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Class:Wizard

From DDO Compendium


Wizards can learn a huge variety of spells and can fine tune their spell list to the task. They can assist the party, summon allies, or destroy opponents with the power of the elements.

Solo Ability: Challenging.

Important stats:

Intelligence is the most important stat for wizards. High intelligence makes a wizard's spells more difficult for enemies to resist and gives him or her more spell points.

Constitution is important for wizards who want to increase their hit points, and dexterity is important for increasing defense.

Notable abilities: Inscribe Spell.

Wizards are the only class that can learn all of the arcane spells. This eventually gives them many spell options when preparing to go on a quest.

Unlike the other classes, wizards get bonus metamagic feats. These feats give them more ways to manipulate the power and duration of their spells.

At taverns and rest shrines, wizards can switch to different spells. This allows them to choose the right spell for the situation. Sorcerers and favored souls cannot do this.

Hit Die:D4
Base Skill Points Each Level:2
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.
Path(s):Necromancer, The Ingenious Sage, Elementalist
1 +0 0 0 2
2 +1 0 0 3
3 +1 1 1 3
4 +2 1 1 4
5 +2 1 1 4
6 +3 2 2 5
7 +3 2 2 5
8 +4 2 2 6
9 +4 3 3 6
10 +5 3 3 7
11 +5 3 3 7
12 +6 / +1 4 4 8
13 +6 / +1 4 4 8
14 +7 / +2 4 4 9
15 +7 / +2 5 5 9
16 +8 / +3 5 5 10
17 +8 / +3 5 5 10
18 +9 / +4 6 6 11
19 +9 / +4 6 6 11
20 +10 / +5 6 6 12

Concentration Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.
Repair Allows you to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon. Only affects warforged characters.

