Wizard 101: A Beginner’s Guide to the Arcane Arts
A gnome with a short, reddish beard gazed up at the Eight Sages, awaiting their judgment. The sages loomed above him from their pedestals like ogres, silhouetted by the mystical lights that flickered behind them. The first sage, a master of the arcane school of evocation, stood and addressed the trembling gnome.
“You have studied at Blackstaff Tower for four years, young gnome,” the sage said, his voice rumbling like distant thunder. “You may have proved your skill to your professors and to your peers through tests and studies, but the time has come to prove yourself to us.”
A second sage stood, this one a master of transmutation. She peered down at the gnome through square-lensed spectacles, smiling an encouraging smile. It did the apprentice gnome little good. “I will administer your first trial,” she said, producing a walnut-sized ball of iron from her robe’s voluminous sleeve. She held the orb aloft in her gloved hand. “You will, in no more than thirty minutes, transmute this ball from iron, to wood, to silver, to iron again. Begin."
She tossed the ball of iron to the gnome from her towering perch. It sailed through the air, and glanced off the gnome’s outstretched arms, where it bounced again into the air several more times as the apprentice fumbled with the bouncing ball.
Over the next several hours, each of the eight sages tasked the apprentice with a trial. He evoked a bolt of fire to light a row of brass braziers in a single shot, conjured a cat to hunt an illusory mouse he had also manifested, divined the images of objects hidden within an iron chest, and on and on until he was drenched with sweat and panting with exhaustion.
The final sage stood. The wide, smiling face of the master of necromancy looked down at him. Somehow, her rosy cheeks and cheerful features terrified the gnome more than the gaunt, skeletal image of the sage of necromancy he had always envisioned.
“I’ve always been told that my test is the hardest,” the sage said, the smile never leaving her face. “I’ve saved it for last, when your own magic has sapped your vital energy. This trial may well decide your future, apprentice. If you fail now, I doubt we will be able to find you a master willing to take you on as an apprentice. Perhaps you will simply wander Faerûn as a common hedge mage. You look the type.”
“Or perhaps this gnome has some spirit left in him,” the apprentice shouted at the sage, the first words he had spoken since the beginning of the trial. “Perhaps he has the determination to learn things you’ve never even dreamed of! To unlock secrets you never even knew existed!”
The sage was silenced, taken aback. Then she laughed, her smile reappearing wider than ever. “Oh, very good! Yes, very good indeed! Let us begin in earnest. Let's make this trial one for the history books!”
You are a wizard, a student of the arcane arts. When not spent adventuring, your days are dedicated to studying tomes of magical secrets and pouring over ancient scrolls for clues that will help you unlock the mysteries of the universe. If you’ve never played Dungeons & Dragons before, making a wizard character is playing with the complexity set to high! Your many spells allow you to perform incredible feats both in and out of combat, but you must dedicate the time necessary to learning how to play your character and manage your myriad spells.
The most important thing about playing a character in Dungeons & Dragons is playing them in a way that’s fun for you and your fellow players. However, there are certain basics of how to effectively play a wizard that every player should know. Just as Dungeon Masters should know the rules in order to break them with purpose, you should know the basic tactics of your class so you can have fun playing your character’s quirks while still supporting your party. This guide will cover the basics of wizardry, walking you through the first 5 levels of playing a wizard.
Quick Build Expanded: Building Your Wizard
This isn’t a character optimization guide, but the first step in playing your class effectively is building it effectively. The Quick Start guidelines in the Player’s Handbook are a good start, but don’t go far enough for most new players. Here’s an expanded Quick Start guide. This guide assumes you’re using the D&D Beyond Character Builder, which includes helper text for new players.
- Under “Character Preferences,” turn off “Playtest Content” and “Show Unarmed Strike”
- Choose your Race. While any race can be a good Wizard, the most powerful wizards tend to be from races that improve your Intelligence score. Intelligence is your most important ability score because it determines the power of your spells.
Gnomes are particularly powerful wizards because of their +2 racial bonus to Intelligence. Humans, high elves, and tieflings also make good wizards thanks to their +1 racial bonus to Intelligence. High elves’ Elven Weapon Training feature also grants you proficiency with some martial weapons, which can allow you to take to the front lines in a pinch.
