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Wizard

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Wizard
Starting a...

Enhancements
Tactics
Equipment
Spells

Class Summary[edit]

Alignment: Any Hit die: d4

Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Skill concentration.png Concentration (Constitution)
Skill repair (skill).png Repair (Intelligence)
Skill spellcraft.png Spellcraft (Intelligence)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons (Club/Scepters, Daggers, Quarterstaves, Heavy Crossbows, Light Crossbows, and Throwing Daggers)

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

Past Lives[edit]

File:nopic.jpg Past Life: Wizard You were a Wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.
File:nopic.jpg Past Life: Arcane Initiate You recall more about your past life as a wizard. You have +1 to the DC's of spells you cast and can cast the magic missile spell ten times per rest, creating a missile of magical energy that darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, maximum 10 missiles.

Paths[edit]

  • Necromancer
  • The Ingenious Sage
  • Elementalist

Prestige Enhancements[edit]

Advancement table[edit]

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

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveAuto-Granted FeatsSpell Points1st2nd3rd4th5th6th7th8th9th
1st+0/+0+0+0+2Bonus feat, Dismiss Charm, Inscribe Scroll1303--------
2nd+1/+1/+6+0+0+3-1554--------
3rd+1/+1/+6/+11+1+1+3-18042-------
4th+2/+2/+7/+12+1+1+4-20543-------
5th+2/+2/+7/+12+1+1+4Bonus feat230432------
6th+3/+3/+8/+13+2+2+5-260443------
7th+3/+3/+8/+13+2+2+5-2955432-----
8th+4/+4/+9/+14+2+2+6-3355443-----
9th+4/+4/+9/+14+3+3+6-38055432----
10th+5/+5/+10/+15+3+3+7Bonus feat43055443----
11th+5/+5/+10/+15+3+3+7-485555432---
12th+6/+6/+11/+16+4+4+8-545555443---
13th+6/+6/+11/+16+4+4+8-6105555432--
14th+7/+7/+12/+17+4+4+9-6805555443--
15th+7/+7/+12/+17+5+5+9Bonus feat75555555432-
16th+8/+8/+13/+18+5+5+10-83555555443-
17th+8/+8/+13/+18+5+5+10-920555555432
18th+9/+9/+14/+19+6+6+11-1,010555555443
19th+9/+9/+14/+19+6+6+11-1,105555555544
20th+10/+10/+15/+20+6+6+12Bonus feat1,205555555555

Note: Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Class feats[edit]

Level 1[edit]

  • Arcane Lore (passive): Represents your knowledge of the arcane. This feat is received once for every wizard level.
  • 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.

Bonus feats[edit]

At levels 1st, 5th, 10th, 15th, and 20th, a wizard gains a bonus feat. The feat taken must either be a metamagic feat, Mental Toughness, Improved Mental Toughness, or one of Spell Focus feats. See the full list here.

Spells[edit]

Spellbooks[edit]

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. Wizards gain a new spell level every other wizard level... Level 1 spells at level 1, level 2 spells at level 3, level 3 spells at level 5, level 4 spells at level 7, etc. up to level 9 spells at level 17.

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 magical supply shops (after Korthos).

Arcane Spells and Armor[edit]

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.