Secret Lesson 50
Wizard, the Wizard Spell List, and the Evoker
The Warlock gains supernatural power through:
A PACT
The Wizard follows another path entirely.
A Wizard gains magical power through:
STUDY
RESEARCH
PRACTICE
ARCANE THEORY
and perhaps most importantly:
A SPELLBOOK
For the Wizard, magic is something that can be:
LEARNED
RECORDED
STUDIED
PREPARED
and:
MASTERED
The Wizard possesses one of the broadest collections of spells in the SRD.
But there is an important distinction:
SPELLS IN YOUR SPELLBOOK
are not necessarily the same thing as:
SPELLS YOU CURRENTLY HAVE PREPARED
Learning to manage that distinction is one of the keys to understanding the Class.
The Wizard's SRD subclass is:
EVOKER
a specialist in:
EVOCATION MAGIC
The Evoker learns to unleash destructive magical energy while protecting allies from some of its most dangerous effects.
PART ONE — CORE WIZARD TRAITS
The Wizard's Primary Ability is:
INTELLIGENCE
Its Hit Point Die is:
D6 PER WIZARD LEVEL
Like the Sorcerer, the Wizard has a relatively small Hit Die.
The Class generally depends more heavily on:
SPELLS
POSITIONING
PLANNING
and:
DEFENSIVE MAGIC
than on absorbing repeated weapon attacks.
SAVING THROW PROFICIENCIES
The Wizard is proficient in:
INTELLIGENCE
and:
WISDOM SAVING THROWS
SKILL PROFICIENCIES
Choose:
TWO
from:
-
Arcana
-
History
-
Insight
-
Investigation
-
Medicine
-
Nature
-
Religion
WEAPON PROFICIENCIES
The Wizard has proficiency with:
SIMPLE WEAPONS
ARMOR TRAINING
The Wizard receives:
NO ARMOR TRAINING
from its core Class traits.
STARTING EQUIPMENT
A level 1 Wizard can choose:
OPTION A
-
2 Daggers
-
Arcane Focus, Quarterstaff
-
Robe
-
Spellbook
-
Scholar's Pack
-
5 GP
or:
OPTION B
55 GP
MULTICLASSING INTO WIZARD
If Wizard isn't your original Class, you gain:
THE WIZARD HIT POINT DIE
and:
THE WIZARD'S LEVEL 1 FEATURES
You don't gain additional armor or weapon training from the Wizard's multiclass entry.
The multiclassing rules determine your available Spell Slots.
PART TWO — COMPLETE WIZARD PROGRESSION
| Wizard Level | PB | Class Features | Cantrips | Prepared Spells |
|---|---|---|---|---|
| 1 | +2 | Spellcasting, Ritual Adept, Arcane Recovery | 3 | 4 |
| 2 | +2 | Scholar | 3 | 5 |
| 3 | +2 | Wizard Subclass | 3 | 6 |
| 4 | +2 | Ability Score Improvement | 4 | 7 |
| 5 | +3 | Memorize Spell | 4 | 9 |
| 6 | +3 | Subclass Feature | 4 | 10 |
| 7 | +3 | — | 4 | 11 |
| 8 | +3 | Ability Score Improvement | 4 | 12 |
| 9 | +4 | — | 4 | 14 |
| 10 | +4 | Subclass Feature | 5 | 15 |
| 11 | +4 | — | 5 | 16 |
| 12 | +4 | Ability Score Improvement | 5 | 16 |
| 13 | +5 | — | 5 | 17 |
| 14 | +5 | Subclass Feature | 5 | 18 |
| 15 | +5 | — | 5 | 19 |
| 16 | +5 | Ability Score Improvement | 5 | 21 |
| 17 | +6 | — | 5 | 22 |
| 18 | +6 | Spell Mastery | 5 | 23 |
| 19 | +6 | Epic Boon | 5 | 24 |
| 20 | +6 | Signature Spells | 5 | 25 |
Unlike some Classes, the Wizard doesn't receive a new named Class feature at every level.
Many Wizard levels instead improve:
SPELL SLOTS
PREPARED SPELLS
and:
ACCESS TO HIGHER-LEVEL MAGIC
For a Wizard, obtaining a new spell level can itself be an enormous increase in power.
PART THREE — WIZARD SPELL SLOT PROGRESSION
The Wizard is a:
FULL SPELLCASTER
and eventually reaches:
LEVEL 9 SPELLS
| Wizard Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | — | — |
| 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
All expended Wizard Spell Slots normally return when you finish:
A LONG REST
But:
ARCANE RECOVERY
can restore some slots after a Short Rest.
PART FOUR — LEVEL 1: SPELLCASTING
The Wizard's magic begins at:
LEVEL 1
Its Spellcasting feature has several separate parts:
CANTRIPS
SPELLBOOK
SPELL SLOTS
PREPARED SPELLS
INTELLIGENCE
and:
SPELLCASTING FOCUS
Understanding how those parts interact is essential.
PART FIVE — WIZARD CANTRIPS
At level 1, you know:
THREE WIZARD CANTRIPS
The SRD recommends:
LIGHT
MAGE HAND
and:
RAY OF FROST
CHANGING A CANTRIP
Whenever you finish:
A LONG REST
you can replace:
ONE WIZARD CANTRIP
gained from the Spellcasting feature with another Wizard Cantrip.
This makes the Wizard unusually flexible even with its Cantrips.
MORE CANTRIPS
At Wizard level 4:
FOUR CANTRIPS
At Wizard level 10:
FIVE CANTRIPS
PART SIX — THE SPELLBOOK
The defining object of the Wizard Class is:
THE SPELLBOOK
The SRD establishes specific game characteristics for it.
It is a:
TINY OBJECT
Weight:
3 POUNDS
Pages:
100
It can be read only by:
YOU
or:
SOMEONE CASTING IDENTIFY
You decide its appearance.
It might be a magnificent magical tome, a collection of pages bound with twine, or another book matching your character's style.
That appearance is narrative.
The mechanical object remains:
YOUR SPELLBOOK
PART SEVEN — STARTING SPELLS
At level 1, your Spellbook contains:
SIX LEVEL 1 WIZARD SPELLS
of your choice.
The SRD recommends:
DETECT MAGIC
FEATHER FALL
MAGE ARMOR
MAGIC MISSILE
SLEEP
and:
THUNDERWAVE
IMPORTANT DISTINCTION
Your Spellbook begins with:
SIX SPELLS
but at level 1 you prepare only:
FOUR
So:
SPELLBOOK ≠ PREPARED SPELLS
You know more level 1 spells than you can have prepared simultaneously.
EXAMPLE
Your Spellbook contains:
-
Detect Magic
-
Feather Fall
-
Mage Armor
-
Magic Missile
-
Sleep
-
Thunderwave
Prepared today:
MAGE ARMOR
MAGIC MISSILE
SLEEP
THUNDERWAVE
Detect Magic and Feather Fall remain:
IN YOUR SPELLBOOK
but aren't currently prepared.
