Professional Documents
Culture Documents
Guia para Mago - 5ed (Parte 1)
Guia para Mago - 5ed (Parte 1)
A note about style: First off should be my note about style, hopefully before all the
players of other classes out there get all upset. Throughout this guide my tongue is planted
squarely in my cheek, and yes, I can be a cheeky monkey. Also, this is by and large an
opinion paper, so I will be expressing opinion regularly. I will be expressing it strongly, but
yes, you are entitled to disagree.
If you do, by all means let me know in the comments and we can have a discussion if you
desire. In the comments section you
will find me far less opinionated than you find the style of this guide.
This guide is written from the point of view of a wizard, but not just any wizard, a snobbish
bookworm, "I am the greatest" wizard.
Treantmonk himself plays other classes too. Wizard is my favorite, but I really do...honest.
The “god” wizard: An introduction
I’ve told this story before, but here it is again. A player in a
D&D group I belonged to invited me to join another group he
ran with another group of friends. The group was playing a
“killer” campaign and the party had been TPK’d and character
individual deaths were rampant and he figured they could use
another player. He told me to build an optimized character.
What he neglected to mention was that this group did not
optimize their characters, so when I arrived with my Goliath
charge-build, I overshadowed the rest of the fighter-types in
the group entirely. Nevertheless, the party sorcerer died in
one of the fights. I felt really bad and retired the character at
the end of the session and promised to build something less
dominating.
I had an idea how I could help the group without dominating
the action, and I came back with a Wizard character. In the
first combat, I was encouraged to use my fireball, and the
group was quite confused when I told them that I didn’t have
Fireball, lightning bolt or even magic missile. I still remember
the DM asking me, “So what DO you do then?” When I
explained I would be putting up walls, fogs, buffing, debuffing,
etc. My character was declared “useless”
A couple months of playing and my character did not directly
cause a single HP of damage to an enemy, nor did he use a
single “save or die”. The campaign completed, and since my
wizard was introduced, not a single character had died.
What I found really surprising is that everyone in the group
still considered my character “useless”. Not a single player
seemed to notice that my character had been introduced at
the same time that the party death-toll had stopped. They had
thought the campaign had become “easier” during the second
half.
This was something I found absolutely terrific and I was
inspired to write my first Wizard guide: T reantmonk’s Guide to
Wizards, being a god (3.5).
What I find myself constantly explaining is that “being a god”
doesn’t mean godlike power. I chose the name based on
Greek Myths, where a god would get some hapless mortal to
do their dirty work, merely interfering by magic to ensure that
the hero always had the advantage. This is what a god wizard
is, a wizard who lets the rest of the party have the glory, but
subtly ensures through Battlefield Control, Buffing and
Debuffing that the party always achieves victory.
I’ve since softened my view on blast spells, and I assure you
my Wizards once again hurl fireballs and the like, but it’s not
their primary focus. The primary focus in 5e remains the same
as it did in editions past: Provide tactical advantage to the
team.
And with that...on to the guide:
The Four Combat Roles:
The Tank: ("The Big
Stupid Fighter"):
This role involves two things:
Doing Hit Points damage to BBEG
(big bad evil guy), forcing BBEG to
attack you with his vicious
weaponry. The Big Stupid Fighter
is not always a fighter (though
stereotypically he is). He may be a
Barbarian, a Paladin, or even a
Druid. In order to qualify as a Big
Stupid Fighter he should be any
character that actively tries to be
the target of enemy attacks. For
those who wonder why I would
label this character as "stupid"
regardless of their INT score -
reread the previous sentence.
The Striker: ("The Glass
Cannon"):
This role involves one thing: Doing
HP damage to BBEG. The Glass
Cannon is like the Big Stupid
Fighter except she does not want
to take damage. Usually this is not
due to superior intelligence - but
instead due to inferior HP or AC
(or in most cases - both). The
Glass Cannon is often a Rogue (Or
Rouge for our 13 year old
readers), a Ranger, a Warlock or a
Sorcerer.
The controller of reality:
("GOD"):
When reality would entail the
above two meeting a rather
messy end - someone will need to
make some adjustments to said
reality in order for the above two
to instead meet glorious victory.
What other label could such a
force be labelled as than "God"?
Well - how about "Primary Caster"
One label or another - this guy
needs to control reality to make
sure the right team wins.
In combat, the God wizard doesn't have one job, or two, he's got three...yippee!
