L
Laharl
DISCLAIMER: Most of my experience is from actual DnD but I would appreciate it if you could salvage whatever wisdom you could from this. (This is unedited/uncesored pure classic DnD experience based knowledge. Use at your own risk)
As a Wizard you have the ability to specialize in a school. This makesspells from that "School" of magic a bit stronger, but also means you have a "prohibited" (banned) school of magic that you cannot possibly learn spells from.
You start your quest with the following handicaps:
1. You cannot wear any normal armour without troubles casting spells.
2. You are at least ten years older than your fellow party members.
3. You need to carry a BIG book around.
But your spells are flashy, and deal lots of damage! Just look at meteor swarm! It can deal (DND damage) 20d6 (20 six sided dice) of damage! Big, flashy and painful!
From personal experience Necromancy is a very poor choice of a school of magic to specialize in as a wizard. If you want to control dead be an evil cleric (or neutral that channels negative energy instead of positive)
Now it's time to go out and kill, isn't it? Once you've got a few of your low level spells ready and your weapon of choice (usually staff).
Stats:
Make sure you have good dex, con, int and wisdom. Con is needed because Wizards usually have so little hp per level, and you need it to stay alive. The dex will (usually) make you a little harder to hit and the wisdom is there so that other spell casters don't flay you alive.
TRICK: Wizards should usually take ONE level of monk so that their wisdom bonus (usually high) will be added to their armour class! Chaching! Free defense!
I suggest standing behind a fighter instead of standing front line. Since Wizards have such little hp and low armour they are often quite vulnerable to archers, and ambitious fighters.
Most of all have fun, and happy casting.
As a Wizard you have the ability to specialize in a school. This makesspells from that "School" of magic a bit stronger, but also means you have a "prohibited" (banned) school of magic that you cannot possibly learn spells from.
You start your quest with the following handicaps:
1. You cannot wear any normal armour without troubles casting spells.
2. You are at least ten years older than your fellow party members.
3. You need to carry a BIG book around.
But your spells are flashy, and deal lots of damage! Just look at meteor swarm! It can deal (DND damage) 20d6 (20 six sided dice) of damage! Big, flashy and painful!
From personal experience Necromancy is a very poor choice of a school of magic to specialize in as a wizard. If you want to control dead be an evil cleric (or neutral that channels negative energy instead of positive)
Now it's time to go out and kill, isn't it? Once you've got a few of your low level spells ready and your weapon of choice (usually staff).
Stats:
Make sure you have good dex, con, int and wisdom. Con is needed because Wizards usually have so little hp per level, and you need it to stay alive. The dex will (usually) make you a little harder to hit and the wisdom is there so that other spell casters don't flay you alive.
TRICK: Wizards should usually take ONE level of monk so that their wisdom bonus (usually high) will be added to their armour class! Chaching! Free defense!
I suggest standing behind a fighter instead of standing front line. Since Wizards have such little hp and low armour they are often quite vulnerable to archers, and ambitious fighters.
Most of all have fun, and happy casting.