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1Acid SprayA cone of burning acid shoots forth, damaging targets in the area of the spray for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half.
1Burning HandsA 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.
1Cause FearAn 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.
1Charm PersonCharms 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.
1Chill TouchMakes 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.
1Detect Secret DoorsReveals secret and hidden doors.
1Expeditious RetreatIncreases base run speed by 20%.
1Feather FallCauses an ally to fall slowly, although faster than feathers typically do.
1GreaseCovers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall.
1HypnotismGestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect.
1JumpGives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
1Mage ArmorAn invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC.
1Magic MissileA 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.
1Master's TouchGrants the caster proficiency with simple and martial weapons for one minute per caster level.
1Merfolk's BlessingGives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
1Niac's Cold RayA 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.
1NightshieldGrants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
1Obscuring MistA 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.
1Protection from EvilAt 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.
1Ray of EnfeeblementA coruscating ray springs towards the target, inflicting a 1d6, +1 per 2 caster levels (max 1d6+5), penalty to strength.
1Repair Light DamageTransmutes the structure of a living construct ally to repair 1d8 +1 per caster level damage.
1ShieldGrants a +4 shield bonus to Armor Class and protection from magic missiles.
1Shocking GraspDelivers a jolt of 1d6 per caster level (max 5d6) electricity damage to any enemy you touch.
1SleepInduces 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.
1Summon Monster ISummons a celestial dog to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
1TumbleGives an ally a +10 enhancement bonus on Tumbling.
2Bear's EnduranceAn ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
2BlindnessThe power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
2BlurAn ally's outline becomes slightly blurred, granting a 20% miss chance.
2Bull's StrengthThe affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
2Cat's GraceAn ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
2Command UndeadControl 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.
2Daze MonsterClouds 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.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Electric LoopAn electrical discharge strikes a primary target for 1d6 per two caster levels electrical damage (max 5d6) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.
2False LifeHarnesses 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.
2Flaming SphereCreates 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.
2Fog CloudA bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).
2Fox's CunningThe ally gains wit, giving a +4 enhancement bonus to Intelligence.
2Ghoul TouchThis 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.
2GlitterdustA 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.
2Hypnotic PatternA twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
2InvisibilityAn ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.
2KnockUnlocks any lock which could be picked by a sufficiently skilled rogue.
2Melf's Acid ArrowDeals 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.
2Ooze PuppetTelekinetically 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.
2Otto's Resistible DanceAt 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.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Repair Moderate DamageTransmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage.
2Resist EnergyGives 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.
2ScareCasts 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.
2Scorching RayBlasts 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.
2See InvisibilityYou can see invisible creatures and objects.
2Snowball SwarmA flurry of magical snowballs erupt near your target, dealing 1d6 cold damage per two caster levels (max 5d6). A successful Reflex save reduces the damage by half.
2Spawn ScreenPrevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
2Summon Monster IISummons a fiendish scorpion to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
2Touch of IdiocyReduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.
2WebCreates 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.
3Acid BlastCreates a gout of acid that explodes on impact, dealing 1d6 per caster level acid damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half.
3Chain MissilesA 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, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target.
3Deep SlumberInduces 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.
3Dispel MagicRemoves 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.
3DisplacementAn ally's outline becomes blurred, granting a 50% miss chance.
3FireballCreates 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.
3Flame ArrowCreates fifty flaming ammo of the selected type within your inventory. This spell requires and consumes 1 normal ammo of that type.
3Frost LanceBlasts a target with a freezing energy, dealing 4d10 cold damage on impact. The number of blasts increases by 1 ray for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half.
3Halt UndeadRenders undead targets in range immobile for 6 seconds per caster level. A successful Will_Save">Will save negates this effect. Non-intelligent undead do not get a Will_Save">Will save.
3HasteQuickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.
3HeroismImbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks.
3Hold PersonThe target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more.
3Lightning BoltA powerful stroke of electrical energy deals 1d6 per caster level (max 10d6) damage to targets in its path. A successful Reflex save reduces the damage by half.
3Magic Circle Against EvilCasts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions.
3Protection from EnergyGrants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
3RageCauses the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but causes the target to take a -2 penalty to armor.
