Wizard
Player's Handbook p55

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D&D Home > Character Classes > Core Classes > Wizard

Game Rule Information

The following changes have been made to the powers and abilities of the Wizard. Any published rules for the wizard that do not directly contradict the contents of this page still apply.

Class Features

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UA p94). At first level the wizard gains Weapon Group (basic weapons) or Weapon Group (crossbows). The wizard has no proficiency in any armour or any shield.

Skill Points: Wizards have more skill points that listed in the standard rules. They gain (4 + Int mod) ×4 at first level, and then a further 4 + Int mod at each level thereafter.

Spellcasting: Wizards use wizardry to cast spells. Wizardry is a sub-branch of arcane magic. Details of how wizardry functions and how spells are cast can be found in the section on arcane magic. Wizards gain access to cantrips and 1st level spells at level one, 3nd levels spells at level three and to each successive spell level at odd numbered levels to a maximum of 9th level spells at level seventeen. A wizard's caster level is equal to his class level.

Summon Familiar: At 1st level the wizard can forego the right to a familiar. If he does so he receives a bonus metamagic or item creation feat. If the sorcerer wants to wizard a familiar later in his career he will need to spend a feat to be able to do so. Familiars are generally unchanged from the PHB p52 and DMG p200, except to say that the base creature is not typical for its types. Familiars should be generated using the same rules as player characters. Attributes should be rolled on 4d6 (drop the lowest die) and hit points should also be rolled rather than taking the average.

Scribe Scroll: The wizard may exchange the scribe scroll feat for any other metamagic or item creation feat at first level. They may select the scribe scroll feat later in their career if they wish.

Specialist Wizards

These are wizards who specialise in one of the eight branches of arcane magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation. The rules for handling specialist wizards is radically different than that presented in the PHB. Specialist wizards are only allowed in a campaign with the approval of the GM. The following changes have been made to all specialist classes:

Specialist Spellcraft: The specialist gets a +2 bonus to spellcraft checks when attempting to learn a spell of her chosen school; or to notice anything else to do with her area of interest.

Specialist Save Bonus: Specialists gain a +2 bonus to their saving throw against spells from their specialist school. They do not take a penalty on saves against spells of other schools.

Specialist Spell Enhancement: Specialists add +2 to the Difficulty Class for all saving throws against spells from their specialist school. This ability stacks with the Spell Focus and Greater Spell Focus feats. Conversely, specialists subtract -2 from the Difficulty Class for all saving throws against spells not of their specialist school. Specialists may not take the Spell Focus feat to augment a school they have not specialised in.

Specialist Casting: Specialist wizards are no longer prohibited from casting spells of any particular school. They are simply much better at casting spells of their specialist school, and much worse at casting all other spells. Specialist spells of levels 2 to 9 are cast as if they are one level lower than that listed in the Player's Handbook. For example, a wizard who has specialised in Evocation magic would have access to fireball as a second level spell (not third). He would be able cast it from third level (not fifth), and it would only cost him two spell points (not three) to cast. Conversely, all non-specialist spells of levels 1 to 9 are cast as if they are one level higher than listed in the Player's Handbook. Cantrips are unaffected by this regardless of school.

In regard to calculating the DC of a saving throw against such a spell, always use the actual spell level. In the above example, the fireball cast by an evoker might cost 2 spell points to cast but the DC is still 10 + 3 + Int mod. Specialist wizards can apply metamagic feats to spells that standard wizards could not. A fifth level evoker could apply the Still Spell feat to a fireball. The +1 level adjustment for the feat would bring fireball back up to a third level spell, that cost three spell points.

These rules are much clearer when presented in tabular format:

Actual Spell Level
Effective Level (Specialist School)
Effective Level (All Other Schools)
0
0
0
1
1
2
2
1
3
3
2
4
4
3
5
5
4
6
6
5
7
7
6
8
8
7
9
9
8
10 *

* - these spells cost ten spell points to cast, and the specialist wizard does not gain access to them until level nineteen.

Variants

The following wizard variant appears in the offical rules. Players shouldn't feel obligued to adopt it instead of the standard class. Variants don't make the character any more powerful, they simply make it different. "Official" variants are found in a variety of sources, for a complete list of all the variants I use in my campaigns follow this link.

Planar Substituion Levels: Wizards who make the prerequisites may swap out certain class abilities in favour of planar-related ones. These rules are slightly changed from those published in the Planar Handbook. At 5th level they may swap their bonus feat for Unimpeded Magic. At 10th level they may swap their bonus feat for Planar Spellcasting. At 15th level they may swap their bonus feat for Enhanced Magic. See Planar Handbook pages 27 and 36 for more details.

See Also:

 

 
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