Category Archives: wizard

My "Next" Wizard

So there has been a lot of talk about how 5th Edition wizards are going to go back to the pseudo-Vancian magic system. Personally I have never liked guessing which spells are going to be useful (which goes for preparing, selecting, and casting), or basing the adventure schedule around remaining spells. Hell only a handful of games or literary works even include it, and even then it is often only one facet of how magic works. I guess the silver lining here is that only wizards get saddled with it, though they can crib the Reserve feat mechanic from 3rd Edition, or that it is only one proposed magic system.

Personally I would like to see wizards being required to focus on a few schools of magic as opposed to potentially equally good at everything. This models real life in the sense that no one is good at everything, and I remember something like this being played out in The Name of the Wind, the Dresden Files novels and RPG, Mage: The Ascension, and more shit that I am not thinking of. With this model you can get the wizard that is really good at evocations, but not so much at illusions due to a lack of patience or artistic talent or whatever, or something who prefers using ice or fire magic. Note that specialists might only be good at one school and might know a thing or two from something else (or not, depends on what is available), and would get some other benefit like the mage from Essentials.

From these schools they would choose a few rotes, which are spells that are so simple and/or have been practiced so often that they have become almost reflexive. Encounter spells would go away entirely, and daily spells would be the sort of complex magic that they have to cast ahead of time and retained. Rituals would be the utility stuff that keeps spell prep from turning into guesswork, and I would allow the expenditure of healing surges or something to help power them, or charge surges anyway. Actually for the grognards that do not like how many of the spells are combat-focused (I guess ignoring rituals), why not turn daily spells into the number of rituals that a character can store at any given time? This way something like knock could be used as a ritual, but a wizard could also pre-cast and store it for an impromptu use.

I would also allow wizards to draw in will, mana, energy, or whatever, allowing them to charge up their at-will spells. This would take a turn, extra action, or cause some kind of stress (like psychic damage or whatnot, though burning healing surges from exhaustion is still a possibility), and potentially leave the wizard vulnerable to attack, adding a level of tactical complexity and drama to a wizard that decides to turn her magic missile from a single bolt into a salvo; enemies might decide to directly target her in order to disrupt the spell. Some spells could also require multiple actions or rounds to cast.

Finally I really dig implements, and would like to see them stick around. Instead of a specialization bonus like the wizard gets, or having them largely not matter at all, you might penalize a wizard for not using one when casting. I would like to see implements of special materials granting a benefit without demanding a feat. The spellbook would mostly be used for rituals instead of spell prep.

Ultimately depending on what martial classes can do, I see these changes giving a wizard a lower average baseline, some good spike opportunities, and flexibility on how to handle things. Ideally martial classes would have a more “middle-ground” approach, with scaling damage and exploits to give them some tricks up their sleeves.

Too-Long, Didn’t Read Highlights

  • Wizards pick from a handful of schools that they can cast. Feats could add in others.
  • Wizards know a smattering of rotes (at-will) spells. These do minor things.
  • Rotes can be charged up through time, penalty, and/or resource.
  • Daily spells would still be in and be quite badass, but fewer in number (like, maybe 1 at 1st-level).
  • Rituals are still in, but drain healing surges and/or require specific components.
  • Implements are still in, and are more required.
  • Wizards would be able to create new spells, more easily learn new spells, and potentially modify them.

Playtest: Wizard

Wizard playtest is up. Most of the changes entail giving encounter attacks miss effects of one kind or another, changing zone effects so that the damage occurs at the end of their turn instead of the start (and only happens once), and adding spell school keywords to spells to help mesh with mages and their school specialization class feature.

Some stuff got nerfed, in particular the blood mage paragon path, which I guess puts it at the level of “compelling choice” as opposed to “has easily abused spells”. Overall I think the changes are comparatively neutral; yeah, zones get shafted a bit, but I think they needed it. Some people are bitching that magic missile did not get reverted, and of course there is the familiar chorus that this or that did not need nerfing, and they have the numbers to prove it.

Since it is a playtest article I think I am going to actually, you know, play it and submit some feedback based on my experiences. I have a suspicion that it will be enjoyable and functional.

Wizard Preview

Bill assures us that Essentials isn’t a new edition, and that content is backwards compatible between both it and “normal” D&D. I think the main hangup people are getting from this is that every class since Player’s Handbook was released follows the same model of power acquisition. Sure you get differing class features at level one, but after that every time you level you all go through the same motions of picking a power, picking a feat, and/or improving a couple of ability scores. This is unlike all versions of D&D in the past, where you often got new class features of nebulous utility as you leveled up (if you got anything at all).

