Wizard: Difference between revisions
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Wizards are known to [[Cybering|put on a robe and wizard's hat]] every morning, and especially before being intimate. | Wizards are known to [[Cybering|put on a robe and wizard's hat]] every morning, and especially before being intimate. | ||
The preferred class of [[Munchkin|people who hate to lose]]. | The preferred class of [[Munchkin|people who hate to lose]]. The wizard is capable of essentially beating any encounter with a few spells and can be prepared for anything - thus being a Batman[http://www.giantitp.com/forums/showthread.php?t=104002]. They can also focus on spells which cause an enemy to effectively lose if they fail a save, starting early on with Sleep and Grease - and Grease never stops being good. | ||
Revision as of 03:21, 5 June 2013
For the /tg/ homebrew, see WIZARD_(system)
Wizards are magic-wielding people who use their knowledge of magical arts to cast spells and lay down charms and such. The wizard often requires much planning and preparation before using magic, and usually cannot perform magic trivially. Wizards are powerful and intelligent individuals, taking on the role of the scientist or alchemist in fantasy settings. They also are known for being squishy.
Wizards are the can-all, do-all guys of pretty much all systems. You want something done? There's a spell for it. It may not be quite as effective as the 'hands-on' method, but it's close enough (and sometimes better). In most cases though, wizards are simply reduced to casting Fireball or any spell of the same effect in mass quantities over and over again (until they run out of spells per day). For that matter, it should be noted for new players that the only thing weaker than a level one wizard is a level one wizard who just cast magic missile.
Players should be advised to ignore the hell out of spells that do damage, and look for spells that remove the ability for enemies to act against the party, or spells that significantly improve the performance of their party. Wizards are not about dealing damage, they are about buffing, debuffing and controlling the battlefield at the same time. Or alternatively they are about explosive runes and save-or-die spells but that's a story for another page.
Wizards are known to put on a robe and wizard's hat every morning, and especially before being intimate.
The preferred class of people who hate to lose. The wizard is capable of essentially beating any encounter with a few spells and can be prepared for anything - thus being a Batman[1]. They can also focus on spells which cause an enemy to effectively lose if they fail a save, starting early on with Sleep and Grease - and Grease never stops being good.
Dungeons & Dragons 4th Edition Classes | ||
---|---|---|
Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |