Creative origins The Magic-User class was inspired by the spell-casting magicians common in folklore and modern
fantasy literature, particularly as portrayed in
Jack Vance's
The Dying Earth short stories, and
John Bellairs's novel
The Face in the Frost.
Gandalf and
Saruman from
Tolkien's
The Lord of the Rings and
Merlin of
King Arthur fame also influenced this class. Wizards memorize their spells, then forget them when cast in the fashion of magicians from
Jack Vance's
Dying Earth series of novels.
Dungeons & Dragons In the
original version of the game,
magic-user was one of the base
character classes. The Magic-User was physically weak and vulnerable but compensated for this with the potential to develop powerful spellcasting abilities. In practice a mid- to high-level Magic-User was a combination intelligence gatherer and walking
artillery, gathering information about possible dangers not yet seen and augmenting the physical combat abilities of the other classes with potentially devastating long-range and area attacks.
Advanced Dungeons & Dragons 1st edition "Magic-user" was one of the five core character classes available in the first edition
Advanced Dungeons & Dragons (AD&D) ''
Player's Handbook''. The 1st Edition of AD&D also included a subclass of the magic-user called the illusionist, which had different spell lists, different experience level tables, and slightly fewer maximum hit dice (10 instead of 11). Gnomes were also able to become illusionists, even though only humans, elves, and half-elves could become magic-users. Magic-user spells and illusionist spells were for the most part separated and had little overlap. Of all the AD&D classes, only the magic-user had spells of the 8th and 9th levels; all other spell-casting classes were limited to spells of up to the 7th level.
Dungeons & Dragons "Magic-User" continued to be used in the basic
Dungeons & Dragons rules set.
Advanced Dungeons & Dragons 2nd edition The mage, as part of the "wizard" group, was one of the standard character classes available in the second edition ''
Player's Handbook''. In this edition, the mage became an all-purpose wizard who could cast any wizardly spell, including many only available to illusionists in the first edition, like color spray and chromatic orb. The wizard spell list was unified, and illusionists became one of many specialist wizard types who focussed on a specific "school" of
magic. The other specialists were abjurers, conjurers, diviners, enchanters, invokers, necromancers and transmuters. As a trade-off for various bonuses with magic from their chosen school, specialists became unable to cast spells from one or more "opposition" schools. Aside from school restrictions, all wizards could cast spells from up to 9th level, assuming they had the required intelligence. ''
The Complete Wizard's Handbook'' was published in 1990, written by
Rick Swan. The
Tome of Magic (1991) introduced
elementalists, specialist wizards who focussed on spells related to one of the classical elements of air, earth, fire or water, and wild magic, which promised greater power at the cost of a built-in chance of backfire and other side effects.
Dungeons & Dragons 3rd edition The 3rd edition renamed the mage to "Wizard". The term "magic user" is rarely used in this edition of the game, and when it is used it is usually a synonym for an arcane spellcaster or for an arcane spellcasting character class. A similar paradigm of spell schools was retained for the 3rd edition of
D&D as well. Despite removing the restrictions on race/class combinations,
D&D 3.0 edition retained the gnomish affinity for becoming illusionists by making illusionist (not wizard) the gnome's favored class. This was dropped in the 3.5 edition in favor of bard. The
Iconic wizard is
Mialee, a female
elf.
Dungeons & Dragons 4th edition The wizard is available as a character class in the game's fourth edition. The wizard utilizes the Arcane power source and is a Controller, which means the wizard focuses on multi-target damage spells, as well as
debuffing foes and altering the battlefield's terrain. The mage is a similar class offered in the
Essentials sourcebook
Heroes of the Fallen Lands. Instead of implement mastery, the mage focuses on a primary and secondary school of magic. Mages have access to all the same wizard powers, however. The bladesinger, witch, and sha'ir were also released as alternative wizard classes. Spell schools are initially absent in 4th edition but were reintroduced with the
Dungeons & Dragons Essentials supplement, allowing wizards to gain advantage when casting the spells of two schools of their choosing.
Dungeons & Dragons 5th edition The wizard has been included as a character class in the 5th edition ''
Player's Handbook''. Players must choose an Arcane Tradition for their wizard character at second level, each of which represents one of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation. Several sourcebooks since the launch of the 5th edition have expanded the number of Arcane Tradition options. ''
Sword Coast Adventurer's Guide (2015) added the Bladesinging tradition which was originally exclusive to elves and half-elves. Xanathar's Guide to Everything'' (2017) added one additional arcane tradition: War Magic. This subclass focuses on empowering spells and enhancing a wizard's defense to prepare them for war. ''
Explorer's Guide to Wildemount (2020) added 15 new dunamancy spells and two additional arcane traditions: Chronurgy and Graviturgy. Tasha's Cauldron of Everything'' (2020) reprinted an updated version of the Bladesinger and added one new tradition: Order of Scribes. This version of the Bladesinging tradition removed the
Forgotten Realms specific racial restrictions and revised several spells. On these changes, Lead Rules Designer
Jeremy Crawford said: "We decided that if we're going to bring in Bladesinging, then we should bring in the cantrips that we originally designed to go along with that subclass. So that's the main reason those cantrips appear in this book. Then, in the process of bringing them over, we decided to make a few tweaks to those spells so that the wording would better align with our original design intent". ==Spell preparation and casting==