Wizard: Difference between revisions
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'''Wizards''' are magic-wielding people who use their knowledge of the arcane to cast spells and lay down charms and such. The wizard often requires much planning and preparation before using magic, and usually cannot perform magic trivially. Wizards are powerful and intelligent individuals, usually taking on the role of scientist in fantasy settings. They also are known for being squishy. The preferred class of [[Munchkin|people who hate to lose]] in D&D 3.5. | '''Wizards''' are magic-wielding people who use their knowledge of the arcane to cast spells and lay down charms and such. The wizard often requires much planning and preparation before using magic, and usually cannot perform magic trivially. Wizards are powerful and intelligent individuals, usually taking on the role of scientist in fantasy settings. They also are known for being squishy. The preferred class of [[Munchkin|people who hate to lose]] in D&D 3.5. | ||
Wizards are the can-all, do-all guys of pretty much all systems. You want something done? There's a spell for it. It may not be quite as effective as [[Sorcerer|the 'hands-on' method]], but it's close enough (and sometimes better). In most cases though, wizards are simply reduced to casting Fireball or any spell of the same effect in mass quantities over and over again (until they run out of spells per day). For that matter, it should be noted for new players that the only thing weaker than a level one wizard is a level one wizard who just | Wizards are the can-all, do-all guys of pretty much all systems. You want something done? There's a spell for it. It may not be quite as effective as [[Sorcerer|the 'hands-on' method]], but it's close enough (and sometimes better). In most cases though, wizards are simply reduced to casting Fireball or any spell of the same effect in mass quantities over and over again (until they run out of spells per day). For that matter, it should be noted for new players that the only thing weaker than a level one wizard is a level one wizard who just casts magic missile. | ||
[[Image:Zap muthafucka.jpg|thumb|left|They're pretty much like this.]] | [[Image:Zap muthafucka.jpg|thumb|left|They're pretty much like this.]] | ||
[[Image:No sense of right and wrong.png|thumb|right|This, too.]] | [[Image:No sense of right and wrong.png|thumb|right|This, too.]] |
Revision as of 03:51, 21 February 2017
For the /tg/ homebrew, see WIZARD (system).
Wizards are magic-wielding people who use their knowledge of the arcane to cast spells and lay down charms and such. The wizard often requires much planning and preparation before using magic, and usually cannot perform magic trivially. Wizards are powerful and intelligent individuals, usually taking on the role of scientist in fantasy settings. They also are known for being squishy. The preferred class of people who hate to lose in D&D 3.5.
Wizards are the can-all, do-all guys of pretty much all systems. You want something done? There's a spell for it. It may not be quite as effective as the 'hands-on' method, but it's close enough (and sometimes better). In most cases though, wizards are simply reduced to casting Fireball or any spell of the same effect in mass quantities over and over again (until they run out of spells per day). For that matter, it should be noted for new players that the only thing weaker than a level one wizard is a level one wizard who just casts magic missile.
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Players should be advised to ignore the hell out of spells that do damage, and look for spells that remove the ability for enemies to act against the party, or spells that significantly improve the performance of their party. Wizards are not about dealing damage, they are about buffing, debuffing and controlling the battlefield at the same time. Or alternatively they are about explosive runes and save-or-die spells but that's a story for another page. The wizard is capable of essentially beating any encounter with a few spells and can be prepared for anything - thus being a Batman[1]. They can also focus on spells which cause an enemy to effectively lose if they fail a save, starting early on with Color Spray and Grease - and Grease never stops being good.
4e has several different archetypes for wizards. The Control wizard is how you should be playing them: based on INT and WIS they cast spells that hinder enemies, render them unable to attack the party or do other things that you do not want them to. The War Wizard instead is designed to cast fireball after fireball until the enemy drops via a combination of firepower from INT and accuracy from DEX. Only use him if your party has limited long-range firepower. The Illusionist Wizard is what you play if your DM does not allow you to play as a Psion: befuddling, confusing and dominating your enemies with a combination of high INT and CHA. Finally there is the Summoner Wizard who, as you might guess, summon creatures. Because they are linked to your Healing Surges and your Bloodied Value you will be needing high CON for them to be effective, as well as high INT.
