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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Wizards
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Sample Wizard: Kaira Swanwing (Wizard / Rogue) from Ptolus, City by the Spire
Wizards are those who are skilled in said manipulation of these laws through a combination of knowledge and sheer will. Wizards learn to cast Spells, often making use of props such as incantations, gestures, material components, etc. to assist them in the casting of their Magic. Wizards are the unquestioned masters of pure magical expertise. They outstrip all other Spellcasters in the breadth of their knowledge and the flexibility of their Spell list.
Wizards go through various levels of understanding and capability as they advance. As they gain experience, their ability to manipulate the metaphysical Laws of magic increases, as does the mental endurance required to focus their will. Essentially, as they progress their ability to cast larger and more powerful Spells increases.
Wizards make their way via skill at Arcane Arts and erudite knowledge. Fictional Fantasy is full of different sorts of Wizards, from curmudgeonly old men, wise codgers, arrogant and cocksure mages, brash hotheaded youths, and confused apprentices, and every permutation in between and beyond. Examples of Mages in Fantasy Fiction include Gandalf (in all his colors), Macros the Black, Milamber, Merlin, Raistlin, and many, many more.
The following document discusses means of converting your D&D 3e Wizard into the HERO System.
Wizard Class Ability Considerations
The Wizardry Magic System is detailed here.
Wizardry Sample Spells may be found here.
The ability to cast Spells is a Wizard's primary Class Ability, and basically raison d'etre. This is handled using the guidelines provided in the Wizardry Magic System document, which is a very detailed and fairly direct conversion treatment of the Prepared style of D&D 3e Magic in HERO System mechanics. 
A large advantage for Wizard's is that they can create their own Spells. The rules for creating new Spells are also covered in the Wizardry Magic System guidelines.
The last major advantage for Wizard's is that they can create new Magic Items. The rules for doing so are also covered in the Wizardry Magic System document.
Wizards can, if they wish, have a Familiar that serves as an ally, pet, companion, and a source of mild Magical abilities all in one. Familiars are of many different types, both naturally occurring animals and more unusual specimens, and typically have some extraordinary attribute or feature.
Familiars are best modeled in the HERO System by designing each Animal Companion as a separate Character (typically using a Bestiary entry as a starting point), and then take that Animal Companion as a Follower using the Follower Perk.
Familiars: Follower Perk
Real Cost: Varies
Familiarite Package Deal
The Familiarite Extension Package is ideally suited to converting a character with a Familiar.
Extention Package Deals
Some characters have a mystical bond to an animal familiar.
Cost Ability
25 Familiar (Animal Follower)
10 Synergistic abilities gained via Familiar
35 Total Cost of Abilities
Value Disadvantages
-15 Physical Limitation: STUN Feedback with Familiar (Frequently, Greatly Impairing)


Total Cost of Package
Unlike Wizards who pursue a generalist approach to Wizardly arts, Specialists opt to concentrate their efforts in select Schools of Magic, eschewing others in the process. Otherwise, they are identical to Wizards.
Specialist Wizards are covered in the Wizardry Magic System document. Additionally, the Maven Basic Package is tailored for use with Specialist Wizards. The Specialist Wizard Composite Package is an example of a fleshed out Specialist Wizard.
The Wizardry Magic System document discusses handling Specialists inability to use Magic of one or more Schools as a Physical Limitation Disadvantage.
However, it should be pointed out that in the HERO System a "Specialist" need not take such a School Ineptitude unless the GM determines it is required.
 Alternately they might take the Disadvantages when starting out but buy later could buy the Disadvantage off with Experience Points unless the GM determines that this isn't possible.
In effect, a character might start out a "Specialist" not because the character is focusing on one School, but because the player chooses not to spend points on all the Spell Schools initially.  Such a character might pursue the training necessary to learn the School Skills that they lack during play, eventually becoming a fully fledged "generalist" Wizard.
EXAMPLE: Ilan is a young Wizard whose master died unexpectedly, leaving him with an incomplete education. Ilan starts off knowing KS: Transmutation, KS: Divination, and KS: Abjuration for 9 Points and is technically a "Specialist Wizard". However Ilan does not take the School Ineptitude Disadvantage and may later learn one or more of the other five School Skills if he can find a teacher.
School Ineptitude: Phys Lim: Cannot Learn KS: {Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting)
Disadvantage Total: - 5 Points
Additionally, there's no internal reason a Specialist has to adhere to the Oppositional School concept of D&D 3e; they may just not care enough about some Schools to bother learning them, instead picking and choosing the Schools that they care about.
This wasn't possible in D&D 3e, but it is in the HERO System; such a character would just pay for the School Skills that they want and not pay for the others.
EXAMPLE: Lustern is a Wizard focused on war and battle. He doesn't care about the more esoteric aspects of magic, but he has a keen interest in Evocation Spells because they allow him to wreak havoc on the enemy, and a limited interest in Transmutation for Spells that grant him mobility (Fly and Expeditious Retreat type Spells) and armor his skin (Stoneskin type Spells).
Thus he starts off with KS: Evocation + 3 for 9 Points, KS: Transmutation +1 for 5 Points, and none of the other Spell Schools. There is nothing preventing Lustern from later learning some or all of the other School Skills, he just doesn't start off knowing them and thus cannot know or learn any Spells for Schools other than Evocation and Transmutation.
Wizard Package Deals
The Wizardry Magic System is detailed here.
Sample Spells may be found here.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
Journeyman Graduate Gifted Bookworm Maven
Prodigal Self Defense Combat Casting Guildmember Linguist
Loremastery Scroll Scribing Wand Crafting Artificer Alchemist
Wizard (3e) Specialist Wizard (3e) Intrepid Journeyman
Mage Militant Wizard Guildsman Intrepid Apprentice
Wizard Artificer Spellsword Spellfilcher Accomplished Wizard