However, Ritual Adept can create an important exception for qualifying Ritual spells.
PART EIGHT — ADDING SPELLS WHEN YOU LEVEL UP
Whenever you gain a Wizard level after level 1:
ADD TWO WIZARD SPELLS
to your Spellbook.
Each chosen spell must be of a level for which you have:
SPELL SLOTS
EXAMPLE — REACHING LEVEL 5
You gain access to:
LEVEL 3 SPELL SLOTS
You add:
TWO WIZARD SPELLS
to your Spellbook.
They could both be level 3.
Or one could be level 3 and another a lower-level Wizard spell.
The rule requires that each chosen spell be of:
A LEVEL FOR WHICH YOU HAVE SPELL SLOTS
THE SPELLBOOK CAN GROW FAR BEYOND THIS
The two spells gained per Wizard level aren't the only way to expand the book.
During adventures you may discover:
OTHER WIZARD SPELLS
and copy them into it.
This means two Wizards of the same level might have:
VERY DIFFERENT SPELLBOOKS
depending on what they have discovered.
PART NINE — COPYING A DISCOVERED SPELL
Suppose you discover a level 1+ Wizard spell during an adventure.
A common example might be a Wizard spell contained on:
A SPELL SCROLL
You can copy that spell into your Spellbook if:
IT IS A WIZARD SPELL
and:
IT IS OF A LEVEL YOU CAN PREPARE
and you have sufficient:
TIME
and:
MONEY
TRANSCRIPTION COST
For each spell level:
2 HOURS
and:
50 GP
EXAMPLE — LEVEL 1 SPELL
Time:
2 HOURS
Cost:
50 GP
EXAMPLE — LEVEL 3 SPELL
Time:
3 × 2 =
6 HOURS
Cost:
3 × 50 =
150 GP
EXAMPLE — LEVEL 5 SPELL
Time:
5 × 2 =
10 HOURS
Cost:
5 × 50 =
250 GP
After completing the transcription:
THE SPELL IS IN YOUR SPELLBOOK
and can later be prepared normally.
PART TEN — COPYING YOUR OWN SPELLBOOK
A Wizard can also copy spells from their own Spellbook into:
ANOTHER BOOK
Because you already understand those spells, this process is:
FASTER
and:
CHEAPER
For each spell level:
1 HOUR
and:
10 GP
EXAMPLE — BACKUP FIREBALL
Fireball is:
LEVEL 3
Copying it from your own Spellbook into a backup book takes:
3 × 1 hour =
3 HOURS
and costs:
3 × 10 GP =
30 GP
WHY KEEP A BACKUP?
Because:
THE SPELLBOOK CAN BE LOST
The SRD specifically notes that many Wizards therefore maintain:
A BACKUP SPELLBOOK
PART ELEVEN — LOSING YOUR SPELLBOOK
If you lose your Spellbook, you can use the same copying procedure to transcribe into a new book the Wizard spells that you currently have:
PREPARED
But the rest of the lost book isn't automatically recreated.
To rebuild the missing spells, you must:
FIND THOSE SPELLS AGAIN
This makes the Spellbook both:
A GREAT SOURCE OF FLEXIBILITY
and:
AN IMPORTANT PHYSICAL RESOURCE
for the Wizard.
PART TWELVE — PREPARING SPELLS
At level 1, choose:
FOUR SPELLS
from your Spellbook to prepare.
Each prepared spell must be of a level for which you possess:
SPELL SLOTS
PREPARED SPELL PROGRESSION
The number increases with Wizard level.
Eventually, at level 20, the table gives:
25 PREPARED SPELLS
before considering additional always-prepared spells from other features.
EXAMPLE — LEVEL 3 WIZARD
Prepared Spells:
6
Available Spell Levels:
LEVEL 1
and:
LEVEL 2
Your six prepared spells can be any eligible combination of level 1 and level 2 spells from:
YOUR SPELLBOOK
PART THIRTEEN — CHANGING PREPARED SPELLS
Whenever you finish:
A LONG REST
you may change:
YOUR PREPARED SPELL LIST
replacing spells there with other eligible spells from:
YOUR SPELLBOOK
IMPORTANT
Unlike several Classes we have studied, the Wizard isn't restricted to replacing:
ONLY ONE SPELL
You can reorganize:
THE LIST
after a Long Rest.
EXAMPLE
Yesterday you expected a dungeon full of monsters and prepared mostly:
COMBAT SPELLS
Today you expect:
EXPLORATION
INVESTIGATION
and:
TRAVEL
After a Long Rest, you can prepare a different set of spells from your Spellbook.
This is one of the Wizard's greatest strengths:
PREPARATION
PART FOURTEEN — SPELLCASTING ABILITY
Wizard spells use:
INTELLIGENCE
Therefore:
WIZARD SPELL SAVE DC
8 + Intelligence modifier + Proficiency Bonus
and:
WIZARD SPELL ATTACK BONUS
Intelligence modifier + Proficiency Bonus
EXAMPLE
Intelligence:
18
Modifier:
+4
PB:
+3
Spell Save DC:
8 + 4 + 3 =
DC 15
Spell Attack Bonus:
4 + 3 =
+7
PART FIFTEEN — SPELLCASTING FOCUS
A Wizard may use:
AN ARCANE FOCUS
or:
THE SPELLBOOK
as a Spellcasting Focus for Wizard spells.
The Spellbook therefore isn't merely where spells are recorded.
It can also directly function as:
YOUR SPELLCASTING FOCUS
PART SIXTEEN — LEVEL 1: RITUAL ADEPT
Ritual Adept makes the Spellbook even more valuable.
If a spell:
HAS THE RITUAL TAG
and:
IS IN YOUR SPELLBOOK
you can cast it as:
A RITUAL
even if:
YOU DON'T HAVE IT PREPARED
REQUIREMENT
You must:
READ FROM THE SPELLBOOK
while casting the spell in this way.
EXAMPLE — DETECT MAGIC
Detect Magic has the:
RITUAL TAG
It is in your Spellbook.
You didn't prepare Detect Magic today.
Ritual Adept still allows you to cast it as:
A RITUAL
by reading from your book.
WHY THIS IS POWERFUL
A Wizard can leave certain utility Rituals:
UNPREPARED
while still retaining access to them when there is enough time to perform:
RITUAL CASTING
This effectively increases the practical utility of a large Spellbook.
PART SEVENTEEN — LEVEL 1: ARCANE RECOVERY
Arcane Recovery lets the Wizard recover some magical energy after:
A SHORT REST
When you finish the Short Rest, choose expended Spell Slots to recover.