If you want to play a support-focused wizard, you may want to choose an unconventional race and class combination: mountain dwarf. While dwarves don’t gain a bonus to Intelligence like the other races, they do gain proficiency in medium armor and some dwarven weapons. By gaining proficiency with medium armor, you seriously increase your own survivability, though you trade away some of your spells’ offensive power by choosing armor proficiency instead of a boost to your Intelligence.
- Choose wizard as your class (obviously).
- Choose skills that fit the character you want to play. Most wizards should take Arcana, a skill which represents your knowledge of magic and magical history. A bookish, Hermione Granger-type wizard might invest in skills like History and Investigation, whereas a sagely wizard like Gandalf would take a more diverse skillset, like Medicine and Insight.
- Consider what role you want to fill in the party? Let’s look at this in greater detail.
What Kind of Wizard Are You?
Don't feel overwhelmed by the many options available to you. Even though the wizard class has a record-setting eight Arcane Traditions (hereafter referred to as subclasses) in the Player’s Handbook alone, you can find a subclass that fits you by breaking them down into three categories. Consider what role you want to fill in your adventuring party before choosing your subclass. Do you want to take on the mantle of Offense, using spell and steel to destroy your enemies? Will you play Defense, using magic to debuff your enemies? Or will you choose Support, using your spells to grant you and your allies incredible supernatural powers?
(And note, I’m using Offense, Tank, and Support as shorthand. No part of D&D refers to characters in this way, but it’s an easy way to discuss the different roles characters serve in the party.)
Offense
Wizards are skilled at destroying their enemies with magic from afar, and are particularly potent against large groups of weaker foes, especially at lower levels. You are able to select a subclass at 2nd level, which allows you to specialize in a particular school of magic. Consider specializing in the School of Evocation, which gives you an edge when using destructive elemental magic, or the School of Conjuration, which allows you to conjure creatures, objects, and energy from the ether.
If you are using the Sword Coast Adventurer’s Guide, an elf or half-elf wizard (or other races, with your DM’s approval) can become a Bladesinger at 2nd level. This subclass mixes magic with lithe elven swordplay, transforming you into a dancing storm of magic and steel.
Defense
Some wizards believe that the best way to defeat an enemy is to prevent it from ever attacking. Such wizards use magic to turn the ground beneath their foes to mud, ensnare enemies in sticky webs, and beguile their minds with charms. When you select a subclass at 2nd level, you may wish to specialize in the School of Enchantment, which helps you use spells to entrance creatures and even bind them to our will. Or you could specialize in School of Illusion, which helps you manifest false sights and sounds to disorient your foes, and even make shadowy, semi-real objects. Finally, the School of Necromancy grants you powers that extend your own life and even allow you to take control of the undead.
If you are using Xanathar’s Guide to Everything, you can become a practitioner of War Magic, a tradition that focuses on tactically manipulating the battlefield through magic, using wards to defend yourself, and even empowering your own damage-dealing magic by counterspelling other spells.
Support
While creating fiery explosions and ensnaring enemies in ice is epic and flashy, it could be argued that the world’s most powerful wizards wield magic in subtler ways. Support wizards wield spells that subtly rewrite reality in order to enhance their allies’ latent abilities. If you want to play a Support wizard, you should choose one of the following subclasses at 2nd level: the School of Abjuration, which allows you to shatter harmful spells with ease and create wards that shield you and your allies from damage, the School of Divination, which grants you the power to see the future and manipulate fate in your allies’ favor, or the School of Transmutation, which teaches you the curative powers of alchemy.
Quick Build Expanded (Part 2)
- Place your highest ability score in Intelligence. The best place to put your second highest ability score depends on what role you want to fill in your party, but you can just as easily place it wherever you want.
- If you want to fill the role of Offense in your party and focus on dealing damage, place your second highest ability score in Dexterity.
- If you want to fill the role of Defense in your party and focus on using spells to debuff your enemies, place your second highest ability score in Constitution.
- If you want to fill the role of Support in your party and focus on using spells to buff your party, place your second highest ability score in Constitution.
- Choose any background that fits your character concept. This is a chance to be creative! Has your wizard trained their entire life as a sage? Were you instead an acolyte of the gods that abandoned your holy calling? Or were you a street urchin who managed to unlock some of the power of a spellbook that you stole from a traveling wizard’s apprentice?
- Finally, determine your equipment. For an easy selection, click on “EQUIPMENT” when prompted to “Choose EQUIPMENT or GOLD”. Fortunately, it’s hard to go wrong when choosing equipment as a wizard, since most of your power comes from your spells, not armor, shields, or swords. Pick whatever equipment suits your vision of your character.
