At any time, a wizard can also add spells found in other wizards' spellbooks to her own (see Adding Spells to a Wizard's Spellbook, page 178). At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For each point of Intelligence bonus the wizard has (see Table 1-1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.Ī wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any see School Specialization, page 57) plus three 1st-level spells of your choice. ![]() Spellbooks: A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells, page 177). The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. These bonus feats are in addition to the feat that a character of any class gets every three levels (as given on Table 3-2: Experience and Level-Dependent Benefits, page 22). (See Chapter 5 for descriptions of feats and their prerequisites.) The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).īonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. See the sorcerer description and the accompanying Familiars sidebar for details. Many ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.įamiliar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).īonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races). ![]() She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8). Her base daily spell allotment is given in the Advancement table below. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. ![]() To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). A wizard must choose and prepare her spells ahead of time (see below). Spells: A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the wizard spell list (see bottom of page). Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. All of the following are class features of the wizard.
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