D&D (2024) 2024 Player's Handbook Reveal: "New Wizard"

"The paramount collector of spells."

Open your spellbooks, everybody. Today we get a Wizard video.


The last version of the class was in the UA Playtest 7 package (PT7). It's not clear how much they'll say here. Of the base class, I am hoping that they have recanted the level 5 ability, Memorize Spell (or perhaps shifted it to needing a short rest). They've said that the PHB will get clearer rules for how illusions work -- maybe they'll talk about that? Other than that, I think the most they can do is show us some revised spells: Will the revised version of Counterspell be kept? Any surprise Necromancy reveals? Let's find out.

OVERVIEW
  • "the paramount collector of spells": "many" of new spells are for the wizard.
  • As in PT7: cantrip change after long rest (level 1); scholar -- expertise in an academic field (at 2)
  • NO MENTION OF ARCANE RECOVERY
  • NEW: Ritual Adept broken out as a new class feature. They can cast spells in their spellbook, as before, but here ID'd as a new feature.
  • NEW: Memorize Spell at 5: you can swap a spell after short rest.
  • Each subclass gets a new version of Savant: free spells in spellbook of preferred school. 2 free spells of favored class, and a new spell for each spell level (so every 2 levels, as in the playtest. This isn't what is said in the video, but has been corrected elsewhere.
SUBCLASSES
Abjurer
  • new abjuration spells feeds back onto how subclass functions.
  • NEW: Arcane Ward at 3: resistance, immunity applied before the Arcane Ward.
  • NEW: Projected Ward a 6: your friend's resistance is applied before the ward for them.
  • NEW: Spell breaker at level 10: Counterspell and Dispell Magic are both prepared (PT7 did not include Counterspell). Dispell Magic is a bonus action.
Diviner
  • NEW: Third Eye at 10. As in PT7, bonus action to activate; 120' darkvision, see invisibility. NO MENTION of Greater Comprehension ("read any language")
Evoker -- "all about bringing the boom"
  • As in PT7: Potent Cantrip at 3 applies to cantrips both with a saving throw or an attack roll.
Illusionist -- "we felt that the subclass needed more" (YAY)
  • NEW: Improved Illusions at level 3:
    • cast illusion spells with no verbal components. (FUN)
    • illusions with range with at least 10' is increased to 60' (no-- by 60' to 70').
    • you get minor illusion cantrip, with both visual and audible
    • you cast minor illusion as a bonus action.
  • NEW: Phantasmal Creatures
    • summon beast and summon fey spells always prepared. These MAY BE changed from conjuration to Illusion, and the illusory version can be cast without expending a spell slot, but the summoned version, only with half the hit points. ONCE PER DAY.
    • illusions can step on a trap to set it off (?!)
    • (replacing Malleable Illusions, which I complained about here. This is so exciting.)
  • NEW: Illusory Self triggered by you being hit by an attack (not when you are targeted). As in PT7, you can get more uses by giving up a spell slot of level 2+.
SPECIFIC SPELLS
  • NEW: school shift to Abjuration: no examples
  • Counterspell as in PT7.
  • GUIDANCE ON ILLUSIONS in Rules Glossary. E.g. How are they affected by environment?
    • spell descriptions also clarified. Rules Glossary to be discussed in future video (also conditions, areas of effects, guidance on teleportation, telepathy, "
  • "being dead" to be discussed in Cleric Video. Tease...
So this gave much more than I was expecting, and it looks amazing. Playing an illusionist will now be much more clearly not a "mother may I?" situation, which (I feel) has long been the case. I think I got most of what I'd asked for in the PT feedback.
 

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At least in the most usual levels of play, does the sorcerer have almost all of them?
for combat at least.
Notable spells the wizard has the sorcerer doesn't
Level 1 - Cause Fear, Tasha's Hideous Laughter, Unseen Servant (great way to trigger traps)
Level 2 - Arcane Lock, Augury, Continual Flame, Locate Object, Rope Trick
Level 3 - Animate Dead, Leomund's Tiny Hut, Life Transference, Phantasmal Stead, Speak with Dead, Tiny Servant, Summon Spells from Tasha's

Glad I compiled the list. Alot of these are rituals as well. Most of these aren't combat spells, but the ones that are I rate pretty highly. (Though alot of the non-combat spells either make it easier to rest, either add to your mobility or restrict enemy mobility).
 