At this point the more astute reader might have noticed that this means that there is a speciality fit for anyone who gets a bonus to both their INT and another stat, except for STR. This means that if you wish to roll a Muscle Wizard you might want to pick up a Swordmage instead. Or pick all of Bigby's spells if you want to CAST FIST.
Wizards are known to put on a robe and wizard's hat every morning, and especially before being intimate.
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In 5e
Wizards changed only slightly from the conventional mold in 5e, but the changes they underwent are some of the more contentious; in older editions, while spells were divided into eight schools, wizards were assumed to be "generalists" by default, and instead specialised in a given school only for extra skill. In 5e, a wizard has to specialise in a school at level 2, which gives various school-related bonuses. Fortunately, there's no forbidden school approach like there was in the old editions, so it's not really so bad.
5e wizards get the Arcane Recovery class ability to start with (once per day, you can regain a small number of spell slots with just a short rest), The usual increases to their ability scores (either +2 to one score, or +1 to two scores) at levels 4/8/12/16/19, and gains the abilities Spell Mastery (can freely pick one 1st level and one 2nd level spell and can cast these mastered spells at their lowest level without using any spell slots as if they were cantrips, takes 8 hours to replace these) at level 18 and Signature Spells (pick two level 3 spells; you always have them prepared, they don't count towards your number of spells prepared, and each can be cast at its basic level without using up a spell slot once before needing a short rest to recharge) at level 20.
All specialists (aside from Artificer and Technomancer) also get the "[Tradition] Savant" feature, which halves the time and gold it takes to copy a spell of their tradition into their spellbook.
Artificer
From the Eberron UA free PDF, the Artificer is quite different than previous versions. They also don't have a Savant feature. They do allow you to effortlessly rip off merchants with real magic items that stop working soon after. All in all, kind of meh, because they sadly just aren't that flavorful.
Infuse Potions: Level 2, you make up to 4 potions. Useful for healing and bypassing resistance.
Infuse Scrolls: You can make a spell scroll in a short rest. It subtracts the spell slots form the ones you'd normally regain from Arcane Recovery, but RAW it appears to let you scribe scrolls of upper-level spells (Wish twice a day, anyone?) No, Arcane Recovery cannot regain spells slots above 6th level.
Infuse Weapons and Armor: This is exactly what it says on the tin. You make armor or weapons magical in return for spell slots expended.
Superior Artificer: You can make another potion, magic equipment, or scrolls.
Master Artificer: The coolest power you get, you can finally make weak permanent items by spending a week on it and then resting for a month. Good for downtime, but not published adventures.
Technomancer
From the Modern Magic UA PDF, the Technomancer is a Wizard for a more modern age, who focuses on mastering the interplay between magic and technology. A fairly fluff-accurate character, but unlikely to be of much use unless your DM wants to run either an urban fantasy game or a magitek game in the vein of Shadowrun with more advanced stuff than Eberron.
The Technomancer gets free proficiency with sidearms (that is, pistols) and hacking tools at level 2, as well as trading their spellbook for an enchanted tablet computer. This lets them scribe spells in half the time of a normal wizard.
At level 6, they get Program Spell, which lets them use any basic computational device (mobile phone or better) to "hold" a spell for them. The charge only lasts 48 hours, is one-use only, and a technomancer can only have one at a time. On the other hand, this lets you give somebody an undetectable improvised explosive device by handing them a cheap mobile primed to detonate a Fireball when they answer it.
At level 10, they get Online Casting, where they can use networked electronic devices to channel spells for them. So, if you can get yourself into the mall's security room, you can promptly blast every fucker who walks into a room with a working security camera, without leaving the place.
Finally, at level 14, they get the Chained Device feature, where they can have a tablet computer or better gizmo maintain concentration on a spell for them, allowing them to hold two concentration spells at once.
Bladesinger
An update of an elven wizard kit from back in the days of AD&D, the Bladesinger is basically the 4e Swordmage. It combines magic and martial skill, with a little performance art, into a deadly, spell-slinging close-quarters combatant. Although the Sword Coast Adventurer's Guide does note that fluffwise it should be restricted to elves and half-elves, it also give DMs free permission to ignore that rule. And, really, who wouldn't?
