Friday, April 2, 2010

D&D: The Wizard

Rounding out the original four character classes, today we have the Wizard. As one might expect, the Wizard is a spellcaster, wearing light or no armor, but wielding powers that most normal folk only dream - or have nightmares - about. In 4E terms, the Wizard is a Controller; it is his job to make the battlefield easier to negotiate for his allies, harder to use for his enemies, and generally push, pull, or destroy anything in his way. While the Wizard doesn't have the array of spells he had in previous editions, he does have the ability to swap out certain powers on a daily basis because of his spellbook, giving him much-needed versatility on the battlefield.

====== Created Using Wizards of the Coast D&D Character Builder ======
Vered, level 1
Deva, Wizard
Arcane Implement Mastery: Orb of Imposition

Str 8, Con 12, Dex 10, Int 18, Wis 18, Cha 12.

Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.

AC: 14 Fort: 11 Reflex: 14 Will: 16
HP: 22 Surges: 7 Surge Value: 5

Arcana +9, History +11, Dungeoneering +9, Religion +11

Acrobatics, Bluff +1, Diplomacy +1, Endurance +1, Heal +4, Insight +4, Intimidate +1, Nature +4, Perception +4, Stealth, Streetwise +1, Thievery, Athletics -1

Wizard: Ritual Caster
Level 1: Remembered Wizardry

Wizard at-will 1: Magic Missile
Wizard at-will 1: Thunderwave
Wizard encounter 1: Conduit of Ice
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Freezing Cloud
Wizard daily 1 Spellbook: Flaming Sphere

Spellbook, Adventurer's Kit, Cloth Armor (Basic Clothing), Orb Implement, Quarterstaff, Fine Clothing
Arcane Mark, Comprehend Language, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Vered has the feat Remembered Wizardry, which expands the number of additional spells in his spellbook; this means he doesn't get more uses of his Daily spells, but can swap them out on a daily basis according to need. Magic Missile is an old favorite; it does a small amount of damage, but has good range and is hard to miss with. Thunderwave creates a wave of sonic force that pushes those caught in it away, in a direction of the caster's choosing - handy for battlefield control. Conduit of Ice targets a single creature, but makes that creature the center of an area effect that makes it unpleasant to be around, isolating it from its fellows. Sleep hits an area, and causes creatures caught within it to become first Slowed, and then if they fail a saving throw, to become unconscious. Freezing Cloud creates an area of freezing clouds on the battlefield, and any creature that enters it or is stuck within it is subject to cold damage, while Flaming Sphere creates a ball of fire that can be moved around the battlefield and burns any creature it runs into.

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