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  • Wizard - Dungeons and Dragons 4th Edition

    The true master of the arcane arts, the wizard uses his spells to disrupt the battlefield, often damaging many enemies at once or else creating obstacles that control their position or movement.  Wizard tactics can be the difference between taking significant damage to the party and complete domination of a battle.  Though they are slightly weaker when they begin their careers, wizards often become very accomplished and dangerous adversaries.

    Wizard - Traits and Abilities

    Role: Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire.
    Power Source: Arcane. You channel arcane forces through extensive study, hidden knowledge, and
    intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you.
    Key Abilities: Intelligence, Wisdom, Dexterity

    Armor Proficiencies: Cloth
    Weapon Proficiencies: Dagger, quarterstaff
    Implements: Orbs, staffs, wands
    Bonus to Defense: +2 Will

    Hit Points at 1st Level: 10 + Constitution score
    Hit Points per Level Gained: 4
    Healing Surges per Day: 6 + Constitution modifier
    Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
    Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature
    (Int), Religion (Int)

    Build Options: Control wizard, war wizard
    Class Features: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

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