User:Toancaro/Wizard: Difference between revisions

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== Subclass features==
<tabber>
|-|Level 2=
{| class="wikitable sortable" style="width: 100%"
! style="width: 115px" | Subclass
! style="width: 225px" | Feature
! style="min-width: 350px" | Description
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} || The residual magic of your spells forms a ward around you that protects you from harm.
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.
Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.
After each [[Long Rest]], the ward's intensity resets, and becomes the same as your Wizard level.
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Minor Conjuration: Create Water|w=25}} || Call forth rain. It extinguishes exposed flames and forms a [[Water Surface]].
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Portent|w=25}} || Your dreams grant you glimpses that let you influence the future.
After each [[Long Rest]], you gain two random Portent Dice. During the day, you can use your reaction to change the die of any [[Attack Roll]] or [[Saving Throw]] rolled near you to one of your Portent Dice.
Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Hypnotic Gaze|w=25}} || {{Cond|Charmed|Charm}} and {{Cond|Incapacitated|Incapacitates}} a creature. It cannot attack you. It cannot act.
You can {{SAI|Maintain Hypnotic Gaze}} your Hypnotic Gaze each turn to extend its duration.
{{Prereq|The condition ends upon taking damage.}}
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Sculpt Spells|w=25}} || Create pockets of safety within your [[Evocation|Evocation spells]]. Allies automatically succeed their {{SavingThrow}}s against these spells and take no damage from them.
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Improved Minor Illusion|w=25}} || You can cast {{SAI|Minor Illusion}} as a bonus action.
You can remain hidden while casting this spell.
This spell can be cast while you are {{Cond|Silenced}}
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Grim Harvest|w=25}} || Once per turn, if you kill a creature with a spell, you regain [[Hit Points]] equal to twice the [[Spells#Spell Slots|Spell Slot]] level used - thrice if it's a Necromancy spell. [[Undead]] and [[Constructs]] are unaffected.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Experimental Alchemy|w=25}} || You brew two [[Alchemy|Alchemical Solutions]] instead of one when combining extracts, if you succeed a [[Difficulty Class]] 15 [[Medicine]] [[Ability Check|Check]].
|}
|-|Level 6=
{| class="wikitable sortable" style="width: 100%"
! style="width: 115px" | Subclass
! style="width: 240px" | Feature
! Description
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Projected Ward|w=25}} || When a nearby ally takes damage and you have an active {{SAI|Arcane Ward}}, you can sacrifice your ward to reduce the damage they take.
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Benign Transposition|w=25}} || Teleport to a nearby, unoccupied space, or swap places with an ally.
{{Prereq|Targets must be Medium or Small}}
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Expert Divination|w=25}} || You may gain an additional [[Portent|Portent Die]]: when taking a [[Short Rest]] you receive a Prophecy. Complete it to regain a missing Portent Die.
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Instinctive Charm|w=25}} || {{SAI|Charmed (Condition)|Charm}} an enemy attacking you. They will attack a new target if possible as a reaction.
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Potent Cantrip|w=25}} || Your [[Cantrip|cantrips]] become harder to evade entirely.
When a creature succeeds its {{SavingThrow}} against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects.
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|See Invisibility (Class Action)|See Invisibility|w=25}} || Glimpse {{Cond|Invisible}} creatures, and possibly reveal them to others.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Animate Dead|w=25}} || You gain the {{SAI|Animate Dead}} spell, if you didn't have it already.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Additional Undead|w=25}} || When you use {{SAI|Animate Dead}}, you can raise an additional corpse.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Better Summons|w=25}} || Creatures created with {{SAI|Animate Dead}} have additional hit points equal to your wizard level, and your [[Proficiency Bonus]] is added to their damage.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Transmuter's Stone|w=25}} || Store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice.
Once you have created a stone, you need to cast a [[:Category:Transmutation Spells|Transmutation spell]] of Level 1 or higher or take a [[Long Rest]] before you can create another one.
|}
|-|Level 9=
{| class="wikitable sortable" style="width: 100%"
! style="width: 115px" | Subclass
! style="width: 180px" | Feature
! Description
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Improved Abjuration|w=25}} || Each time you take a [[Short Rest]], the intensity of your {{SAI|Arcane Ward}} increases by an amount equal to your wizard level.
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Focused Conjuration|w=25}} || Damage taken while you are [[Concentration|Concentrating]] on a Conjuration spell will not break your {{Concentration}}.
Conjuration Wizard Spells that require Concentrating:
* {{SAI|Arcane Gate}}
* {{SAI|Cloud of Daggers}}
* {{SAI|Cloudkill}}
* {{SAI|Evard's Black Tentacles}}
* {{SAI|Flaming Sphere}}
* {{SAI|Fog Cloud}}
* {{SAI|Sleet Storm}}
* {{SAI|Stinking Cloud}}
* {{SAI|Web}}
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Third Eye: Darkvision|w=25}} || You gain the ability to see in the dark out to a range of {{Distance|m=27|ft=80}}.
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Third Eye: See Invisibility|w=25}} || Become able to see {{Cond|Invisible}} creatures, and possibly reveal them to others.
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Split Enchantment|w=25}} || You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.
Single target Enchantment Wizard Spells:
* {{SAI|Charm Person}}
* {{SAI|Crown of Madness}}
* {{SAI|Dominate Person}}
* {{SAI|Hold Monster}}
* {{SAI|Hold Person}}
* {{SAI|Otto's Irresistible Dance}}
* {{SAI|Tasha's Hideous Laughter}}
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Empowered Evocation|w=25}} || Your grasp of Evocation magic has tightened, and you can add your Intelligence [[Ability Score Modifier|Modifier]] to damage rolls with any Evocation spells.
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Illusory Self|w=25}} || Interpose an illusory duplicate of yourself between you and an attacker's strike, making them miss their attack.
You must [[Short Rest]] to use this feature again.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Inured to Undeath|w=25}} || You have steeped yourself so completely in death that you are [[Resistant]] to Necrotic damage, and moreover your [[Hit Points|hit point]] maximum cannot be reduced.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Shapechanger|w=25}} || Transform into a blue jay, able to {{SAI|Fly (Class Action)|Fly}}.
If the blue jay's [[Hit Points|hit points]] drop to 0, the target reverts to its original form with its original hit points.
|}
</tabber>
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==Unique cantrips & spells==
<tabber>
|-|Level 1 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="1"}}
|-|Level 2 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="2"}}
|-|Level 4 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="4"}}
|-|Level 6 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="6"}}
</tabber>
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==Common cantrips & spells==
==Common cantrips & spells==
Cantrips and spells that are available for every subclass of Wizard class.
Cantrips and spells that are available for every subclasses of Wizard class.
{{User:Toancaro/Template:ClassPage|Wizard}}
{{User:Toancaro/Template:ClassPage|Wizard}}
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==Self notes==
Good stuffs:
# Distraction: {{SAI|Find Familiar: Cat}}
# Area control: {{SAI|Grease}}, {{SAI|Fog Cloud}}
# Crowd control: {{SAI|Sleep}}, {{SAI|Hold Person}}
# Utilities: {{SAI|Enhance Leap}}, {{SAI|Longstrider}}, {{SAI|Portent}}
# Damage: {{SAI|Ice Knife}}, {{SAI|Ray of Sickness}}, {{SAI|Chromatic Orb}}
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Latest revision as of 18:29, 12 January 2024

