SRD Talk:Wizard

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Why are all the third person forms in the feminine? This is most unorthodox.Indikun Zeo 00:47, 12 July 2007 (MDT)

Nah, it's a recent trend in the gaming industry. Somebody thought using she instead of he sometimes would lure more women into the hobby. Actually, handing out free soap (and a shower how-to) with every PHB would help more, as would be a short FAQ on what kind of remarks drive women from the table. ("You game? But you're fe.. fe.. fe.. female!") What's even worse, a sizable part of the demographic doesn't even *want* more women in the hobby. This seems especially bad with D&D, other games like Vampire never seemed to have that problem. --Mkill 02:10, 12 July 2007 (MDT)
Can we change it? Women don't need this, and it only makes us look stupid. Indikun Zeo 17:05, 12 July 2007 (MDT)
Short answer: No. --Mkill 05:50, 13 July 2007 (MDT)
I don't know about trying to lure women to play, but I do know that the genders used in all the base classes correspond with the genders of D&D's primary iconic character for each class: Krusk, Gimble, Jozan, Regdar, Soveliss, and Hennet are male, and respectively the classes barbarian, bard, cleric, fighter, ranger, and sorcerer use masculine pronouns. Vadania, Ember, Alhandra, Lidda, and Mialee are female, and so predicably the classes druid, monk, paladin, rogue, and wizard use feminine pronouns.
Among the splatbooks, those classes that have sample characters use the pronouns that correspond to the gender of the sample character. —Sledged (talk) 09:41, 13 July 2007 (MDT)
Whoa, what's a splatbook? What's an "iconic character?" And what's happened to this game? Suppose that's what I get for not playing for almost twenty years. Hope you don't mind educating me.Indikun Zeo 00:47, 14 July 2007 (MDT)
splatbook: Any book that's not a core book and that mainly consists of new classes, feats and other stuff to power up your character. Don't ask me what the etymology is.
iconic character: For every character class the designers introduced an example character, and there's even novels about them.
What happened to the game: ... A lot? --Mkill 00:53, 14 July 2007 (MDT)
Some play on supplement, I'd guess. That's what these used to be called.Indikun Zeo 01:21, 16 August 2007 (MDT)
They're still called that, too. Having not played in almost twenty years, you're fortunate that you missed most of the years when TSR was being run a woman who, according to Gygax, held gamers in contempt, and considered them socially beneath her. During that time the market was flooded with D&D products, a number of times producing more than sixty products in a given year (not including novels). This may not be from where the term "splatbook" came, or even when it was first applied to D&D supplements, but there was never a better time when the term applied. —Sledged (talk) 11:05, 16 August 2007 (MDT)


Discussion moved to Talk:J.R.R. Tolkien's The Lord of the Rings (DnD Campaign Setting)#LotR and the SRD Wizard? It pertains to LotR, not the SRD wizard --Green Dragon 13:37, 24 December 2007 (MST)


Text says:

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Text should say:

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up universal to fulfill this requirement.

—The preceding unsigned comment was added by (talkcontribs) 08:30, 2 February 2008 (MST). Please sign your posts.

No, it shouldn't. Not unless it is in the errata. Universal is not a school, and you can only give up schools to meet the requirement. I assume loosing divination is not as baig an impact as loosing other schools. Also note that a diviner must only give up one school. --Sam Kay 09:44, 2 February 2008 (MST)
By design all wizards, specialists and generalists, are allowed to cast divination spells. You'll note that even PrCs that require you to give up a(nother) school, like the red wizard in the Dungeon Master's Guide (3.5e) and the incantatrix in Player's Guide to Faerûn, also don't allow you to choose divination as a prohibited school. —Sledged (talk) 11:11, 2 February 2008 (MST)
Just a question... Why aren't you allowed to give up divination? --Sam Kay 14:24, 2 February 2008 (MST)
Could be a number of reasons. Wizards, unlike other spellcasters, are stereotyped as active studiers of magic, and divination is often associated with knowledge and learning. Additionally, read magic is inherent to wizards because it's the one spell that all wizards can prepare without a spellbook. In previous editions, the only way a wizard could read a spell from a scroll was by casting read magic. Now it can also be attempted with a Spellcraft check. In 2E, it was possible to have divination as a prohibited school, but even then, you were still allowed to learn up to 3rd level divination spells. —Sledged (talk) 19:52, 2 February 2008 (MST)


does a 13th(or up) level wizard's familiar gain a bonus language? --Xdeletedx 20:53, 17 March 2008 (MDT)

