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New to wizards, help please.

I LOVE THE ORB SPELLS!

You take one, then Energy Substitution & you have doubled your spell seclections...Take Weapon Focus & you'll hit more often with them...

Funfunfunfunfun!

I just wish they'd bring back Chromatic Orb. *sigh*
 

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Consider Grease as one of your first spells, it can be a good offensive or defensive choice if you use it correctly as well as a good amount of utility. It will probably be memorized constantly throughout your adventuring career and its known in some circles as "Noobie Napalm". If you have any luck using your grease spell effectively consider silent image and other illusion spells. Charm Person is always fun and if you have some steady cash flow identify is usually a solid choice throughout the career. While burning hands is probably the most effective 1st level pure offense initially unless I'm making an evoker I try to avoid it. Hope that helps. Also, while elves and humans make excellent wizards don't discount halflings, dwarves, and gnomes.
 

One other note about Mage Armour and Shield: Shield prevents magic missles from striking the caster/bearer (good spell to have at almost any level), both prevent incorporeal touch attacks (probably not a problem at level 1), Shield provides a shield bonus whereas Mage Armour provides armour bonus (only a choice issue if you plan on wearing armour or bear a shield.)

As Thanee said, the major difference is duration, Mage Armour has a much better duration. Personally, I like the magic missile protection that Shield provides and the duration of Mage Armour, so I take both if I can. Keep your arse alive so you can use whatever else you've got to cast or use.

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Don't underestimate the power of 0 level spells used in imaginative ways. Mage Hand, Open/Close, Ghost Sound and their ilk can help avoid a stand-up fight. Disrupt Undead is a good 0 level spell to have depending on the campaign you're playing.
 
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At really low levels Magic Missile is pretty weak. You can just use a crossbow instead. ;)

Color Spray and Sleep are the best offensive spells (from Core) early on.

Bye
Thanee
 

ok..picked up complete arcane and i have to say that I like the Wu Jen class but not because I think it is any better than the standard wizard. Any thoughts by you learned sages on this?

Also managed to roll up some stats. Right now he is set up as human, but that could change..I was thinking a dwarven wizard might be fun, or elven as previously stated. I would like to be non- specialized, and purely wizard.

STR 10
DEX 15
CON 16
INT 16
WIS 15
CHA 12

Fort 3,Ref 2, Will 4

Skills: Concentration 7, Dicipher Script 7, Knowledge Arcane 7, Knowledge Planes 7, Listen 3, Spellcraft 7, Spot 3. I am not sure about Spot, Listen or Knowledge Planes. I know Spot/listen are always useful but what about Knowledge planes? Also I thought about a craft skill but couldn't hink of a useful one except alchemy and wonder just HOW useful it is. Haven't picked a familair or finished picking spells yet. Still not sure of feats uet, energy admixture and substitution seem pretty cool but so does spell focus and even weapon focus feats......grrr.

Spellbook: 0- all, 1- Mage armor, unseen servant, magic missle,
 
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I've played a fair number of wizards over the years, I like them under 3.5 especially though it's hard to say exactly why. I think it's the customization that feats and other abilities offer.

There are some basic choices that need to be considered when making a Wizard, though peoples priorities on such things vary.

Race: Any race, really, is fine. I've even played a Half-Orc wizard, that was a rather fun char. Half Orc Barbarian/Wizard - Eldrich Knight.

Schools: To specialize or not, that's a tricky one. I feel that the specialization rules are fairly balanced, though it annoys me to lose 2 schools when I specialize in most. But a Wizards true strength is their versatility. The best way to make use of that is to remain unspecialized.

Feats: Very important choices, these can have a great influence on your Wizard. One that I like, which is not often used by casters (I have no idea why) is Improved Initiative. When you're wearing a toga, have the physique of a bookworm and the fighting ability of a prepubescent goblin... being one of the first to decide your course of action can be VERY important. Dropping grease before that raging barbarian can charge, casting haste before the rest of the party acts (Thus getting the most benefit from it in the opening rounds) and various other situations make it a surprisingly useful feat.

Spell Choices: Another important area, especially early on when your funds are very limited. Color Spray is one of my favorite for a low level game. It can be decisive if cast in the right situations and is even useful still even in a one on one fight. It scales well through the earlier levels (Useful until around level 3 - 4, by which time you should have several other options to replace it with). Magic Missile is a good spell, but at 1st/2nd level, you will be lucky to get 2 - 3 off a day. That is okay, but not really much more useful than a crossbow. Color Spray (And Burning hands, as well as other spells) have an area of effect, making them more useful (And yes, more risky due to range/party members being in the area) in most situations. The first couple levels can be frustrating. Try to make sure you're creative enough with your spell useage to be more than a walking detect magic to the rest of the group.

And last but not least, the Familiar: Oh little familiar, how do I love thee. How do I hate thee? Familiars are a questionable class feature. They can be extremely useful if you are creative and the DM allows you to make use of the Familiar in various ways. They can scout ahead, get into areas that the party would have difficulty reaching, often are not noticed if moving through the proper environments. But if they die, it hurts. Not only that, it takes a full year IC before you can even try to replace them. Improved Familiar is a nice feat, it opens up new options for you to take with your familiar. But at the same time, it doesn't bypass the year requirement to replace a lost or released familiar. So if I am planning to take the improved familiar feat, I don't often take a familiar until that feat is used. It saves some of the headache. Also if you are going for a prestige class, most don't have the Familiar class feature, so your familiar will stop advancing at your last wizard level. Another thing for many to consider.
 

There is a feat I like for wizards in the FR Campaign setting...I think it is called Spellcasting Prodigy or something to that effect. Basically allows you to treat your INT as if 2 points higher for the purposes of spell DCs and bonus spells.
 

eeeeeeeeeeeeeeeeeh

i love to use wizards. they are a little weird and weak at first level, but they are a great money maker. If you grab alchemy and item creation feats, you can make a lot of dough by selling magic stuff. Also, alchemy and item creation feats provide cheaper stuff that the rest of your party can use, instead of them having to buy it full price. At first level, your skills are important. Improved constitution and diehard are good to have, because wizards are hit and die easily. At low levels, you might want to play the dwarve for the extra constitution or the half orc for the extra strength. At high levels, the number of spells could mean life or death in a spell duel. good luck with the wizard. expect it to die a lot.
 

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