![]() While studying, the wizard decides which spells to prepare. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).Ī wizard may know any number of spells. His base daily spell allotment is given on Table: Wizard. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.Ī wizard can cast only a certain number of spells of each spell level per day. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. A wizard must choose and prepare his spells ahead of time. SpellsĪ wizard casts arcane spells drawn from the sorcerer/wizard spell list. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. The following are the class features of the wizard. Table: Wizard LevelĪrcane bond, arcane school, cantrips, Scribe Scroll The wizard’s class skills are Appraise ( Int), Craft ( Int), Fly ( Dex), Knowledge (all) ( Int), Linguistics ( Int), Profession ( Wis), and Spellcraft ( Int). Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible-such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. The updated version of this list includes some newer spells, as well as several cantrips for characters looking to be on the defensive without spending their precious spell slots.Beyond the veil of the mundane hide the secrets of absolute power. Updated by Declan Lowthian: D&D is always expanding, and with each new book comes new options for defensive spells. ![]() Not every one of these spells is worth it, so anyone with limited spell choice, like sorcerers and warlocks, will want to make sure they're picking only the best. These spells are present across levels and classes, so every character has the opportunity to provide magical defense to their party. On the opposite end of the magical spectrum of spells like Fireball are those whose effects aim to protect the caster and their party rather than go on the offensive. ![]() While many of the most iconic Dungeons & Dragonsspells, such as Magic Missile and Fireball, aim to deal as much damage as possible to one's foes, there are countless spells that offer other utility to players. ![]()
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