The Power of Knowledge - The Wizard's Handbook
The Perfect Example of Tiefling Enchanter... She dominates your mind
Good day, pigheaded nonentities. I am here to conduct the impossible exercise of imparting, into your mind, a basic understanding of the arcane. Your tests last week were abysmal. Truly you are all, sincerely, the worst students I have ever had the misfortune to teach and saying anymore would be a waste of breath
So enough chit-chat: we are going to start again with the basics. Arcane forces cannot be contained by weak minds. So here we are, wasting precious time I could use for research, to fortify what passes for your brains.
Architous, the blackboard...
Remember why you are here: you are here to learn how to CAST. Casting is not making some strange pact with absurd entities that will, at best, strip your soul. It is not channelling your spells into the undignified lump of steel some call a sword. You were not born with uncontrolled magic power coursing through your blood and no matter how hard you try you cannot will it to produce even the most random or trivial phenomena.
CASTING is knowing what you are doing! Its effects and its backlashes on both your very body and the very fabric of reality itself. Studying under me, your soul will remain intact and unless I have to get out my cane so will your bodies. Your minds, however, will be elevated to untold levels of intellect and power. That is, if you can pay attention for the five minutes needed to actually master the most basic of cantrips…
Remethos - Wizard
Selling Points: Why would you want to play a Wizard
The Wizard is not only One: there are many build opportunities, with many great choices. Illusionists, Evokers, Enchanters, Stunlockers, Gishes, Summoners, Blasters. You can choose your character in a vast range of types and love it
The Wizard is multi-ethnical: you are doing fine with many races. You want to play a dwarf or a thri-keen wizard? There's surely a build for you. You are not being to be stopped by a strange race choice.
You are the Implement Master: you have no limits, you can master nearly any kind of implement used by other casters.
Your Force is Strong with You: you have possibly the best selection of powers in d&d, expecially great dailies. You are one of the few classes, if not the only one, which can use dailies nearly every encounter in the Epic Tier.
This Handbook uses the following system for ratings:
Red: An useless or overshadowed option (from 0/10 to 2/10)
Violet: An option insufficient for most needs but that can be worked, with some difficulty, into something good (from 3/10 to 5/10)
Black: An option sufficient for your needs but nothing more (from 6/10 to 7/10)
Blue: A solid choice which should be always taken into account (from 8/10 to 9/10)
Sky Blue: The best choice in a single spot. These choices are never wrong (10/10)
Gold: A rare rating given to specify that if you make another choice, you are probably doing something wrong (mandatory, without rank)
Unranked: sometimes choices are out of rank. I'm reserving this green hue for this strange need, usually for non combat-related powers.
Post 3: Wizard's Heroic Tier Spells
Post 4: Wizard's Paragon Tier Spells
Post 5: Wizard's Epic Tier Spells
Post 6: Wizard's Paragon Paths and Epic Destinies
Post 7: Wizard's Feats
Post 8: Wizard's Items
Post 9: Wizard's Builds
Post 10: Wizard's Multiclass, Hybrid, Skill Powers, Themes and Rituals
Post 11: Wizard's Tactics & Facts
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
Du XXX - Dungeon Magazine, issue XXX
E1 - Death's Reach (Adventure)
FRPG - Forgotten Realms Player's Guide
HoFL - Heroes of Fallen Lands
HoFK - Heroes of Forgotten Kingdoms
Homm - Village of Hommlet (Adventure)
HoS - Heroes of Shadow
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP2- Martial Power 2
P1 - King of the Trollhaunt Warrens (Adventure)
P2 - Demon Queen Enclave (Adventure)
P3 - Assault on Nightwyrm Fortress (Adventure)
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHB D - Player's Handbook Races: Dragonborn
PHB T - Player's Handbook Races: Tiefling
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PP - Primal Power
PsP - Psionic Power
AoE: area of effect, a spell that covers more than one square, usually a burst or a blast
BA: Basic Attack (ranged or melee)
Banish: an effect that removes the target from the game
BBEG: big bad evil guy, the "boss"
Blaster: a build that values damage more than pure control
Buff/Debuff: empower an ally/weaken an enemy
CA: combat advantage
DIS: dual implement spellcaster feat
DPR: damage per round, valuable for blaster builds
Dumpstat: a stat that is not important for the build
ED: Epic Destiny
Friendly: usually an area effect that targets only enemies. Very valuable, in my opinion generally this raises the rating of a power by one colour.
Gish: a mix between a pure caster and a melee warrior
Kicker: an extra effect based on your implement specialization, written in the inferior part of the spell. Only few powers, expecially from Arcane Power, actually possess a kicker.
Imposer: orb of imposition user.
MAD: Multiple Attribute Dependency (no, not the case of the wizard, generally)
MBA: Melee Basic Attack (useful for enchanter and gish builds)
MC: multiclass, often shortened with a slash ( "/" )
Nerf: a change in the feature that reduces its power
Nova: when you unleash a great number of powers/damage in a little time
OA: opportunity action
PP: paragon path
Unfriendly: an area effect that targets indiscriminately friends and enemies (creatures). Contrary to common knowledge of the class, this kind of power is the minority of the Wizard power list.
Special Thanks to:
Ruins Fate in primis, for his constant help
Ytterbium_Dragon, LDB, Paladin Online, Adslahnit and ##4e channel guys.
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