A Wizard in Combat
As a wizard, your most powerful tool is your ability to cast spells. You don’t even need traditional weapons or armor, since you have many powerful damaging cantrips that can be used at will instead of weapons, and your mage armor and shield spells can protect you from blows if necessary.
Wizards are unique among spellcasters in fifth edition Dungeons & Dragons. You must learn all of your spells through rigorous study, and only know the spells that you have transcribed in your spellbook. And once you have your list of Known Spells, you must create a smaller list of Prepared Spells for that day of adventuring. You can change your prepared spells (except cantrips, which are permanent) whenever you complete a long rest! Choosing which spells you want to use each day can take a while in real life, especially if you’re not familiar with the spells and their uses.
Alternatively, you could use some of these pre-made spell lists to take some of the pressure off. While each of these spell lists is tailored towards Offense, Defense, and Support, any wizard can prepare these spells after completing a long rest, so long as you have the spell in your spellbook. If there are spells that you want but don’t exist in your spellbook, there are ways to gain new spells: you learn two new spells automatically whenever you gain a level in the wizard class, and you can spend time and money to transcribe a spell from one spellbook or spell scroll into your own spellbook (see the “Your Spellbook” sidebar in the wizard class section of the Player’s Handbook).
Also remember that you can only prepare a number of spells equal to your Intelligence modifier plus your level in this class. (See the “Preparing and Casting Spells” section of the wizard class in the Player’s Handbook.) This spell selection sheet assumes you have an Intelligence modifier of +2 at 1st level. If it’s +3 instead, you can prepare one extra spell!
Finally, these suggested spell lists are a starting point for wizards who don’t know what spells are powerful or useful. You can and should tailor these lists of spells known and spells prepared to not just your personal preference, but also to the sort of challenges you are facing in your own campaign.
All Wizards
At 1st level, you gain the Arcane Recovery feature, which allows you to regain a small amount of arcane energy when you complete a short rest. The ability to regain spell slots before taking a long rest is a major boon, since it extends the effective length of your adventuring day.
Offense
Wizards are rich with offensive spells, especially ones that target multiple creatures. Unless you are a Bladesinger, you should try to stay behind your tankier companions so that they can be the target of attacks that your low AC and hit points couldn’t handle.
At 1st level, learn three cantrips of your choice. Good damaging cantrips include fire bolt, toll the dead, and ray of frost. These damaging spells will allow you to deal damage from range even when you’re out of spell slots. You should also choose at least one non-combat cantrip, to let you contribute out of combat, too.
Also at 1st level, choose six spells to fill your spellbook. This should be a mix of three offensive spells, one defensive spell, and two noncombat spells to grant you versatility. These spells could be: burning hands, magic missile, ice knife, shield, feather fall, and silent image.
Also at 1st level, choose spells to prepare for the averaging adventuring day. You can prepare spells equal to your wizard level (currently 1) plus your Intelligence modifier (probably +2 or +3). Prepare ice knife, shield, and feather fall.
At 2nd level, you get to choose your subclass. Choose the School of Evocation if you want to deal damage through pure magical firepower, the School of Conjuration if you also want to deal damage with summoned creatures, or Bladesinging (from the Sword Coast Adventurer’s Guide) if you want to fight with both sword and spell. Each one of these subclasses grant you a new class feature at this level.
Also at 2nd level, you learn two new spells and can prepare one additional spell. Learn the charm person and find familiar spells, and prepare charm person. As find familiar is a ritual spell, you can cast it without having it prepared or even expending a spell slot by casting it by taking an extra 10 minutes to cast it as a ritual (though keep in mind its 10 gp material component). If you are a Bladesinger, you should learn mage armor instead of charm person, to make it easier to survive on the front lines.
At 3rd level, you gain access to 2nd-level spells! Remember that you can cast spells like burning hands in higher level spell slots to increase their power. Add two new 2nd level spells to your spellbook, such as scorching ray and misty step. Prepare the misty step spell. You can cast this spell as a bonus action, allowing you to also make an attack with your melee weapon or cast a cantrip like fire bolt with your action in addition to either closing in or fleeing from your enemies. (Remember that you can’t cast two leveled spells with your action and your bonus action; if you do cast two spells, one of them has to be a cantrip.)
