There are four classes that are most likely to jump on their heads when someone is talking about Dungeons and Dragons. A cunning wanderer, a cruel barbarian, a cunning ranger and a wise wizard.
Of the four, the wizard may be the strongest, but he is also the most responsible.
Some people go so far as to say that you shouldn’t play Wizard as long as you have some experience with the game. That’s what I’m talking about, Tosh. If you want to play the wizard, play the wizard.
Hence the wizard’s manual in Dungeons and Dragons.
What is a magician?
There are several professional classes in Dungeons and Dragons. Bard, Cleric, Druid, Wizard, Paladin, Sorcerer and Ranger, fresh from the Player’s Guide. There are even subclasses of barbarians, warriors, vagrants and monks who can also cast spells. Magic is an integral part of the world of Dungeons and Dragons. What makes them different?
The first division should be made between complete and partial lists. Wizards, bards, wizards, druids, wizards and clerics are roles from the first to the last level. Besides the warriors, who are a bit strange, they get more and more spells as their character develops and they have a wide range of spells to choose from.
The other classes start casting after the first level, they have fewer spells, and their spells come from a much smaller pool. Magic is subordinate to its class function. Paladin can indeed cast spells, but his greatest concern will be to defeat his enemies with his main weapon. Same goes for the Eldritch knight.
The second distinction is between wizards who have memorized a small number of spells and wizards who can select spells at the beginning of each day.
To keep the list short, wizards, clerics, druids and paladins can choose their spells every day. Each second magical user has a relatively small number of stored spells, which can be exchanged in case of a match.
Clerics, Druids and Paladins have access to all their spell lists when they select their spells. As long as the spell is at a certain level, they can add it to their daily repertoire up to a certain limit.
Wizards get a book of spells.
The Book of Spells starts with six spells of the first level. Each time the caster advances a level in his class, he can add two spells of the level he can cast to the spell book.
Every morning the wizard can read the spell book and select the number of spells to a number equal to the wizard’s level plus the intelligence modifier, and this will be his spell list for the day.
So at level 20, the caster holder has 44 spells in his spells book if he doesn’t have a multiclass, and if he has maximized his Spirit stats for a change from +5 to 20 (which he will), he can have 25 spells a day.
The tutorial says that it takes 1 minute at each spell level to remember these spells, but I’ve never played a game that anyone would look at this time.
But in addition to the spells the caster gets by raising his level, he can also copy the spells in the Spell Book. These can be spells from other wizards’ spell books, or spells from scrolls and books that your dungeon master sprays during your campaign. As long as it is a spell of the level the wizard can cast, they can be added to the Spell Book and become one of the spells the wizard can select every day.
This means that the wizard will not be able to use all the spells he has, provided the DM is willing to use spells like confetti.
I have to say that this flexibility and power are not cheap. For each level of spells the wizard wants to copy into his spell book, it costs 50 gold and takes 2 hours to play. A significant part of the wizard’s income is used to add spells to his spell book.
Since the wizard’s power is so closely linked to his spell book, its loss or destruction is a serious problem for him. He will still have spells he remembers, but he won’t be able to replace them until he replaces his spell book and recovers the lost spells. The clever wizards will keep a spare spell book in a safe place. It’s cheaper to copy spells you already know, so writing spells in the reserve book costs only 10 gold per spell level.
Then why the wizard?
Why play the role of wizard?
Magicians embody the principle that knowledge is power. With the exception of the Arcane Trickster and Eldritch Knight subclasses, these are the only intelligence-based PHB editors. Where other classes abandon their minds for extra strength, the wizard tries to know and understand all things.
Although some may claim that wizards lose to those who inflict damage by brute force, the difference between them is minimal, and the wizard brings more to the dungeon than brute force. A wizard is a wizard who uses different spells from his toolbox to achieve his goals.
