
All Wizard Party: Masters of the Arcane Arts
So, you and your friends are thinking about running an all-Wizard campaign in D&D? Congratulations, you’ve just signed up for a cerebral, spell-slinging, book-hoarding, magical extravaganza.

Astride a unicorn, a telepathic bard inspires her wizard companion. [Image courtesy Wizards of the Coast]
Challenges of an All-Wizard Party
- Glass Cannon Syndrome
Wizards have a notoriously low hit point pool and are not known for their stellar armor classes. An all-Wizard party risks being as fragile as a stained-glass window in a rock-throwing contest. A stray arrow or lucky critical hit could put one of you down quickly. - Resource Management
Wizards rely heavily on spell slots. If you burn through them too quickly, you’ll find yourselves tossing daggers and cantrips at enemies that just won’t quit. And when you’re tapped out, you’ll miss those martial classes with their reliable melee damage. - Overlap of Spell Choices
Everyone preparing the same spells could lead to redundancy. Do you really need four people with Mage Armor? On the other hand, if no one takes crowd control because you all want the flashy stuff, you could be in trouble.
Benefits of an All-Wizard Party
- Unlimited Utility
Wizards are the problem-solvers of D&D. Need to sneak past guards? Cast Invisibility. Want to scout ahead? Arcane Eye. Barred by a locked door? Knock. No matter the situation, you have the tools for the job. - High Magical Firepower
When the gloves come off, an all-Wizard party can rain down destruction like no other. A coordinated effort of AoE spells like Fireball, Lightning Bolt, and Wall of Force can leave your enemies wondering why they even bothered showing up. - Customization
Between spell schools and feats, Wizards can cover a lot of ground. An Evoker can handle direct damage, a Diviner can ensure success with Portent, an Illusionist can confound enemies, and an Abjurer can shield the team from harm. Your party can tailor their abilities to cover nearly every need.
One-Session Adventure Ideas for an All-Wizard Party
The Tower of Infinite Doors
Your party has been invited to the infamous Tower of Infinite Doors, a structure that exists between dimensions. The challenge? Solve magical puzzles, navigate pocket dimensions, and survive

Flumphs as seen in the fifth edition Dungeons & Dragons Dragon Heist: Dungeon of the Mad Mage. [Image courtesy Wizards of the Coast]
Your party participates in a magical contest of skill and strategy. This one-shot involves combat rounds against increasingly difficult opponents, with opportunities to earn magical items between matches. The catch? Cheating is rampant, and creative spell use can mean the difference between victory and an embarrassing defeat.
Campaign Ideas for an All-Wizard Party
The Academy of Eternal Wisdom
The party begins as newly graduated Wizards from a prestigious magical academy. The catch? Their final test is a dangerous field study: retrieve a lost artifact of unimaginable power. This campaign blends exploration, intrigue, and plenty of opportunities for spellcasting creativity as the group pieces together the artifact’s location while dealing with rival academies, ancient curses, and moral dilemmas.
The Unraveling Weave
Magic itself is breaking down, and only Wizards have the knowledge to uncover the cause. The party must travel the world, investigating nodes of arcane instability and patching the damage. Along the way, they’ll encounter magical phenomena, face off against those exploiting the chaos, and perhaps even meet the Weave’s creator.
Conclusion: Embrace the Magic!
An all-Wizard party might not be the easiest group to play, but it’s certainly one of the most rewarding. With careful planning, teamwork, and a shared love of the arcane, you can turn every session into a showcase of magical ingenuity. Whether you’re unraveling ancient mysteries or blasting your way through hordes of foes, you’ll embody the phrase “brains over brawn” in the best way possible. So, grab your spellbooks, don your robes, and prepare to show the world what magic can do!
What do you think? Ready to don the pointy hats and robes for a magical campaign?
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Ted Adams
The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.
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