And you know what? I’m okay with every class following the same level-up routine. In fact, I’m really happy with it, because getting a new power is a big deal. It’s also more interesting that getting an often set-in-stone class feature that you cannot change, and always does the same thing. I’ve become very accustomed to classes getting to essentially pick their own class features instead of jotting down the one given to them. I’m not sure if this will be the case in Essentials, but from the looks of things you’re going to get a mix of the two: sometimes you’ll get something that let’s you pick from the list, and sometimes you’ll take what’s given to you.

The wizard is actually a mage, and they are touted as magic school specialists. Now, magic schools are thankfully mostly dropped from 4th Edition. Some spells still have keywords that let you categorize them (Charm, Illusion, Teleport, etc), but more or less you’re free to take the spells that you want and not worry that your specialist (or perhaps merely thematic) wizard is stuck with a spell that you don’t particularly care for (something that’s happened more than once in past editions to my wizards).

From the looks of things, the first Essentials book will only have three schools to choose from: illusion, charm, and evocation. Whichever one you choose gives you an Apprentice Mage benefit (and logically affects whatever the hell Expert Mage and Master Mage does). Nothing is mentioned as to what they do, and the only class feature really touched on is Spellbook, which I guess at higher levels will let you also start swapping out encounter spells (instead of just daily and utility). My guess is that the benefit gained will be on par with the wizard’s own Implement Mastery, so I’m curious as to how they will balance later benefits against it. They’d better not say, “well since you have to take magic missile it’s okay to give you something extra later.”

Oh yeah, Magic Missile is a class feature (thats why it gets the caps), and every mage has to have it. In case you were wondering, it’s the new version, as well. Other sample at-will spells include a reprinted arc lightning, but added in beguiling strands and hypnotism. Beguiling strands lets you deal psychic damage and push, while hypnotism lets you either have a creature make a basic attack with a +4 bonus, or slide the creature 3 squares (neither option deals damage), and since it targets “creatures”, you could totally hit an ally with this and let them get away with a free attack. Just sayin’. >_>

The new class features doled-by-level gives me a distinct nostalgic feel. Like…playing older D&D editions, just with a balanced, intuitive game system. When I look at the classes from “normal” D&D and compare the two…I dunno, it feels kind of…odd? I don’t think its an issue of balance but style, and perhaps the best way for me to cope with the situation is to do what Shazbot has posited: run either D&D games, or Essentials games. As always, I’m just going to wait and see instead of making unfounded accusations. Even if Essentials sucks ass, it just means ten months of not having to buy any books until they get it out of their system.

Janow, Gnome Illusionist

Another pregen, this one is a natural fit and pretty optimized. 
Janow d’Sivis, level 1
Gnome, Wizard
Arcane Implement Mastery: Orb of Deception
Background: Zilargo (+2 to Insight)
FINAL ABILITY SCORES
Str 8, Con 11, Dex 10, Int 18, Wis 13, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 11, Dex 10, Int 16, Wis 13, Cha 16.
AC: 14 Fort: 10 Reflex: 14 Will: 16
HP: 21 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +11, History +9, Insight +8, Diplomacy +11
UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering +1, Endurance, Heal +1, Intimidate +4, Nature +1, Perception +1, Religion +4, Stealth +2, Streetwise +4, Thievery, Athletics -1
FEATS
Wizard: Ritual Caster
Level 1: Mark of Scribing
POWERS
Wizard at-will 1: Illusory Ambush
Wizard at-will 1: Phantom Bolt
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
ITEMS
Spellbook, Adventurer’s Kit, Cloth Armor (Basic Clothing), Dagger, Orb Implement, Identification Papers with Portrait, Woodwind, Camouflaged Clothing
RITUALS
Comprehend Language, Glib Limerick, Secret Page

Class Acts: Wizard

When you actually get down to it its only about a page worth of content, but then wizards arent really short on spells anymore, are they? I’m so fucking glad that Character Builder exists.

It was hell enough in older editions to keep everything sorted and accessible, and I recall players building clerics with Player’s Handbook, Complete Divine, Spell Compendium, and others on hand so that they could rummage through the massive spell lists. Of course, we cant forget that in 3E clerics had access to all spells.