Remember these three jobs, and it will help you evaluate spells, pick spell preparation, and
fulfill your combat role effectively. None of these jobs is to do damage to the enemy. In
fact, a Wizard can be very effective and powerful without ever "killing" anything.
The God Wizards three jobs are: Control the Battlefield, Debuff the enemy, Buff your allies.
Let's look at each separately.
Battlefield Control:
Debuffing:
Buffing:
Buffing means making your allies more powerful. In order to
be effective at buffing - you turn your Big Stupid Fighter and
Glass Cannons into a Giant Stupid Fighter and a Glass Chain
Gun. This will make the BSF and the GC win the combat with
little damage to themselves - and they will feel like "they"
won. That's the point - you're God after all, let the mortals
have their victory.
The great thing about buffing is that when you buff, you
NEVER need to worry about "to hit" rolls or saving throws.
Your party members are all too glad to get that statistical
advantage in combat, whether you are offering an extra
attack, or resistance to a certain kind of damage. Buffing is also a great way to become
very popular with the rest of the party, who act like kids on Christmas Morning when you
start passing out buff spells.
So What Job is Best? It really depends on the circumstance. Personally, I think a "God"
wizard should put the greatest emphasis on Battlefield Control spells. If you have the right
battlefield control spell for the situation, you will win the combat every time. It doesn't win
the combat on its own, but it creates a tactical advantage that shift the odds far enough in
the favor of your allies that after that, they are assured of victory. Buffing is a good
standby for when no Battlefield Control spell is appropriate, and you are concerned about
resistances or immunities of your enemies. Debuffing is usually more significant than
buffing at the same level, so if you think you can "stick" some debuffs to an enemy or a
group of enemies, it is a great way to go.
The first point is that the consensus is that in 5e, Blast spells do great damage again, and
I’m only half in agreement. Look at the all powerful Fireball. It does 8d6 damage (average
damage 28). However, it doesn’t really does it? What about the saving throw? That, if
successful, brings it down to 14. What about fire resistance or if one of those Oath of the
Ancient Paladin are nearby? That brings it down to 7. Then of course there is evasion. I’m
not saying Fireball is a bad spell, actually, if you look at my spell ratings you will see I
consider it a good spell. I’m just saying that the idea that Wizards concentrating on blasts
are going to do gobs of damage is overstated.
Then the second point is a tactical one. HP damage in D&D does NOT decrease your
ability to fight. The big bad monster with 1 HP has just as deadly attack as the big bad
monster with 100 hp. "Softening" up the enemy with a blast spell may or may not change
the time it takes the rest of the party to drop the enemy, but it does nothing to ensure their
safety during that time. Giving your allies a tactical or mechanical advantage prevents
party deaths. Throw a blast when you have nothing better to do, but never throw one when
you have one of your 3 jobs to do.
I'm not saying you should never do pure blast. I'm just saying that blasting is something
you do after you've ensured tactical advantage in the combat. Blasting in combat should
be....what comes after tertiary?
The Color Guide:
Blue: I love this option
Green: This is a good option overall
Purple: Middle of the Road - I could take or leave it
Orange: T he option is poor or overly Circumstantial
Red: R ed alert - This is a turkey
Brown: Crap is brown, this stuff is so rank, I couldn’t even rate
it red
Ability Scores: As there are different methods to generate ability
scores, I’m not going to get too specific with my recommendations.
That said, here are my recommendations:
1) Pick your Race first. By picking your race, you can be more
specific with your ability score planning.
2) Go for even numbers. There is no advantage to a 17 over a 16
ability score for example. The only odd number that could end up
working nicely is Constitution, as you are likely to pick up the
Resilient feat, which will boost you to an even number
3) Int is your most important ability score. Get a 16 if you can, or a
14 if playing a less optimal race.
4) Con i s very important because it affects not only HP, but also your
Con save, which is the save you make when making concentration
rolls.
5) Dex is very important if playing a character in medium armor or
less that uses stealth. Otherwise I would place it at moderate
importance. This will improve your stealth score, your AC and
your initiative (which is very important for Wizards). Note that if
you are going to have medium armor proficiency, I would shoot
for a 14 maximum.
6) Wis is of moderate importance, but you can dump it easy enough.