Its 2nd level feature is Training in War and Song. This gives it Proficiency with the Performance skill, light armor, and a single one-handed martial melee weapon of the Bladesinger's choice. Swords are iconic, but as the sidebar notes, there's all kinds of styles, including axes, hammers, picks and whips.
Its other 2nd level feature is Bladesong, the big "special attack" of the class, an ability to enter a state of supernatural speed, agility and focus as a bonus action. You can't use it if you're wielding a shield, or if you're wearing medium/heavy armor. Likewise, it can be ended early if you take up a shield, put such armor on, make a two-handed attack with your weapon, or are just incapacitated. So stick to the light armor and one-handed weapons if you wanna use it. You can use this feature twice per short rest, and unless ended early (which you can do voluntarily), it lasts for one minute. Whilst in Bladesong, you add your Intelligence modifier (min bonus is +1) to your Armor Class and to any Constitution checks you make to concentrate on spells, you increase your walking speed by 10 feet, and you gain advantage on Dexterity (Acrobatics) checks.
A Bladesinger gains the Extra Attack feature (attack twice when you use the Attack action for your turn) at level 6.
10th level unlocks the Song of Defense ability; whilst in Bladesong, a Bladesinger can expend spellslots when they take damage, reducing the damage by (spellslot level multipled by 5).
Finally, 14th level unlocks the Song of Victory feature, where Bladesong causes the Int bonus to apply to damage from the Bladesinger's melee weapon as well.
Theurgist
Appearing in the August 2016 Unearthed Arcana "The Faithful", the Theurgy Tradition is an alternative to the Arcana Domain for Clerics, in that it tries to make a singular class out of the Cleric/Wizard Mystic Theurge, but by from the basis of being a wizard who studies and wields godly magic. Amusingly, by its default fluff, you can easily use it to represent an Ur-Priest as well.
It's already attracted huge amounts of complaints for being the most broken Arcane Tradition in the game, with gems like the potential for abuse if you apply Spell Mastery to Cleric spells, or the claim that, RAW, you could take the Arcana Domain and thusly get access to Wish at level 14, or the fact you can effectively have two Domains by becoming a multiclassed Theurgist/Cleric.
It's first second-level feature is, of course, Divine Inspiration, which lets you pick a specific Cleric Domain. Naturally, this should be one appropriate to the deity your Theurgist is worshipping/studying/ripping power from, though it notes that the most natural fits for a Theurgist are probably Arcana, Knowledge and Light.
Its second level 2 feature is Arcane Initiate; when you gain a level, you can choose to trade one of the Wizard spells you know for a Cleric spell from a slot level you can cast - so, if you can cast 3rd level spells, you can snag a 1st, 2nd or 3rd level Cleric spell. You must concentrate on gaining the bonus spells from your chosen Domain first; only if you can cast all of the spells from that Domain can you pick up "generic" Cleric spells for your spellbook. Additionally, though you keep these spells in your spellbook, other wizards can't learn to cast them by copying from your spellbook.
Its final 2nd level feature is Channel Arcana, which basically gives you Channel Divinity 1/short rest (2/short rest at 6th level, 3/short rest at 18th). When you make use of this power, you can gain either the Divine Arcana power-up (+2 to attack roll or saving throw of the next spell you cast) or the Channel Divinity effect granted by your chosen domain.
The rest of your Tradition features are based on gaining access to your Cleric Domain's bonus features, with the exception of weapon and armor proficiencies. Arcane Acolyte (level 6) gives you access to the level 1 bonus feature, Arcane Priest (10th level) gives you access to the level 6 bonus feature, and finally Arcane High Priest (level 14) gives you access to the level 17 cleric bonus feature for your domain.
The Schools of Magic
With the exception of 4e, wizards have made use of eight distinctive schools of magic throughout the editions, and often a wizard has been able to specialise in a particular school. Up until 5th edition, as this was an optional class choice, it had little effect; the specialist had a higher chance of writing spells into their spellbook, could cast more often, and cast them with greater potency, at the cost of giving up access to certain schools of magic. In Advanced Dungeons & Dragons, the schools you lost were chosen based on your specialization, whilst in 3.5, you could choose the schools you lost. In 5e, meanwhile, specialising is mandatory, and there are no schools sacrificed; instead, you get a bunch of extra features that make your chosen school's spells better for you.
