Dd 3.5 wizard handbook pdf




















Darkvision and Stealth proficiency are both great, but few wizards are brave enough to sneak around without relying on magic, and you can always get Darkvision from a spell, so neither are crucial. Avoid spells which allow saving throws or which require attacks. Default Rules : A small bonus to Intelligence and access to Thaumaturgy, which is weird for a Wizard. Not quite as good as the Hill Dwarf poison resistance, Darkvision or the Githyanki innate spellcasting , but pretty close.

Default Rules : 17 AC is great, but the Githyanki can do the same and also provides an Intelligence increase and some Innate Spellcasting. Magic Resistance is a fantastic defense on any character, and the Wizard is no exception even though you have other defensive options like Counterspell. Default Rules : Better suited to Sorcerers and Warlocks, but purebloods still make good wizards.

Magic Resistance gives you a huge advantage over other spellcasters, and poison immunity helps with a very common damage type. Setting-specific races are address below. Talk to your DM about what races are allowed in your game. Of course, you could just cast False Life. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits.

Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark. Given the choice between the two, the Locathah is better all around. Vedalken Dispassion provides an excellent defensive option, and Tireless Precision can make you more effective at some non-magical stuff. If you just want durability the Yuan-Ti Pureblood may be more effective, but the Vedalken is still a very effective choice.

Default Rules : The Intelligence increase is a great start. The free proficiencies add some extra utility, and getting an extra d4 on the ability checks with those proficiencies really helps the Vedalken stand out as an expert. Vedalken Dispassion will help protect you from spells and effects which might otherwise take you out of a fight in one go. Default Rules : Bad ability spread. Wildemount elves share the core traits of PHB elves, but Wildemount adds two new subraces.

See above for more information on other elf subraces. Wildemount halflings share the core traits of PHB halflings, but Wildemount adds a new subrace. See above for information on other halfling subraces. Lineages are applied on top of a base race. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items. A wizard should never be in a situation to use Vampiric Bite, you can cast Spider Climb, and you can get flight from numerous other places.

There is very little mechanical justificatiom to play a dhampir wizard. Eerie Token is neat, and while it can be replaced with spells, those spells are often high level and expensive.

Ancestral Legacy can get you two skills or flight. If you want flight, the Fairy will be more consistently effective, but a Hexblood wizard is still definitely a viable build.

You could start as an elf, then become reborn after becoming a bladesinger, but generally when you stop qualifying for things feats, mostly they stop functioning, which would mean losing your subclass features. At that point, most other flying races will be more interesting. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. Racial feats are discussed in the Races section, above.

Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices. Cast Mage Armor and learn Shield. For more on multiclassing, see my Practical Guide to Multiclassing. The obvious use is to turn one object into another object, such as a weapon into a tool to get past an obstacle, or a block of gold into a diamond so that you can raise an ally from the dead.

Even better, you can use this to sabotage obstacles, such as by turning door hinges or locks into coins. In fact, spending a charge of the book to turn random objects into money coins, gems, or bars of precious metals all work is a great idea because it removes a problematic object and gives you a small, value-dense object of a specific value which you can then use later to recreate that object if necessary.

Evocation Wizard A slender figure sits hunched over a table in the corner, scribbling furiously into a thick tome, seemingly oblivious to your presence. The fluffy white cat curled up next to the book opens an eye to study you, before letting out an annoyed mewl. The figure jumps to their feet with surprise at the sound, much taller than you expected, their delicate high elven features at odds with their disheveled pale gold hair.

From the state of their rumpled robes they seem to have been working for several hours, if not days, and had not been expecting interruption. If you need a functional build with nothing fancy or complicated, this is a great place to start.

By wizard standards, the evoker is simple. Blow stuff up, long rest, repeat. High Elf. High Elf is a spectacular option for the Wizard. 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 example, when a wizard attains 5th level, she can cast 3rd-level spells. 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.

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 A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy.

If desired, a wizard may specialize in one school of magic see below. Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. Essentially, the wizard gains exceptional mastery over a single school by neglecting the study of other schools. A specialist wizard can prepare one additional spell of her specialty school per spell level each day.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic unless she chooses to specialize in divination; see below , which become her prohibited schools.

For instance, if she chooses to specialize in conjuration, she might decide to give up enchantment and necromancy, or evocation and transmutation. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells. NOTE: This guide has been fully reproduced here on Brilliant Gameologists link updated November 25, , including all 8 schools of magic. All these school guides - except Divination and Transmutation - were authored by Treantmonklvl CantripN authored the Transmutation guide.

Tsuyoshi authored the Divination guide. Dan2 saved these guides in one thread. Benign Transposition: Two willing subjects switch places.

Like, the big, stupid Fighter and the handsome Conjurer who finds himself grappled. No somatic component. Click to expand Now you need to be a bit of a metamagic hog to qualify as well — but if you are — the bonus feats are even better.

Want to use your secret for something besides a bonus feat? I find it somewhat interesting that you put Gish into glass cannons.. Depends of the gish I guess and level of game. Otherwise very nice and lively guide to being a PrCs and class options worth mention: Elf Wizard sub.

Recaster - new spells and free metamagic. Changeling Wizard sub. Wyrm Wizard - weaker version of the above. Greater Fireburst SpC - Damage, the good version. Darklight SpC - Darkness, the real kind. Heart of Earth CM - Stoneskin for free! Wall of Force - Pure awesome. Nerveskitter Greater Dimension Door - What's not to like?

Improved Blink - Again, why not take this? Telekinesis - Good combat maneuvers, and Ghosts are helpless before your might! I see missing from this: Pyrotechnics: hey guys, who wants Stinking Cloud or mass Blindness at level 3?

Defenestrating Sphere: This is arguably the best evocation in CA! Gust of Wind: No, I'm not on crack. This is a great metaspell. Finally, you can summon outsiders who can heal too. Check the puppies with clerical casting. But I didn't see any jokes commenting on the fact that, if you play this type of character, the CoDzillas will worship you. That's my only complaint. I've been playing Wizards for years For help with metamagic feats, see my Practical Guide to Metamagic.

Reserve feats a tempting way to stretch your magic abilities throughout the day. Dungeons and Dragons 3. DnD 3.



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