At 4th level, use your Ability Score Increase to improve your Intelligence modifier to +3 (or possibly +4, depending on your starting ability scores). Increasing your Intelligence modifier will allow you to prepare a new spell from your spell list (in addition to the new spell you can prepare thanks to your increase in level). You also learn another cantrip of your choice at 4th level.
Also at 4th level, learn two new spells of your choice, such as mage armor and shadow blade. Prepare mage armor if you need to be better defended or shadow blade if you are fighting most fights at close-to-medium range.
5th level marks an explosion of power for wizards, since you now can cast 3rd-level spells such as fireball and lightning bolt, two of the most intentionally overpowered spells in fifth edition D&D. Add two shiny new 3rd-level spells to your spellbook, such as fireball and summon lesser demons.
Defense
Your spells are focused on proactively controlling the battlefield and inhibiting the enemies’ actions and movement, rather than protecting your allies with wards and dispelling hostile enchantments.
At 1st level, learn three cantrips of your choice, including frostbite and ray of frost. These frigid cantrips deal damage while also making it difficult for enemies to hit with their attacks or advance towards you, respectively.
Also at 1st level, choose six spells to fill your spellbook. This should be a mix of one offensive spell, four defensive spells, and one noncombat spell. These spells could be: charm person, color spray, grease, Tasha’s hideous laughter, ray of sickness, and thunderwave.
Also at 1st level, choose spells to prepare for the averaging adventuring day. You can prepare spells equal to your wizard level (currently 1) plus your Intelligence modifier (probably +2 or +3). Prepare color spray, Tasha’s hideous laughter, and ray of sickness.
At 2nd level, you get to choose your subclass. Choose the School of Enchantment if you want to beguile NPCs in roleplaying scenarios and dazzle enemies in combat, the School of Illusion if you want to confuse your enemies and sow chaos, the School of Necromancy if you want to create minions to inhibit your enemies’ advance, or War Magic (from Xanathar’s Guide to Everything) if you want to command the battlefield as a tactical master. Each one of these subclasses grant you a new class feature at this level.
Also at 2nd level, you learn two new spells and can prepare one additional spell. Learn the sleep and find familiar spells, and prepare sleep. As find familiar is a ritual spell, you can cast it without having it prepared or even expending a spell slot by casting it by taking an extra 10 minutes to cast it as a ritual (though keep in mind its 10 gp material component). One of the many uses of your familiar is to see through its eyes, allowing you to conduct surveillance or reconnaissance from a safe position.
At 3rd level, you gain access to 2nd-level spells! Add two new 2nd level spells to your spellbook, such as blindness/deafness and hold person. Prepare the hold person spell.
At 4th level, use your Ability Score Increase to improve your Intelligence modifier to +3 (or possibly +4, depending on your starting ability scores). Increasing your Intelligence modifier will allow you to prepare a new spell from your spell list (in addition to the new spell you can prepare thanks to your increase in level). You also learn another cantrip of your choice at 4th level.
Also at 4th level, learn two new spells of your choice, such as mage armor and web. Prepare mage armor if you or one of your allies needs to be better defended or web if you are likely to be fighting hordes of creatures.
5th level marks an explosion of power for wizards, since you now can cast 3rd-level spells such as fireball and lightning bolt, two of the most intentionally overpowered spells in fifth edition D&D. Even though you aren’t an Offense wizard, you should probably add fireball to your spellbook because of its sheer power. Add one more new 3rd-level spell to your spellbook, preferably a defensive spell like counterspell or a utility spell like catnap.
Support
Support seems like an unusual role for a wizard to play since arcane magic generally can’t heal other creatures. Instead of playing a support wizard like a healer, your job is to use utility spells to overcome traps and obstacles, and to improve your allies’ ability to fight enemies, explore dungeons, or deceive rivals by enhancing their existing abilities with your spells.
At 1st level, learn three cantrips of your choice, including light. This cantrip will help allies without darkvision see in unlit caves and dungeons, and removes the need for them to carry torches in a hand that would be otherwise used for holding a shield or shooting a bow.
Also at 1st level, choose six spells to fill your spellbook. This should be a mix of one offensive spell, one buff spell, and four noncombat spells. These spells could be: charm person, comprehend languages, detect magic, disguise self, find familiar, and thunderwave.
Also at 1st level, choose spells to prepare for the averaging adventuring day. You can prepare spells equal to your wizard level (currently 1) plus your Intelligence modifier (probably +2 or +3). Prepare detect magic, disguise self, and thunderwave. At lower levels, find familiar may be the most potent buff spell in your repertoire, as your familiar can use its action on its turn to Help an ally. Note that detect magic and find familiar can be cast as rituals, meaning that you can cast them without preparing it or expending a spell slot if you take an extra 10 minutes to cast them.
