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Wizard
Starting a...

Enhancements
Tactics
Equipment

[edit] Class Summary

Alignment: Any

Hit die: d4

[edit] Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Concentration (Con)
Repair (Int)

[edit] Weapon and Armor Proficiencies:

Simple weapons (Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff, Throwing Dagger)

No armor proficiencies, as armor of any type interferes with a Wizard’s movements, which can cause their spells with somatic components to fail.

[edit] Advancement Table

Wizards gain additional spell points by having high intelligence, check the tables here.

Table: The Wizard Spell slots
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points* 1st2nd3rd4th5th6th7th8th9th
1st +0/+0 +0 +0 +2 Bonus Metamagic Feat, Dismiss Charm, Inscribe Scroll 130 3--------
2nd +1/+1/+6 +0 +0 +3 - 155 4--------
3rd +1/+1/+6 +1 +1 +3 - 180 42-------
4th +2/+2/+7 +1 +1 +4 - 205 43-------
5th +2/+2/+7 +1 +1 +4 Bonus Metamagic Feat 230 432------
6th +3/+3/+8/+13 +2 +2 +5 - 260 443------
7th +3/+3/+8/+13 +2 +2 +5 - 295 5432-----
8th +4/+4/+9/+14 +2 +2 +6 - 335 5443-----
9th +4/+4/+9/+14 +3 +3 +6 - 380 55432----
10th +5/+5/+10/+15 +3 +3 +7 Bonus Metamagic Feat 430 55443----
11th +5/+5/+10/+15 +3 +3 +7 - 485 555432---
12th +6/+6/+11/+16 +4 +4 +8 - 545 555443---
13th +6/+6/+11/+16 +4 +4 +8 - 610 5555432--
14th +7/+7/+12/+17 +4 +4 +9 - 680 5555443--
15th +7/+7/+12/+17 +5 +5 +9 Bonus Metamagic Feat 755 55555432-
16th +8/+8/+13/18 +5 +5 +10 - 835 55555443-
17th +8/+8/+13/+18 +5 +5 +10 - 920 555555432
18th +9/+9/+14/+19 +6 +6 +11 - 1010 555555443
19th +9/+9/+14/+19 +6 +6 +11 - 1105 555555544
20th +10/+10/+15/+20 +6 +6 +12 Bonus Metamagic Feat 1205 555555555

[edit] Class feats

[edit] Level 1

  • Dismiss Charm (active): Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
  • Inscribe Scroll (active): You are able to inscribe spells from scrolls into your spellbook. This action will destroy the scroll.

[edit] Spells

A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare their spells ahead of time (see below).

To inscribe, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard has a limited number of spell points and spell slots. Their base daily allotments are given in the previous table. Bonus Spell points are awarded for high Int as detailed here.

Unlike a bard or sorcerer, a wizard may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or tavern. While studying, the wizard decides which spells to prepare.

Of particular Note to Players developing a Wizard Character is that certain spells may only be obtained through the Auction House, finding a scroll or choosing it upon leveling up. The full list can be found here.

[edit] Bonus Feats

At levels 1st, 5th, 10th, 15th, and 20th, a wizard gains a bonus metamagic feat, or Mental Toughness, or Improved Mental Toughness, or Spell Focus feats.

[edit] Spellbooks

Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any spell not scribed into their spellbook.

A wizard begins play with a spellbook of (3 + Int modifier) 1st-level spells. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on the new wizard's level) for his spellbook.

A wizard may use the inscribe spell class feat on a scroll to add it to his spell book. Doing so requires an appropriately-leveled Inscription Materials, purchasable at any magical supply shop in the game (after Korthos).

[edit] Arcane Spells and Armor

Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which they are proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.