Wizard





by Shayalyn





As the fighters struggle at the front lines of a battle, a solitary robed figure hangs back in the shadows. Her lips move as she mutters unintelligible words, reciting incantations gleaned from dusty tomes and years of intense study. Her hands rise, and suddenly bolts fly from her fingertips as she unleashes her deadly spell on the unsuspecting enemy, turning the tide of the battle in her group's favor.



Wizards are offensively-minded spellcasters. They have a variety of options at their disposal for damaging and neutralizing foes. While you generally won't see a robed wizard fighting head-to-head with martial weapons, his spellcasting abilities can mean the difference between life and death for his adventuring party.



Wizards learn new spells as they grow in knowledge and experience. A wizard's skills are not innate, but rather learned through intense and challenging study of the arcane arts. Over time, a wizard can learn to manipulate spells so that they work better, do more damage, or last longer. Unlike sorcerers, who can select spells at any time, wizards must prepare their spells while in a tavern or at a rest shrine.



Humans make a solid race choice for wizards with 1 bonus feat and 4 extra skill points at level one, plus 1 extra skill point for each additional level. Elves have a +2 racial bonus to dexterity, but -2 to constitution, which renders them more fragile than other races. However, elves have a natural immunity to sleep holds, a +2 saving throw bonus versus enchantment, and a +2 racial bonus to Listen, Search and Spot. Halflings gain a +1 armor class (AC) and +2 dexterity bonus to compensate for their small stature, but lose 2 points of strength. Warforged are hardier with a +2 bonus to constitution, but lose 2 points of innate wisdom and charisma. Dwarves also gain a +2 bonus to constitution, but suffer -2 charisma.



Alignment: Any



Weapon proficiency: Club, quarter staff, dagger, light crossbow, throwing daggers.



Class Abilities: Each class begins with 28 points to spend over 6 abilities (Intelligence, Wisdom, Constitution, Dexterity, Strength, and Charisma). Intelligence is a crucial ability for wizards as it affects the wizard's spell power and the number of spell points he has available. Dexterity is also a good choice when spending ability points, since good dexterity raises the wizard's AC to help protect the frail spellcaster from damage. Some points to constitution would not be misspent, since extra hitpoints will keep a wizard alive longer.



Class Skills: Concentration is an important skill for a wizard—it helps increase the wizard's chance of continuing to cast while taking damage. Repair is a handy skill for wizards as it heals their warforged party members. Diplomacy is essential for encouraging monsters to find targets other than the wizard.



Feats: Mental Toughness is a no-brainer when it comes to selecting feats—it increases the wizard's maximum spell points by 10 the first level and 5 each additional level. Combat casting adds +4 to concentration checks for defensive casting. Toughness adds extra hitpoints, while Dodge helps improve AC. Empower Spell is also one to consider; this meta magic feat improves spell damage, but burns more spellpoints while in use.


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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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