Subclass features[edit | edit source]

Subclass Feature Description
Abjuration Abjuration Arcane Ward Arcane Ward The residual magic of your spells forms a ward around you that protects you from harm.

Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.

Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.

After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level.

Conjuration Conjuration Minor Conjuration: Create Water Minor Conjuration: Create Water Call forth rain. It extinguishes exposed flames and forms a Water Surface.
Divination Divination Portent Portent Your dreams grant you glimpses that let you influence the future.

After each Long Rest, you gain two random Portent Dice. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled near you to one of your Portent Dice.

Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.

Enchantment Enchantment Hypnotic Gaze Hypnotic Gaze Charm Charm and Incapacitates Incapacitates a creature. It cannot attack you. It cannot act.

You can Maintain Hypnotic Gaze Maintain Hypnotic Gaze your Hypnotic Gaze each turn to extend its duration.

The condition ends upon taking damage.

Evocation Evocation Sculpt Spells Sculpt Spells Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving throws against these spells and take no damage from them.
Illusion Illusion Improved Minor Illusion Improved Minor Illusion You can cast Minor Illusion Minor Illusion as a bonus action.

You can remain hidden while casting this spell.

This spell can be cast while you are Silenced Silenced

Necromancy Necromancy Grim Harvest Grim Harvest Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used - thrice if it's a Necromancy spell. Undead and Constructs are unaffected.
Transmutation Transmutation Experimental Alchemy Experimental Alchemy You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check.

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Unique cantrips & spells[edit | edit source]

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Common cantrips & spells[edit | edit source]

Cantrips and spells that are available for every subclasses of Wizard class.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Acid Splash Acid Splash Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action DEX 18m 2m Damage Types Throw a bubble of acid that damages each creature it hits.
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Dancing Lights Dancing Lights Evocation Evocation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 9m Illuminate a 9 m / 30 ft radius.
Fire Bolt Fire Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl a mote of fire.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Light Light Evocation Evocation Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Infuse an object with an aura of light.
Mage Hand Mage Hand Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create a spectral hand that can manipulate and interact with objects.

Duration: 10 turns.

This cantrip can only be cast once per short rest.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Poison Spray Poison Spray Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action CON 3m Damage Types Project a puff of noxious gas, dealing 1d12Damage TypesPoison to a target.
Ray of Frost Ray of Frost Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Reduces the target's Movement Speed by 3 m / 10 ft.
Shocking Grasp Shocking Grasp Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 1.5m Damage Types The target cannot use Reactions. This spell has Advantage Icon.png Advantage on creatures with metal Armour.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.

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Self notes[edit | edit source]

Good stuffs:

  1. Distraction: Find Familiar: Cat Find Familiar: Cat
  2. Area control: Grease Grease, Fog Cloud Fog Cloud
  3. Crowd control: Sleep Sleep, Hold Person Hold Person
  4. Utilities: Enhance Leap Enhance Leap, Longstrider Longstrider, Portent Portent
  5. Damage: Ice Knife Ice Knife, Ray of Sickness Ray of Sickness, Chromatic Orb Chromatic Orb

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