The combined levels of those slots can't exceed:
HALF YOUR WIZARD LEVEL
rounded:
UP
IMPORTANT LIMIT
None of the recovered slots can be:
LEVEL 6 OR HIGHER
EXAMPLE — LEVEL 4
Half of 4:
2
You may recover:
ONE LEVEL 2 SLOT
or:
TWO LEVEL 1 SLOTS
EXAMPLE — LEVEL 5
Half of 5:
2.5
Arcane Recovery explicitly rounds:
UP
Maximum combined slot levels:
3
You could recover:
ONE LEVEL 3 SLOT
or:
ONE LEVEL 2 + ONE LEVEL 1
or:
THREE LEVEL 1 SLOTS
provided those slots were expended.
EXAMPLE — LEVEL 20
Half of 20:
10
You can recover up to:
10 TOTAL SPELL-SLOT LEVELS
but:
NO INDIVIDUAL SLOT CAN BE LEVEL 6+
For example, you could potentially recover:
TWO LEVEL 5 SLOTS
if they were expended and available to recover.
RECOVERY
After using Arcane Recovery:
YOU CAN'T USE IT AGAIN
until you finish:
A LONG REST
So multiple Short Rests don't provide unlimited Arcane Recovery.
PART EIGHTEEN — LEVEL 2: SCHOLAR
At level 2, your academic studies deepen.
Choose one of these skills in which you already have:
PROFICIENCY
-
Arcana
-
History
-
Investigation
-
Medicine
-
Nature
-
Religion
You gain:
EXPERTISE
in the chosen skill.
IMPORTANT
Scholar doesn't simply give proficiency in one of those skills.
You must choose one in which you:
ALREADY HAVE PROFICIENCY
Then Expertise doubles your Proficiency Bonus for the relevant ability checks.
EXAMPLE
Intelligence:
18
Modifier:
+4
PB:
+3
Expertise in Arcana:
Proficiency contribution:
+6
Total:
4 + 6 =
+10 TO QUALIFYING ARCANA CHECKS
PART NINETEEN — LEVEL 3: WIZARD SUBCLASS
At level 3:
CHOOSE A WIZARD SUBCLASS
The SRD provides:
EVOKER
The Evoker receives features at Wizard levels:
3
6
10
and:
14
We will study every feature later in this lesson.
PART TWENTY — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4:
GAIN ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
You gain this feature again at:
LEVEL 8
LEVEL 12
and:
LEVEL 16
For most Wizards, improving:
INTELLIGENCE
is especially important because Intelligence affects:
SPELL SAVE DC
SPELL ATTACK BONUS
and several Wizard or Evoker abilities.
PART TWENTY-ONE — LEVEL 5: MEMORIZE SPELL
At level 5, the Wizard becomes more adaptable even between Long Rests.
Whenever you finish:
A SHORT REST
you may study your Spellbook.
Then replace:
ONE LEVEL 1+ PREPARED WIZARD SPELL
with:
ANOTHER LEVEL 1+ SPELL FROM THE BOOK
EXAMPLE
You prepared:
FIREBALL
But after exploring the dungeon, you discover that you urgently need:
FLY
You finish a Short Rest.
If Fly is in your Spellbook and is otherwise eligible:
REPLACE FIREBALL WITH FLY
You don't need to wait for:
A LONG REST
IMPORTANT
Memorize Spell changes:
ONE PREPARED SPELL
after each qualifying Short Rest.
The normal Spellcasting feature still allows you to reorganize your prepared list after:
A LONG REST
PART TWENTY-TWO — LEVEL 18: SPELL MASTERY
At level 18, choose:
ONE LEVEL 1 SPELL
and:
ONE LEVEL 2 SPELL
from your Spellbook.
Each chosen spell must have a Casting Time of:
AN ACTION
ALWAYS PREPARED
Both spells become:
ALWAYS PREPARED
CAST AT WILL
You can cast either chosen spell at:
ITS LOWEST LEVEL
without expending:
A SPELL SLOT
EXAMPLE
Suppose your level 1 Spell Mastery spell is an eligible Action spell.
You can cast it repeatedly at:
LEVEL 1
without spending Spell Slots.
Your chosen level 2 spell can likewise be cast repeatedly at:
LEVEL 2
HIGHER-LEVEL CASTING
If you want to cast one of those spells using:
A HIGHER LEVEL
you must expend:
A SPELL SLOT
normally.
Spell Mastery makes the lowest-level casting free.
It doesn't provide free upcasting.
CHANGING SPELL MASTERY
Whenever you finish:
A LONG REST
you can study your Spellbook and replace:
ONE OF THE TWO SPELLS
with another eligible spell:
OF THE SAME LEVEL
So the level 1 choice must be replaced by:
ANOTHER LEVEL 1 SPELL
and the level 2 choice by:
ANOTHER LEVEL 2 SPELL
PART TWENTY-THREE — LEVEL 19: EPIC BOON
At level 19:
GAIN AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF SPELL RECALL
Epic Boon Feats will be studied completely in:
LESSON 59
PART TWENTY-FOUR — LEVEL 20: SIGNATURE SPELLS
At level 20, choose:
TWO LEVEL 3 SPELLS
in your Spellbook.
They become:
YOUR SIGNATURE SPELLS
ALWAYS PREPARED
Both Signature Spells are:
ALWAYS PREPARED
FREE CASTINGS
You can cast each Signature Spell:
ONCE AT LEVEL 3
without expending:
A SPELL SLOT
SEPARATE USES
Each of the two spells has its own:
FREE CAST
RECOVERY
After casting one through Signature Spells, you can't cast that particular spell again in this free way until you finish:
A SHORT REST
or:
A LONG REST
EXAMPLE
Signature Spells:
FIREBALL
and:
FLY
You cast Fireball for free at level 3.
The free Fireball use is now expended.
But your free Fly use remains:
AVAILABLE
HIGHER-LEVEL CASTING
To cast either Signature Spell at:
A HIGHER LEVEL
you must expend:
A SPELL SLOT
PART TWENTY-FIVE — THE WIZARD'S THREE LAYERS OF SPELL ACCESS
The Wizard becomes much easier to understand if you separate three concepts.
LAYER ONE — SPELLBOOK
These are the level 1+ Wizard spells you have:
RECORDED
Your Spellbook can potentially contain:
MANY SPELLS
LAYER TWO — PREPARED SPELLS
These are the spells from your Spellbook currently ready for:
NORMAL CASTING
The Class table limits how many you prepare.
LAYER THREE — SPELL SLOTS
Spell Slots are the:
RESOURCE
normally spent to cast prepared level 1+ spells.
EXAMPLE
Your Spellbook contains:
20 SPELLS
Your Class table allows:
9 PREPARED SPELLS
You therefore select nine from the Spellbook.
Your Spell Slots determine:
HOW MANY LEVEL 1+ SPELL CASTINGS
you can perform before recovering your slots.
These are three separate numbers.
