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There are few classes in tabletop roleplaying more iconic than the Wizard.Pathfindergives the original arcane spellcaster plenty to do, with an astounding array of magical powers to choose from. They’re also able to aid the party with a wealth of knowledge and skills that are harder to come by for other classes.
Related:Pathfinder 2e: How To Build A Cleric
If you’re planning to bring some magic to the table with a scholarly spell-slinger in your Pathfinder campaign, this guide will help you make picks at character creation and beyond. Your foes will know not to meddle in the affairs of Wizards - especially you.
This guide only uses character options from the Pathfinder Core Rulebook. Advanced players may wish to look for ideas in supplementary sourcebooks.

Should You Play A Wizard Or A Sorcerer?
Wizards and Sorcerers fill a similar role in the party, but they have very different play styles. In general,a Wizard can learn more spells than a Sorcerer, but a Sorcerer can cast more spells per day.Sorcerers tend to be better in social situations thanks to their higher Charisma, while a Wizard’s Intelligence makes them great for finding secrets and knowing things the rest of the party might not.
The other major difference is that Sorcerers tend to be more generalized in their magic, while Wizards usuallyselect a School of Magic in which to specialize.

Ability Scores
Intelligenceis the most important Ability Score for a Wizard, as it determines the overall power and accuracy of your spells. Whenever you have an opportunity to increase your Intelligence, go for it!
It’s a good idea to takeDexterityas your second-highest Ability Score, since it will help to keep your AC high without the use of armor. After that,prioritize your Ability Scores based on the Skills that you want to use.

Ancestry
Elveshave perfect Ability boosts for Wizards, gaining increased Dexterity and Intelligence right from the start. If don’t want to play an Elf, though, don’t worry too much -there are no Ancestries that make poor Wizards.Pick the one you like best!
Background
Wizards make excellent crafters, so theArtist,Tinker, orArtisanBackground can help you make useful items throughout the campaign.Fortune Tellers,Hermits, and of courseScholarsalso make great Wizards thanks to their enhanced knowledge Skills.
Related:Pathfinder 2e: How To Build A Rogue
Feats
It’s best to choose Feats based on yourArcane Thesis, which you’ll choose at character creation.
Improved Familiar Attunementenhances your familiar and the benefits that they grant you. You’ll need to take the Familiar Feat at Level 1, and should always take Feats that improve your Familiar whenever they’re available.

Metamagical Experimentationlets you choose a Metamagic Wizard Feat of your level or lower that you don’t have, and use it until the end of the day. This means that when there are multiple Metamagic Feats available, you can choose one and use your Thesis to gain access to the other one!
Spell Blendinglets you combine spell slots to create higher-level ones. Look for Feats that grant access to powerful spells, such asAdvanced School Spell, as well as Metamagic Feats to make high-level spells more effective.

Spell Substitutionlets you swap out prepared spells, provided you have time to perform a short ritual. This is a great all-purpose Thesis, and with the right amount of preparation it’sgreat with Counterspell and its related Feats.
School Of Magic
Wizards get to choose a School of Magic, which specializes them in a particular type of spell. Pick the one that you’ll enjoy the most, since you’ll be locked into it.
Abjurationis a defensive School that focuses on granting and enhancing protection to you and your allies.

Conjurationis focused on summoning - and, perhaps more importantly, banishing - creatures from other locations and even other planes of existence.
Divinationlets you gain knowledge through magical means, and even lets you nudge fate in a favorable direction to give yourself and your allies better luck.

Enchantmentis mental magic, letting you influence the minds of others.
Evocationis excellent for Wizards who want to deal a lot of damage, as it lets you create elemental effects with ease.
Illusioncan be tricky to use, but by distracting or deceiving your enemies you can set up advantageous situations for your team.
Necromancyuses the power of death and the dead. It has good damage potential and allows for creating or controlling undead creatures.
Transmutationlets you change the physical properties of objects and creatures.
You can still cast spells from outside your School of Magic - you’re just better at your chosen specialty.
If you’d prefer not to choose, you can instead be aUniversalist Wizard.While you won’t have the benefits of a School, you’ll get an extra Wizard Feat and access to unique powers such as Hand Of The Apprentice.
Equipment
Unless you have Proficiencies from your Ancestry or another source, you’ll be fighting without armor and only simple weapons. That’s fine, though, since your spells will more than make up for both!
Be sure to buy aspellbookandmaterials, as they’re the most important things a Wizard owns. Choose an object to be your go-tobonded itemas well,
If you have the Proficiency to equip a Finesse weapon, your high Dexterity will let you give opponents who think you’ll be a pushover in melee a nasty surprise. That’s doubly true for Diviners and Transmuters who can enhance their weapons!