Abjuration
Spellcasters who don't like that other spellcasters can also do cool stuff too, so their specialty is blocking or negating spells. As a side-effect, they're not too bad with blocking or negating other kinds of attacks, either, making them the shieldy spellcasters too.
5e specialization bonus
Arcane Ward: Your level 2 ability, which lets you create a magical shield that sucks up damage for you and heals when you cast abjuration spells once per long rest. To create it, you gotta cast an abjuration spell of at least level 1 first.
Projected Ward: When you hit level 6, you can use Arcane Ward as a reaction to protect a creature within a 30ft line of sight.
Improved Abjuration: From level 10 on, you add proficiency bonus to any ability checks required when casting abjuration spells.
Spell Resistance: Finally, at level 14, you have advantage on saving throws against spells and resistance against spell damage.
Conjuration
Spellcasters who like to pull shit out of their sleeve. Only it's not pigeons that shit everywhere or juggling balls, but snarling demons and clouds of fire and all sorts of nifty crap. Also OP compared to the other schools. Hey, I don't have transmutation spells, so let's summon something that CAN cast the spell I need! At least, this was the case before 5e; 5e conjured critters can't do that sort of thing anymore.
5e specialization bonus
Minor Conjuration: You can create any non-magical item that weighs ten pounds or less and is no more than 3ft long at will, materializing it in your hand or on the ground in line of sight. This is your level 2 ability.
Benign Transposition: At level 6, you can teleport 30 feet, or tele-trade places with a creature within 30 feet. You can only do this once, then you need to either take a long rest or cast a Conjuration spell (level 1 or higher) to recharge it.
Focused Conjuration: From 10th level on, taking damage isn't enough to break your concentration whilst you are concentrating on a conjuration spell.
Durable Summons: Upon hitting level 14, all summoned or conjured creatures of yours gain +30 temporary hit points.
Divination
The nosy wizards, the ones whom DMs hate for ruining their plotlines with their ability to seek out info the DM doesn't want them to have.
5e specialization bonus
Portent: When you finish a long rest, roll two D20s and record the numbers; if you want to, you can automatically forgo making an attack roll, saving throw or ability check to instead use one of these recorded rolls. You can only do so once per turn, and you can only use each portent result once; you lose any unused ones the next time you take a long rest. You gain this ability at level 2.
Expert Divination: From level 6 on, divination spells come easier to you, and so you regain a spent spell slot of at least one level lower (max level: 5) whenever you cast a divination spell that requires at least a level 2 spell slot.
The Third Eye: From level 10 on, when you complete a rest, you can choose to gain either darkvision 60 feet, ethereal sight 60 feet, the ability to read any language, or the ability to see invisible 10 feet.
Greater Portent: Upon hitting level 14, you get to roll 3 D20s for Portent instead of only 2.
Enchantment
The creepy ass wizards who can take control of peoples' brains and make them into drooling zombie slaves.
5e specialization bonus
Hypnotic Gaze: Starting at level 2, you can try and hypnotise a creature within 5 feet and make them a shambling zombie for as long as you concentrate on controlling them.
Instinctive Charm: At level 6, you can the ability to try and bewitch a target into swapping targets for its attack in mid-swing.
Split Enchantment: At level 10, you can target two creatures with an enchantment spell that would normally only target one creature.
Alter Memories: From level 14 on, you can make a charmed creature unaware it's charmed, and try to blank out its memories of some of the time it spent under your control.
Evocation
Practitioners of the ancient art of Blowing Shit Up Real Good.
5e specialization bonus
Sculpt Spells: At level 2, you learn how to make safe pockets in your evocation spells to avoid blowing up your allies or non-coms who get in the way. Or, well, at least ensure they only get singed instead of fried.
Potent Cantrip: You're so blasty at level 6 that even cantrips get to do half damage against critters that make their saving throws against them.
Empowered Evocation: From 10th level on, add Intelligence modifier to the damage roll of your evocation school wizard spells.
