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Wizard
Wizard |
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Starting a... |
Class Summary[edit]
Alignment: Any
Hit die: d6
Class Skills
- Skill points at 1st level: (2 + Intelligence modifier) x4
- Skill points at each additional level: 2 + Intelligence modifier
Concentration (Constitution) |
Spellcraft (Intelligence) |
Repair (Intelligence) |
Weapon and Armor Proficiencies[edit]
Proficiency with 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]
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.
Past Life: Wizard is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up. | |
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.
Table: The Wizard | Preparable Spells | ||||||||||||||
Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Auto-Granted Feats | Spell Points | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0/+0 | +0 | +0 | +2 | Bonus feat, Dismiss Charm, Inscribe Scroll | 130 | 3 | - | - | - | - | - | - | - | - |
2nd | +1/+1/+6 | +0 | +0 | +3 | - | 155 | 4 | - | - | - | - | - | - | - | - |
3rd | +1/+1/+6/+11 | +1 | +1 | +3 | - | 180 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2/+2/+7/+12 | +1 | +1 | +4 | - | 205 | 4 | 3 | - | - | - | - | - | - | - |
5th | +2/+2/+7/+12 | +1 | +1 | +4 | Bonus feat | 230 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3/+3/+8/+13 | +2 | +2 | +5 | - | 260 | 4 | 4 | 3 | - | - | - | - | - | - |
7th | +3/+3/+8/+13 | +2 | +2 | +5 | - | 295 | 5 | 4 | 3 | 2 | - | - | - | - | - |
8th | +4/+4/+9/+14 | +2 | +2 | +6 | - | 335 | 5 | 4 | 4 | 3 | - | - | - | - | - |
9th | +4/+4/+9/+14 | +3 | +3 | +6 | - | 380 | 5 | 5 | 4 | 3 | 2 | - | - | - | - |
10th | +5/+5/+10/+15 | +3 | +3 | +7 | Bonus feat | 430 | 5 | 5 | 4 | 4 | 3 | - | - | - | - |
11th | +5/+5/+10/+15 | +3 | +3 | +7 | - | 485 | 5 | 5 | 5 | 4 | 3 | 2 | - | - | - |
12th | +6/+6/+11/+16 | +4 | +4 | +8 | - | 545 | 5 | 5 | 5 | 4 | 4 | 3 | - | - | - |
13th | +6/+6/+11/+16 | +4 | +4 | +8 | - | 610 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - | - |
14th | +7/+7/+12/+17 | +4 | +4 | +9 | - | 680 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | - | - |
15th | +7/+7/+12/+17 | +5 | +5 | +9 | Bonus feat | 755 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - |
16th | +8/+8/+13/+18 | +5 | +5 | +10 | - | 835 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | - |
17th | +8/+8/+13/+18 | +5 | +5 | +10 | - | 920 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 |
18th | +9/+9/+14/+19 | +6 | +6 | +11 | - | 1,010 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
19th | +9/+9/+14/+19 | +6 | +6 | +11 | - | 1,105 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 |
20th | +10/+10/+15/+20 | +6 | +6 | +12 | Bonus feat | 1,205 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
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]
Wizards can select bonus feats at levels 1, 5, 10, 15 & 20 from the following list:
See the full list here.
Spells[edit]
Wizards cast arcane spells and may know any number of spells from their list (unlike bards and sorcerers):
- Wizards can purchase arcane scrolls (levels 1-7) from the arcane scroll vendors in the Marketplace, the House of Wizardry in House Jorasco, Object Desire in House Phiarlan and the Portable Hole (for characters who can Teleport there).
- N.B. When developing an wizard character, please note that certain spells (including all level 8 and 9 spells) cannot be bought at vendors - they can only be obtained through spell selection upon leveling up, finding a scroll or purchase at the Auction House (The full list can be found here)
Wizards must choose and prepare their spells ahead of time:
- Spells can be selected after resting at a rest shrine or while in a tavern
- Wizards should decide which spells to prepare based on upcoming questing requirements
To inscribe, prepare or cast a spell, a 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, Wizards have a limited number of spell points and spell slots:
- Base daily allotment is given in the Advancement table (above)
- Bonus Spell points are awarded for high Intelligence, as detailed here
Wizard spells have Somatic components and invoke Arcane Spell Failure. Some spells have Material components - Wizards share their component list with Sorcerers
See also spell usefulness
Spellbooks[edit]
Wizards must study their spellbooks during the rest periods to prepare their spells. They cannot prepare any spell not inscribed into their spellbooks.
Wizards begins play with a spellbook of (3 + Int modifier) 1st-level spells. At each new wizard level, they can add two new spells to their spellbooks, from any spell level(s) that they can cast (based on their new wizard levels). Wizards gain access to a new spell level every other wizard level (i.e. Level 1 spells at level 1, level 2 spells at level 3, level 3 spells at level 5 etc. up to level 9 spells at level 17).
Wizards may use the inscribe spell class feat on scrolls to add spells to their spellbooks. Doing so requires 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.
This Arcane Spell Failure is reduced and proficiency with Medium Armor, Shields (excluding tower), and Martial weapons granted if a Sorcerer or Wizard decides to take the appropriate Enhancements from the Eldritch Knight enhancement tree.
Note about class skills[edit]
In D&D 3.x, Wizards had all of the Knowledge skills as class skills. This allowed them to raise their Int to very high levels while still being able to dump all their skill points into class skills. In DDO, all the Knowledge skills got removed, but no other skills were made Wizard class skills to compensate. As a result, Wizards cannot raise their Int modifier above +1 (+0 if human) without being forced to dump skill points into cross-class skills.