From DDO Compendium
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Hit Dice:
Creation: (2 + Intelligence Modifier) x 4
Leveling: 2 + Intelligence Modifier

Simple Weapons (Club/Scepters, Daggers, Quarterstaffs, Heavy Crossbows, Light Crossbows, Throwing Daggers)

Wizards can learn a huge variety of spells and can fine tune their spell list to the task. They can assist the party, summon allies, or destroy opponents with the power of the elements.

Wizards are the only class that can learn all of the arcane spells. This eventually gives them many spell options when preparing to go on a quest.

Unlike the other classes, wizards get bonus metamagic feats. These feats give them more ways to manipulate the power and duration of their spells.

As an inherit caster, wizards have a limited number of spells they can cast at a single time. While in taverns or just after they have rested at rest shrines, wizards can switch to different spells. This allows them to choose the right spell for the situation.

Past Lives
Icon Feat Description
Feat Past Life - Wizard Icon.png Past Life: Wizard You were a Wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain:
  • +2 to spell penetration checks
  • +2 to the DC's of Wands you use
Feat Past Life - Wizard Icon.png Past Life: Arcane Initiate You recall more about your past life as a wizard. By taking this feat you gain:
  • +1 to the DC's of all spells
  • Can cast Magic Missile 10 times per rest
    • 1d4+1 damage per missile
See Also: Wizard Spells
  • A wizard casts arcane spells.
  • A wizard must choose and prepare their spells ahead of time.
  • To inscribe, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
  • Like other spellcasters, a wizard has a limited number of spell points and spell slots.
  • Bonus Spell points are awarded for high Intelligence.
  • Unlike a bard or sorcerer, a wizard may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or tavern. While studying, the wizard decides which spells to prepare.
  • Of particular Note to Players developing a Wizard Character is that certain spells cannot be bought on scrolls at vendors; these scrolls may be obtained only through the Auction House or found as treasure. You can still choose these "rare" spells when leveling up.

Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any spell not scribed into their spellbook.

A wizard begins play with a spellbook of (3 + Int modifier) 1st-level spells. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on the new wizard's level) for his spellbook. Wizards gain a new spell level every other wizard level: Level 1 spells at level 1, level 2 spells at level 3, level 3 spells at level 5, level 4 spells at level 7, etc. up to level 9 spells at level 17.

A wizard may use the inscribe spell class feat on a scroll to add it to his spell book. Doing so requires an appropriately-leveled Inscription Materials, purchasable at magical supply shops (after Korthos).

Arcane Spells and Armor

Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which they are proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

WizardSpell Information
LevelBase Attack BonusFort SaveReflex SaveWill SaveAutograntedSpell Points1st2nd3rd4th5th6th7th8th9th
1 +0/+0 +0 +0 +2 Dismiss Charm, Magical Training, Inscribe Scroll, Bonus Feat 1303--------
2 +1/+1/+6 +0 +0 +3 1554--------
3 +1/+1/+6 +1 +1 +3 18042-------
4 +2/+2/+7 +1 +1 +4 20543-------
5 +2/+2/+7 +1 +1 +4 Bonus Feat 230432------
6 +3/+3/+8/+13 +2 +2 +5 260443------
7 +3/+3/+8/+13 +2 +2 +5 2955432-----
8 +4/+4/+9/+14 +2 +2 +6 3355443-----
9 +4/+4/+9/+14 +3 +3 +6 38055432----
10 +5/+5/+10/+15 +3 +3 +7 Bonus Feat 43055443----
11 +5/+5/+10/+15 +3 +3 +7 485555432---
12 +6/+6/+11/+16 +4 +4 +8 545555443---
13 +6/+6/+11/+16 +4 +4 +8 6105555432--
14 +7/+7/+12/+17 +4 +4 +9 6805555443--
15 +7/+7/+12/+17 +5 +5 +9 Bonus Feat 75555555432-
16 +8/+8/+13/+18 +5 +5 +10 83555555443-
17 +8/+8/+13/+18 +5 +5 +10 920555555432
18 +9/+9/+14/+19 +6 +6 +11 1,010555555443
19 +9/+9/+14/+19 +6 +6 +11 1,105555555544
20 +10/+10/+15/+20 +6 +6 +12 Bonus Feat 1,205555555555
Bonus Feats

Class Feats[edit]

Level 1[edit]

  • Arcane Lore: Represents your knowledge of the arcane. This feat is received once for every sorcerer level.
  • Dismiss Charm: Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
  • Magical Training: Magical training gives the user additional benefits for spell casting.
  • Inscribe Scroll: You are able to inscribe spells from scrolls into your spellbook. This action will destroy the scroll.
  • Bonus Feat: Select one of the Wizard Bonus feats.

Level 5[edit]

Level 10[edit]

Level 15[edit]

Level 20[edit]