Hundred Dungeons: The Wizard

Previous Hundred Dungeons posts:

  1. Introducing Hundred Dungeons

  2. The Wild (wilderness exploration)

  3. The Dark (dungeon exploration)

  4. Combat

  5. Recuperation (resting and downtime)

  6. Gear, Tools, and Containers

Wizards are so dependent on their spells, the class design itself feels fairly skeletal. We’re going to try to grab what we like of the wizard and sorcerer in fifth edition. Note that doing away with the sorcerer has put metamagic back in the domain of the wizard. Let’s see how we do as we seek to:

  • Simplify in-game decision points

  • Condense the 20 levels down to 10 that cover a similar spread of power

  • Work in more “always on” features

  • Balance the pillars (which means removing some combat stuff and replacing it with features that showcase exploration and social activity)

Hope you enjoy!

WIZARD

Esoteric scholars and purveyors of forbidden magical mysteries, wizards represent the most studious and focused of spellcasters. Their search for the boundaries of possibility and the unearthing of lost knowledge frequently sends them into danger.

Even the most noble of wizards feels a pang of loss when secrets are hidden from them. The less compassionate of their colleagues dabble in even more dubious arts in the pursuit of arcane power.

Ability Increase: Intelligence

Skills: Ancient History, Magical Lore, Research and Scholarship, Spellcraft, Arcane Implements, Simple Weapons

…and one skill of your making

Hit Dice: d6

Starting Hit Points: 6 + Constitution score

Starting Gear:

  • 5 Pouches

  • Dagger

  • Quarterstaff

  • Spellbook

  • Parchment scroll (blank)

  • Material components (for starting spells, 5 uses each)

  • 10 silver

EXPLOITS

SCRIBE

Level 1

You have a spellbook containing your notes and research on the spells you’velearned. With access to a spell scroll or other scribed spell (such as can be found in another wizard’s spellbook), you learn its mysteries and scribe it into your spellbook. For each level of the spell, the process takes 1 hour and costs 30 silver.

If your spellbook is destroyed, you lose the spells recorded there. To scribe your prepared spells, or additional copies of those in your spellbook (effectively making backups), you spend 10 minutes and 10 silver per level of the spells copied.

When an effect says to “add” a spell to your spellbook, you don’t need to scribe it, and can do so at no cost.


SPELLCASTING

Level 1

Learn three cantrips and add five level 1 spells from the list of Wizard Spells to your spellbook. You can cast your cantrips at any time without expending them. Add two new spells to your spellbook each at levels 2-8, and one spell each at levels 9 and 10.

Your spellbook contains all the spells you’ve learned, but these must be prepared before you can cast them. When you finish a long rest, choose a number of spells from your spellbook based on the Spells Prepared column of the Wizard table. These are the spells you gain for that day. Your spellcasting ability for these spells is Intelligence.


SPELL FOCUS

Levels 2, 4, 6, & 8

Choose Abjuration, Enchantment, or Evocation. Your Spell Focus grants unique exploits at levels 2, 4, 6, and 8.

Abjuration, Level 2: Add one abjuration wizard spell of your choice to your spellbook. You gain the skill Magical Wards.

Abjuration, Level 4: Add one abjuration wizard spell of your choice to your spellbook. When you cast an abjuration spell that’s level 1 or higher, you create an arcane ward with hit points equal to double your wizard level + the spell’s level. It suffers damage instead of you. You suffer damage left over after the ward is reduced to 0 hit points.

Abjuration, Level 6: Add one abjuration wizard spell of your choice to your spellbook. When a creature within 30 feet of you suffers damage while your arcane ward is active, you can use your reaction to have your ward suffer the damage instead. Any leftover damage goes to you, as usual.

Abjuration, Level 8: Add one abjuration wizard spell of your choice to your spellbook. Your rolls to avoid spell effects are mighty, and you have resistance to spell damage.

Enchantment, Level 2: Add one enchantment wizard spell of your choice to your spellbook. You gain the skill Beguiling Gaze.

Enchantment, Level 4: Add one enchantment wizard spell of your choice to your spellbook. When you cast an enchantment spell that’s 1st level or higher, choose one creature affected by it. That creature must use Charisma at 10 + double your renown or be charmed by you until the end of your next turn. You can concentrate and use your action on subsequent turns to extend the charm until the end of the next turn. While charmed, the creature is incapacitated.