It adds to perception (the most used skill in the game), and can be
useful for a dip in Cleric
7) Charisma is a dump stat
8) Strength is a dump stat
RACE SELECTION:
My Rant: Variant Humans are a terrible addition to the game in that
they are too good. A feat at first level while still getting access to a 16
attribute (or 2 16’s depending on your feat selection) trumps anything
any other race can bring to the table. Naturally Variant Human
therefore becomes far and away the best option for ANY class, ANY
build. However, variant human is an optional rule. This is my
recommendation to all DM’s out there: Just don’t allow it. If you think
the regular human is too weak (and they are), then give them a skill
proficiency or two instead of allowing this poorly designed optional
rule. Inclusion of Variant Human can cause a not insignificant character
imbalance of power - especially at low level.
Edit: My group has been using a houserule for the past year or so that
the Variant Human receives their bonus feat at level 4 instead of level 1.
This seems to have worked well in preventing the frontload of the
variant human and brought it back in line with the other races.
High Elf: A lovely option to which you will start with a 16 Int and Dex
(with a 13 Con), or a 16 Int and 14 Dex and Con depending how you lay
out your starting abilities. If you start with 16 Dex bonus, I would
recommend using a Longbow in place of a blast cantrip for your first 4
levels of play. Perception proficiency is always a gem, Darkvision is
handy, and Trance, well, it’s OK.
Gnome (any): The Int increase means starting with a 16 Int. Depending
on the subrace, you can also get a 16 Dex or Con (or 14 in each. You
can also work out a 15 Con, which works nicely with the Resilient feat
later on), which are all good options. Darkvision is nice, Gnome
Cunning is quite good for the inclusion of Wisdom, the small size really
doesn’t hurt that much. Both subraces are good options.
Half-Elf: N ot a lot going for you here as the Cha increase is largely
wasted on a Wizard. That said, you can get your +3 to Int at least. The
draw here is the 2 additional skill proficiencies. Perception and Stealth
are good options.
Tiefling: A gain the Cha increase is largely wasted, but again at least you
get the +3 Int Bonus. Darkvision is nice, and the Hellish Resistance can
always come in handy. Infernal Legacy gives some additional spell
options.
Human: Not a great option, but you can get your +3 Int bonus. Not
much else here though. Still, if you are envisioning a human Wizard,
this will work out just fine.
Mountain Dwarf: I mention this only because I hear it get called out all
the time for the Medium Armor proficiency. Note that Mountain Dwarf
does not get you access to shield proficiency, which is a notable
exclusion. The big issue here is that you should expect a lower Int
score than any of the above races until at least level 12. The strength
bonus you get is a complete waste. That said, this, as any other race, is
completely playable as a Wizard, so if you really want a dwarf wizard, go
for it, just don’t do it for the armor proficiency alone.
Anything Else: You will be looking at a +2 Int bonus maximum, which I
won’t pretend doesn’t weaken your character a bit, however, a Wizard is
still completely playable with the lower Int bonus, after all, we are only
talking about a difference of 1 to your DC (which you will eventually
even out at 12th level, though you will then be behind a feat). If you
were really hoping to play a Halfling Wizard, I say go for it, you’ll be fine.
Deep Gnome: The ability bonuses are tailor made for Wizard, and you get to boast a double
range darkvision and advantage on 3 saves vs magic (Wisdom saves being the tasty mushroom
in the stew). It’s all win here, making Deep Gnomes probably the best gnome wizards of all. It’s
worth noting that unlike Drow, Deep Gnomes have no light sensitivity. I have no idea why, I
imagine oversight?
Fire Genasi: Working with a +2 Con/+1 Int is easy for a Wizard, and Darkvision and Fire
Resistance are both handy to have. The free spells are nothing wonderful, but they are free, so
worth taking, even if they are based on Con instead of Int.
The Others: Nothing here really stands out for a Wizard build, but as always, you can make it
work if that’s what you want to do, it’s just not your prime option.
MULTICLASSING:
In previous editions, multiclassing a wizard was a big no-no, but now it’s
not nearly as taboo, and there can be some nice goodies involved. Still,
multiclass too much and you lose access to those high level spells,
which is a large draw for playing the Wizard in the first place. Here are
some Multiclass combinations with a quick rundown of what you gain
and lose.
Spellcasting progression continues unabated if you multiclass with
another spellcasting class (except Warlock), however, in most cases, a
higher level spell is just better than a lower level spell using a higher
level spell slot. Read the multiclass rules and you will see that a
Sorcerer 8/Wizard 9 is not selecting 9th level spells, even though they
have the 9th level slot.
Wizard X:
First and foremost, there is nothing wrong with going straight Wizard.
