Wizard

by peachyco

A wizard or learned spellcaster is a character who harnesses the powers of magic through the sciences and chemistry. They learn complex formulas and incantations to manipulate and explore the world around them and while hours of study and preparation have expanded their understanding, it has also taken a toll on their physical health.

Ability Focus: Intelligence

Hit Points: d4

Restrictions: Magic users cannot use armor (or shields) and can only use weapons 2 lbs or lighter

Special: Spell Casting for spells, scroll down for wizard spells.

Special: Read Magic texts

Special: Create scrolls

For each scroll created, the wizard must collect 100gp of supplies (special ink, paper, incense, etc) and pass a check (DC 15 + level of spell).

Special: Scribe Spells

A wizard cannot access spells without copying them to their spell books. To do so requires a DC of 10 + spell level vs Intelligence to succeed. A failed roll means the spell cannot be scribed and is worthless to the wizard.

Starting Equipment: a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkwell, an iron pot, a mess kit, soap, a spellbook, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Wizard Spell List

Zero Level Spells

Daze
Detect Magic
Ghost Sound
Mage Hand
Message
Ray of Frost
Virtue

1st Level

Affect Normal Fires
Burning Hands
Charm Person
Command
Comprehend Languages (Reversible)
Dancing Lights
Enlarge (Reversible)
Erase
Feather Fall
Floating Disk
Hold Portal
Identify
Jump
Light
Magic Aura
Magic Missile
Protection from Evil (Reversible)
Push
Shield
Shocking Grasp
Sleep
Spider Climb
Unseen Servant
Ventriloquism

2nd Level

Continual Light
Darkness (15 ft radius)
Detect Charm (Reversible)
Detect Evil (Reversible)
Detect Invisibility
ESP
False Trap
Find Traps
Fool’s Gold
Forget
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Mirror Image
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scare
Shatter
Strength
Web
Wizard Lock

3rd Level

Blink
Clairaudience
Clairvoyance
Dispel Magic
Explosive Runes
Feign Death
Fireball
Flame Arrow
Fly
Glyph of Warding
Haste
Infravision
Invisibility (10 ft radius)
Lightning Bolt
Locate Object (Reversible)
Monster Summoning I
Phantasmal Force
Protection from Normal Missiles
Slow
Suggestion
Tiny Hut

4th Level

Charm Monster
Confusion
Dig
Dimension Door
Enchanted Weapon (Reversible)
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
Fumble
Hallucinatory Terrain
Ice Storm
Massmorph
Minor Globe of Invulnerability
Mnemonic Enhancement
Monster Summoning II
Polymorph Other
Polymorph Self
Wall of Fire
Wall of Ice
Wizard Eye

5th Level

Cloudkill
Conjure Elemental
Hold Monster
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone

2 thoughts on “Wizard

  1. Are there specific times you can add a spell to your spell book? IE cost and time outside of a dungeon? Are there any penalties to failing? Just wondering if you had enough money you could keep trying to scribe the spell into your book, and just discard the used supplies if you fail, or can you only scribe a certain amount per level?

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    • To do so requires a DC of 10 + spell level to scribe the spell to the spell book. The where and how is up to the DM. I like the idea of a failed scribe roll causing the spell to be non transferable to the spell book. Maybe the spell is too jumbled or missing something critical.

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