3Ray of ExhaustionA ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued.
3Repair Serious DamageTransmutes the structure of a living construct ally to repair 3d8 +1 per caster level damage.
3Sleet StormDriving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.
3SlowCauses an enemy to move at 50% speed and attack at a 30% slowed rate and have a -1 penalty on attck rolls, AC, and Reflex saves. A successful Will save negates this effect.
3Stinking CloudCreates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea.
3SuggestionInfluences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
3Summon Monster IIISummons a hellhound to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Water BreathingGrants the ability to breathe water to you and your allies.
4Acid RainYou create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 3d4 acid damage every 2 seconds for the duration of the storm. The duration starts at 6 seconds and increases by 2 seconds at level 9 and every 3 caster levels thereafter.
4Bestow CurseThe target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
4Burning BloodYou taint a living creature's blood with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8 points of fire damage every 2 seconds for a duration of 2 seconds per caster level. A successful Fortitude save negates this effect.
4Charm MonsterAn enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
4ContagionInfects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.
4Crushing DespairCauses great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect.
4Dimension DoorCreates a magical portal that can transport you and your companions back to the entrance of your dungeon.
4EnervationA black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
4FearAn invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. A successful Will save causes enemies to become shaken.
4Fire ShieldWreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d6 +1 per caster level (max 15) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and protects from fire. The flame from this spell will burn away any webs that attempt to entangle you.
4Fire TrapCreates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d4 fire damage +1 per caster level (max 20). A successful Reflex save reduces the damage by half.
4Force MissilesA powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d6+2 points of force damage. You gain one missile for every four caster levels.
4Ice StormGreat magical hailstones pound down, dealing 2d6 cold and 3d6 bludgeoning damage and slowing the land speed of targets within the area.
4Lesser Globe of InvulnerabilityAn immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
4Phantasmal KillerCreates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies must make Will save to disbelieve the spell and then a Fortitude_Save">Fortitude save or die from fear. A successful Fortitude_Save">Fortitude save still results in 3d6 damage.
4Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
4Repair Critical DamageTransmutes the structure of a living construct ally to repair 4d8 +1 per caster level damage.
4ShoutEmits an ear-splitting yell that does 5d6 damage to targets in its path. A successful Fortitude save halves the damage.
4Solid FogA bank of fog slows movement and obscures sight, giving a -2 penalty to melee attack and damage rolls and a 20% concealment miss chance to all those inside.
4StoneskinWards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level (maximum 150 points) it is discharged. Otherwise it lasts 1 minute/level.
4Summon Monster IVSummons a fiendish spider to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
4Symbol of FlameYou scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 5d6 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
4Wall of FireCreates a wall of fire. This spell does 2d6 damage +1 per caster level (max 20) to enemies passing through it, 2d4 points of damage to nearby enemies, and double damage to undead.
5Ball LightningFills an area with deadly energy that does 1d6 electrical damage per caster level (max 15d6). A successful Reflex save reduces the damage by half.
5Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
5CloudkillA bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting 1d4 Constitution damage on stronger targets, and 2d6 damage +1 per caster level (max 20) of acid damage. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell.
5Cone of ColdCreates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level, up to a maximum of 15d6. A successful Reflex save reduces the damage by half.
5DismissalInstantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
5Dominate PersonTelepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 3d6+12 seconds, but the creature will follow you throughout the dungeon.
5FeeblemindCauses the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect.
5Hold MonsterAn enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
5Mind FogProduces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.
5Prismatic RayA brilliant ray of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
5Protection from ElementsGrants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
5Repair Light Damage, MassTransmutes the structure of living construct allies to repair 1d8 +1 per caster level damage.
5Summon Monster VSummons an earth elemental to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
5Symbol of PainYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
5TeleportTeleports you to one of a variety of locations.
5Waves of FatigueWaves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity.
6Acid FogA billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage every 2 seconds to targets within the cloud.
6Bear's Endurance, MassCasts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
6Bull's Strength, MassCasts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
6Cat's Grace, MassCasts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.
6Chain LightningAn electrical discharge strikes a primary target for 1d6 per caster level electrical damage then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
6Circle of DeathSnuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Fortitude save negates this effect.
6Create UndeadThis evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.
6DisintegrateA sickly green ray emanates forth, doing 2d6 damage per caster level to the target. Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 5d6.
6Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets.