PART TWENTY-SIX — COMPLETE WIZARD SPELL LIST
The Wizard Spell List extends from:
CANTRIPS
through:
LEVEL 9
The SRD uses:
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
WIZARD CANTRIPS
| Spell | School | Special |
|---|---|---|
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| Ray of Frost | Evocation | — |
| Shocking Grasp | Evocation | — |
| True Strike | Divination | — |
LEVEL 1 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Alarm | Abjuration | R |
| Burning Hands | Evocation | — |
| Charm Person | Enchantment | — |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | — |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | — |
| Feather Fall | Transmutation | — |
| Find Familiar | Conjuration | R, M |
| Floating Disk | Conjuration | R |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | — |
| Hideous Laughter | Enchantment | C |
| Ice Knife | Conjuration | — |
| Identify | Divination | R, M |
| Illusory Script | Illusion | R, M |
| Jump | Transmutation | — |
| Longstrider | Transmutation | — |
| Mage Armor | Abjuration | — |
| Magic Missile | Evocation | — |
| Protection from Evil and Good | Abjuration | C, M |
| Ray of Sickness | Necromancy | — |
| Shield | Abjuration | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | — |
| Unseen Servant | Conjuration | R |
LEVEL 2 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Acid Arrow | Evocation | — |
| Alter Self | Transmutation | C |
| Arcane Lock | Abjuration | M |
| Arcanist's Magic Aura | Illusion | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Blur | Illusion | C |
| Continual Flame | Evocation | M |
| Darkness | Evocation | C |
| Darkvision | Transmutation | — |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flaming Sphere | Evocation | C |
| Gentle Repose | Necromancy | R, M |
| Gust of Wind | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Levitate | Transmutation | C |
| Locate Object | Divination | C |
| Magic Mouth | Illusion | R, M |
| Magic Weapon | Transmutation | — |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Ray of Enfeeblement | Necromancy | C |
| Rope Trick | Transmutation | — |
| Scorching Ray | Evocation | — |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
LEVEL 3 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Animate Dead | Necromancy | — |
| Bestow Curse | Necromancy | C |
| Blink | Transmutation | — |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fireball | Evocation | — |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Glyph of Warding | Abjuration | M |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | — |
| Magic Circle | Abjuration | M |
| Major Image | Illusion | C |
| Nondetection | Abjuration | M |
| Phantom Steed | Illusion | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Sending | Divination | — |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Speak with Dead | Necromancy | — |
| Stinking Cloud | Conjuration | C |
| Tiny Hut | Evocation | R |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
LEVEL 4 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Arcane Eye | Divination | C |
| Banishment | Abjuration | C |
| Black Tentacles | Conjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Confusion | Enchantment | C |
| Conjure Minor Elementals | Conjuration | C |
| Control Water | Transmutation | C |
| Dimension Door | Conjuration | — |
| Divination | Divination | R, M |
| Fabricate | Transmutation | — |
| Faithful Hound | Conjuration | — |
| Fire Shield | Evocation | — |
| Greater Invisibility | Illusion | C |
| Hallucinatory Terrain | Illusion | — |
| Ice Storm | Evocation | — |
| Locate Creature | Divination | C |
| Phantasmal Killer | Illusion | C |
| Polymorph | Transmutation | C |
| Private Sanctum | Abjuration | — |
| Resilient Sphere | Abjuration | C |
| Secret Chest | Conjuration | M |
| Stone Shape | Transmutation | — |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | — |
| Wall of Fire | Evocation | C |
LEVEL 5 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Animate Objects | Transmutation | C |
| Arcane Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | — |
| Conjure Elemental | Conjuration | C |
| Contact Other Plane | Divination | R |
| Creation | Illusion | — |
| Dominate Person | Enchantment | C |
| Dream | Illusion | — |
| Geas | Enchantment | — |
| Hold Monster | Enchantment | C |
| Legend Lore | Divination | M |
| Mislead | Illusion | C |
| Modify Memory | Enchantment | C |
| Passwall | Transmutation | — |
| Planar Binding | Abjuration | M |
| Scrying | Divination | C, M |
| Seeming | Illusion | — |
| Summon Dragon | Conjuration | C, M |
| Telekinesis | Transmutation | C |
| Telepathic Bond | Divination | R |
| Teleportation Circle | Conjuration | M |
| Wall of Force | Evocation | C |
| Wall of Stone | Evocation | C |
LEVEL 6 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Chain Lightning | Evocation | — |
| Circle of Death | Necromancy | M |
| Contingency | Abjuration | M |
| Create Undead | Necromancy | M |
| Disintegrate | Transmutation | — |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Freezing Sphere | Evocation | — |
| Globe of Invulnerability | Abjuration | C |
| Guards and Wards | Abjuration | M |
| Instant Summons | Conjuration | R, M |
| Irresistible Dance | Enchantment | C |
| Magic Jar | Necromancy | M |
| Mass Suggestion | Enchantment | — |
| Move Earth | Transmutation | C |
| Programmed Illusion | Illusion | M |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Wall of Ice | Evocation | C |
LEVEL 7 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Arcane Sword | Evocation | C, M |
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Forcecage | Evocation | C, M |
| Magnificent Mansion | Conjuration | M |
| Mirage Arcane | Illusion | — |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | — |
| Project Image | Illusion | C, M |
| Reverse Gravity | Transmutation | C |
| Sequester | Transmutation | M |
| Simulacrum | Illusion | M |
| Symbol | Abjuration | M |
| Teleport | Conjuration | — |
LEVEL 8 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Antimagic Field | Abjuration | C |
| Antipathy/Sympathy | Enchantment | — |
| Befuddlement | Enchantment | — |
| Clone | Necromancy | M |
| Control Weather | Transmutation | C |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Incendiary Cloud | Conjuration | C |
| Maze | Conjuration | C |
| Mind Blank | Abjuration | — |
| Power Word Stun | Enchantment | — |
| Sunburst | Evocation | — |
LEVEL 9 WIZARD SPELLS
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Meteor Swarm | Evocation | — |
| Power Word Kill | Enchantment | — |
| Prismatic Wall | Abjuration | — |
| Shapechange | Transmutation | C, M |
| Time Stop | Transmutation | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
| Wish | Conjuration | — |
The complete descriptions and mechanics of these spells will be studied later in:
LESSONS 79–85
PART TWENTY-SEVEN — WHAT THE WIZARD SPELL LIST DOES
The Wizard's spell list is extremely broad.