Overchannel: At level 14, you know how to get the best bang for your buck. Once per long rest, you can cast an evocation spell of level 5 or lower and automatically do max damage. Once you've done so, if you do it again without resting, you take 2D12 necrotic damage PER level of the spell you're casting like this. And if you're dumb enough to keep casting overchanneled spells? You keep taking necrotic damage, only the damage goes up by another 1D12 per time (so your third overchannelled spell is 3D12 damage per level of the spell, your fourth is 4D12, etc). RAW, you could originally overchannel your cantrips all day long with no ill effect (2d12 * 0 = 0), but this was later errataed so that you couldn't overchannel cantrips any more.
Illusion
The wizards who make you see and hear things that aren't there.
5e specialization bonus
Improved Minor Illusion: At level 2, you gain the Minor Illusion cantrip (if you didn't have it already; if you did, you gain another of your choice), and you can make sounds and images in a single casting, rather than needing one for each effect.
Malleable Illusions: At level 6, you gain the ability to reshape your own illusion effects on the fly.
Illusory Self: At level 10, once per rest, you can use your reaction to make an enemy's attack miss by creating a one-shot illusory double to take the blow for you.
Illusory Reality: At level 14, you can actually make your illusions real for a short time - like making an illusion of a bridge over a chasm that you and your buddies can actually use to cross the chasm. Depending on DM, you can use this to create expensive spell components or to disarm you opponents, by covering their weapons with no-damage substances or even embedding them whole (or only parts of them, if you wish) in blocks of illusory-yet-real stone, without saves of any kind.
Necromancy
Wizards who play with the dead. Traditionally they sucked at it compared to Clerics.
5e specialization bonus
Grim Harvest: From level 2 on, you regain hitpoints equal to 2 times the spell's level (3 times, if it's a necromantic spell) whenever you use a spell to kill an enemy, though this doesn't work on constructs or the undead.
Undead Thrall: At level 6, automatically gain the Animate Dead spell and when you cast Animate Dead, you can raise/reassert control over +1 zombie/skeleton and your zombies/skeletons have maximum hitpoints increased by + your level and they add your proficiency bonus to their weapon damage rolls.
Inured to Undeath: From level 10 on, you're resistant to Necrotic damage and you are immune to any effects that lower your hit point maximum.
Command Undead: The ability that traditionally shafted necromancers in favor of death priests, this ability, gained at level 14, lets you attempt to enslave undead creatures that you can see within 60 feet, though smarter ones have the ability to break free eventually, so be sure to cast Feeblemind if you want to keep them and don't care about them casting spells (for example, if you'd want a demilich minion).
Transmutation
Shapeshifters and alchemists. The go-to school for Muscle Wizards.
5e specialization bonus
Minor Alchemy: You can temporarily transmute wood, stone, iron, copper or silver into any one of the other elements listed here.
Transmuter's Stone: You can spend 8 hours to create a magical stone that will grant darkvision, +10 to speed whilst unencumbered, proficiency in Constitution saving throws, or resistance to one of five elemental damages (fire, ice, acid, lightning, thunder) to whoever holds it.
Shapechanger: You gain Polymorph as a bonus spell and cast it as a slotless spell to turn yourself into a challenge rating 1 or lower Beast.
Master Transmuter: You can destroy your Transmuter's Stone to transform one object into another object, completely heal (restore to full health + remove all curses, diseases and poisons) one creature, cast a free Raise Dead spell, or decrease a target's physical age by 3D10 years.
Dungeons & Dragons 4th Edition Classes | ||
---|---|---|
Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |
The Classes of Pathfinder 1st Edition | |
---|---|
Core Classes: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: |
Alchemist - Antipaladin - Cavalier Inquisitor - Oracle - Summoner - Witch |
Advanced Class Guide: |
Arcanist - Bloodrager - Brawler - Hunter - Investigator Shaman - Skald - Slayer - Swashbuckler - Warpriest |
Occult Adventures: |
Kineticist - Medium - Mesmerist Occultist - Psychic - Spiritualist |
Ultimate X: | Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante |
Dungeons & Dragons 5th Edition Classes | |
---|---|
Player's Handbook | Barbarian • Bard • Cleric • Druid • Fighter • Monk Paladin • Ranger • Rogue • Sorcerer • Warlock • Wizard |
Tasha's Cauldron of Everything | Artificer • Expert • Spellcaster • Warrior |
Van Richten's Guide to Ravenloft | Apprentice • Disciple • Sneak • Squire |
Unearthed Arcana | Mystic |