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Revision as of 17:12, 23 October 2014

The wizard is the primary spellcasting class in Dungeons & Dragons, capable of accessing the most powerful spells, and the greatest diversity of magic.

Original D&D: "Magic-User"

The magic-user is a class that uses spells and magic items to contribute to a party. Top-level magic users are noted as being the most powerful characters in the game, but they are fragile until high levels, requiring careful play to get to a high level.

Prime Requisite

Magic-users use Intelligence as their prime requisite. 2 points of Wisdom count as 1 point of Intelligence for magic-users.

Class Basics

Level

Title

Hit Dice To Hit AC 2 Spells per Day
1 Medium 1 17 1
2 Seer 1+1 17 2
3 Conjurer 2 17 3/1
4 Theurgist 2+1 17 4/2
5 Thaumaturgist 3 17 4/2/1
6 Magician 3+1 15 4/2/2
7 Enchanter 4 15 4/3/2/1
8 Warlock 5 15 4/3/3/2
9 Sorcerer 6+1 15 4/3/3/2/1
10 Necromancer 7 15 4/4/3/3/2
11+ Wizard 8+1 12 4/4/3/3/3

Magic Item Use

Magic-users can use all magic items, except the weapons and armor of fighters. Magic-users may use daggers only.

Item Creation

At 11th level ("Wizard"), magic-users can create potions, scrolls, and other magic items (cost and time to craft vary with the value of the item). For example:

Item GP Cost Time Cost
Scroll of Spells 100 GP per spell level for each spell 1 week per spell level for each spell
Potion of Healing 250 GP 1 week
Potion of Giant Strength 1,000 GP 4 weeks
20 Enchanted Arrows 1,000 GP 4 weeks
+1 Armor 2,000 GP

2 months

Wand of Cold 10,000 GP 6 months
X-Ray Vision Ring 50,000 GP 1 year

Spell Research

A wizard can develop new spells of a level equal to or lower than the level of spell they can cast. Doing so takes the following investment, with the percentages indicating a percent chance of success when spending that amount of GP:

Level 20% 40% 60% 80% 100% Time
1 2,000 GP 4,000 GP 6,000 GP 8,000 GP 10,000 GP 1 Week
2 4,000 GP 8,000 GP 12,000 GP 16,000 GP 20,000 GP 2 Weeks
3 8,000 GP 16,000 GP 24,000 GP 32,000 GP 40,000 GP 3 Weeks
4 16,000 GP 32,000 GP 48,000 GP 64,000 GP 80,000 GP 4 Weeks
5 32,000 GP 64,000 GP 96,000 GP 128,000 GP 160,000 GP 5 Weeks
6 64,000 GP 128,000 GP 192,000 GP 256,000 GP 320,000 GP 6 Weeks

Spell List

1st-Level 2nd-Level 3rd-Level 4th-Level 5th-Level 6th-Level 7th-Level1 8th-Level1 9th-Level1
Detect Magic Detect Invisible Fly Polymorph Self Teleport Stone to Flesh Delayed Blast Fireball1 Mass Charm1 Meteor Swarm1
Hold Portal Levitate Hold Person Polymorph Others Hold Monster Reincarnation Reverse Gravity1 Clone1 Shape Change1
Read Magic Phantasmal Forces Dispel Magic Remove Curse Conjure Elemental Summon Invisible Stalker Limited Wish1 Power Word - Blind1 Time Stop1
Read Languages Locate Object Clairvoyance Wall of Fire Telekinesis Lower Water

Power Word: Stun1

Symbol1 Power Word - Kill1
Protection from Evil Invisibility Clairaudience Wall of Ice Transmute Rock to Mud Part Water Phase Door1 Permanent Spell1 Gate1
Light Wizard Lock Fireball Confusion Wall of Stone Projected Image Charm Plants1 Mind Blank1 Wish1
Charm Person Detect Evil Lightning Bolt Charm Monster Wall of Iron Antimagic Shell Mass Invisibility1 Polymorph Any Object1 Astral Spell1
Sleep ESP Protection from Evil, 10' Radius Plant Growth Animate Dead Death Simulacrum1 Monster Summoning VI1 Prismatic Wall1
Shield1 Continual Light Invisibility, 10' Radius Dimension Door Magic Jar Geas Monster Summoning V1 Maze1
Magic Missile1 Knock Infravision Wizard Eye Contact Higher Plane Disintegrate Extension III1 Monster Summoning VII1
Ventriloquism1 Darkness, 5' Radius1 Slow Massmorph Passwall Move Earth
Strength1 Haste Hallucinatory Terrain Cloudkill Control Weather
Web1 Protection from Normal Missiles Ice Storm1 Feeblemind Legend Lore1
Mirror Image1 Water Breathing Fear1 Animal Growth Repulsion1
Magic Mouth1 Explosive Runes1 Monster Summoning II1 Monster Summoning III1 Monster Summoning IV1
Pyrotechnics1 Rope Trick1 Extension I1 Extension II1
Suggestion1
Monster Summoning I1

1: Introduced in Supplement 1: Greyhawk