At 2nd level, you get to choose your subclass. Choose the School of Abjuration if you want to directly shield your allies from damage, the School of Divination if you want to improve your allies’ fate and bring ill fortune upon your enemies, or the School of Transmutation if you want to use the power of alchemy and transfiguration to grant yourself and your allies new powers. Each one of these subclasses grant you a new class feature at this level.
Also at 2nd level, you learn two new spells and can prepare one additional spell. Learn protection from evil and good (though note that the holy water it uses as a material component costs 25 gp and is consumed by the spell) and jump, and prepare protection from evil and good.
At 3rd level, you gain access to 2nd-level spells! Add two new 2nd level spells to your spellbook, such as dragon’s breath and invisibility. Prepare the invisibility spell.
At 4th level, use your Ability Score Increase to improve your Intelligence modifier to +3 (or possibly +4, depending on your starting ability scores). Increasing your Intelligence modifier will allow you to prepare a new spell from your spell list (in addition to the new spell you can prepare thanks to your increase in level). You also learn another cantrip of your choice at 4th level.
Also at 4th level, learn two new spells of your choice, such as enlarge/reduce and magic weapon. Prepare magic weapon if magic items are rare in your campaign, or enlarge/reduce if your primary damage dealer is a melee warrior like a fighter or a paladin.
5th level marks an explosion of power for wizards, since you now can cast 3rd-level spells such as fireball and lightning bolt, two of the most intentionally overpowered spells in fifth edition D&D. Even though you aren’t an Offense wizard, you should probably add fireball to your spellbook because of its sheer power. Add one more new 3rd-level spell to your spellbook, preferably a buff spell like fly or haste.
Making your Wizard your Own
This guide is laser-focused on creating a wizard that specializes in a certain combat role and selects spells that give you a specific niche in your party. As a player, I like having a very specific role and excelling in it, while leaving other duties to my party members. This makes it easier for me to share the spotlight with my friends, trading off big moments of glory over the course of the game.
But you may not play this way, or you may have a group so large that it’s impossible to not have multiple characters with similar roles in the party. That’s fine! Being a generalist wizard who focuses on being powerful in many different circumstances is just as fun as being powerful in your niche. It’s nice to feel like you have the answer to every problem. If this is the first time you’ve ever played a wizard, you should take some time to explore the way you like to play. What you discover may surprise you!
James Haeck is the lead writer for D&D Beyond, the co-author of the Critical Role Tal'Dorei Campaign Setting, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and Kobold Press. He lives in Seattle, Washington with his partner Hannah and his two feline familiars, Mei and Marzipan. You can usually find him wasting time on Twitter at @jamesjhaeck.
I recommend a bit differently:
Always put second highest stat in dex. Always. You'll see why in a bit. Next highest goes in Con. Again, you'll see why in a bit.
Get Mage Armor either in starting 6 or, barring that, at level up to level 2. Do not wait till level 4. You are squishy. Do not be squishy.
First 2 spell levels can be focused on more defensive spells, as while the higher levels have them, nothing beats throwing down a shield spell when an enemy caster targets you with a magic missile. To this end here's the selection of spells I recommend up to level 5:
Cantrips: Toll the Dead (a d8 on a fail save if no damage on target, d12 if target has damage), Blade Ward (resis. Bludgeoning, peircing, and slashing till end of next turn), Mage hand (support-type cantrip, as it can be used to pour a potion down someone's throat if needed.)
Level 1: take these 6 as initial spells (note that most of these can be changed freely as you wish, these are just my recommendations)
Mage Armor, Magic Missile, Shield, Witch Bolt, Identify, Sleep.
Prepare: Mage Armor, Magic Missile, Witch Bolt. If you can prepare 3, do Shield as well. Do not prepare identify, it's a ritual.
Level 2: take a spell that's part of your selected tradition. If you already have one, pick any spell you want. If you're in Evocation, take an AoE to take advantage of your new Sculpt Spells ability. I recommend Burning Hands.
Level 3: New level of spells! Take one of the following: Misty Step, Web, Scorching ray, Melf's Acid Arrow, Knock. Take a second spell from your tradition. Evokers, I recommend Snilloc's Snowball Swarm cause of Sculpt Spells, remember your AoEs Evokers!
