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Background (edit | view)

A scholarly magic-user capable of manipulating the structure of reality.

Proficiencies (edit | view)
Armor
Cloth
Weapon
Daggers, Quarterstaffs, Light Crossbows
Save
Intelligence, Wisdom

Spells

The Wizard can learn spells from several different schools.

Arcane

"Arcanists gain their spells through the grueling study of ancient texts. Arcane magic contains some of the most popular and well known spells in wizardry, with a mix of both single target and area of effect spells."

  • Magic Armor: Passive Effect: +2 AC and +5% Fire, Cold and Lightning resistance Cost: 1
  • Magic Missile: Range (18 Yds) 40s Effect: 3 missiles each doing 5-9 force damage Cost: 1
  • Stinking Cloud: Range AoE (18 Yds, 5 Yd radius) 120s Effect: Con saving throw intoxicated and make a second Con saving throw or be stunned. Lingers for 8 seconds Requires: Level 5 Cost: 2
  • Cloudkill: Ranged AoE (18 Yds, 5 Yd radius) 200s Effect: Con saving throw or take 14-44 Poison damage, save for half Requires: Level 9 Cost: 2
  • Disintegrate: Range (18 Yds) 240s Effect: Dex saving throw or take 29-104 Force damage Requires Level 11 Cost: 3

Frost

"Wizards channel the weave to create the power of ice. From simple rays to storms of frozen hail, these spells can both slow and weaken even the most stalwart of opponents."

  • Ray of Frost: Range (18 Yds) 2s Effect: 2-8 Cold damage and -20% movement for 8 seconds Cost: 0
  • Ice Storm: Range AoE (18 Yds, 3 Yd radius) 160s Effect: Dex saving throw or take 6-24 Cold and 4-16 Bludgeoning damage, half on save. Failed save also makes a Dex saving throw or knocked prone. Area hinders movement for 6s Requires: Level 5 Cost: 2
  • Cone of Cold: Cone AoE (20 Yds, 53' arc) 200s Effect: Con saving throw or take 16-64 Cold damage (save for half) and make a secondary Con saving throw or be frozen for 5s Requires: Level 7 Cost: 3
  • Otiluke's Freezing Sphere: Range AoE (18 Yds, 4 Yd radius) 240s Effect: Con saving throw or take 15-60 Cold damage, save for half Requires: Level 11 Cost: 3

Lightning

"Wizards use the art to channel raw power in the form of lightning. What starts as the ability to shock enemies with small sparks can eventually turn into the ability to unleash powerful electrical storms that leap between enemies on the battlefield."

  • Witch Bolt: Range (18 Yds) 2s Effect: 2-10 Lightning damage Cost: 0
  • Thunderwave: Ranged AoE (7 Yds, 7 Yds radius) 40s Effect: Con saving throw or take 8-20 Thunder damage, pushed back and deafened for 10 seconds. On save take half damage Cost: 1
  • Lightning Bolt: Ranged Line (18 Yds) 120s Effect: Dex saving throw or take 12-48 Lightning damage, save for half Requires: Level 5 Cost: 2
  • Static: Passive Effect: Increase Lightning and Thunder damage by 3. Adds 3% chance to stun with Lightning damage Requires: Level 5 Cost: 2
  • Chain Lightning: Range (18 Yds) 240s Effect: Arcs to three additional targets, Dex saving throw or take 24-84 Lightning damage, save for half. Requires: Level 11 Cost: 3

Flame

"Flame spells focus on manipulating magical energy in order to produce powerful damaging effects, and are almost exclusively offensive in nature. From the classic fireball to a swarm of meteors, these spells deal fiery blasts of death to their foes."