6Flesh to StoneTurns a single fleshy target into a mindless, inert statue. If the statue resulting from the spell is broken or damaged, the subject has similar damage or deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect is permanent, but the target has a chance to remake its Fortitude save every minute.
6Fox's Cunning, MassCasts Fox's Cunning on multiple targets.
6Globe of InvulnerabilityAn immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
6Greater Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
6Greater HeroismImbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
6Mass SuggestionCasts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 6 seconds per caster level. A successful Will save negates this effect.
6Otiluke's Freezing SphereA frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6 per caster level (max 15d6) cold damage to targets in the area. A successful Reflex save reduces the damage by half.
6Owl's Wisdom, MassCasts Owl's Wisdom on multiple targets.
6ReconstructGreatly repairs the ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.
6Repair Moderate Damage, MassTransmutes the structure of living construct allies to repair 2d8 +1 per caster level damage.
6Shadow WalkTransports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.
6Stone to FleshRestores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state.
6Summon Monster VISummons a fiendish troll to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
6Symbol of FearYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
6Symbol of PersuasionYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
6Tenser's TransformationCauses the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
6True SeeingYou confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.
6Undeath to DeathDestroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.
7BanishmentA more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
7Control UndeadControl is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional save every 2 minutes. A successful Will save negates this effect.
7Delayed Blast FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that does 1d6 per caster level (max 20d6) damage to targets around it. A successful Reflex save reduces the damage by half.
7Finger of DeathSlays one living enemy. Those that succeed on a Fortitude save instead are dealt 3d6 +1 per caster level (max 25) damage.
7Greater TeleportTeleports you and all nearby allies to one of a variety of locations.
7Hold Person, MassCasts Hold Person on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
7Invisibility, MassCasts Invisibility on mulitple targets, causing them to vanish from sight, even from darkvision. Attacking a target will remove the effect.
7Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
7Power Word: BlindA single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded for 1 to 5 minutes, and creatures with 301 to 600 hp are blinded for 12 to 30 seconds. Creatures with more than 600 HP are unaffected by this spell.
7Prismatic SprayA brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
7Protection from Elements, MassGrants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
7Repair Serious Damage, MassTransmutes the structure of living construct allies to repair 3d8 +1 per caster level damage.
7Summon Monster VIISummons an efreeti to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
7Symbol of StunningYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
7Symbol of WeaknessYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3d6 points of Strength damage. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
7Waves of ExhaustionWaves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.
8Greater ShoutEmits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.
8Horrid WiltingDeals 1d6 per caster level (max 20d6) damage to living targets by evaporating moisture from their bodies. Deals 1d8 per caster level (max 20d8) damage to water subtype outsiders and plants.
8Incendiary CloudCreates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing fire damage.
8Mass Charm MonsterA group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
8Otto's Irresistible DanceAt your touch, enemies feel an irresistible 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.
8Polar RayDeals 1d6 per caster level (max 25d6) cold damage to an enemy with a ray of freezing ice and air.
8Power Word: StunA single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 to 450 hp are stunned for 2 to 8 seconds. Creatures with more than 450 HP are unaffected by this spell.
8Repair Critical Damage, MassTransmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
8Summon Monster VIIISummons a bezikira to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
8SunburstA globe of searing radiance explodes silently to blast targets for 6d6 of light damage in addition to blinding them. Oozes and Undead take 1d6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.
8Symbol of DeathYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are whose combined hit point totals do not exceed 150 hp are killed. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
8Trap the SoulForces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component.
9Dominate MonsterTelepathically controls the actions of an enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 3d6+12 seconds, but the creature will follow you throughout the dungeon.
9Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
9Hold Monster, MassCasts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
9Meteor SwarmCauses four 2-foot-diameter spheres to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 6d6 fire damage (a successful Reflex save reduces the fire damage by half) and 2d6 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected.
9Mordenkainen's DisjunctionA powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.
9Power Word: KillA single word of power is uttered, instantly killing a target creature with 300 or fewer hit points.
9Summon Monster IXSummons a hezrou to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
9Wail of the BansheeA terrible scream kills creatures who hear it.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Dismiss Charm Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
1 Heroic Durability Increases your maximum hit points by 20.
1 Inscribe Scroll You are able to inscribe spells from scrolls into your spellbook. This action will destroy the scroll.
1 Magical Training Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.

