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Switch to Forum Live View How do you play a truly magical wizard?
4 years ago  ::  Apr 10, 2009 - 2:29PM #1
Zorkinian
Date Joined: Apr 19, 2007
Posts: 7
(not a rhetorical question )

Let me give you a bit of context:

I played 3e for several years, and while I liked playing all the classes, I naturally gravitated towards the magic users: clerics, sorcerers, wizards... there was something about playing a character who was mystical that was a ton of fun.

When playing 3e characters, I would spend a significant amount of my magic just doing interesting things out of combat: using mage hand for simple tasks, using Alter Self liberally to change into other people, basically "wasting" magic to create a character that was magically frivolous. Illusion magic in general was tons of fun: most of the time, the only real limit was your creativity.

Long story short, I'm played in one 4e game, and am currently playing in another. In one, I played a Paladin, and that was fun as expected: the paladin abilities synergized well with trying to defend your party from foes, and keep your allies on their feet. It was fun to play a character that was about protecting others and doing good in the world, and all the abilities and powers were directly in line with that idea.

In this new campaign, I'm playing a wizard, but I find myself frustrated. I feel like I'm just playing the Paladin again, except with slightly fewer hit points, and a few more AoE attacks. I tried to specialize in rituals, but I've really only had occasion to cast two or three in seven levels (Tenser's disk to carry some friends across traps that I teleported across, Magic Circle to seal a teleportation circle while we rested nearby).

I've made the most of mage hand, prestidigitation, and ghost sound, but after a while there aren't that many surprises there. I find it really difficult to play a "magical" character, since every character feature is about combat, and the rituals require fairly exacting circumstances to use.

I feel like I'm playing Diablo II. Sure, every character has a different *style* of killing people, but that's all we're built to do.

Anyway, enough griping. How do *you* play a magical character?
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4 years ago  ::  Apr 10, 2009 - 3:40PM #2
Davi_The_Eccentric
Date Joined: Aug 9, 2008
Posts: 474
Outside of combat, use your cantrips as much as you can. You're already doing this, but you can always do more. For examples, just go to one of the "101 uses for Prestidigitation" threads laying around. Like this one.

In combat, describe more and be willing to refluff the powers. For example, you're not casting Scorching Burst, you're casting Nystul's Flaming Wrath! For better examples of this, look at this thread.
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4 years ago  ::  Apr 10, 2009 - 6:01PM #3
Zorkinian
Date Joined: Apr 19, 2007
Posts: 7
I guess I'm just a little dissapointed that the only avenues of "wizardness" out there are my cantrips.

After reading some other threads out there, I found one about somebody who had a similar problem with druids. One of the posters in there (Warweaver) said:

"Of course no one really hits on the fact that this also means class titles like "Druid" are exercises in futility. With the obsession over Roles in 4e, it's no accident that you can say "primal controller" and get the exact same definition (even the primal is unnecessary really, as power sources are nearly fluff - so far)."


I think my frustration is coming from the fact I signed up to play a wizard, not a controller. =[

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4 years ago  ::  Apr 10, 2009 - 6:20PM #4
Salla
Date Joined: Apr 3, 2003
Posts: 23,525

Zorkinian wrote:

I think my frustration is coming from the fact I signed up to play a wizard, not a controller. =[


A wizard is a member of the set (Controller), along with druids and invokers.

Another day, another three or four entries to my Ignore List.
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4 years ago  ::  Apr 10, 2009 - 7:12PM #5
Zorkinian
Date Joined: Apr 19, 2007
Posts: 7
Clearly, a wizard is a controller, but I guess my frustration is that all aspects of the character seem to derive from the "role" of the character, rather than the inspiration.

These class names aren't (well, weren't) just slapped on because they liked the sound of the words, but for the archetypes they invoke from fantasy literature and media. Playing a 4e wizard doesn't feel like I'm playing a wizard - I feel like I'm playing a controller.

I know I'm not doing a good job defining it, but these classes all "feel" very similar in play, rather than being unique. That's probably just a mental holdover from 3e, and maybe I'll eventually get past it, but it's awkward and frustrating as is.
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4 years ago  ::  Apr 10, 2009 - 7:29PM #6
Salla
Date Joined: Apr 3, 2003
Posts: 23,525
I can't read your mind, so I can't see the problem. The classes all feel quite different to me. The wizard, especially, feels more like a wizard because you don't run out of magic; you're never forced to fall back on using a crossbow or whatever because you ran out of spells.
Another day, another three or four entries to my Ignore List.
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4 years ago  ::  Apr 10, 2009 - 7:34PM #7
Artifact
  • Surprisingly Honest
Date Joined: Dec 8, 2003
Posts: 3,186
A wizard is as magical as you want him to be. In combat, it's clear what his magic (abilities) can and can't do, and spells work pretty much the same, every time. Even in non-combat (roleplaying) encounters, his magic is set.

Outside of comabt or roleplaying of course, there's less definition. At this point, his magic is just flavor for the story. So, he can float around two or three inches off the ground. Maybe he can whisk small objects to his hand at will. What wizard can't light pipes and candles with little more than a thought? The use for cantrip-type magic is limited only by your imagination; these are basically 'little wishes' (an idea from an early Dragon Magazine).

This is the typical image of a truly magical wizard; no reason not to engage that imagery when it's the story that matters, not the rules. The magic is still there (always has been); just don't let the new rules stifle your imagination.
/\ Art
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4 years ago  ::  Apr 10, 2009 - 8:14PM #8
Drackthor
Date Joined: Jan 23, 2008
Posts: 803
I actually fully understand your complaint. But, take the complaint and form it. What is missing from the wizard you have? As in, what does it need to become the wizard you want? Not in general. I don't want an answer like "More utility powers!" I mean, literally, what should it be doing? I want to hear the actual descriptions of actual things you want this wizard to actually be able to do.

That'll help not just the people who want to help you, but it'll also help you figure out what exactly it is that can be changed to make the wizard more 'magical' to you.

Eager to hear more!
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4 years ago  ::  Apr 10, 2009 - 8:40PM #9
Darkless_One
Date Joined: Mar 22, 2009
Posts: 170
The following actions can be fluffed to be magical.

Skills(Mage Hand-esque helpers)
Action Point Spending(Arcane Energy Surge)
Healing Surges(Arcane Energy Repair)
Second Wind(Arcane Force Field)
Running(Hovering)
Shifting(Wind Buffering Movement)
Getting Up From Prone(Hovering)
Becoming Bloodied(Break In Arcane Energy Cloaking Character)
Dying(Burst of Power leaving body or loss of glowy effects)
-Moving-(Hovering)

Basically, your character is as magical as you want to make them.
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4 years ago  ::  Apr 10, 2009 - 8:56PM #10
Alitain
Date Joined: Oct 26, 2008
Posts: 1,999
Alright, I don't see how OP, you can think of the wizard as not magical enough? Yes, a lot of what the classes are in general are geared toward combat. But the cantrips are more meant for out of combat use, there's utility spells, and then your own desire to create a character and give him personality and quirks.

But I'll tell you this, even outside of combat I found a fun use with a cold wizard I played. Ray of Frost is handy, I froze water all the time to walk across small streams and such, tada! Once we caught a spy as he was trying to go down a sewer. So from what we gathered, more of his comrades were hiding in the sewer. Instead of going through than entrance where we'd most likely be walking into a trap, I used Ray of Frost to freeze the manhole closed, then we parked a cart over it and went and found another entrance.

Things like that, as it's been said even by you OP, it's all about your imagination.
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