Class:Wizard

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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: Intelligence

A 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.
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

ConcentrationAllows you a chance to continue casting a spell when you would normally be interrupted.
RepairAllows you to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon. Only affects warforged characters.

1 3----------------
2 4----------------
3 42--------------
4 43--------------
5 432------------
6 443------------
7 5432----------
8 5443----------
9 55432--------
10 55443--------
11 555432------
12 555443------
13 5555432----
14 5555443----
15 55555432--
16 55555443--

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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 25%.
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 for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute.
1TumbleGives an ally a +10 enhancement bonus on Tumbling.