  • Fire bolt: Range (18 Yds) 2s Effect: 2-10 Fire damage Cost: 0
  • Overchannel: Toggle 40s Effect: Maximize all damage, increase cooldowns by 100% and you take 1-6 Necrotic damage Requires: Level 2 Cost: 2
  • Immolation Sphere: Range (18 Yds) 80s Effect: Dex saving throw or take 8-20 Fire damage with 3-6 fire damage over 8 seconds. Save for half and no damage over time Requires: Level 3 Cost: 2
  • Fireball: Range AoE (18 Yds, 6.5 Yds radius) 120s Effect: Dex saving throw or take 16-52 Fire damage, save for half Requires: Level 5 Cost: 2
  • Meteor Swarm: Range AoE (18 Yds, 6 Yds radius) 360s Effect: Dex saving throw or take 34-124 Fire and 34-124 Bludgeoning damage, save for half Requires: Level 13 Cost: 3

Manipulator

"Manipulators affect the minds of others, influencing or controlling their behavior. As they become more powerful, master manipulators go from simply confusing their targets to actively controlling their minds, to the point that foes think of them as the best of friends.

  • Sleep: Range AoE (18 Yds, 3 Yds radius) 40s Effect: Con saving throw or fall unconscious, spell ends if target takes damage Cost: 1
  • Magic Weapon: Range (4 Yds) 120s Effect: +1 to weapon attacks for 60 seconds. Requires: Level 2 Cost: 2
  • Elemental Weapon: Range (4 Yds) 120s Effect: Extra 1-4 Force damage on weapon attacks for 60 seconds Requires: Level 5 Cost: 2
  • Confusion: Range AoE (18 Yds, 2 Yds radius) 160s Effect: Wis saving throw or be confused. At the end of each of its turns wis saving throw to end effect Requires: Level 7 Cost: 3
  • Charm: Range (18 Yds) 200s Effect: Wis saving throw or be charmed for 60 seconds Requires: Level 9 Cost: 3

Transmuter

"Transmuters modify energy and matter, changing the world to suit their purpose. Spells of this nature serve to both hide and protect a wizard and his companions, while also increasing their effectiveness in combat"

  • Invisibility: (5 Yds) Ally becomes invisible for 180s. Spell ends when target attacks or casts. Requires: Level 3 Cost: 2
  • Haste: Range (18 Yds) 120s Effect: +50% action speed, +2 AC for 60 seconds Requires: Level 5 Cost: 2
  • Slow: Range AoE (18 Yds, 4 Yds radius) 120s Effect: Wis saving throw -30% movement speed, -2 AC, -2 to Dex saving throws, -30% action speed for 60 seconds. Each round new wis saving throw to end the effect Requires: Level 5 Cost: 2
  • Stoneskin: Melee 160s Effect: +20% Bludgeoning, Piercing and Slashing resistance for 60 seconds Requires: Level 7 Cost: 3

Summoner

"Summoners change the form of spells into recognizable objects. The can often manipulate and control the objects they summon, be it a beast bound to their service or an arrow made of acid"

  • Conjure Animal: Range (10 Yds) 40s Effect: Summons a wolf or bear, lasts up to 120 seconds Cost: 1
  • Cloud of Daggers: Range AoE (18 Yds, 3 Yds radius) 80s Effect: Lasts 6 seconds and creatures take 8-20 Slashing damage each round in the area Requires Level: 3 Cost: 2
  • Melf's Acid Arrow: Range (18 Yds) 80s Effect: 8-20 Acid damage and 2-8 Acid over 6 seconds. On a miss only half initial damage Requires: Level 3 Cost: 2
  • Hold Monster: Range (18 Yds) 80s Effect: Wis saving throw or be paralyzed for 60 seconds. Requires: Level 3 Cost: 2
  • Bigby's Grasping Hand: Range (18 Yds) 200s Effect: Wis saving throw or restrained and take 7-16 Bludgeoning damage each round. Each round target makes a wis saving throw to end effect. Lasts 60s Requires: Level 9 Cost: 3
  • Modenkainen's Sword: Range (10 Yds) 280s Effect: Summons sword for 60 seconds Requires: Level 10 Cost: 3


Known NPC Wizards in the game are: Hommet Shaw and Soronil Noonshadow

Sources

Character Creation Live Stream, September 3rd 2015: http://www.twitch.tv/swordcoastlegends/v/14260518


As this Wiki is for Sword Coast Legends, please be sure that you do not use Wizard of the Coast or Other Sources to update unless it specifically mentions Sword Coast Legends as Lore may differ.

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