Straight wizard not only gets you the highest level spells, it gets you
those spells faster. If your campaign continues past level 17, then read
my Wizard/Sorcerer entry.
Cleric 1/Wizard X:
This is the multiclass option I would recommend most. There is a lot to
be gained here for the delay of spell selection by one level (and delay of
ability increases by one level too). Regardless of the cleric domain
chosen, this multiclass option gets you medium armor and shield
proficiency, access to the guidance cantrip, and some nice first level
spells (Bless is a standout). For domain, I would first point out that if
you plan to use stealth, medium armor is enough. Here’s the rundown
of the domains I think are attractive:
Knowledge: Lovely option that can give you expertise in History and
Arcana and two additional languages.
Light: Only useful if you can pull a decent wisdom (14 is enough). Then
use the Warding Flare ability to create disadvantage on attacks against
you twice/day. Also get access to Faerie Fire, a nice first level spell.
(though the DC won’t be as good)
Any of the others: Useful for Heavy Armor proficiency, the abilities
gained aren’t to my taste beyond that.
Fighter 2/Wizard X:
Painful to give up 2 levels of spellcasting, the gains are fairly significant,
I’m torn on this one. You get heavy armor/shields, the “defense”
fighting style for +1 AC more, and the “Action Surge” ability which allows
you to cast twice in one round. Keep in mind that since the second
spell isn’t a bonus action spell, you don’t have the “second spell must be
a cantrip” restriction. Finally is the addition of Con save proficiency,
which is the save you make to maintain concentration (and will save
you taking the Resilient feat later on - plan your Con score
appropriately). For a god wizard, this is probably still not nearly your
best combination, but certainly tempting for other builds.
Sorcerer 3/Wizard X:
You are now significantly slowing down access to higher level spells.
The draw here is access to Metamagic and the Draconic bloodline. You
also slow down those ability increases significantly. If I was in a
campaign where I knew I would reach level 20 (which is never for me), I
would instead go Wizard X/Sorcerer 3, which is a great option.
Warlock 2/Wizard X:
I only include this here to explain that it’s a poor option. The “Warlock
2/Anything X” really works best if the “Anything” is a class that wants to
focus on Charisma. Specifically Sorcerer, Bard or Paladin. With Wizard,
you are stuck choosing between Charisma and Int at ability increase
levels, and that’s a decision you don’t want to get stuck with. I keep
getting suggested an exploit where you use the invocation that gives
you unlimited Mage Armor to fuel the Arcane Ward of the Abjuration
school. I would never allow such shenanigans at my table, but I’ll
mention it regardless, so that it’s clear I’m aware of this loophole. (Yes,
by RAW it’s legal)
FEATS:
Alert: Get a +5 to initiative and you can’t be surprised and no enemies hidden from you don’t
get advantage on their attack rolls. Everything here is full of win. Initiative is really great for
Wizards.
Elemental Adept: Makes your blast spells moderately better (at least for one energy type, but if
you choose anything but fire, have your head examined). This is really not a good option for
Wizards. the benefits are pretty mild even if you are a blaster, but if blasting is a recreation for
you, then this is pretty pointless.
Keen Mind: I only put this here to say it’s crap. Smelly, squishy crap.
Resilient: SO good! Raise your Con score by 1 and get proficiency on Con saves. Con saves
are what you make to avoid losing concentration. Make room for this one on your character
plan.
Spell Sniper: I heard a podcast on Orc Labs where they drooled over this and called it a “must”
for any spellcaster. I wish they had explained why. You double the range of attack spells that
require an attack roll, those same spells ignore half and three quarters cover, and get another
blast cantrip.
First off, the double range is not nearly as good as it sounds. Most of your spells aren’t attack
spells, but of those that are, many don’t have attack rolls, but those that do are usually around
120’ range or so, and really, most combats fall within that range. The feat also allows you to
ignore ½ and ¾ cover, but your spells that don’t require an attack roll (which is most of your
spells) ignore that cover too. Getting an attack cantrip from another spell list is pretty lame
considering it’s going to be based on a dump stat rather than Int.
That said, Orc Labs is a great site. Check it out if you haven’t already.
War Caster: Advantage on Constitution saves to maintain concentration and some other stuff.
Sorry, the first item makes this a great choice all by its lonesome. The feat also lets you cast
with your hands full and use spells against creatures that provoke an opportunity attack (who
provokes an opportunity attack from a Wizard? If the enemy is in melee with you, it’s you who is
trying to get away!)
