Wizard

'''This page is still under heavy construction. Contents and layout will vary wildly.'''

Wizard

 * Alignment: Any non-evil.


 * Hit Die: The wizard gains 4 + Constitution modifier hit points a level, and starts with a one time bonus of +20 hit points at level 1.

Class Skills
The wizard's class skills (and the key ability for each skill) are:
 * Concentration (Con)
 * Repair (Int)

Skill Points at 1st Level: (2 + Intelligence modifier) x4.

Skill Points each additional level: 2 + Intelligence modifier.

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

 


 * Starting Proficiencies
 * The following Simple Weapons
 * club
 * dagger
 * heavy crossbow
 * light crossbow
 * quarterstaff
 * Armor of any type interferes with a wizard’s movements, which can cause their spells with somatic components to fail.

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.

Metamagic

 * Empower Spell: SP x2, +50% variable numeric values. Saving throws and spells without random values are not affected.
 * Enlarge Spell: SP x1.5, +100% increase range. Spells not defined by distance or are not of close, medium, or long range are not affected.
 * Eschew Materials: SP x1.3, Removes need for normal material components.
 * Extend Spell: SP x1.5, +100% duration.
 * Heighten Spell: Increases the effective spell level to the maximum level spell you can cast. The cost is increased to the cost of a spell of that level. Ex.  If you can cast lvl 4 spells, and cast a heightenned lvl 1 spell, it will have a save DC 3 higher, and will cost 25 spell points.
 * Maximize Spell: SP x?, All variable numeric effects of a spell are set to their maximum value. Saving throws and non-random values are not affected.
 * Quicken Spell: SP x?, Greatly shortens casting time of the spell, and the spell cannot be interrupted.

Bonus Feats
At 1st, 5th and 10th a wizard gains a bonus metamagic feat.

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 (4 + 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 a material component, purchasable at any magical supply shop in the game.

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.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if they are grappling (although concentration checks still apply normally).

Enhancements
(Note: I've probably jumbled some of the levels at which you get said enhancement available)
 * Level 1
 * Energy of the Scholar I: +30 spell points
 * Combustion I: +20% damage to 1st-level fire spells
 * Glaciation I: +20% damage to 1st-level cold spells
 * Magnetism I: +20% damage to 1st-level electricity spells
 * Reconstruction I: +20% effect to 1st-level repair spells
 * Skill Tactics: +3 to concentration and repair skills
 * Level 2
 * Energy of the Scholar II: +40 spell points
 * Improved Combustion I: +30% damage to 1st-level fire spells
 * Improved Glaciation I: +30% damage to 1st-level cold spells
 * Improved Magnetism I: +30% damage to 1st-level electricity spells
 * Improved Reconstruction I: +30% effect to 1st-level repair spells
 * Intellect of the Wizard: +1 Intelligence
 * Level 3
 * Energy of the Scholar III: +50 spell points.
 * Combustion II: +20% damage to 2nd-level and lower fire spells
 * Glaciation II: +20% damage to 2nd-level and lower cold spells.
 * Magnetism II: +20% damage to 2nd-level and lower electricity spells.
 * Reconstruction II: +20% effect to 2nd-level and lower repair spells.
 * Level 4
 * Energy of the Scholar IV: +60 spell points.
 * ??? Combustion I: +40% damage to 1st-level fire spells
 * ??? Glaciation I: +40% damage to 1st-level cold spells
 * ??? Magnetism I: +40% damage to 1st-level electricity spells
 * ??? Reconstruction I: +40% effect to 1st-level repair spells
 * Level 5
 * Energy of the Scholar V: +70 spell points.
 * Level 6
 * Energy of the Scholar VI: +80 spell points.

Wizard Spell List
Wizard spell list on separate page.

Playing a Wizard
The Wizard is the do-anything (except healing) versatility spellcaster. All wizards compulsively scribe every scroll they meet. The wizard's most important contribution to a group is to cast a situation-specific spell to survive a particular challenge. This can mean Jump, Feather-Fall, Sonic Resistance, Fire Immunity, or Invisibility. All of those spells are too rarely useful for a sorceror to study, but when they ARE needed, they're needed bad. (In particular, Invisibilty is a must to survive certain "zone-in ambushes" in DDO). A single Fire Immunity on a melee warrior can defeat Greater Fire Elementals for much less energy cost than a sorceror shooting cold damage, or a cleric healing him afterwards. Annoying jumping puzzles can be skipped with Feather-Fall + Jump (but be VERY sure that the wizard has all his teammates buffed before he jumps himself!).

Also, Wizards can elect to repair Warforged characters, while sorcerors won't usually learn that spell. (Hang onto a "Greater Reconstruction" item, to wield when it's time to fix a WF)

Therefore, the wizard player is the one with the greatest need for preparation. You must know better than anyone else which spells are required for which missions. Re-memorizing at shrines inside a mission can help, of course, so keep a shrine in reserve in an unfamiliar place.

Stats

 * Primary : Intelligence
 * Intelligence is the single most important statistic to the standard DnD Wizard. Some players choose to play Wizards with low intelligence for roleplaying or other reasons, but for the majority of Wizards, having a high starting Intelligence score is a must.


 * The consensus opinion on starting Intelligence is that a starting score of 16 to 18 is necessary. Starting with an Intelligence score of 18 maximizes a Wizard's starting DC and grants a few bonus spell points.  The spell point advantage is minimal, but the higher save DC is very important.  Having a higher DC for all of a Wizard's offensive spells reduces the chance that enemies will succeed at full or partial saves, making the Wizard more effective overall.


 * Another school of thought says that an Intelligence of 17 is the maximum utilization of a character's ability increases. Most of the time, if a character puts all of their effort into improving Intelligence, a starting score of 18 will yield an oddly numbered final score, while a starting score of 17 will yield an evenly numbered final score (the even result being the maximum utilization of resources).  This is true as long as levels are limited to ten, but past release, the level cap will be increased continuously.  Therefore, a starting Intelligence of 17 is probably not a very good idea.


 * The third school of thought on the subject of having a high Intelligence says that in the point buy system, a score of 17 or 18 uses too many resources to be worth the benefit. Proponents of this line of thought believe that spreading stat points around more will make a more effective character overall at the cost of having a lower spell save DC.


 * Not all Wizards believe that a high Intelligence is key. Some players choose to avoid using offensive spells in favor of using buff spells almost entirely.  These Wizards often play multiclass characters to gain fringe combat abilities to be able to both buff other players and contribute to combat without being forced to utilize offensive spells.

See Tasks.
 * Secondary : Dexterity vs Constitution

Feats

 * Mobile Caster : Combat Casting -> Mobile Spellcasting -> Improved Cast on the Run

=See also=
 * None yet. Add one!

=Page tasks= [ ] Pros and cons of Dexterity vs Constitution as secondary skills for a wizard. [ ] Desc. of build "Mobile Caster".