The wizard brings variety. Whether evoking a horde of undead, dropping huge fireballs, enveloping enemies in illusion, or even facing an elf blade in close combat, there are many wizard traditions that the player can try.
Do you want to play a smart and powerful character that offers you a lot of possibilities?
Play the wizard.
When creating the wizard, your main task is intelligence. Since statistics about the assistant’s profession are information, it is best to start with the highest possible statistics.
This is beneficial for varieties that add exploration bonuses, and the PHB has five varieties that offer exploration bonuses, either directly or through flexible bonuses.
First of all, and I think it’s the best option, he’s a big elf. This race brings not only a +1 bonus in intelligence, but also extra wizard scenery. Stripes are spells that don’t need space to cast, and their general purpose always makes it good to have lots of them.
The other is the dwarf. This race is accompanied by a +2 bonus on intelligence, while the dwarf subclass of the forest is also accompanied by the earthly journey of the little illusionist. Because Little Illusion can be very strong when used with imagination, it is also an excellent combination.
The third one on my list is Option Man. It offers two +1 floating stats, one of which can be added to the intelligence, and allows the player to start a show. Two notable variations of the caster are the sniper, which adds a land trajectory and doubles the range of all spells to be hit, and the caster, which adds two land trajectories and a level 1 spell that can be cast once a day at the lowest level without the need for a location for the spell. However, since this is a well-known wizard spell, it can also be cast with spelling slots as usual.
The fourth for me is Tiefling, who also brings a +1 intelligence bonus and offers Campaign Taumaturgy and Hell Rebuke and Dark Spells as racial features. A small weakness of these characteristics is that charisma is an important statistic for them, but only the rebuke of hell is a spell of resistance, so it is not so important.
The fifth is Half-Eleven, which also has floating bonuses that can be used to improve intelligence, but in this company he suffers that he didn’t bring anything else into the classroom.
Despite the fact that he does not boost intelligence, the Mountain Dwarf deserves an honourable mention. With a +2 Constitution bonus and skills in light and medium armor, GNOME Mountain can bypass one of the pitcher’s weaknesses. Wizards are quite vulnerable, at least at the beginning of the campaign. The higher constitution increases the master’s success rate and helps concentration, while access to the armor allows for a significant increase in armor class.
As mentioned earlier, the most important statistic that worries the assistants is intelligence.
Since wizards usually do not wear armor, and since the protection without armor and the armor class when using a wizard’s armor spell depends on the skill, this should be considered a secondary indicator of importance.
The constitution defines the strengths of your character and also helps to maintain concentration, so it should be seen as a tertiary indicator of importance.
With Point Buy I would make the following statistics for the assistant.
From the 4, 8, 12, 16 and 19. level wizard. +2 on each statistic or +1 on two stats, it is more efficient to leave your stats in even numbers to divide the points. If your plan for the wizard is to use half files, which are exploits (p165 PHB) that give your character the ability and +1 stats, then you should have uneven stats.
If you are going to use multiple classes (p163 PHB), this may also impose additional restrictions on the dissemination of statistics, but I don’t think using multiple classes will give the wizard enough advantages to justify these difficulties.
Although the traditional background of a wizard can be a sage (p137 PHB), a wizard can come from any life. However, as I said in my skills manual, you can exchange both skills and languages/tools.
The assistants will of course give you a selection of overviews, exams, mysterious, medical, historical and religious insights. Applying my principle of skills that are actually used, I would recommend Arcana and Investigation.
This means that if you already have a good knowledge of perception because you are a high elf, you have to take the capacity of perception from your past with you. My other choice would be stealth.
Of all the instruments and language skills, the only ones that seem to appear in the game are the thieves’ instruments, so I would replace one of the instruments or language skills with these. Then you select the tool that you think best suits your character. When the artist (p130 PHB) records a musical instrument When a sailor (p139 PHB) records a musical instrument, the navigator is activated. If the person is educated, use another language (p123 PHB).
Optionals and half-shelfers can choose more skills, but I’ll leave that up to you.
