by Shayalyn and Ralsu
As the fighters struggle at the front lines of a battle, a solitary
robed figure hangs back in the shadows. Her lips move as she mutters
unintelligible words, reciting incantations gleaned from dusty tomes
and years of intense study. Her hands rise, and suddenly bolts fly from
her fingertips as she unleashes her deadly spell on the unsuspecting
enemy, turning the tide of the battle in her party's favor.
Wizards are the most versatile spell casters in DDO. They have a
variety of options at their disposal for damaging and neutralizing
foes. While you generally won't see a robed wizard fighting
head-to-head with martial weapons, his spell casting abilities can mean
the difference between life and death for his adventuring party.
Wizards learn new spells as they grow in knowledge and experience. A
wizard's skills are not innate, but rather learned through intense and
challenging study of the arcane arts. Over time, a wizard can learn to
manipulate spells so that they work better, do more damage, or last
longer. Unlike sorcerers, who can select spells at any time, wizards
must prepare their spells while in a tavern or at a rest shrine.
The most common motivation for wizards is the acquisition of new
magical powers. Aside from the normal factors that can spur anyone to
act--revenge, a worthy cause, or war--wizards love to find and learn
new spells. With enough study there is no arcane spell a wizard can't
Scroll: Wizard can
inscribe unknown arcane spells from a scroll into their spell books.
This requires spell inscription materials that must be purchased.
Metamagic Feats: Wizards
gain extra Metamagic Feats at Levels 1, 5, and 10.
Weapon and armor proficiency:
Wizards can wield a club,
dagger, light crossbow, heavy crossbow, quarterstaff. They are not
trained in combat using any armor or shields, which tend to interfere
with spell casting.
Wizards can cast spells from the arcane spells list. Wizard spell
points and difficulty checks are based on the Intelligence score.
(+2 bonuses to DEX, INT and CHA give the wizard a nice set of base
(the bonus to DEX and resistances to sleep effects are nice, and elves
get access to some racial enhancements that fit the wizard well)
(a solid race choice for wizards with 1 bonus feat and 4 extra skill
points at level one, plus 1 extra skill point for each additional level)
Each class begins with 28 points to
spend over 6 abilities (Intelligence, Wisdom, Constitution, Dexterity,
Strength, and Charisma). Intelligence is a crucial ability for wizards
as it affects the wizard's spell power and the number of spell points
he has available. Dexterity is also a good choice when spending ability
points, since good dexterity raises the wizard's AC to help protect the
frail spell caster from damage. Some points to Constitution would not
be misspent since extra hit points will keep a wizard alive longer.
Wizard class Skills are Concentration
and Repair. Concentration is an important skill for a wizard—it helps
increase the wizard's chance of continuing to cast while taking damage.
Repair is a handy skill for wizards as it heals their warforged party
Mental Toughness is a no-brainer when
it comes to selecting Feats—it increases the wizard's maximum spell
points by 10 the first level and 5 each additional level. Combat
Casting adds +4 to Concentration checks for defensive casting.
Toughness adds extra hit points while Dodge helps improve AC.