Rather than being defined by one narrow magical function, it supports:
OFFENSE
DEFENSE
CONTROL
EXPLORATION
DIVINATION
ILLUSION
TRANSPORTATION
SUMMONING
TRANSFORMATION
and:
REALITY-ALTERING MAGIC
DIRECT DAMAGE
Examples include:
FIRE BOLT
MAGIC MISSILE
SCORCHING RAY
FIREBALL
LIGHTNING BOLT
CONE OF COLD
CHAIN LIGHTNING
DISINTEGRATE
and eventually:
METEOR SWARM
DEFENSE
Examples include:
MAGE ARMOR
SHIELD
BLUR
MIRROR IMAGE
RESILIENT SPHERE
WALL OF FORCE
and:
GLOBE OF INVULNERABILITY
BATTLEFIELD CONTROL
Examples include:
GREASE
FOG CLOUD
WEB
HYPNOTIC PATTERN
SLEET STORM
SLOW
BLACK TENTACLES
WALL OF FIRE
WALL OF ICE
and:
REVERSE GRAVITY
MOBILITY
Examples include:
JUMP
MISTY STEP
FLY
DIMENSION DOOR
ETHEREALNESS
PLANE SHIFT
and:
TELEPORT
INFORMATION AND DIVINATION
Examples include:
DETECT MAGIC
IDENTIFY
DETECT THOUGHTS
CLAIRVOYANCE
ARCANE EYE
SCRYING
TRUE SEEING
and:
FORESIGHT
ILLUSION
Examples include:
MINOR ILLUSION
SILENT IMAGE
MAJOR IMAGE
HALLUCINATORY TERRAIN
MISLEAD
PROJECT IMAGE
and:
WEIRD
TRANSFORMATION
Examples include:
ALTER SELF
ENLARGE/REDUCE
POLYMORPH
FLESH TO STONE
SHAPECHANGE
and:
TRUE POLYMORPH
NECROMANCY
Examples include:
ANIMATE DEAD
CREATE UNDEAD
FINGER OF DEATH
CLONE
and:
ASTRAL PROJECTION
THE HIGHEST ARCANE MAGIC
At the highest levels, the Wizard can gain access to spells such as:
TIME STOP
GATE
METEOR SWARM
and:
WISH
This enormous breadth explains why:
THE SPELLBOOK
is so central to the Class.
The Wizard's power isn't merely the number of Spell Slots available.
It is also:
WHICH SPELLS HAVE BEEN COLLECTED
and:
WHICH ONES ARE PREPARED FOR THE DAY
PART TWENTY-EIGHT — WIZARD SUBCLASS: EVOKER
The SRD Wizard subclass is:
EVOKER
The Evoker specializes in magic that produces powerful:
ELEMENTAL
and:
ENERGETIC EFFECTS
The SRD describes Evocation magic through effects such as:
BITTER COLD
SEARING FLAME
THUNDER
LIGHTNING
and:
ACID
An Evoker can therefore fill the classic role of:
ARCANE ARTILLERY
But the subclass isn't purely about dealing more damage.
It also learns how to:
PROTECT ALLIES
from dangerous Evocation spells.
EVOKER PROGRESSION
| Wizard Level | Evoker Feature |
|---|---|
| 3 | Evocation Savant |
| 3 | Potent Cantrip |
| 6 | Sculpt Spells |
| 10 | Empowered Evocation |
| 14 | Overchannel |
PART TWENTY-NINE — LEVEL 3: EVOCATION SAVANT
At level 3, choose:
TWO WIZARD SPELLS
from the:
EVOCATION SCHOOL
Each must be no higher than:
LEVEL 2
Add both to:
YOUR SPELLBOOK
for:
FREE
EXAMPLE
You could choose two eligible Evocation spells that aren't already in your Spellbook.
They are added without paying the normal transcription cost.
FUTURE SPELL LEVELS
Whenever you gain access to:
A NEW LEVEL OF SPELL SLOTS
in the Wizard Class, you can add:
ONE WIZARD EVOCATION SPELL
to your Spellbook for free.
The chosen spell must be of a level for which you possess:
SPELL SLOTS
WHY THIS MATTERS
The normal Wizard already adds:
TWO SPELLS PER WIZARD LEVEL
Evocation Savant provides additional opportunities to add:
EVOCATION SPELLS
without paying the normal cost for copying discovered spells.
PART THIRTY — LEVEL 3: POTENT CANTRIP
Potent Cantrip makes your damaging Cantrips more reliable.
When you cast a Cantrip:
AT A CREATURE
and the Cantrip deals damage, Potent Cantrip can still deal some damage when the creature successfully avoids the normal full effect.
There are two possibilities.
ATTACK-ROLL CANTRIP
If you:
MISS
with the Attack Roll:
the target takes:
HALF THE CANTRIP'S DAMAGE
if the Cantrip has damage.
SAVING-THROW CANTRIP
If the target:
SUCCEEDS
on its Saving Throw:
it takes:
HALF THE CANTRIP'S DAMAGE
if any.
NO ADDITIONAL EFFECT
In either case, the target suffers:
NO ADDITIONAL EFFECT
from the Cantrip.
EXAMPLE — RAY OF FROST
Suppose Ray of Frost would deal damage and create an additional effect on a hit.
You miss the Attack Roll.
Potent Cantrip causes the creature to take:
HALF THE CANTRIP DAMAGE
but:
NO ADDITIONAL EFFECT
from the Cantrip.
IMPORTANT
Potent Cantrip doesn't turn the miss into:
A HIT
The rule specifically provides:
HALF DAMAGE
while removing any additional effect.
PART THIRTY-ONE — LEVEL 6: SCULPT SPELLS
Evocation spells can create dangerous areas.
That becomes a problem when:
YOUR ALLIES ARE INSIDE THEM
Sculpt Spells allows the Evoker to create:
POCKETS OF RELATIVE SAFETY
TRIGGER
When you cast:
AN EVOCATION SPELL
that affects other creatures you can:
SEE
choose a number of those creatures equal to:
1 + THE SPELL'S LEVEL
EXAMPLE — LEVEL 3 FIREBALL
Spell level:
3
Creatures you can protect:
1 + 3 =
4 CREATURES
SAVING THROWS
The chosen creatures:
AUTOMATICALLY SUCCEED
on their Saving Throws against the spell.
DAMAGE
If a chosen creature would normally take:
HALF DAMAGE
on a successful save:
it instead takes:
NO DAMAGE
EXAMPLE
You cast an Evocation spell whose area contains:
FIVE ENEMIES
and:
THREE ALLIES
The spell is level 3.
Sculpt Spells lets you choose up to:
FOUR CREATURES
So you can select all:
THREE ALLIES
They automatically succeed on the spell's saves.
If success normally means half damage:
THEY TAKE ZERO DAMAGE
IMPORTANT
Sculpt Spells does exactly what the feature states.
It doesn't automatically erase every possible effect from every Evocation spell.
Its protection is based on:
AUTOMATIC SAVING-THROW SUCCESS
and:
ZERO DAMAGE WHEN SUCCESS WOULD NORMALLY MEAN HALF DAMAGE
PART THIRTY-TWO — LEVEL 10: EMPOWERED EVOCATION
Whenever you cast:
A WIZARD SPELL
from the:
EVOCATION SCHOOL
you can add:
YOUR INTELLIGENCE MODIFIER
to:
ONE DAMAGE ROLL
of that spell.
EXAMPLE
Intelligence:
20
Modifier:
+5
You cast an Evocation spell.
One damage roll gains:
+5 DAMAGE
IMPORTANT
Empowered Evocation applies to:
ONE DAMAGE ROLL
It doesn't add your Intelligence modifier to:
EVERY DAMAGE DIE
or:
EVERY DAMAGE ROLL
of the spell.
