Unearthed Arcana 7: The Wizard

 

I am steadily approaching my end of the Unearthed Arcana 7 review. I have worked through the Barbarian [LINK], Fighter [LINK], Sorcerer [LINK], and Warlock [LINK] classes. Some have done a lot to balance and improve the current classes. Some have reverted a lot back to the 2014 version, opting instead to keep elements of the class as similar as possible to the previous versions. There were even a few that I think need another pass or two in order to work well. But now we come to the last class to look at, Wizard.

In today’s post, I will dive into the Wizard class. I will look at the changes made and compare them to the previous play test and the current class (also referred to as the 2014 version). I am hopeful and excited to see what changes we have, and what it means for the Future of D&D.

(Art: Magic the Gathering by Randy Vargas)

Shaping the Weave

The previous version of Wizard [LINK] had a lot added to it. We saw a class built to manipulate the rules of magic itself, if a character had enough time and resources. Narratively, this felt like it hit the goal of making a character whose knowledge of magic is second to none. A wizard should be the most knowledgeable about magic in a party, and these mechanics are enforced that. However, there were some downsides. In making a class that could full control magic, they added a lot of in-depth rules that chained off one another. The result was a very complicated subclass that felt like a headache to run at higher levels.

Core Class

Class Progression table (Source: Play test 7)

Starting off at 1st level, we have a trio of changes. Arcane Recovery has returned to 1st level, allowing for a few spells to be recovered over a Short Rest once every Long Rest. The Spellcasting feature has also changed, incorporating the Cantrip Formulas feature from Tasha’s Cauldron of Everything, allowing for a Wizard to change a single cantrip when they finish a Long Rest. Finally, the developers incorporated the Spellbook feature into Spellcasting, making it a subsection of this ability.

These mechanical changes lead to a more powerful and flexible wizard. Arcane Recovery starting out means that a Wizard will always be able to get more spells. It also gives them an additional benefit on Short Rests, which makes sure that all characters get something. Changing a cantrip over a Long Rest allows for a decent amount of flexibility. While swapping cantrips feels relatively small, this can allow for a Wizard to swap their damaging cantrip as needed, or allow them to grab some minor utility easily. Moving Spellbook into the Spell-casting ability just cleans up the class a bit.

At level 2, Scholar replaces the Academic feature. Wizards now gain expertise in Arcana, History, Nature, or Religion. Previously, the Academic feature gave a benefit when taking the Study action, giving Advantage on any Intelligence checks made as part of that action.

Players can use this new feature a lot more than the one it replaced. Instead of needing to wait to use the Study action, now this ability just grants additional proficiency. It makes me wonder if Wizards of the Coast is moving away from actions like Study, and instead want to leave those rules up to the table. Going that route seems to be something many people have wanted, at least regarding the social interaction rules, but I think removing them entirely takes away a lot of guidelines for newer GMs.

At 5th level, Memorize Spell now works as a feature instead of a spell. Now a Wizard just needs 1 minute in order to prepare an additional spell. Wizards can use this ability an unlimited amount of times, but each subsequent use will replace the spell previously prepared with this feature.

Taking this feature out of its spell formatting does a lot of good. It no longer costs a spell slot or needs to be prepared along with the other spells. Including it as a feature means I can understand it entirely by just looking at the Wizard class section. In order to understand Memorize Spell previously, I had to flip to the back of the document to look at the spells. While this is something that would be more easily done on a digital platform, looking at this in a physical book will be much easier.

The 7th and 9th level features Modify Spell and Create Spell are gone entirely now. These features, added in the previous play test, allowed a Wizard to change elements of spells and then scribe the new version into their spellbook.

While a cool idea, I never liked this set of spells in practice. The way the previous play test lay this out felt complicated, expensive, and a potential waste of time if something interrupted the process. While a cool idea, I am glad it got removed from the last. I hope it returns in some capacity as an optional rule, potentially only as a downtime activity. This could be something that if the DM allows could bring a lot of joy to a Wizard player looking to make their own signature spells.

Spell Mastery returns as the Wizard’s 18th level class feature, with some new specifications. Wizards can choose a 1st level spell and a 2nd level spell to be always prepared, and able to be cast at their lowest level without expending a spell slot (the feature notes that up casting will cost the normal spell slot). Either spell can be replaced on a Long Rest. The only requirement on these spells is that they must take an Action to cast.