Type(s): Proficiency: Light Crossbow, Proficiency: Heavy Crossbow, Proficiency: Throwing Dagger, Proficiency: Unarmed, Proficiency: Club, Proficiency: Dagger, Proficiency: Quarterstaff

1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
2 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
2 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
2 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)

Wizards may select one additional feat at levels 1, 5, 10, 15, and 20 from the list below.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Enlarge SpellWhile this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
Eschew MaterialsWhile this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Heighten SpellRequires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost.
Improved Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Quicken SpellWhile this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Spell FocusYour spells of one school of magic are harder to resist, receiving a +1 bonus on save DCs.

1 Wizard Concentration I
Grants a +1 bonus to your Concentration skill.
Cost: 1 action point
1 Wizard Elemental Manipulation I
Grants a 10% increase to the damage of your fire and cold spells.
Cost: 1 action point
1 Wizard Energy Manipulation I
Grants a 10% increase to the damage of your acid and electrical spells.
Cost: 1 action point
1 Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Cost: 1 action point
1 Wizard Force Manipulation I
Grants a 10% increase to the damage or effectiveness of your force and repair spells.
Cost: 1 action point
1 Wizard Repair I
Grants a +1 bonus to your Repair skill.
Cost: 1 action point
2 Wizard Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Cost: 2 action points
Spent: 2 action points
Requires All of: Empower Spell
2 Wizard Improved Enlarge I
Using the Enlarge Spell feat costs you 1 less spell point.
Cost: 2 action points
Spent: 2 action points
Requires All of: Enlarge Spell
2 Wizard Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Cost: 2 action points
Spent: 2 action points
Requires All of: Maximize Spell
2 Wizard Improved Quickening I
Using the Quicken Spell feat costs you 1 less spell point.
Cost: 2 action points
Spent: 2 action points
Requires All of: Quicken Spell
2 Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Cost: 2 action points
Spent: 2 action points
2 Wizard Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
3 Wizard Lineage of Elements I
Grants a 3% chance for fire and cold spells to generate a critical hit for 1.5 times normal damage. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
3 Wizard Lineage of Energy I
Grants a 3% chance for acid and electrical spells to generate a critical hit for 1.5 times normal damage. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
3 Wizard Lineage of Force I
Grants a 3% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
3 Wizard Wand Heightening I
You add +1 to the DC of your offensive wands.
Cost: 1 action point
Spent: 7 action points
4 Wizard Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Wizard Concentration I
4 Wizard Elemental Manipulation II
Grants an additional 10% increase to the damage of your fire and cold spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
4 Wizard Energy Manipulation II
Grants an additional 10% increase to the damage of your acid and electrical spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
4 Wizard Force Manipulation II
Grants an additional 10% increase to the damage or effectiveness of your force and repair spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
4 Wizard Repair II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Wizard Repair I
4 Wizard Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Cost: 1 action point
Spent: 11 action points
5 Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cost: 2 action points
Spent: 14 action points
5 Wizard Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cost: 2 action points
Spent: 14 action points
5 Wizard Lineage of Deadly Elements I
Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
5 Wizard Lineage of Deadly Energy I
Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
5 Wizard Lineage of Deadly Force I
Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
Requires All of: Wizard Lineage of Force I
5 Wizard Wand and Scroll Mastery II
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
Cost: 2 action points
Spent: 14 action points
6 Summon Skeletal Knight
Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 19 action points
Requires All of: Wizard Pale Master I
6 Summon Skeleton Archer
Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 19 action points
Requires All of: Summon Skeletal Knight
6 Summon Skeleton Mage
Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 19 action points
6 Wizard Improved Empowering II
Using the Empower Spell feat costs you 4 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Wizard Improved Enlarge II
Using the Enlarge Spell feat costs you 2 fewer spell points.
Cost: 4 action points
Spent: 16 action points
Requires All of: Wizard Improved Enlarge I
6 Wizard Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Cost: 4 action points
Spent: 16 action points
Requires All of: Heighten Spell
6 Wizard Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Wizard Improved Quickening II
Using the Quicken Spell feat costs you 2 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Wizard Intelligence II
Grants an additional +1 to your Intelligence score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Wizard Intelligence I
6 Wizard Pale Master I
You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, deal 25% additional damage with negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.). You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost.
Cost: 4 action points
Spent: 16 action points
Grants: Summon Skeleton, Necrotic Touch
7 Wizard Elemental Manipulation III
Grants an additional 10% increase to the damage of your fire and cold spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
7 Wizard Energy Manipulation III
Grants an additional 10% increase to the damage of your acid and electrical spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
7 Wizard Force Manipulation III
Grants an additional 10% increase to the damage or effectiveness of your force and repair spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
7 Wizard Lineage of Elements II
Grants a 6% chance for fire and cold spells to generate a critical hit for 1.5 times normal damage.