PART THIRTY-THREE — LEVEL 14: OVERCHANNEL
Overchannel allows the Evoker to push a damaging spell to:
MAXIMUM POWER
When you cast:
A WIZARD SPELL
with a Spell Slot of:
LEVEL 1–5
and that spell deals damage, you can choose to deal:
MAXIMUM DAMAGE
with that spell:
ON THE TURN YOU CAST IT
SIMPLE EXAMPLE
Suppose a qualifying spell would normally deal:
8D6 DAMAGE
Rather than rolling:
8D6
Overchannel allows the relevant damage to use:
THE MAXIMUM POSSIBLE RESULT
8 × 6 =
48 DAMAGE
subject to the spell's other rules.
FIRST USE
The first time you use Overchannel before a Long Rest:
NO ADVERSE EFFECT
SECOND USE BEFORE A LONG REST
If you use Overchannel again before finishing a Long Rest, immediately after casting the spell you take:
2D12 NECROTIC DAMAGE
for:
EACH LEVEL OF THE SPELL SLOT
EXAMPLE — SECOND USE WITH LEVEL 5 SLOT
Damage to you:
5 × 2d12 =
10D12 NECROTIC DAMAGE
THIS DAMAGE IS EXTREMELY DIFFICULT TO AVOID
The Necrotic damage from Overchannel ignores:
RESISTANCE
and:
IMMUNITY
THIRD USE BEFORE A LONG REST
Each additional use increases the damage per spell level by:
+1D12
So the third use deals:
3D12 PER SPELL-SLOT LEVEL
LEVEL 5 EXAMPLE
Third Overchannel use:
5 × 3d12 =
15D12 NECROTIC DAMAGE
FOURTH USE
The damage becomes:
4D12 PER SPELL-SLOT LEVEL
and continues increasing by:
1D12 PER SPELL LEVEL
for every further use before the next Long Rest.
THE DECISION
Overchannel therefore offers a dangerous temptation:
GUARANTEED MAXIMUM DAMAGE
in exchange for an increasingly severe personal cost if repeatedly used.
The first use is safe.
Further uses can become:
EXTREMELY DANGEROUS
PART THIRTY-FOUR — HOW THE WIZARD PLAYS
The Wizard is a Class of:
PREPARATION
The question isn't simply:
WHAT SPELL SHOULD I CAST RIGHT NOW?
The Wizard must often think one stage earlier:
WHAT SPELLS SHOULD I PREPARE BEFORE THE ADVENTURE?
STEP ONE — STUDY THE SITUATION
What does the party expect?
A dungeon?
COMBAT AND EXPLORATION MAGIC
A diplomatic mission?
INFORMATION, ILLUSION, OR ENCHANTMENT
A journey?
MOBILITY AND RITUALS
A dangerous magical location?
PROTECTION AND DIVINATION
STEP TWO — PREPARE THE RIGHT SPELLS
After a Long Rest:
REORGANIZE YOUR PREPARED LIST
using spells from your Spellbook.
STEP THREE — USE RITUALS WHEN APPROPRIATE
If a useful Ritual is in the Spellbook:
YOU MAY NOT NEED TO PREPARE IT
Ritual Adept can still let you cast it as a Ritual.
STEP FOUR — MANAGE SPELL SLOTS
Powerful spells consume:
SPELL SLOTS
The Wizard must decide:
CAST NOW?
or:
SAVE THE SLOT FOR LATER?
STEP FIVE — ADAPT
At level 5:
MEMORIZE SPELL
allows one prepared spell to be changed after a:
SHORT REST
PART THIRTY-FIVE — EXAMPLE: LEVEL 5 WIZARD
Imagine a level 5 Wizard.
Intelligence:
18
Modifier:
+4
PB:
+3
Spell Save DC:
8 + 4 + 3 =
DC 15
Spell Attack Bonus:
4 + 3 =
+7
CANTRIPS
4
PREPARED SPELLS
9
SPELL SLOTS
Level 1:
4
Level 2:
3
Level 3:
2
SPELLBOOK
The Wizard started with:
6 LEVEL 1 SPELLS
Then gained two spells at levels:
2
3
4
and:
5
That means, even without copying any additional discovered spells, the Spellbook can now contain at least:
6 + 8 =
14 LEVEL 1+ SPELLS
before considering other features such as Evocation Savant.
PREPARED TODAY
Suppose the Wizard prepared:
-
Mage Armor
-
Magic Missile
-
Shield
-
Misty Step
-
Web
-
Counterspell
-
Fireball
-
Fly
-
Dispel Magic
Only:
NINE SPELLS
are prepared.
But other spells remain available inside:
THE SPELLBOOK
for future preparation.
SHORT REST
Later the party discovers an obstacle that requires another spell from the Spellbook.
Memorize Spell allows:
ONE PREPARED SPELL
to be replaced after the Short Rest.
At the same time, the Wizard may use:
ARCANE RECOVERY
if it hasn't already been used since the last Long Rest.
PART THIRTY-SIX — EXAMPLE: LEVEL 10 EVOKER
Imagine a level 10 Evoker.
Intelligence:
20
Modifier:
+5
PB:
+4
Spell Save DC:
8 + 5 + 4 =
DC 17
FIREBALL
Fireball is an:
EVOCATION SPELL
Suppose allies are inside its area.
Through:
SCULPT SPELLS
you can protect up to:
1 + spell level 3 =
4 CREATURES
Those chosen allies automatically succeed on the save and take:
ZERO DAMAGE
if success would normally produce half damage.
EMPOWERED EVOCATION
Because Fireball is a Wizard Evocation spell:
+5
can be added to:
ONE DAMAGE ROLL
of the spell.
The Evoker therefore combines:
OFFENSIVE POWER
with:
CONTROL OVER FRIENDLY FIRE
PART THIRTY-SEVEN — WIZARD VERSUS SORCERER
These two Classes can cast many of the same spells.
But their identities are very different.
SORCERER
The Sorcerer emphasizes:
INNATE MAGIC
SORCERY POINTS
and:
METAMAGIC
The Sorcerer asks:
HOW CAN I ALTER THIS SPELL?
WIZARD
The Wizard emphasizes:
SPELLBOOK
PREPARATION
RITUALS
and:
A LARGE COLLECTION OF MAGIC
The Wizard asks:
WHICH SPELL SHOULD I HAVE READY?
ONE RESHAPES MAGIC
The Sorcerer excels at:
MODIFYING SPELLS
THE OTHER COLLECTS MAGIC
The Wizard excels at:
LEARNING
RECORDING
and:
PREPARING
a broad range of spells.
Neither concept replaces the other.
They represent:
DIFFERENT SPELLCASTING STRATEGIES
PART THIRTY-EIGHT — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
SPELLCASTING
RITUAL ADEPT
ARCANE RECOVERY
Cantrips:
3
Prepared Spells:
4
Spellbook begins with:
6 LEVEL 1 SPELLS
Spell Slots:
TWO LEVEL 1
LEVEL 2
Prepared Spells:
5
Gain:
SCHOLAR
Expertise in one qualifying proficient skill.