No, just as players only get bonus languages based on their Int at character creation, the same is true for other creatures. However, if you spend skill points on languages, since your familiar has the same number of ranks in skills as you do, it can understand the language you learn. However, this does not grant them the ability to speak it (the raven may be an exception), only to understand it. —Sledged (talk) 21:15, 17 March 2008 (MDT)
actually your familiars never learn new languages. when you spend skill points to learn a language you aren't getting any ranks in the language and since the familiar uses the skill ranks that you have (unless they have more in the skill) then they don't get languages. at start they get one language that they understand, it has to be one that you understand as well, other than that the sky is the limit. eventually you can cast comprehend languages on them along with permanency so they know all languages.-- 14:21, 2 December 2009 (MST)--jamoecw 14:23, 2 December 2009 (MST)

Epic Spells perday[edit]

Do a wizard's spells perday numbers increase at epic levels ? or is it stuck 4 per spell level? --Arphon 03:08, 16 March 2009 (MDT)

Stuck, there are feats that can increase it though. --Sabre070 03:15, 16 March 2009 (MDT)

wizards wtf?![edit]

How the heck can you play a necromancer anymore, making them the summoning/undead master that they used to be? heck, anymore all they are are necropheliacs playing with a little lame skeleton...almost as bad as video game necromancers.

Try Dread Necromancer.

Aha, I've got you this time, my arch-nemesis, BAD GRAMMAR[edit]

Please refer to your respective copies of SRD:Wizard on this particular wiki. If we can all scroll down to the epic wizard and the SRD's description of their familiars: 'Familiar: The wizards’s familiar continues to increase in power.' Wizards's? I think not, that wouldn't be used in any case whatsoever. To denote a respective possession of an anonymous wizard in this case, we refer to it as 'The wizard's familiar' And as I understand it, the license used allows you to change wording here assuming it does not change mechanics or something along those lines, as such, I suggest a fix on this atrocious grammar forthwith. --SgtLion 13:31, 27 October 2009 (MDT)

wizard feats[edit]

in 3.0 the bonus feats that the wizard gets are for item creation, metamagic, and wizard specific stuff only. the page says

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

did something change or is the wording simply unclear?

The wording is unclear. It is referring to the normal feats a character would get; those are not limited to the Wizard feats.--Garan 14:40, 14 February 2012 (MST)


If I pick necromancy as my school, do I gain the ability to use evil necromancy spells without being evil? I know SRD:Repose (Cleric Domain) lets good clerics use evil spells, but I want to know if a good aligned wizard/sorcerer can use an evil spell? I want to be a good guy, but some extremely interesting spells like Wriggle Intestines and Wail of the Banshee.

Could an alternate name for the Wizard class be Arcane Sage?-- 13:51, 7 February 2015 (MST)

The correct answer is "Ask your DM." If you ARE the DM, then we get a little more technical.
Wail of the Banshee is a spell. It's like swearing. They're words. Some people don't like that philosophy, or don't agree with it, and that's fine. It's their philosophy on cussing, or in this case, evil.. Well, almost. Actually, it's not at all like swearing. A spell with the [Evil] tag means you're tapping into the raw Evil (capital E evil) around you to kill. It doesn't mean you're evil, it means you're using Evil. Prolonged exposure to Evil energy/magic, such as what you're channeling in that spell, can make your alignment shift.
Short answer: Yes, long answer: You don't want to.
About your second question, absolutely. It's pretty much that anyway. -- 07:48, 14 February 2016 (MST)


So what do aquatic wizards do? Carry around scrimshaw tablets? (For that matter, what about aquatic characters who aren't wizards but still want to do some reading?) --Lord Eric (talk) 23:54, 4 June 2018 (MDT)

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