Wizards
Wizards and magic are central to the structure of
the AD&D game rules.
They hold no less importance in the misty realm
of Ravenloft than on the ancient worlds of Krynn,
Faerun, or Oerth.
Arms and Armor
Of all the classes, wizards are the least suited to physical
combat. Their intense devotion to the academic study of
magic leaves them little time to pursue martial interests.
For this reason, wizards cannot wear armor or employ
shields of any type. Certain magical items, like a cloak of
protection, can be used to improve a wizard's Armor Class,
but wizards generally remain far more vulnerable to attacks
than other adventurers.
Wizards are also very limited in the types of weapons that
they can employ. As a rule, they can use only daggers,
knives, and staves in melee combat or darts and slings in
missile combat. Of course, daggers and knives can serve
dual roles, for they can be thrown at enemies as well.
Hit Dice
Just as they possess less skill with weapons and armor, so
too are wizards less resistant to physical harm than most
other types of characters. To reflect this, all wizard
characters use four-sided Hit Dice. They are not entitled to
an exceptional hit point bonus and are limited to a +2
adjustment no matter how high their Constitution scores.
Wizard characters start with 4 hit points and add their
Constitution adjustment. After the 1st level, they roll for hit
points until such time as they reach the 10th level. From the
11th level on, they receive only a single additional hit point
with each level advance. In addition, they no longer receive
bonuses for high Constitution scores at that point.
Attack Rolls
The lack of skill that wizard characters have in physical
combat is most apparent in their attack rolls. Like all
1st-level characters, wizards begin with a THAC0 of 20.
However, this number improves only with every three levels of experience that the character attains. Thus, a 4th-level wizard has a THAC0 of 19, a 7th-level wizard has 18, and
so on.
Saving Throws
Wizards gather about them the magical energies of the
world. This makes them more resistant to certain forms of
attack, especially those of a magical nature, than other
character types.
Table 82: Wizard Saving Throws
Character Level |
|
Paralyzation, Poison, or Death Magic |
|
Rod, Staff, or Wand |
|
Petrification or Polymorph* |
|
Breath Weapon** |
|
Spell*** |
1-5 |
|
14 |
|
11 |
|
13 |
|
15 |
|
12 |
6-10 |
|
13 |
|
9 |
|
11 |
|
13 |
|
10 |
11-15 |
|
11 |
|
7 |
|
9 |
|
11 |
|
8 |
16-20 |
|
10 |
|
5 |
|
7 |
|
9 |
|
6 |
21+ |
|
8 |
|
3 |
|
5 |
|
7 |
|
4 |
* |
|
Excluding polymorph wand attacks. |
** |
|
Excluding those that cause petrificafion or polymorph. |
*** |
|
Excluding thosefor which another saving throw type is specified, such as death magic, petrification, polymorph, etc. |
Fear, Horror and Madness
While wizards are not cowards, they are not confronted by
the rigors of battle on a regular basis. By the same token,
the mysterious and macabre nature of the world is almost
second nature to them. Because of this, wizards possess
more resistance to the horrors of Ravenloft than other
characters but find themselves somewhat more susceptible
to fear.
Table 83: Wizard Fear, Horror and Madness Checks
Character
Level |
|
Fear
Check |
|
Horror
Check |
|
Madness
Check |
0 |
|
17 |
|
15 |
|
19 |
1-2 |
|
16 |
|
14 |
|
18 |
3-4 |
|
15 |
|
13 |
|
17 |
5-6 |
|
14 |
|
12 |
|
16 |
7-8 |
|
13 |
|
11 |
|
15 |
9-10 |
|
12 |
|
10 |
|
14 |
11-12 |
|
10 |
|
9 |
|
13 |
13-14 |
|
8 |
|
8 |
|
12 |
15-16 |
|
6 |
|
6 |
|
11 |
17-18 |
|
4 |
|
4 |
|
10 |
19-20 |
|
2 |
|
2 |
|
8 |
Level Advancement
As they adventure, wizards acquire experience points to
reflect their increased knowledge and magical power. The
rate at which wizards advance in level is indicated on Table
84: Wizard Experience Levels. Unless otherwise indicated,
this table applies to all wizard classes.
