Wizard

“I am the intellect, the scientists, and the artist. Magic is my knowledge, my experiment, and my paint.”


Class Traits

Role: Controller. You exert control through magical effects be it by hindering a foe with large area affects spells, or manipulating them with a simple suggest spell.
Power Source: Arcane. You channel arcane forces through extensive study, hidden knowledge, and intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you.
Key Abilities: Intelligence, Wisdom, Dexterity


Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will

Hit Points at 1st level: 10 + Constitution score
Hit Points per level gained: 4
Healing Surges per Day: 6 +Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int)m Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Religion (Int), any globe skill.

Build Options: Control wizard, War wizard
Class Features: Arcane Implements Mastery, Cantrips, Ritual Casting, Spell book.

Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and burl balls of fire that incinerate massed foes. Wizards wield spells that way warriors brandish swords.

Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master’s spell books, an elder upholding the magical traditions of your race, or even a power-hungry student of magic who might do anything to learn a new spell.

A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?

Creating a Wizard

Wizards have a range of powers, but tend to specialize in one of two character builds: control wizard or war wizard. Every wizard relies on intelligence for attack powers, and secondarily on Wisdom, Dexterity and sometimes Constitution.

Control Wizard

Your favorite power restricts your enemies in various ways-crushing them in the coils of a lighting serpent, trapping them in a cloud of noxious vapor, or encasing them in ice. Intelligence drivers your attack powers, so make it your highest ability score. Wisdom can help you maintain control over your enemies if you choose the orb of imposition form of implement Mastery, so it should be your second-best score. Make Dexterity your third best score. Putting a good score in Constitution can help you stay alive by increasing your hit points and healing surges, as well as contributing to your Fortitude defense. If you choose the staff of defense form of implement Mastery, your constitution can also help your other defenses. Select powers that help you control the situation and make the best use of your high Wisdom score.

War Wizard

Your delight is in powers that deal damage-lots of damage, to many foes at a time. Enormous bursts of fire, searing bolts of lighting, and waves of caustic acid are your weapons. Intelligence is your most important ability score. Dexterity should be your second –best score, and it is important if you choose the wand of accuracy form of implement Mastery. Make Wisdom your third best score. You might instead choose the staff of defense form of implement Master, which lest you’re Constitution aid your defense against some attacks. Even if you don’t, Constituiton increases your hit points, healing surges, and fortitude defense. Select powers that deal lots of damage and that make the best use of your high dexterity score.

Implements

Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class-Features”). Without an implement, a wizard can still use his or her power. A wizard weilding a magic orb, staff, or wand can add it’s enhancements bonus to the attack rolls and the damage rolls of a wizard powers, as well as wizard paragon path powers, that have the implement keyword.

Wizard Class Features

You have the following class features.

Arcane Implement Mastery

You specialize in the use of one kind of implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery.

Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that last until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.

Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spells (such as cloud of daggers or ray of frost) that would other wise end at the end of your current turn. The effects instead end at the end of your next turn.

You must wield an orb to use this ability. Control Wizards select this form of mastery because it helps extend the duration of their control effects.

Staff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Game Master has already told you the damage total. You must wield your staff to benefit from these features. This form of mastery is useful for all wizards, particulary if you dabble in both control and damage-dealing spells.

Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. This form of Mastery is good for war wizards because it helps increase their accuracy with damaging powers.

Cantrips

Cantrips are minor spells you gain at 1st level. You can use these powers at will.

Ritual Casting

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Spell Book

You possess a spell book, a book full of mystical lore in which you store your rituals and your encounter, daily and utility spells.

Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. You will gain more rituals as you adventure and find them by adding them to your spell book. Any ritual you add must be your level or lower.

Encounter, Daily and Utility Spells: Your spell book also holds your encounter, daily and utility spells. You begin knowing two encounter, daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a encounter, daily spell or a utility spell, choose two different encounter, daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.

If you replace a spell because of gaining a level or through retraining, the pervious spell vanishes from your spell book and is replaced by the new spell.

Capacity: A typical spell book has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to it’s level.

Wizard Powers

Your arcane powers are called spells, and in the minds of most people in the world, they are define what magic is.

Class Features.


Wizard's Hero Tier Spells


The following is the list of the Wizard's Hero Tier Spells.


Wizard's Paragon Tier Spells


The following is the list of the Wizard's Paragon Tier Spells.

See Epic Spells & Paragon Classes

Wizard - Part 2

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