Enchantment, Level 6: Add one enchantment wizard spell of your choice to your spellbook. When a creature within 30 feet of you that can hear you declares an attack against you, it must use Charisma at 10 + double your renown or direct the attack at another target within 10 feet of you.

Enchantment, Level 8: Add one enchantment wizard spell of your choice to your spellbook. Your enchantment spells always benefit from the Twinned arcana, and you can give them a second arcana option.

Evocation, Level 2: Add one evocation wizard spell of your choice to your spellbook. You gain the skill War Mage.

Evocation, Level 4: Add one evocation wizard spell of your choice to your spellbook. After you take the Attack action, hit or miss, the target suffers magical acid, cold, fire, lightning, or thunder damage equal to your wizard level.

Evocation, Level 6: Add one evocation wizard spell of your choice to your spellbook. Your evocation spells always benefit from the Careful arcana, and you can give them a second arcana option.

Evocation, Level 8: Add one evocation wizard spell of your choice to your spellbook. When one of your wizard spells damages a creature, it bypasses any resistance to the damage.


ARCANA

Levels 3 & 7

When you cast a wizard spell that’s level 5 or lower, you can use your reaction to apply one of the following effects before the casting is complete:

Careful: Choose up to three creatures in your spell’s area effect. They automatically succeed on rolls to avoid the spell.

Distant: If the spell has a range of 5 feet or more, double it.

Extended: If the spell has a duration of 1 minute or more, you can double its duration, to a maximum of 24 hours.

You gain the following additional Arcana options at level 7:

Empowered: After you roll damage for the spell, you can reroll the damage dice and keep the higher result.

Subtle: You cast the spell without needing verbal or somatic components.

Twinned: If the spell can be upcast to select more targets, upcast it one level without expending a higher-level spell in its place.


ATTUNEMENT

Level 5

When you finish a short rest, replenish one spell that’s 5th level or lower. This exploit replenishes when you finish a long rest.


SIGNATURE SPELL

Level 9

Choose a 1st level spell. You can cast it at any time without expending it.


ARCHMAGE’S WARD

Level 10

When you prepare your spells, choose one in your spellbook that can select you alone as a target. Until you prepare your spells again, you may interrupt any actions or encounters to immediately cast that spell. While selected, it doesn’t count against your Spells Prepared. After being cast, it must replenish before you can cast it again, but you can expend other spells to cast it as usual.