Cost: 2 action points
Spent: 22 action points
7 Wizard Lineage of Energy II
Grants a 6% chance for acid and electrical spells to generate a critical hit for 1.5 times normal damage.
Cost: 2 action points
Spent: 22 action points
7 Wizard Lineage of Force II
Grants a 6% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount.
Cost: 2 action points
Spent: 22 action points
Requires All of: Wizard Lineage of Force I
7 Wizard Subtle Spellcasting II
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.
Cost: 2 action points
Spent: 22 action points
7 Wizard Wand Heightening II
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
Requires All of: Wizard Wand Heightening I
8 Wizard Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Wizard Concentration II
8 Wizard Repair III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Wizard Repair II
8 Wizard Wand and Scroll Mastery III
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 3 action points
Spent: 25 action points
9 Wizard Energy of the Scholar III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cost: 3 action points
Spent: 29 action points
9 Wizard Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cost: 4 action points
Spent: 28 action points
9 Wizard Lineage of Deadly Elements II
Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
9 Wizard Lineage of Deadly Energy II
Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
9 Wizard Lineage of Deadly Force II
Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
10 Wizard Elemental Manipulation IV
Grants an additional 10% increase to the damage of your fire and cold spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
10 Wizard Energy Manipulation IV
Grants an additional 10% increase to the damage of your acid and electrical spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
10 Wizard Force Manipulation IV
Grants an additional 10% increase to the damage or effectiveness of your force and repair spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
10 Wizard Improved Empowering III
Using the Empower Spell feat costs you 6 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Wizard Improved Enlarge III
Using the Enlarge Spell feat costs you 4 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Wizard Improved Heightening II
Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
Cost: 6 action points
Spent: 30 action points
10 Wizard Improved Maximizing III
Using the Maximize Spell feat costs you 9 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Wizard Improved Quickening III
Using the Quicken Spell feat costs you 4 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Wizard Intelligence III
Grants an additional +1 to your Intelligence score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Wizard Intelligence II
10 Wizard Subtle Spellcasting III
Your damaging spells generate 30% less hate than they normally would, making enemies less likely to attack you.
Cost: 3 action points
Spent: 33 action points
11 Wizard Lineage of Elements III
Grants a 9% chance for fire and cold spells to generate a critical hit for 1.5 times normal damage.
Cost: 3 action points
Spent: 37 action points
11 Wizard Lineage of Energy III
Grants a 9% chance for acid and electrical spells to generate a critical hit for 1.5 times normal damage.
Cost: 3 action points
Spent: 37 action points
11 Wizard Lineage of Force III
Grants a 9% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount.
Cost: 3 action points
Spent: 37 action points
11 Wizard Wand and Scroll Mastery IV
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
Cost: 4 action points
Spent: 36 action points
11 Wizard Wand Heightening III
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
12 Form of the Lich
You are able to assume many traits of a lich.
Cost: 2 action points
Spent: 42 action points
12 Form of the Wraith
You are able to assume many traits of a wraith.
Cost: 2 action points
Spent: 42 action points
12 Summon Blackbone Archer
Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 43 action points
12 Summon Blackbone Knight
Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 43 action points
12 Summon Blackbone Mage
Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 43 action points
12 Wizard Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Wizard Concentration III
12 Wizard Pale Master II
You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), deal 10% additional damage with negative energy spells (for a total of +35%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.).
Cost: 2 action points
Spent: 42 action points
12 Wizard Repair IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Wizard Repair III
13 Wizard Energy of the Scholar IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Cost: 4 action points
Spent: 44 action points
13 Wizard Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Cost: 6 action points
Spent: 42 action points
13 Wizard Lineage of Deadly Elements III
Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
13 Wizard Lineage of Deadly Energy III
Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
13 Wizard Lineage of Deadly Force III
Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
13 Wizard Subtle Spellcasting IV
Your damaging spells generate 40% less hate than they normally would, making enemies less likely to attack you.
Cost: 4 action points
Spent: 44 action points
18 Summon Frostmarrow Archer
Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 67 action points
18 Summon Frostmarrow Knight
Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 67 action points
18 Summon Frostmarrow Mage
Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
Cost: 1 action point
Spent: 67 action points
18 Wizard Pale Master III
You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), deal 10% additional damage with negative energy spells (for a total of +45%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.).
Cost: 2 action points
Spent: 66 action points
20 Wizard Master of Magic
Through extensive training and countless hours of study, you have gained new insight and have become a master at getting the most out of your arcane magic energy. You have +2 Intelligence, and all metamagic feats you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Cost: 2 action points
Spent: 74 action points
Grants: Improved Enlarge Spell, Improved Maximize Spell, Improved Eschew Materials, Improved Heighten Spell, Improved Empower Healing Spell, Improved Extend Spell, Improved Empower Spell, Improved Quicken Spell