Table 84: Wizard Experience Levels
Character Level |
|
Experience Points |
|
Hit Dice |
1 |
|
0 |
|
1d4* |
2 |
|
2500 |
|
2d4 |
3 |
|
5000 |
|
3d4 |
4 |
|
10000 |
|
4d4 |
5 |
|
20000 |
|
5d4 |
6 |
|
40000 |
|
6d4 |
7 |
|
60000 |
|
7d4 |
8 |
|
90000 |
|
8d4 |
9 |
|
135000 |
|
9d4 |
10 |
|
250000 |
|
10d4 |
11 |
|
375000 |
|
10d4+1 |
12 |
|
750000 |
|
10d4+2 |
13 |
|
1250000 |
|
10d4+3 |
14 |
|
1500000 |
|
10d4+4 |
15 |
|
1875000 |
|
10d4+5 |
16 |
|
2250000 |
|
10d4+6 |
17 |
|
2625000 |
|
10d4+7 |
18 |
|
3000000 |
|
10d4+8 |
19 |
|
3375000 |
|
10d4+9 |
20 |
|
3750000 |
|
10d4+10 |
* Player Characters begin with 4 hit points plus Constitution adjustments
Spells and Magical Items
Of course, all wizard characters can cast spells. While
changes to the exact effects of various spells and other aspects of magic use in Ravenloft are detailed elsewhere in
this book (see Chapter Nine), Table 85: Wizard
Spell Progression can be used to determine the number and
level of spells available to a given character.
Wizards have a great affinity for magic in all its forms. As
such, they can use of more types of magical items than any
other character class. Nearly every magical potion, ring,
wand, rod, scroll, or miscellaneous magical item that a
wizard finds is open to use by him. However, wizards cannot
use any magical armor or wield magical weapons normally
restricted to wizards.
Beyond the use of such treasures, a wizard can actually
create magical items of his own. Upon attaining 9th level,
he can begin to pen magical scrolls and brew magical
potions. Magical items can be created by using the
instructions in the Player's Handbook and the Dungeon
Master Guide.
Table 85: Wizard Spell Progression
Wizard
Level |
|
Spell Level |
|
1 |
|
2 |
|
3 |
|
4 |
|
5 |
|
6 |
|
7 |
|
8 |
|
9 |
1 |
|
1 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
2 |
|
2 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
3 |
|
2 |
|
1 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
4 |
|
3 |
|
2 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
5 |
|
4 |
|
2 |
|
1 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
6 |
|
4 |
|
2 |
|
2 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
7 |
|
4 |
|
3 |
|
2 |
|
1 |
|
- |
|
- |
|
- |
|
- |
|
- |
8 |
|
4 |
|
3 |
|
3 |
|
2 |
|
- |
|
- |
|
- |
|
- |
|
- |
9 |
|
4 |
|
3 |
|
3 |
|
2 |
|
1 |
|
- |
|
- |
|
- |
|
- |
10 |
|
4 |
|
4 |
|
3 |
|
2 |
|
3 |
|
- |
|
- |
|
- |
|
- |
11 |
|
4 |
|
4 |
|
4 |
|
3 |
|
3 |
|
- |
|
- |
|
- |
|
- |
12 |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
1 |
|
- |
|
- |
|
- |
13 |
|
5 |
|
5 |
|
5 |
|
4 |
|
4 |
|
2 |
|
- |
|
- |
|
- |
14 |
|
5 |
|
5 |
|
5 |
|
4 |
|
4 |
|
2 |
|
1 |
|
- |
|
- |
15 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
2 |
|
1 |
|
- |
|
- |
16 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
3 |
|
2 |
|
1 |
|
- |
17 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
3 |
|
3 |
|
2 |
|
- |
18 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
3 |
|
3 |
|
2 |
|
1 |
19 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
3 |
|
3 |
|
3 |
|
1 |
20 |
|
5 |
|
5 |
|
5 |
|
5 |
|
5 |
|
4 |
|
3 |
|
3 |
|
2 |
Followers and Holdings
While wizards can own property and receive a monthly
income, they don't gain any special benefits for having a
fortress or stronghold, especially in Ravenloft. Wizards also
don't attract any followers, although they can acquire a few
henchmen and apprentices to help them.
Starting Wealth
All wizard characters begin play with (1d4+1)xl0 gold
pieces. They are free to use this wealth to purchase
whatever weapons and other equipment they desire prior to
the start of play. In most cases, any unspent cash remains
with the character for use during his adventures.