- See also Wizard (PHB) and Wizard Characters POSM.
| Wizard Group |
|---|
| Classes |
| Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
| Schools of Philosophy |
|
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
| Schools of Effect |
|
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
| Schools of Thaumaturgy |
|
Alchemist Artificer Geometer Song Mage Wild Mage |
| Elite Specialist |
| Chronomancer |
| Spells by School |
| Wizard Spells by School |
Wizard is a class group that includes:
- Mage (Generalist Wizard)
- Able to cast all school of magic spells.
- Specialist Wizard
- Specialises in one school of magic, locked out of spells from some other schools. Gains benefits unique to the speciality.
- Philosophy Specialist: Abjurer, Conjurer, Diviner, Enchanter, Illusionist, Invoker, Necromancer, Transmuter
- Effect Specialist: Elementalist, Dimensionalist, Force Mage, Mentalist, Shadow Mage,
- Thaumaturgical Specialist: Alchemist, Artificer, Geometer, Song Mage, Wild Mage
There are more classes in the wizard group that are Setting Specific. These will be listed here later.
There are also character kits that aren't classes, but give wizards different than usual traits. Eventually those will also be listed.
Class Group Features[]
Armor: Wizards may not wear armor and cast spells at the same time.
Weapon: Can use dagger, dart, knife, sling, and staff. If using the optional proficiency system, they can learn to be proficient in one of these weapons.
Hit Points[]
- Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
- Hit Dice (levels 11+): +1 HP per level
- Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
Weapon Proficiencies[]
- Starts with 1 Weapon Proficiency
- Gains 1 Weapon Proficiency every 6 levels
- -5 Penalty to Attack Roll if using Non-Proficient Weapon
Non-Weapon Proficiencies[]
- Starts with 4 Non-Weapon Proficiencies
- Gains 1 Non-Weapon Proficiency every 3 levels
Starting Equipment[]
- 1 spell book
- (1d4+1) × 10 gp (to be used to buy equipment, or to keep)
Spellbook[]
Learn Spells Roll[]
- The learn spells roll can be found by looking up the Intelligence Ability Score table.
Specialist Wizards will adjust this value depending on the spell:
- +15% chance when learning the Specialist Wizard's specialty spells.
- -15% chance when learning spells from other school.
- Some specialties, like Wild Mage have different odds.
Mages do not adjust their learn spells roll.
Starting Spells[]
- At 1st-level the spell book contains 3d4 1st-level spells.
- 2 of the starting spells must be read magic and detect magic
- Specialist Wizard Only: 1 of the starting spells can be of the Specialist Wizard's specialty (1st level spell only) without making a learn spells roll.
- The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.
- The DM may assign a spell list instead to start with.
Learning New Spells[]
- Can only learn spells of a level for which you have spell slots.
- Can learn a spell from another's spell book with a learn spells roll.
- Wizard gain 1 spell when leveling up, but the Specialist Wizard's spell should be in their specialty if possible.
- There are exceptions to this rule, such as the Elementalist, who doesn't gain a free spell at level up.
- The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
Casting Spells[]
- A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
- Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.
- The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
- A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.
Research/Creating Items[]
All wizards may create magical potions or scrolls after reaching 9th level.
Wizards may also create other types of magical items upon reaching 11th level.
Any wizard may attempt to research new spells, regardless of level.