WIZARD SPELLS

Cantrips

  • Dancing Lights

  • Light

  • Mage Hand

  • Mending

  • Message

  • Minor Illusion

  • Prestidigitation

  • True Strike

Level 1 Spells

  • Alarm

  • Burning Hands

  • Charm Person

  • Chill Touch

  • Color Spray

  • Comprehend Languages

  • Detect Magic

  • Disguise Self

  • Expeditious Retreat

  • False Life

  • Feather Fall

  • Find Familiar

  • Floating Disk

  • Fog Cloud

  • Grease

  • Hideous Laughter

  • Identify

  • Illusory Script

  • Jump

  • Longstrider

  • Mage Armor

  • Magic Missile

  • Protection from Evil and Good

  • Ray of Frost

  • Shield

  • Shocking Grasp

  • Silent Image

  • Sleep

  • Thunderwave

  • Unseen Servant

Level 2 Spells

  • Acid Arrow

  • Alter Self

  • Arcane Lock

  • Arcanist’s Magic Aura

  • Blindness/Deafness

  • Blur

  • Continual Flame

  • Darkness

  • Darkvision

  • Detect Thoughts

  • Enlarge/Reduce

  • Flaming Sphere

  • Gentle Repose

  • Gust of Wind

  • Hold Person

  • Invisibility

  • Knock

  • Levitate

  • Locate Object

  • Magic Mouth

  • Magic Weapon

  • Mirror Image

  • Misty Step

  • Ray of Enfeeblement

  • Rope Trick

  • Scorching Ray

  • See Invisibility

  • Shatter

  • Spider Climb

  • Suggestion

  • Web

Level 3 Spells

  • Animate Dead

  • Bestow Curse

  • Blink

  • Clairvoyance

  • Counterspell

  • Dispel Magic

  • Fear

  • Fireball

  • Fly

  • Gaseous Form

  • Glyph of Warding

  • Haste

  • Hypnotic Pattern

  • Lightning Bolt

  • Magic Circle

  • Major Image

  • Nondetection

  • Phantom Steed

  • Protection from Energy

  • Remove Curse

  • Sending

  • Sleet Storm

  • Slow

  • Stinking Cloud

  • Tiny Hut

  • Tongues

  • Vampiric Touch

  • Water Breathing

Level 4 Spells

  • Arcane Eye

  • Banishment

  • Black Tentacles

  • Blight

  • Confusion

  • Conjure Minor Elementals

  • Control Water

  • Dimension Door

  • Fabricate

  • Faithful Hound

  • Fire Shield

  • Greater Invisibility

  • Hallucinatory Terrain

  • Ice Storm

  • Locate Creature

  • Phantasmal Killer

  • Polymorph

  • Private Sanctum

  • Resilient Sphere

  • Secret Chest

  • Stone Shape

  • Stoneskin

  • Wall of Fire

Level 5 spells

  • Animate Objects

  • Arcane Hand

  • Cloudkill

  • Cone of Cold

  • Conjure Elemental

  • Contact Other Plane

  • Creation

  • Dominate Person

  • Dream

  • Geas

  • Hold Monster

  • Legend Lore

  • Mislead

  • Modify Memory

  • Passwall

  • Planar Binding

  • Scrying

  • Seeming

  • Telekinesis

  • Telepathic Bond

  • Teleportation Circle

  • Wall of Force

  • Wall of Stone

Level 6 Spells

  • Chain Lightning

  • Circle of Death

  • Contingency

  • Create Undead

  • Disintegrate

  • Eyebite

  • Flesh to Stone

  • Freezing Sphere

  • Globe of Invulnerability

  • Guards and Wards

  • Instant Summons

  • Irresistible Dance

  • Magic Jar

  • Mass Suggestion

  • Move Earth

  • Programmed Illusion

  • Sunbeam

  • True Seeing

  • Wall of Ice

Level 7 Spells

  • Arcane Sword

  • Delayed Blast Fireball

  • Etherealness

  • Finger of Death

  • Forcecage

  • Magnificent Mansion

  • Mirage Arcane

  • Plane Shift

  • Prismatic Spray

  • Project Image

  • Reverse Gravity

  • Sequester

  • Simulacrum

  • Symbol

  • Teleport

Level 8 Spells

  • Antimagic Field

  • Antipathy/Sympathy

  • Clone

  • Control Weather

  • Demiplane

  • Dominate Monster

  • Feeblemind

  • Incendiary Cloud

  • Maze

  • Mind Blank

  • Power Word Stun

  • Sunburst

Level 9 Spells

  • Astral Projection

  • Foresight

  • Gate

  • Imprisonment

  • Meteor Swarm

  • Power Word Kill

  • Prismatic Wall

  • Shapechange

  • Time Stop

  • True Polymorph

  • Weird

  • Wish

NEXT TIME

That’s it for the classes! We’re going to dive into spellcasting next, believe it or not. Lots of language tweaks coming, and some simplification to the general spellcasting rules.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Hundred Dungeons is created and written by Graham Ward © 2023

Permission granted to copy for personal use only.

THE WIZARD


EXP Required Wizard Level Hit Dice Exploits Spells Prepared Traits
Renown 1 +1 Intelligence
Inquisitive Apprentice
1 1d6 Scribe 4
2 2 2d6 Spellcasting, Spell Focus 6
3 3 3d6 Arcana 8
4 4 4d6 Spell Focus 10
Renown 2 +1 to any ability score

Learned Sage
5 5 5d6 Attunement 12
6 6 6d6 Spell Focus 14
7 7 7d6 Arcana 16
Renown 3 +1 to any ability score

Master of [Spell Focus]
8 8 8d6 Spell Focus 18
9 9 9d6 Signature Spell 19
Renown 4 +1 to any ability score

Archmage
10 10 10d6 Archmage's Ward 20