Thanks to the Book of Spells, the magician has more flexibility than classes that only know a small number of spells. If you have chosen a bad spell by mistake, it is always best to replace it the next day. However, your character is limited by the spells in his spell book, so he’s also less flexible than the Druid, Cleric and Paladin classes, who have access to their entire spell book.
Especially on the lower levels, where there is a very high risk of exhaustion of spelling columns in battle, you need to have terrain that can damage the enemy. The main list in the Player Guide contains damage such as acid splashes, touch cooling, fire bolts, poison splashes, frostbite and shock absorption.
An important feature of damaged land is that it suffers additional damage to the dice on specific characters, not on classes or levels. This is done at levels 5, 11 and 17, so although Country Rip probably won’t be the best spell you’ll cast, it won’t be completely useless.
With a range of 3 meters or when touched, Poison Spray and Shock Hold can be considered melee spells. They should be considered in case the enemy overtakes your melee characters and attacks your sorcerer.
Although Poison Spray uses D12 cubes, which do the most damage, Poison is the most resistant type of damage in the game, which means it treats half of the damage over a long period of time and the target cannot save the constitution to absorb the damage. How many people have decent constitutional indicators that are not a reliable source of damage?
The shocking handle uses a D8 damage block and the lightning is not often resistant to the poison. The spell also allows you to gain an advantage (roll two D20s and choose the higher one) by attacking an enemy in metal armor. I would choose Shocking Grip as my country for a man-to-man fight.
Looking at the range on land, Fire Bolt launches a D10 cube with a range of 120 feet, but fire damage is probably the second most consistent type.
The Chill Touch has the same range of 120 feet, throws D8 and causes much less necrotic damage. It also has small advantages in the fight against the undead.
The Frost Ray has a range of 60 feet, causes D8 Cold Damage and causes the target animal to lose 10 feet of movement. It’s a useful punishment, but I think a short period counts.
Acid Splash also has a range of 60 feet, requires that the target is unable to save its mobility, and then damages the D6 acid. The only thing that counts is that it can be used to tackle two living creatures, as long as they are only a meter apart. Short distance and minor damage? It’s certainly the weakest link.
If I were to build the Wizard of Events, I would take the Volt of Fire as the landscape at hand, and with any other mysterious tradition, I would take the Touch of Freshness.
I always use the wizard’s hand when I travel to third countries. This allows your character to communicate remotely with the environment and avoid things like traps.
If you have an extra country because you are a kind of high elf or variant, you have to take into account smaller illusions, predictions or light.
A feature that wizards share with a handful of other wizards is the ability to draw ritually famous spells.
This allows them to cast a spell that should be specifically called a ritual spell. This means that casting a spell takes an extra ten minutes, but no casting time is needed.
Wizards can not only perform spells they remember for the day as rituals, but also spells from the book of spells as rituals. Wizards also have the most ritual spells there are for the class. This combination means that assistants can be a spelling aid, even if their daily game list has been optimized for other purposes.
Each spell in the game requires at least one of the three elements. Verbal spells (V), somatic hand movements (S) related to the spell, and material (M), i.e. the materials used for the spell and possibly consumed by the spell.
Spells with a verbal component require that the caster can speak and be heard and cannot be silenced by the Silence spell.
Somatic components require at least one hand that must be free, loosened or paralyzed, or that must hold a weapon or shield.
Material components, if they have no value in gold or are not consumed during casting, can be replaced by a bag of components or a mysterious focus, one of which will be used to start your master. The materials that have a gold value or are used in the casting must be correct.
If the caster holder uses the spell with a somatic and a material component, it can use the same hand holding the material to perform its hand movements for a somatic need, leaving only one hand free.
Game lovers start the game with six level 1 spells in their spell book, three or four of which they can remember depending on their intelligence modifier.
In my opinion, spells fall into three major categories. Damage, protection and public benefit.