Crossbow Expert: Now that Sage Advice has clarified that Crossbow Expert can be used to
attack with a spell in melee without disadvantage, predictably, some insisted that this has “now
become a go-to feat for every caster that worries about finding themselves in
melee”. My advice here is that if you find yourself in melee, the spells you want to
cast in that situation require no attack roll. This is a great feat for certain builds,
but not Wizards.
Backgrounds:
Do we really need me to go over backgrounds? Take whatever you like, they all give you pretty
similar amounts of things.
I will say that it’s useful to pick up Perception proficiency. Perception is the most used skill in
the game by far. An easy way to get it is to simply choose a Background that would give you a
skill proficiency you already have (through Wizard or your starting race), then you can switch it
to anything you like. What you like is Perception.
Wizard Schools:
Because of the way Arcane Traditions work in 5e, it doesn’t really matter what kind of spells you
intend to cast most often when choosing your Arcane Tradition school. All of the traditions
provide at least an advantage in scribing the spells of your chosen school, but in reality, the cost
and time required to scribe a spell of a different school is still pretty reasonable, so I wouldn’t
worry about that too much. Some Traditions offer other benefits for casting spells of the chosen
school, take these for what they are worth.
X Savant: Every School has this ability, it’s OK, but I would scribe pretty much any spell I found
regardless of school anyways.
My Final Analysis of the Schools: Well, they are all pretty good it turns out. I’ve given every
school a green or blue rating, but honestly, there are no bad choices here. I would like to point
out the two standouts that I figure are super-sweet. First is Focused Conjuration which
bypasses one of the biggest disadvantages of playing a Wizard. The Second is Illusory Reality,
which makes Illusion the ultimate “wall” school. (It makes me sad that Evocation, the new “wall”
school, provides absolutely nothing for the wizard who likes “wall” spells. Instead, go with
Illusion.)
School of Abjuration:
Arcane Ward: Extra HP are always nice, especially when they don’t require healing when lost.
This ability really does push you towards casting Abjuration spells. Twice your Wizard level +
your Int modifier isn’t insignificant either, considering how often you will likely cast Shield and
Counterspell, this will really add up! Also, if your Ward is damaged and you aren’t, then you get
to keep concentration with no save! This is a top tier ability. I should mention however, that
there are remarkably few Abjurations over level 1, that means this Ward is not that easy to
recharge. Couldn’t we get one recharged by Transmutation spells?
Projected Ward: Now you can share your Arcane Ward, I guess that’s probably a good thing. It
will drain the Ward much faster though.
Improved Abjuration: If you don’t already have both Counterspell and Dispel Magic, I would
definitely get both after gaining this improvement, as they both just got a boost.
Spell Resistance: Advantage on saving throws against spells and resistance against the
damage of spells. Pretty self-explanatory.
School of Conjuration:
Minor Conjuration: I’ve seen conversations of what to do with this ability, and I rarely see
“create a 3’ metal box with an open top that I hop into and hunch down, also, there’s a peephole
in the front for me to cast spells through” Seems like the obvious use to me.
Benign Transposition: When you are restrained by the big bad barbarian, poof! Now the big
bad barbarian is restraining the Big Stupid Fighter, and that BSF is mad! This is teleportation,
and it’s easy to recharge. Very nice!
Focused Conjuration: Your Concentration cannot be interrupted on conjuration spells by
taking damage. Friggin’ awesome!
Durable Summons: Summoned creatures get extra HP. This is pretty lackluster.
School of Divination:
Portent: This has some striking similarities to the Luck feat, and it is a very nice ability. Keeping
good rolls handy for concentration saves is the most obvious use to me. Terrible rolls are good
too, because you can give them to an enemy who is attacking you, or for a saving throw for that
spell you are hoping to land. Rolls of 20 might be useful to give to an ally who has some nice
crit-potential. Lots of uses no matter what you roll.
I’ve recently had a chance to play a Diviner wizard, and here’s the thing about Portent:
It’s fun. Hypnotic Gaze, Focused Conjuration, Transmuter’s stone, these abilities are effective,
but turning the enemy saving throw into guaranteed fail at the last moment gives great joy.
Expert Divination: This is like getting change back whenever you cast a Divination spell.
Makes using spell slots for divination significantly less costly. Good ability.
The Third Eye: A nice little buff, though nothing that can’t be achieved by a Divination Wizard
with a spell
Greater Portent: Your luck ability becomes slightly more potent, not a dramatic increase, but
decent.