This episode of Class Acts adds eight spells ranging from levels 1-9, starting with a level 1 encounter.


Arcane whirlwind is pretty neat and really plays up a controller aspect by creating a zone of wind that you can use to slide creatures around by burning minor actions. You can also move it pretty fucking far with a move action. It can be used to slide any creature, not just enemies, so you could even use it to maneuver allies about (hell, you could use it to get yourself out of dodge). Really badass.

Mystical debris lets you create difficult terrain squares. Its a level 2 at-will, but there’s a cap on how many squares you can maintain at any given time. Its also a minor action to use, so I could see a wizard knocking out three of these things to slow down enemies. Also pretty badass.

Cinderfall is an area-effect that does the damage I’d expect, but also has an effect line that deals automatic damage to any one enemy in the area. Could be handy for clearing out a minion that you missed, or just dealing a nice chunk of damage to a priority target.

The last one I’ll touch on is scattering shot, which is a level 5 that doesnt quite scatter shit. What it does is draw a bunch of monsters together in a cluster before blowing them up (but doesnt move them away). Like hypnotic glyph, I could see this as a great setup for an action point plus an AoE attack of your choice.

Some good controller-heavy spells as well as a couple classic area-effect explodies.

Wizard Essentials

I’m a big fan of the wizard class, even if mostly in theory. My only stint with 4E wizards was a fire-themed tiefling summoner in a short-lived Scales of War campaign. I enjoyed the fact that I could specialize in a specific energy without gimping myself in case we ran into one of a million fire-themed baddies, but I also liked being able to be a wizard all day without also serving as the naptime indicator. Win-win for all.

This first half of Wizard Essentials mainly condenses basic class information from Player’s Handbook and Arcane Power, allowing a new or initiate wizard player to have the basics all in one spot (and I suppose to also help pimp AP in case you didnt already own it).

  • It starts with class features, going into brief detail on the individual cantrips (such as non-combat uses).
  • Implements just talks about each implement and power selection to go with. There’s also a table of race/implement match ups at the end.
  • Ability scores doesnt tell you anything that a cursory examination of the actual implement sections wouldnt, but I guess its nifty to have it all in one place.

Again, nothing you couldnt figure out on your own. Basic, but good for players that want to get quick information on wizards without having to hit the (physical) books. If you already play wizards then you arent going to get shit from this first half. However, everyone wins with the second part.

There are nine feats, with four heroic and five paragon. There’s no particular theme here: Far Spell extends ranged and area bursts, Immolate the Masses grants temp hp when you drop minions, Lightning Transport lets you teleport when you kill something with a lightning spell, etc.
I particularly like Bitter Cold and Acid Splash as benchmarks for making feats that play up to energy specialization. The former adds a kicker effects if you hit while the latter deals a minor amount of damage if you miss. I’m a fan of thematic characters, and whenever I make a wizard I tend to stick with an energy type (like fire).
Frankly, I think that there should also be a feat that deals damage if you miss with a fire effect. 😛

There’s also an assortment of new spells, including another at-will attack (in case you thought that the current nine just werent cutting it). Many of them require that you are using a specific implement, which I like since it plays up the fact that wizards really care about what sort of tool they are using (like fighters). In fact, why not make spells that get extra benefits if you are using a specific implement? I think my fav is tome of transposition, which lets you use another daily of equal level or lower thats in your spellbook and use it if you miss.

It wraps up with a paragon path specifically for tome users. You get bonuses to rituals, can daze enemies with action points and crits, and the level 20 daily sucks the critter into your book so they can sit out for a bit.

So, good for everyone. If you dont know about wizards, its a crash course on wizardry along with some new shit. If you already know what they are all about, then…new shit. Enjoy.

Tiefling Summoning Wizard

Playing in another D&D game on Weds, so here’s my character.

====== Created Using Wizards of the Coast D&D Character Builder ======
Shen, level 1
Tiefling, Wizard
Arcane Implement Mastery: Tome of Binding
Background: Demon Wastes (+2 to Religion)

FINAL ABILITY SCORES
Str 8, Con 16, Dex 13, Int 18, Wis 10, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 13, Int 16, Wis 10, Cha 11.