Since we can still cast ritual spells from the book of spells without having to remember them, it’s good to have two or three rituals in our first sample of six.
Since we are at the beginning of the game, we will not have easy access to exotic elements such as 50 gold diamonds, so our first spelling kits should only require verbal, somatic and general material elements.
An important principle when collecting spelling damage is not to choose too much. If you do this, you’ll probably get a spell most of the time, while others are almost never used.
As far as protection spells are concerned, there are two obvious options in the list of spells. One is the armor of the magicians, the other is the shield. The first makes the AC current of the target 13 plus the skill modifier for eight hours until it wears armor, while the second can be launched in response to the AC current increase of the launcher of 5 for the next turn.
While the shield can be a very useful feature to convert a hit into a miss, keep in mind that your Level 1 wizard has only two spell slots. It is unlikely that they will benefit greatly from the shield at this time. Although the armor of the mages also has a spelling slot, its effect lasts eight hours, which can reasonably be described as a full day’s diving in a dungeon.
Remember, if your dwarf wizard is familiar with medium armor and a hammer, he won’t start the game either. He’ll wait till you can earn some gold and buy some stuff. That’s why they will always want to start with the sorcerer’s armor, even if it becomes superfluous later on.
A similar situation occurs when casting damage. Although there are several spells with significant damage in the level 1 wizard list, your character only has 2 slots left to cast them. Therefore, most of your damage is likely to be caused in your country at this stage.
At this point, I prefer to accept the magic of the magic rocket. Although it is not the most harmful spell, casting three arrows that cause damage to D4+1 requires heavy damage, which is one of the least resistant types of damage in the game and does not require a role to hit. This means that you are guaranteed to cause damage if you decide to use your precious magic slots.
For the other four spells, I would opt for usage spells with ritual tags. They will make you useful for your party and allow you to keep your slots.
The discovery of magic will be my first choice. You may be looking for a magical object or person, so you can determine if such a thing is within 30 meters of you.
The invisible servant will be my second choice. The ability to perform simple tasks because it is completely disposable can be very useful if you want to have a floor checked for booby traps or to determine whether the trunk is really a simulator.
If you understand languages, your character can understand any spoken or written language in the whole sequence. Again, it is very useful if you come across ancient texts or strange creatures whose language you do not understand.
The alarm allows you to build up magical protection against attacks while your group is at rest.
The honourable mention is in Find a Pet, an extremely useful spell that gives your character and group an extra pair of eyes. The material costs are low, so it is not readily available but it is easy to obtain.
To set an example, we’re going to make a great elf wizard, Marcello Ferretti.
Marcello is the descendant of Acolita (p127 PHB) of Deneira, the god of writing, whose domain is mysterious and knowledgeable. It has a special quality: The refuge of the faithful, which means that the temple of his faith offers him and his camp free healing if requested (although the camp still has to provide all the necessary elements). It also means that his faithful comrades will offer him a modest accommodation free of charge.
We will use the above block of statistics on high elves.
For his first skills we take observation, secrecy, research, secrecy and persuasion.
For languages : Mostly eleven, hell, the abyss.
Experience with tools : The tools of commerce.
It starts with 8 meeting points and 1D6 dice.
Let’s start with the tapes: Chill touch, shocking grip, magic hand, dexterity.
The beginning of the spells: Armored Wizard, Magical Missile, Magical Recognition, Invisible Servant, Understanding Languages, Finding Familiarity.
Catchy spells: Mage armor, magic rocket, recognize magic, understand languages.
Start the equipment: Akolita’s in the background: Sacred symbol, prayer book, 5 incense sticks, dresses, a set of general clothing and a belt pouch with 15 gold coins.
Master’s options: A dagger, a bag of parts, a pack of explorers and his spell book.
This gives us a wizard who is ready to sit at the table and play.
On level 2, the wizard chooses the Tradition of the Mysteries to continue his growth. But it’s a test drive for another time.