Class:Wizard
From DDO Compendium

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Class: Wizard
The wizard is the versatile arcane spell-caster. Her high intelligence score enables her to learn many spells (and potentially, every spell!) but unlike the sorcerer, she must prepare spells in advance. A wizard can also serve as a healer for warforged allies. - Lack of armor and combat training makes the sorcerer difficult for solo play
- Can inscribe spells into their spell books from scrolls
- High intelligence score gives the wizard the ability to learn many skills
- Have a wider variety of spells, both offensive, defensive and utilitarian than the sorcerer
- Can learn meta-magic feats and enhancements that bolster her arcane spells
- Can summon creatures to fight for them
- Proficient with some simple weapons
- No armor proficiencies
- No alignment restriction
Recommended Attributes: IntelligenceA few muttered words and fleeting gestures carry more power than a battleaxe when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend to learn her craft. Unlike sorcerers, wizards depend on intensive study to create their magic. They research musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can.
| Hit Die: | D4 |
| Caster Type: | Arcane |
| Spell Casting: | Intelligence determines how powerful a spell a Wizard can cast, how many spells they can cast, and how hard those spells are to resist. |
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| 1 |  | Burning Hands | A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half. |
| 1 |  | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 1 |  | Charm Person | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 1 |  | Chill Touch | Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage and one point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. |
| 1 |  | Detect Secret Doors | Reveals secret and hidden doors. |
| 1 |  | Expeditious Retreat | Increases base run speed by 25%. |
| 1 |  | Feather Fall | Causes an ally to fall slowly, although faster than feathers typically do. |
| 1 |  | Grease | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. |
| 1 |  | Hypnotism | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. |
| 1 |  | Jump | Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level. |
| 1 |  | Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. |
| 1 |  | Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile. |
| 1 |  | Master's Touch | Grants the caster proficiency with simple and martial weapons for one minute per caster level. |
| 1 |  | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. |
| 1 |  | Niac's Cold Ray | A ray of freezing ice and air projects from your finger dealing 1d10 cold damage per caster level (max 5d10). A successful Reflex save negates this effect. |
| 1 |  | Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. |
| 1 |  | Obscuring Mist | A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. |
| 1 |  | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. |
| 1 |  | Ray of Enfeeblement | A coruscating ray springs towards the target, inflicting a 1d6, +1 per 2 caster levels (max 1d6+5), penalty to strength. |
| 1 |  | Repair Light Damage | Transmutes the structure of a living construct ally to repair 1d8 +1 per caster level damage. |
| 1 |  | Shield | Grants a +4 shield bonus to Armor Class and protection from magic missiles. |
| 1 |  | Shocking Grasp | Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage to any enemy you touch. |
| 1 |  | Sleep | Induces a magical slumber to come upon 4 Hit Dice of enemies, rendering them helpless until attacked. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 1 |  | Summon Monster I | Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute. |
| 1 |  | Tumble | Gives an ally a +10 enhancement bonus on Tumbling. |
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| 2 |  | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
| 2 |  | Blindness | The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect. |
| 2 |  | Blur | An ally's outline becomes slightly blurred, granting a 20% miss chance. |
| 2 |  | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. |
| 2 |  | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
| 2 |  | Command Undead | Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds. Other undead get an additional Will save every 20 seconds up to a maximum of 10 minutes. |
| 2 |  | Daze Monster | Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect. |
| 2 |  | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
| 2 |  | False Life | Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 +1 per caster level (max 20) temporary hit points. |
| 2 |  | Flaming Sphere | Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2d6 points of damage. A successful Reflex save negates this effect. |
| 2 |  | Fog Cloud | A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance). |
| 2 |  | Fox's Cunning | The ally gains wit, giving a +4 enhancement bonus to Intelligence. |
| 2 |  | Ghoul Touch | This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 2 |  | Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell. |
| 2 |  | Hypnotic Pattern | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect. |
| 2 |  | Invisibility | An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed. |
| 2 |  | Knock | Unlocks any lock which could be picked by a sufficiently skilled rogue. |
| 2 |  | Melf's Acid Arrow | Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for a 12 second duration. This duration increases by 6 seconds for every three caster levels after level 3. |
| 2 |  | Ooze Puppet | Telekinetically controls the actions of an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split. |
| 2 |  | Otto's Resistible Dance | At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect. |
| 2 |  | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. |
| 2 |  | Repair Moderate Damage | Transmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage. |
| 2 |  | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. |
| 2 |  | Scare | Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 2 |  | Scorching Ray | Blasts a target with fiery rays, doing 4d6 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. |
| 2 |  | See Invisibility | You can see invisible creatures and objects. |
| 2 |  | Spawn Screen | Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection. |
| 2 |  | Summon Monster II | Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. |
| 2 |  | Touch of Idiocy | Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores. |
| 2 |  | Web | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. |
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| 3 |  | Deep Slumber | Induces a magical slumber to come upon 10 Hit Dice worth of enemies, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 3 |  | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. |
| 3 |  | Displacement | An ally's outline becomes blurred, granting a 50% miss chance. |
| 3 |  | Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half. |
| 3 |  | Flame Arrow | Creates fifty flaming ammo of the selected type within your inventory. This spell requires and consumes 1 normal ammo of that type. |
| 3 |  | Halt Undead | Renders unde | | | |