School of Enchantment:
Hypnotic Gaze: This is a bit like Hold Monster, except the range is lousy. That said, Hold
Monster – at 2nd level.
Instinctive Charm: Make an opponent who is attacking you attack someone else instead. This
uses a reaction, and requires another suitable target, finally there is a saving throw. That said,
all in all, a decent ability.
Split Enchantment: This is like the Sorcerer “Twin” spell metamagic, except you get it for free
on all enchantments. I’m not a fan of a lot of single target enchantments, but it’s still decent.
Alter Memories: Having a creature forget it was charmed is certainly valuable for an Enchanter
if you like the Charm spells. Personally, those spells are for the most part not for me, which
lessens the value of this somewhat.
School of Evocation:
Sculpt Spells: Remove the sting out of AoE spells that would include an ally (Evocation only
naturally). That’s pretty darned useful.
Potent Cantrip: I don’t think I recommended a single damaging Cantrip that provided a save to
avoid the damage. This doesn’t change my lack of recommendation of those spells.
Empowered Evocation: Obviously the biggest bang for your buck is on the most minor spells
(like Cantrips). In the end, this isn’t going to make a huge difference, but it’s OK. To players
thinking about magic missile plus this ability, this IS NOW SETTLED: Errata
Overchannel: Maximum damage with a 5th level or lower spell. That’s fantastic! The way I
read this, 5th level is the spell level maximum, not the spell slot maximum, so a fireball using a
7th level slot would be applicable for Overchannel for example. (Correction, I read it wrong. A
spell using a 7th level slot IS a 7th level spell. Still a really good ability, but wanted to make that
point clear.)
School of Necromancy:
Grim Harvest: This isn’t giving temporary HP, it’s only healing you (which is pointless unless
you are wounded). You also have to be killing creatures (preferably with your Necromancy
spells.) Good luck with that. Better ability for blaster style wizards than a god wizard.
Undead Thralls: Gives you a free known spell and makes your Animate Dead a bit better.
Good ability overall.
Inured to Undeath: A pretty circumstantial resistance.
Command Undead: One clear bonus to this ability I notice right away is that unlike Animate
Dead, the undead you control with this ability does not need reasserted each day. You can
control a maximum of one creature at a time with this, but a terrific ability nonetheless.
School of Transmutation:
Minor Alchemy: Temporarily change one substance into another. Really not seeing a lot of
value in this.
Transmuter’s stone: A very solid buff you can keep (YES) or give to someone else (GOD NO).
It can provide PROFICIENCY in CON saving throws, and some other lesser, but OK things.
Shapechanger: So you just got unlimited wild shape. Take that Druid! Not for combat forms,
but birdies, fishies, and other useful utility forms. Certainly useful.
Master Transmuter: Give up your Transmuter’s Stone until you have a long rest? NO. This
can Raise Dead? OK, maybe I can wait until a long rest to replace my Transmuter’s stone after
all.
Arcane Deflection (2nd): Use your reaction get get a +2 AC or +4 to saving throw. The AC
bonus is pretty lame considering Shield, but the saving throw bonus could be a lifesaver.
However, using this gimps your spell use other than cantrips. Hefty cost!
Tactical Wit (2nd): Int bonus to initiative. This is going to be the premiere ability of this
subclass.
Power Surge (6th): A lot of talk about power surges, how they are calculated, how many you
can store, how to get more. This is sounding very interesting. Once per turn when you deal
damage to a creature with a spell, you can spend one power surge to deal extra damage...equal
to half your wizard level. Shwang, wang, wang.
Durable Magic (10th): +2 to AC and Saves when you are concentrating on a spell. That’s
really good. +2 to all saves? Sign me up now.
Deflecting Shroud (14th): Here’s your capstone. When you use Arcane deflection, you can do
damage to up to 3 creatures within 60’...equal to half your wizard level. Shawang, wang, wang.
Wizards Overall/Final Thoughts: Well, there are two types of abilities the War Magic wizard
gets. Boring abilities and interesting abilities. Unfortunately, the interesting abilities (Power
surge, Deflecting Shroud), are pretty lame mechanically. Fortunately, the boring abilities
(Tactical Wit, Durable Magic) are pretty solid. So basically, this gives some pretty solid, if not
overly interesting, bonuses. Does it match a Diviner? Nope, worse. Does it match a
Transmuter? Nope, better. It’s somewhere in the middle. Here’s the thing, any Wizard that
gets to add Int to initiative is going to be pretty good, regardless of what else it has.