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Notable spells the wizard has the sorcerer doesn't
Level 1 - Cause Fear, Tasha's Hideous Laughter, Unseen Servant (great way to trigger traps)
Level 2 - Arcane Lock, Augury, Continual Flame, Locate Object, Rope Trick
Level 3 - Animate Dead, Leomund's Tiny Hut, Life Transference, Phantasmal Stead, Speak with Dead, Tiny Servant, Summon Spells from Tasha's

Glad I compiled the list. Alot of these are rituals as well. Most of these aren't combat spells, but the ones that are I rate pretty highly. (Though alot of the non-combat spells either make it easier to rest, either add to your mobility or restrict enemy mobility).
I know most optimizers list cause fear as one of the best spells in that level. To me the summon spells are great but don't feel as appropriate on a sorcerer.
 


Notable spells the wizard has the sorcerer doesn't
Level 1 - Cause Fear, Tasha's Hideous Laughter, Unseen Servant (great way to trigger traps)
Level 2 - Arcane Lock, Augury, Continual Flame, Locate Object, Rope Trick
Level 3 - Animate Dead, Leomund's Tiny Hut, Life Transference, Phantasmal Stead, Speak with Dead, Tiny Servant, Summon Spells from Tasha's

Glad I compiled the list. Alot of these are rituals as well. Most of these aren't combat spells, but the ones that are I rate pretty highly. (Though alot of the non-combat spells either make it easier to rest, either add to your mobility or restrict enemy mobility).
Well... all these spells are very situational and in a list of prepared spells there are much more powerful spells than these to choose from. They are all utilities that is where the Wizard has the obligation to shine.

Quick example for level 1 spell list.

Mage Armor, Shield, Absorb Elements, Silvery Barbs, Sleep are always better choices. Healing word (divine soul)

Sorcerer has access to Summon Dragon Spirit, but it's not Tasha's.

The only Spell that really makes one envy is Tiny Hut. Now in 2024 it has a much more powerful spell than any of these listed that is only for sorcerers that is Arcane Eruption that is to make envy in any caster.

PS: If you want a list of Spell much more powerful than the list of spells of a Wizard, be a Divine Soul Sorcerer that the options are much more powerful than the Wizard.


For utility Wizards are the best and this is not a discussion
 
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I know most optimizers list cause fear as one of the best spells in that level. To me the summon spells are great but don't feel as appropriate on a sorcerer.
Pure sorcerer has acess to Summon Dragon, Clockword Summon Contruct, Aberrant Summon Aberrant and Divine Soul Summon Celestial.
With Extended Spell doubles for 2h duration and advantage on concentration checks that the Sorcerer is already proficient.
 


Wall of force, contingency, maze, phantom steed, and simulacrum are a few big ones in 2014.

We'll have to wait to the see the final list, and what was changed.

But it's safe to say the wizard has better selection.
Contingency, and Simulacrum are too late and the sorcerer has acess with Wish Spell avaiable.
The best Spell Selection is Divine Soul Sorcerer and the new bard(level 10+)
 
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Contingency, and Simulacrum are too late and the sorcerer has acess with Wish Spell avaiable.
The best Spell Selection is Divine Soul Sorcerer and the new bard(level 10+)
Fair, but that takes your subclass, or comes to late.

Either way wizards still gets to cast tensors floating disk, unseen servant, leomunds tiny hut, and phantom steed for "free".

And yea, those are utility, not combat.
 

Fair, but that takes your subclass, or comes to late.

Either way wizards still gets to cast tensors floating disk, unseen servant, leomunds tiny hut, and phantom steed for "free".

And yea, those are utility, not combat.
The divine soul is the strongest subclass.
For Utility Wizards are kings.
 

Notable spells the wizard has the sorcerer doesn't
Level 1 - Cause Fear, Tasha's Hideous Laughter, Unseen Servant (great way to trigger traps)
Level 2 - Arcane Lock, Augury, Continual Flame, Locate Object, Rope Trick
Level 3 - Animate Dead, Leomund's Tiny Hut, Life Transference, Phantasmal Stead, Speak with Dead, Tiny Servant, Summon Spells from Tasha's

Glad I compiled the list. Alot of these are rituals as well. Most of these aren't combat spells, but the ones that are I rate pretty highly. (Though alot of the non-combat spells either make it easier to rest, either add to your mobility or restrict enemy mobility).

I think you forgot Find Familiar.
 

Well... all these spells are very situational and in a list of prepared spells there are much more powerful spells than these to choose from. They are all utilities that is where the Wizard has the obligation to shine.

Cause Fear and the 3rd level Tasha's summons are extremely powerful. Tasha's Hideous Laughter is pretty powerful too.

I would agree that there are other powerful options at those levels, but those spells are really good.
 

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