The previous version of this ability allowed for Wizards to grab reaction spells like Counterspell as their Mastered spells, letting them always be able to shut down an enemy. This new version maintains a lot of the power, but limits some of the more game-breaking options.


At level 20, the feature Signature Spells returns as the capstone to the Wizard class. This feature operates like the present version, enabling a wizard to select two level 3 spells that they can cast for free once per Short or Long Rest. The other rules on up casting match Spell Mastery.


This capstone is solid, and always worked well. It matches the Wizard’s power and makes sense to return.


Core Class Thoughts


Overall, these Wizard changes remove a lot of the needless complexity that the previous play test introduced. The trio of spell-features that allowed Wizards to rewrite their spells has been removed, with only Modify Spell remaining to have some added flexibility. Modify Spell itself no longer exists as a spell, but a feature, which means it will be easier to reference and understand. We also see some minor added power early on. Arcane Recovery starts at 1st level, adding a Short Rest benefit and a bit more spells in between long Rests, giving Wizards a bit more arcane juice in their tanks. Finally, swapping cantrips out over a Long Rest means that a Wizard will always be able to make sure they have the magical tools they need for the job, as long as they have the time to prepare.


Subclass Review


Besides the core Wizard class, we also see four of the subclasses that the new edition will introduce. The options provided, Abjurer, Diviner, Evoker, and Illusionist, provide examples of the more popular and interesting options (thought I would have loved to see Necromancer in this list).


Arcane Aegis

(Art: Magic the Gathering by Grzegorz Rutkowski)

I have could run games with Abjurer Wizards in the past, and play alongside players that are running this subclass. It provides a solid defensive option for any Wizard looking to be more up front in the action and allows them to better protect their allies.

Starting off, Abjuration Savant changes half of the feature. Now an Abjurer gains a free Abjuration spell whenever they gain access to a new level of spell slot. This replaces the previous benefit of using half the amount of paper and ink needed for Abjuration spells, with the play test notes mentioning that “This benefit replaces the rarely used discount”.

This change expands the Wizard’s known spells a small amount and focuses that flavoring on the school they have chosen. I imagine this change will be uniform across most of the school-based subclasses, and I like it.

At level 3, Arcane Ward now requires an Abjuration spell to spend a spell slot in order to create and regain Hit Points into it. Abjurers can also expend spell slots to regain Temporary Hit Points. This takes a Bonus Action and regains a number of Hit Points equal to twice the level of the spell slot expended.

This balance eliminates a lot of the infinite Arcane Ward combinations I have seen, and I appreciate it. Now Spell Mastery, Signature Spell, or anything that would allow the Abjurer to cast an Abjuration spell without using a spell slot will not potentially give them free temporary HP. The option to just spend a Spell Slot as a Bonus Action means that Action Economy does not have to suffer for a Wizard to want to get some more of their protection back.

At level 10, Spell Breaker replaces Improved Abjuration. This version now makes the Dispel Magic spell always prepared, able to be cast as a Bonus Action, and able to have your Proficiency Bonus added to any Ability Check it needs. The previous version only provided the Proficiency Bonus but also worked on any Abjuration Spell that required an Ability Check.

The additional options provided free up an Abjurer to take other spells as needed. It also avoids giving too much of a benefit to spells like Counterspell by focusing its benefits on a single spell.

Abjurer Thoughts


These changes pack a punch for this subclass. They streamline abilities that were easily exploitable, such as Arcane Ward and Spell Breaker, weeding out unintended shenanigans. In its place, we see more spells known and some more specific options.


Divinations


Next up is Divination—a subclass that’s always held its own but now comes with a faster-paced feature to keep you on your toes. This subclass has had one change besides the adjustments to the Divination Savant feature. The Third Eye, the 10th level feature, now takes a Bonus Action to activate. The developers removed the ability to see into the Ethereal Plane as an option, leaving just the ability to cast See Invisibility without spending a spell slot.

Wizards have a lot of choices built into their class. Between having a spellbook full of options and a comprehensive list of features, it seems like they always need to choose something. But that can slow down gameplay as well as unintentionally provide broken choices that negate any feeling of choice entirely. Reducing down this one option feels like it will do a bit of that.


Diviner Thought


Small but meaningful tweaks to an already strong subclass, further fine-tuning its prowess. Removing an option not really needed to keep the class moving faster makes sense to me.