Level 4: either increase Intelligence to 18 if you don't already have it, and if need be put your extra point in Con. If you already have an 18 intelligence, and Dex and/or Con of at least 16, take a feat. I recommend Spell Sniper. If Dex or Con is 14 or below, increase one or both of them.
Also Level 4: take another level 2 spell. If not from your tradition, I recommend Misty Step if you don't already have it.
Level 5: Time for the big spells! Take one of the following: Leomund's Tiny Hut, Counterspell, Remove Curse, Haste, Fly. Take a spell from your tradition, Evokers, you now have Fireball!
Explanation for choices:
Most of the spell choices I provide are mostly utility or defensive, as there are a lot of other offensive spells that can fill the other slot(s). Mage Armor is essential as the highest possible AC you have at the start is 13 or 14, with AC=10+dex mod. Mage Armor sets this to AC=13+dex mod. Meaning you can get a 16 or 17 at level 1. Compare this to the likely AC of a fighter at level 1, which is a flat 16 if they take the chain mail, or 15 at most with leather.
Think about that for a second, the squishiest class can go, for 8 hours, from a mid-range AC to a fighter-level one, with one spell. Take Mage Armor.
I know your class guides have a bit of a preset structure to them, but I feel like you should have mentioned one of the Wizards' biggest strengths of being the best ritual caster in the game. There are a ton of excellent ritual spells that the Wizard can take the time to cast out of combat. Like all rituals, they don't expend a spell slot, but unlike other ritual spellcasters the Wizard can perform rituals without needing to have them prepared (effectively you're character is just opening their spellbook and following the instructions). Detect Magic and Identify are perhaps the most regularly useful rituals, but there are a ton of great utility rituals that'll help your party and likely save you tens of thousands of gold over a full campaign (saving money on hiring spellcaster services, potions, etc).
As a Wizard you also want to make sure your DM knows you have the ability to learn new spells (from the Wizard spell list) by finding spellbooks in-game and spending the time/gold to transcribe them into your own spellbook (as described in the green box on page 114 of the PHB). You might even ask to "share notes" with a friendly Wizard NPC you come across. I feel like this gets overlooked a lot in games and many Wizards go through adventures only ever gaining their 2 spells per level.
Gnome Int improvement was made useless by Tasha's cauldron so that can be ignored. Also why are they pushing charm person, they know you charm them immediately after, so you would only use this if you wanted to fight. Also the verbal and somatic components don't make it very subtle unless you're a sorcerer.
Warlock iss probably a better beginner class than wizard because you don't have to worry about the spellbook, spell preparation, arcane recovery, saving spells slots, managing upcasting, large spell lists, utility spells, low hit points, or spell scribing
I agree. Warlocks are much more flavorful than wizards, but are also more complex. I like the warlock class more than wizard. Since it is more complicated than wizard, the warlock class isn't recommended for beginners. But for advanced players, I'll recommend playing a warlock instead of a wizard.
Sorcerers basically have the same spell list as wizards, but warlocks have a VERY DIFFERENT spell list. Warlocks get many spells that wizards don't have, like armor of agathys, arms of hadar, hellish rebuke, and hex, not to mention the eldritch blast cantrip.
There are separate articles for sorcerers and warlocks.
You should feel ashamed for acting like any of those other spells are on the same level as eldritch blast. You've clearly never played a warlock.
Those spells are just DIFFERENT. They are no more no less in power, just different in effect. Eldritch Blast does do the same amount of damage as Fire Bolt, but deals hard-to-resist force damage, and can be enhanced with Eldritch Invocations, like Agonizing Blast, Eldritch Spear, and Repelling Blast.
I know warlocks have a different spellcasting system than other spellcasters, but I'm not talking about how a warlock is played, I'm just talking about how warlocks have a much different spell list than wizards. Do you see the post that I quoted? That's because that person was saying the sorcerers, wizards, and warlocks all have the same spell list, and I'm just correcting that person, because warlocks DO NOT have the same spell list as wizards.
Thank you sensei, for your educational and inspiring lesson today. (bows).
As a brand new wizard, this is really helpful. Thank you!
Apparently
I love this post. I wish I could have had this when I started dnd. Could you do one for necromancy? I feel like it's underappreciated.
cool i like it
I think these posts are awesome for new players, but this one is a lot older than the Druid 101 post, and I would really appreciate a new Wizard 101 article.