorter.

If you want access to the weapon spells and defensive options available to Wizard for another class you favor, then choosing to Multi Class may help you. However, Wizard is one of those few classes where staying as a single class brings maximum power to your planning table, but it means your character stays reliant on at least one other member of your five member group at any one given time. Often this means you must initiate around the tanky type at your front line of combat. Your tactics should always revolve around assisting some one else first before your self as a solo class. The greatest benefit for choosing to Multi Class comes at empowering your self with tactics more than just helping your fellow allies. For this reason, Wizard + Monk presents the best option in that regard. You still can use the full power of Wizard as you see fit and able, and Monk gives both massive survivability and good damage. It really matters if you see your character as the support type or the authoritative influence. A solo class Wizard should never wander into the front line of combat before every one, but a properly built Wizard + Monk cures very much of that. A Wizard + Fighter (Unbroken) makes for an awesome tank as well if you both consistently prefer taking the first step into combat before your other chosen allies and WANT to use a Medium or Large Shield.

Notable characters
Category:Pillars of Eternity s, 3 Category:The White March - Part I s, 3 Category:Pillars of Eternity II: Deadfire s, 3

Trivia

 * Earlier in Developement Wizards had Familiars, but the ability was later removed from the game.