Great Balls of Fire

(Art: Magic the Gathering by Grzegorz Rutkowski)

Turning our attention to Evokers, we'll see how moving around a couple of core features makes for a more engaging gameplay experience. Representing the spellcasters looking to dish out some damage with powerful magic, this has always been a sound choice.





We see Potent Cantrip moving from 6th to 3rd level, but does not change in any other way. Now Evokers will ensure at least some damage comes from their spells early on. This seems like a good way for this subclass to keep up its damage output with the other subclasses and classes.

Sculpt Spells has had the opposite treatment, moving from 2nd to 6th level. The play test notes that at 2nd level, there are few spells to benefit from it, while at 6th level more of the iconic spells are available.

Wizards gain access to 3rd level spells at 5th level, which gives them access to Fireball and Lightning Bolt. Gaining Sculpt Spells at 6th level feels narratively appropriate and does not keep Evokers from missing out.


Evoker Thoughts

The developers made the key changes that switch around two of the core features of this subclass, and they were well needed. Now, Evokers can actually make the most of their features when they get them. Honestly, it didn’t need much more tweaking than that.

Master of Illusion


Finally, let's dive into the Illusionist's bag of tricks and see how the tweaks make this subclass even more intriguing.

At 6th level, Malleable Illusions now require a Bonus Action instead of an Action. Illusionists can now change the nature of an Illusion spell that has a duration of 1 minute or longer as part of their turn instead of most of it.

This feels balanced. Illusionists should have this kind of ability, and this means they will not be hurting for Action Economy.

Illusory Self now can be used more times between rests by expending a spell slot of level 2 or higher, allowing for an Illusionist to avoid damage at the cost of spells.

The option to spend spell slots gives the Illusionist more chances to use an ability that is specific to their class. Requiring a level 2 or higher slot avoids this becoming too broken of an ability. Shield is a 1st level spell and would provide similar defensive benefits, so this does not feel too broken.

Finally, we have some clarification of Illusory Reality. The feature now notes that any part of an illusion made real cannot deal damage or give any conditions. This means that while an Illusionist could use this to help the party cross a chasm by creating a bridge, they could not create a chasm that causes enemies to fall to their deaths.

This clarification keeps this feature from becoming too powerful, but does not really stop creative players. While the player couldn’t create a bottomless hole, they could create the bridge over the top of it. A bridge that can suddenly disappear along with the spell causing it, causing anyone on it to plummet into the chasm.


Illusionist Thoughts


Most adjustments here extend the Illusionist's unique toolkit and strike a good balance. The only big change that we see here is the clarification on Illusory Reality and I do not really think that changes a lot. Overall a solid class.


Subclass Thoughts

Every subclass in this playtest got just the nip and tuck it needed, no more, no less. They have all felt fairly balanced, with a few exceptions, such as Abjurer’s Arcane Ward. A lot of minor adjustments and limiting brings most of these subclasses in line, presenting equally playable options.

If the Wizard will only get the eight subclasses tied to schools of magic, then this selection makes sense to look at. As we see, one big change covered a lot of the adjusting for all the subclasses. If we are getting options such as War Magic or Bladesinging, however, I wish we had gotten to see those and how they would be adjusted. However, I believe they will limit the options in this new version.

Conclusion

(Art: Magic the Gathering by Iris Compiet)

The previous version of the Wizard had lofty ambitions. It wanted to capture the abilities that the legendary spellcasters like Mordekainen and Elminster would have, allowing a powerful enough Wizard the ability to shape and sculpt spells to their liking. While it provided a lot of power, it also brought about complexity. We ended up with a bloated class that had core features that might never be used. Luckily, the changes in this play fixed those.

This version of the Wizard maintains some of the flexibility that a powerful arcanist would have access to. Arcane Recovery will always ensure they have more spells when they need them, and changing cantrips gives a minor amount of change to match whatever challenges arise. We also see a lot of those spell-features from the core class being removed or reverted to features, making a more balanced and accessible option for players. The subclasses also had their rough edges smoothed. The Abjurer has had some balances added to avoid it becoming too powerful, but still keeping it as a promising option for those who want it. All subclasses now get a few more free spells, expanding their spell book. Overall, a lot of solid changes.

Now that I have finished the Wizard review, that wraps up the class review portion of Unearthed Arcana 7. That leaves about a dozen pages that cover spell, equipment, and glossary changes, as well as any overall thoughts I might have. While a wide variety, I do not foresee it taking up too much more time. So keep an eye out for the final few posts about this play test and the Future of D&D