| Wizard | |||||||||||||||||||||
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| Knowledge is no more expensive than ignorancce, and at least as satisfying. | |||||||||||||||||||||
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| Wizards are among the most offensively minded spellcasters, with a broad range of options available for neutralizing enemies.
The wizard can also act as a healer to Warforged, the living constructs that survived the Last War. The Wizard�s strength is her spells. She learns new spells as she experiments and grows in experience, and she can learn from scrolls she finds. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they work better, do more damage, or last longer. A few unintelligible words and fleeing gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spell book preparing each spell for casting, and the years before spent in apprenticeship, learning the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art. Intelligence determines how powerful a spell a wizard can cast, how many bonus spell points she receives, and how hard those spells are to resist. A high Dexterity score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to Armor Class. The wizard�s class skills include Concentration and Repair. Concentration is an obvious choice as the wizard needs the skill whenever damaged while spellcasting. Repair is another good choice as it benefits from the wizard�s high Intelligence score and both stabilizes Warforged characters and gives them more Hit Points back when resting. Diplomacy is also useful in encouraging monsters to find other targets. Meanwhile, wizards with a good Dexterity might consider Tumble, and those with good Wisdom might consider Heal, Spot, or Listen. As a wizard, common feat choices related to your class abilities include Mental Toughness and Combat Casting. Given your weak combat stature, Toughness may be some appeal since it provides extra Hit Points. Dodge can improve your weak Armor Class. As a wizard, you can chose one Metamagic Class Feat at first level. Empower Spell is probably your best choice, since you may not have enough spell points to get much use from Maximize Spell or Quicken Spell. Eschew Materials is a good choice for a wizard looking to save some gold pieces spend on material components. Wizards begin play with Heroic Durability, Inscribe Scroll, Magical Training, Simple Weapon Proficiency, and Sneak. |
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| Most dwarf wizards combine their passion for craftsmanship with their arcane prowess, taking item creation feats and making weapons, armor, and wondrous items of great potency. Dwarf wizards tend to have more extensive spell books than other wizards, since they collect more spells during their long lives and they need many spells such as prerequisites for their creations, even if they rarely actually cast them. | |||||||||||||||||||||
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