LEVEL 3
Prepared Spells:
6
Gain:
LEVEL 2 SPELL SLOTS
Gain:
WIZARD SUBCLASS
Evoker gains:
EVOCATION SAVANT
and:
POTENT CANTRIP
LEVEL 4
Cantrips:
4
Prepared Spells:
7
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
PB:
+3
Prepared Spells:
9
Gain:
LEVEL 3 SPELL SLOTS
Gain:
MEMORIZE SPELL
LEVEL 6
Prepared Spells:
10
Evoker gains:
SCULPT SPELLS
LEVEL 7
Prepared Spells:
11
Gain:
LEVEL 4 SPELL SLOT
LEVEL 8
Prepared Spells:
12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Prepared Spells:
14
Gain:
LEVEL 5 SPELL SLOT
LEVEL 10
Cantrips:
5
Prepared Spells:
15
Evoker gains:
EMPOWERED EVOCATION
LEVEL 11
Prepared Spells:
16
Gain:
LEVEL 6 SPELL SLOT
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Prepared Spells:
17
Gain:
LEVEL 7 SPELL SLOT
LEVEL 14
Prepared Spells:
18
Evoker gains:
OVERCHANNEL
LEVEL 15
Prepared Spells:
19
Gain:
LEVEL 8 SPELL SLOT
LEVEL 16
Prepared Spells:
21
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Prepared Spells:
22
Gain:
LEVEL 9 SPELL SLOT
LEVEL 18
Prepared Spells:
23
Gain:
SPELL MASTERY
One level 1 and one level 2 Action spell become:
ALWAYS PREPARED
and can be cast at their lowest levels:
WITHOUT SPELL SLOTS
LEVEL 19
Prepared Spells:
24
Gain:
EPIC BOON
Recommended:
BOON OF SPELL RECALL
LEVEL 20
Prepared Spells:
25
Gain:
SIGNATURE SPELLS
Choose:
TWO LEVEL 3 SPELLS
Each gains:
ONE FREE LEVEL 3 CAST
per:
SHORT OR LONG REST
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING WIZARD SPELLCASTING USES WISDOM
Wizard Spellcasting uses:
INTELLIGENCE
MISTAKE 2 — THINKING WIZARDS HAVE ARMOR TRAINING
The core Wizard Class has:
NONE
MISTAKE 3 — THINKING EVERY SPELL IN YOUR SPELLBOOK IS PREPARED
It isn't.
The Spellbook contains:
SPELLS YOU KNOW AND HAVE RECORDED
Your prepared list contains:
THE SPELLS CURRENTLY READY FOR NORMAL CASTING
MISTAKE 4 — THINKING A LEVEL 1 WIZARD HAS ONLY FOUR SPELLS
The Wizard prepares:
FOUR
but its Spellbook begins with:
SIX LEVEL 1 SPELLS
MISTAKE 5 — FORGETTING TO ADD TWO SPELLS TO THE SPELLBOOK WHEN GAINING A WIZARD LEVEL
After level 1, every new Wizard level adds:
TWO WIZARD SPELLS
of eligible levels.
MISTAKE 6 — THINKING THE ONLY WAY TO GAIN SPELLBOOK SPELLS IS LEVELING UP
Wizards can also find eligible Wizard spells during adventures and:
COPY THEM INTO THE SPELLBOOK
MISTAKE 7 — COPYING A FOUND SPELL FOR FREE
Normal transcription costs:
2 HOURS AND 50 GP PER SPELL LEVEL
MISTAKE 8 — USING THE NORMAL COPYING COST FOR YOUR OWN BACKUP BOOK
Copying a spell you already know from your own Spellbook is cheaper:
1 HOUR AND 10 GP PER SPELL LEVEL
MISTAKE 9 — THINKING A LOST SPELLBOOK AUTOMATICALLY REAPPEARS
It doesn't.
You can recreate your currently prepared Wizard spells in a new Spellbook using the copying procedure.
Other lost spells must:
BE FOUND AGAIN
MISTAKE 10 — THINKING WIZARDS CAN CHANGE ONLY ONE PREPARED SPELL AFTER A LONG REST
The Wizard can change:
THE PREPARED LIST
after a Long Rest.
MISTAKE 11 — THINKING A WIZARD CAN PREPARE ANY SPELL FROM THE WIZARD LIST
The spell must be:
IN YOUR SPELLBOOK
unless another feature specifically provides it.
MISTAKE 12 — THINKING RITUAL ADEPT REQUIRES THE SPELL TO BE PREPARED
It doesn't.
The qualifying Ritual needs to be:
IN YOUR SPELLBOOK
and you must read from the book.
MISTAKE 13 — THINKING RITUAL ADEPT ALLOWS RITUAL CASTING WITHOUT THE SPELLBOOK
The feature specifically requires you to:
READ FROM THE BOOK
MISTAKE 14 — THINKING ARCANE RECOVERY RETURNS ALL SPELL SLOTS
It restores slots with a combined level no greater than:
HALF YOUR WIZARD LEVEL, ROUND UP
MISTAKE 15 — USING ARCANE RECOVERY TO RESTORE A LEVEL 6 SPELL SLOT
Arcane Recovery can't recover:
LEVEL 6+ SLOTS
MISTAKE 16 — USING ARCANE RECOVERY AFTER EVERY SHORT REST
Once used:
LONG REST REQUIRED
before it can be used again.
MISTAKE 17 — THINKING SCHOLAR GIVES EXPERTISE IN ANY SKILL
It is limited to:
ARCANA
HISTORY
INVESTIGATION
MEDICINE
NATURE
or:
RELIGION
and you must already have:
PROFICIENCY
in the chosen skill.
MISTAKE 18 — THINKING MEMORIZE SPELL REPLACES YOUR ENTIRE PREPARED LIST
After a Short Rest it replaces:
ONE LEVEL 1+ PREPARED SPELL
with another from the Spellbook.
MISTAKE 19 — THINKING SPELL MASTERY CAN USE ANY LEVEL 1 AND LEVEL 2 SPELL
Each selected spell must:
BE IN YOUR SPELLBOOK
and have a Casting Time of:
AN ACTION
MISTAKE 20 — THINKING SPELL MASTERY PROVIDES FREE UPCASTING
It doesn't.
Free casting is at:
THE SPELL'S LOWEST LEVEL
Higher-level casting still requires:
A SPELL SLOT
MISTAKE 21 — THINKING BOTH SPELL MASTERY SPELLS CAN BE REPLACED AFTER ONE LONG REST
You can replace:
ONE
after a Long Rest.
MISTAKE 22 — THINKING SIGNATURE SPELLS CAN BE ANY SPELL LEVEL
They must be:
LEVEL 3 SPELLS
from your Spellbook.
MISTAKE 23 — THINKING SIGNATURE SPELLS ARE FREE ONLY ONCE PER LONG REST
Each free use returns after:
A SHORT OR LONG REST
MISTAKE 24 — THINKING SIGNATURE SPELLS CAN BE UPCAST FOR FREE
The free casting is specifically at:
LEVEL 3
Higher-level casting requires:
A SPELL SLOT
MISTAKE 25 — THINKING EVOCATION SAVANT REDUCES THE COST OF COPYING EVERY SPELL
It specifically adds qualifying:
EVOCATION SPELLS
to your Spellbook for free under the feature's rules.
MISTAKE 26 — THINKING POTENT CANTRIP TURNS A MISS INTO A HIT
It doesn't.
The target takes:
HALF DAMAGE
if any, and suffers:
NO ADDITIONAL CANTRIP EFFECT
MISTAKE 27 — THINKING SCULPT SPELLS PROTECTS UNLIMITED ALLIES
The maximum chosen creatures is:
1 + SPELL LEVEL
MISTAKE 28 — THINKING SCULPT SPELLS WORKS WITH EVERY WIZARD SPELL
It requires:
AN EVOCATION SPELL
MISTAKE 29 — THINKING EMPOWERED EVOCATION ADDS INTELLIGENCE TO EVERY DAMAGE ROLL
It adds your Intelligence modifier to:
ONE DAMAGE ROLL
of the Wizard Evocation spell.
MISTAKE 30 — THINKING OVERCHANNEL WORKS WITH LEVEL 6–9 SPELL SLOTS
It works with Spell Slots of:
LEVELS 1–5
MISTAKE 31 — THINKING OVERCHANNEL WORKS WITH NONDAMAGING SPELLS
The qualifying Wizard spell must:
DEAL DAMAGE
MISTAKE 32 — THINKING OVERCHANNEL IS ALWAYS SAFE
The first use before a Long Rest has:
NO ADVERSE EFFECT
Repeated uses cause increasingly severe:
NECROTIC DAMAGE
MISTAKE 33 — TRYING TO RESIST OVERCHANNEL'S SELF-DAMAGE
The Necrotic damage from repeated Overchannel use ignores:
RESISTANCE
and:
IMMUNITY
LESSON 50 — KEY TAKEAWAYS
The Wizard is built around:
INTELLIGENCE
ARCANE STUDY
SPELL PREPARATION
and:
THE SPELLBOOK
HIT DIE
D6
SAVING THROW PROFICIENCIES
INTELLIGENCE
and:
WISDOM
WEAPONS
SIMPLE WEAPONS
ARMOR
NONE
SPELLBOOK
A Tiny:
3-POUND
100-PAGE
object containing the Wizard's level 1+ spells.
At level 1 it begins with:
SIX LEVEL 1 SPELLS
LEARNING SPELLS
Every Wizard level after level 1 adds:
TWO SPELLS
to the Spellbook.
Additional Wizard spells can be:
FOUND
and:
COPIED
COPYING A NEW SPELL
Per spell level:
2 HOURS
50 GP
COPYING YOUR OWN SPELL INTO ANOTHER BOOK
Per spell level:
1 HOUR
10 GP
PREPARED SPELLS
At level 1:
4
At level 20:
25
You can change the prepared list after:
A LONG REST
SPELLCASTING ABILITY
INTELLIGENCE
RITUAL ADEPT
A Ritual in your Spellbook can be cast as a Ritual:
WITHOUT BEING PREPARED
provided you read from:
THE SPELLBOOK
ARCANE RECOVERY
After a Short Rest, recover Spell Slots with combined levels up to:
HALF WIZARD LEVEL, ROUND UP
No recovered slot can be:
LEVEL 6+
Once used:
LONG REST REQUIRED
SCHOLAR
Gain:
EXPERTISE
in one qualifying academic skill in which you already have proficiency.
MEMORIZE SPELL
After a Short Rest:
REPLACE ONE PREPARED SPELL
with another level 1+ spell from your Spellbook.
SPELL MASTERY
At level 18:
ONE LEVEL 1 ACTION SPELL
and:
ONE LEVEL 2 ACTION SPELL
become always prepared and can be cast at their lowest levels:
WITHOUT SPELL SLOTS
SIGNATURE SPELLS
At level 20:
TWO LEVEL 3 SPELLS
become always prepared.
Each receives:
ONE FREE LEVEL 3 CAST
per:
SHORT OR LONG REST
EVOKER
The SRD Wizard subclass specializes in:
EVOCATION MAGIC
EVOCATION SAVANT
Adds free:
EVOCATION SPELLS
to the Spellbook.
POTENT CANTRIP
A creature that avoids the full effect of your damaging Cantrip can still take:
HALF DAMAGE
while suffering no additional effect.
SCULPT SPELLS
Protect:
1 + SPELL LEVEL
visible creatures from qualifying Evocation effects.
EMPOWERED EVOCATION
Add:
INTELLIGENCE MODIFIER
to one damage roll of a Wizard Evocation spell.
OVERCHANNEL
A level 1–5 damaging Wizard spell can deal:
MAXIMUM DAMAGE
on the turn you cast it.
First use:
SAFE
Repeated uses:
INCREASING NECROTIC SELF-DAMAGE
THE CENTRAL WIZARD IDEA
The Wizard's greatest weapon isn't simply:
FIREBALL
or:
WISH
It is:
PREPARATION
A Wizard builds power over time by:
LEARNING SPELLS
RECORDING THEM
EXPANDING THE SPELLBOOK
CHOOSING WHAT TO PREPARE
and:
ADAPTING TO THE ADVENTURE
A small Spellbook creates:
OPTIONS
A great Spellbook creates:
MANY OPTIONS
And the skilled Wizard learns that the most important magical question often comes before Initiative is ever rolled:
WHAT WILL I NEED TODAY?
THE CLASSES ARE NOW COMPLETE
With the Wizard, we have completed the eleven SRD Classes covered in this course:
BARBARIAN
BARD
CLERIC
DRUID
FIGHTER
MONK
PALADIN
RANGER
ROGUE
SORCERER
WARLOCK
and:
WIZARD
The next stage moves from:
WHAT YOUR CLASS MAKES YOU
to:
WHERE YOUR CHARACTER COMES FROM
NEXT LESSON
LESSON 51 — BACKGROUNDS: ACOLYTE, CRIMINAL, SAGE, AND SOLDIER
A Class describes much of:
WHAT YOUR ADVENTURER CAN DO
A Background helps describe:
WHO THEY WERE BEFORE THE ADVENTURE
Lesson 51 begins:
CHARACTER ORIGINS AND FEATS
and will cover every Background included in the SRD:
ACOLYTE
CRIMINAL
SAGE
and:
SOLDIER
including their:
ABILITY SCORES
FEAT
SKILL PROFICIENCIES
TOOL PROFICIENCY
and:
STARTING EQUIPMENT
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.