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The arcane hero relies on his vast store of occult knowledge to survive. He is the evoker, the abjurer, the conjurer, the artificer, and he controls the very forces of the cosmos to do his bidding.


Wizards Class Features[]

All Wizards, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Wizard Theme:


Weapon Proficiencies[]

The wizard gains training with blades and bludgeons.


Armor Proficiencies[]

The wizard is does not gain training in any armor.


Magic Proficiencies[]

The wizard can cast arcane spells and metamagic using the Arcana skill, and may dispel appropriate conditions as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
The wizard gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.


Skill Proficiencies[]

The wizard gains training in Arcana and Perception.


Starting Feats[]
  • The wizard chooses two role-based class features, gaining the skill proficiencies and metamagics of those class features.
  • The wizard chooses one school of magic class feature, gaining that school's bonuses and metamagic.
  • The wizard chooses two at-will spells that are available to him based on his class features.
  • At level 0, the wizard may cast one Rank 1 spell per day, and may cast one class metamagic per encounter.

The Essential Wizard[]

This chapter presents many different options for creating an Arcane Hero, also known as a Wizard. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Pyromancer (Essential Evoker)[]

Warmage (Essential Abjurer)[]

Necromancer (Essential Conjurer)[]

Alchemist (Essential Artificer)[]

Arcanist (Essential Wizard)[]

The Complete Wizard[]

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Wizard, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Wizard starting points:

Evoker (Arcane Striker)[]

The Evoker focuses her arcane knowledge into raw displays of magical power, summoning lightning bolts and fireballs to devastate her enemy from afar.

Abjurer (Arcane Defender)[]

The Abjurer focuses her arcane knowledge into shielding her allies from harm and deflecting her enemies’ blows, directing her opponents’ energies in harmless directions.

Conjurer (Arcane Controller)[]

The Conjurer focuses his arcane knowledge into summoning and command.

Artificer (Arcane Leader)[]

The Artificer focuses his arcane knowledge into protecting his allies and enhancing their weapons and equipment.

Wizard (Arcane Generalist)[]

You can easily choose to create a generalist Wizard as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Schools of Magic[]

Schools of Magic[]

Choose a School of magic to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that school.

Aetherics[]

Training in Perception, rift step

Elementalism[]

Training in Nature, elemental strike

Telekinesis[]

Training in Athletics, flinging force.

Beguilement[]

Training in Bluff, Charm person.


Leveling Up[]

At each level, you gain new features and bonuses to increase your arcane prowess:

Level 1[]

(1,000 XP)

Level 2[]

(3,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 3[]

(6,000 XP)

Level 4[]

(10,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 5[]

(15,000 XP)

Level 6[]

(21,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 7[]

(28,000 XP)

Level 8[]

(36,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 9[]

(45,000 XP)

Level 10[]

(55,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 11[]

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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