AC: 14 Fort: 13 Reflex: 14 Will: 13
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Arcana +9, Insight +5, Religion +11, Diplomacy +6

UNTRAINED SKILLS
Acrobatics +1, Bluff +3, Dungeoneering, Endurance +3, Heal, History +4, Intimidate +1, Nature, Perception, Stealth +3, Streetwise +1, Thievery +1, Athletics -1

FEATS
Wizard: Ritual Caster
Level 1: Hellfire Blood

POWERS
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Magic Missile
Wizard encounter 1: Burning Hands
Wizard daily 1: Summon Fire Warrior
Wizard daily 1 Spellbook: Flaming Sphere

ITEMS
Spellbook, Adventurer’s Kit, Cloth Armor (Basic Clothing), Implement, Tome, Implement, Staff, Implement, Rod, Potion of Healing (heroic tier)
RITUALS
Unseen Servant, Wizard’s Curtain, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Gonna multiclass into infernal pact warlock, with an emphasis on bargaining with devils and using fire magic. Kind of a classic concept, methinks.

Nebin, Gnome Illusionist

Ronak’s totally awesome gnome illusionist from Monday’s delve run.

====== Created Using Wizards of the Coast D&D Character Builder ======
Nebin, level 4
Gnome, Wizard
Arcane Implement Mastery: Orb of Deception

FINAL ABILITY SCORES
Str 8, Con 10, Dex 13, Int 18, Wis 14, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 13, Int 15, Wis 14, Cha 15.

AC: 17 Fort: 13 Reflex: 17 Will: 19
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Arcana +13, Nature +9, Insight +11, History +11

UNTRAINED SKILLS
Acrobatics +3, Bluff +6, Diplomacy +6, Dungeoneering +4, Endurance +2, Heal +4, Intimidate +6, Perception +4, Religion +6, Stealth +5, Streetwise +6, Thievery +3, Athletics +1

FEATS
Wizard: Ritual Caster
Level 1: Phantom Echoes
Level 2: Gnome Phantasmist
Level 4: Improved Initiative

POWERS
Wizard at-will 1: Phantom Bolt
Wizard at-will 1: Illusory Ambush
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Horrid Whispers
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Float
Wizard encounter 3: Hypnotic Pattern

ITEMS
Spellbook, Cape of the Mountebank +1, Darkleaf Cloth Armor (Basic Clothing) +1, Orb of Inevitable Continuance +1, Magic Dagger +1, Adventurer’s Kit, Flask (empty), Oil (1 pint) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Scorching Burst

Scorching burst was, up until a few days ago, the only at-will power that was a ranged burst effect. Now that Player’s Handbook 2 is out, we have a few more in the spotlight. The problem is, some think they are all mechanically superior. Are they? Let’s take a look.

Call of the beast doesnt deal any damage unless the target goes after the closest of your allies. I can see in a lot of cases how it would have done this anyhow, but with a bit of setup you could potentially hamstring it. Is this better than scorching burst? I dont think so, even with the flat damage of 5 + Wisdom modifier. It also affects allies as well, so…

Chill wind is another druid at-will that deals minor cold damage with a slide 1 effect. It hits all creatures, but you do not add your Wisdom modifier to damage: its just 1d6 damage. I think that this is pretty balanced with scorching burst, since you are sacrificing damage for a very minor slide effect.

Grasping shards is an invoker at-will that deals flat Wisdom damage and slows affected targets. Again, it effects all creatures. Not to bad, I suppose, but not inherently superior since the damage is going to be pretty tame.

Vanguard’s lightning is honestly the only new ranged 10, burst 1 at-will that trumps scorching burst, since it does the exact same thing but also has the potential to deal extra damage if the target takes an opportunity attack before the end of your next turn. The bonus damage is equal to your Int mod, which is a secondary stat to invokers, so I expect it to be very small (a couple of points) until much later in the game.

However, I do not think that its so much more powerful that it blows scorching burst out of the water, or that the wizard is now in need of a major overhaul. The damage is very small and highly situational. I think other things need to be factored into the equation, namely feats and magic items. A master’s wand of scorching burst kicks things up a notch by adding another d6 to the poor bastard in the center of your blast, and thats a property. There might be others, but I’m going to come out and say that I dont think it needs changing, or that items and/or feats are now necessary to make the wizard playable.

If you think that scorching burst is in dire need of a kicker effect, my suggestion is to have the target take additional fire damage equal to your Dexterity or Wisdom (whichever one you think makes the most sense) modifier if it moves more than one square before the end of your next turn. Forced movement should not trigger the bonus damage.