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CrackedChair
2017-06-22, 08:56 PM
So I am a real Martial person, a few people here might know this. But I've been getting the feeling I could try out a Wizard and stop playing martial classes so often.

The amount of features, spells, and book-keeping really did scare me away from wizards for awhile, but I feel like I can attempt to try it out.

Could somebody guide me on what to do with a Wizard and what is expected of me?

KorvinStarmast
2017-06-22, 09:00 PM
Could somebody guide me on what to do with a Wizard?

Hit him over the head, take his money and finery, then burn his body.
~ Ulfarshan, the Barbarian
:smallbiggrin:

Corran
2017-06-22, 09:21 PM
Things expected from a wizard?

- To have the cantrip light most of the times. There will very likely be party characters without darkvision, and unless someone plans for holding a torch during combat (not very likely), then the light cantrip will be expected of you. (If there is a cleric in the group, try to convince them that it's their responsibility to have that cantrip though, and pick something more interesting yourself; though light is still very wizard-like).

- To have detect magic and proficiency in the arcana skill (I would normaly add the identify spell, but yeah, it's not very important anymore).

- To have fireball when you get at level 5. Popular spell. It will certainly be expected from your character to have it.

- Same goes for counterspell and/or dispel magic (I would put more emphasis on counterspell), especially if no one else in your group has access to these spells.

- Prestidigitation. Nuff said. (Edit: I dont care that minor illusion is better, I want the old good spell I know, the one with the weird name).

Other things to be expected, will probably vary from group to group and according to how experienced the other players are, but I think these are some of the very basic stuff that a wizard should be counted on to do (probably forgetting a good deal of other things too).

Lord Il Palazzo
2017-06-22, 10:03 PM
I could probably argue with some of what Corran said but the basic point is sound. People expect the wizard of the party to be the one who interacts with magic (Detect Magic, Arcana, Counterspell) and has access to a bunch of extra utility to help ease the party's way though various situations (Dark cave? Light! Monster speaking funny-talk? Comprehend Languages! Jail key out of reach? Mage Hand!).

That said, just like a lot of parties get by without having a wizard at all, a party with a wizard will survive just fine if you don't check all the stereotypical wizard boxes. Because of all the spells you have to pick from, a wizard can be built in a really amazing number of ways to focus or not focus on all kinds of different things. If this is your first wizard, it might not hurt to play close to the iconic image with all the obligatory spells to get a feel for it, but if you want to go wild and build a mountain dwarf abjurer wizard for whom plan A involves charging in with a battle axe and letting his force field (and scale mail) protect him, play what you want, have fun and let the fighter light his own stupid torch.

Sigreid
2017-06-22, 10:14 PM
IMO the easiest and arguably the most useful to play is the Evoker. It takes a lot of worry about where exactly you drop that fireball out of the equation.

An elf bladsinger will let you play around with Melee a bit if you decide you want to, though you shouldn't make the mistake of thinking that's where you belong on a regular basis as you're still more fragile than the classes that are designed for it.

BurgerBeast
2017-06-22, 10:35 PM
Unsolicited advice warning (ignore if you aren't interested): I'd suggest playing a cleric before a wizard if you're used to martials. You can play in a familiar style if need be, but you can also get used to the spell mechanics with less decisions than you'd need to make when playing a wizard.

As far as how to play a wizard, it's pretty hard to beat Treantmonk's (http://www.enworld.org/forum/showthread.php?450158-Treantmonk-s-Guide-to-Wizards-5e) advice.

MrStabby
2017-06-22, 10:40 PM
My advice would be to role-play the hell out of it.

If you are an enchanted, pick all the enchantment spells, if you are an illusionist pick all the illusion spells. It might not be optimal but you have a well defined role then and it requires less focus on spell selection. By the time you run out of spells in your specialism you should have got to grips with the character.

In terms of how to play encounters - it is DM dependant. You have more spells per day than most casters through arcane recovery so you can burn a few more slots. On the other hand you kind of need them as your cantrips are pretty unimpressive most of the time.

Wizards are kind of one of the easiest casters to play. Sorcerers have metamagic headaches and a second resource, cleric has channel divinity but also has to decide whether to close in with enemies or not and so on. Once you get round the big spell list there isn't that much more on a session by session basis.

Specter
2017-06-22, 10:46 PM
As far as how to play a wizard, it's pretty hard to beat Treantmonk's (http://www.enworld.org/forum/showthread.php?450158-Treantmonk-s-Guide-to-Wizards-5e) advice.

This is all you need to know, really.

BoxANT
2017-06-22, 11:22 PM
Don't die.
Have utility.
Focus on control over damage (but fireball is must).
Save spells for fights that matter.

NecessaryWeevil
2017-06-23, 12:56 AM
People may expect you to cast Fireball, in the same way that they expect you to wear a pointy hat and a beard, but it's hardly required. Just make sure that you or someone else has a semi-efficient way to deal with a crowd of mooks.

It was actually a running joke in our last campaign - "What kind of wizard doesn't know Fireball?" - but I got to 20th level without it.

Nicodiemus
2017-06-23, 02:06 AM
There really are an endless array of options when it comes to spellcasting. I ran a vuman evoker with a 2dip in fighter for the armor, Con save proficiency, and action surge. Concept was a war wizard so most spells were about damage or battlefield control. Mapped encounters are your friend because you can eyeball AoEs and lines and cones easier that way. I'd create choke points and then drop bombs. Get a battlemaster to run interference/ herd mooks and you've got yerself a pretty devastating cannon

djreynolds
2017-06-23, 02:10 AM
Your spellbook is your power and your life, fill it up. Seriously, annoy the DM and ask for scrolls everywhere and search, etc.

You want all spells you can get, even have your party pony up gold as those spells really belong to everyone in the party.

Its what I did and it really worked, just increase your ability to solve all obstacles

Corran
2017-06-23, 02:17 AM
A sample list of known spells might be of great help to the OP (and coincidantally to me :smalltongue:, since I am gearing up for the same task).

So, could the experienced folks in wizarding provide sth like that?
(Say, level 8?:smallbiggrin:)

Contrast
2017-06-23, 02:25 AM
The amount of features, spells, and book-keeping really did scare me away from wizards for awhile, but I feel like I can attempt to try it out.


I'd suggest trying to find an app for your phone that keeps track of your spells. Saves a lot of time flicking through rulebooks trying to remember what spells do.

Also, try and scribe as many spells as you can without disrupting the rest of the game (particularly ritual spells which you can cast without preparing or expending spell slots).

Ninja_Prawn
2017-06-23, 02:34 AM
A sample list of known spells might be of great help to the OP (and coincidantally to me :smalltongue:, since I am gearing up for the same task).

So, could the experienced folks in wizarding provide sth like that?
(Say, level 8?:smallbiggrin:)

I'm only level 3, but I've been having a lot of fun playing my wizard (http://www.myth-weavers.com/sheet.html#id=691366) (a diviner). The spellbook so far is:

Cantrips
Firebolt
Gust
Minor Illusion

1st Level
Chromatic Orb
Comprehend Languages
Detect Magic
Feather Fall
Fog Cloud
Identify
Illusory Script
Shield

2nd Level
Detect Thoughts
See Invisibility

And I've just bought scrolls of Tasha's Hideous Laughter and Invisibility. So far, I'd say the MVP on the spell list has been Minor Illusion, though her mundane skill proficiencies have also been awesome.

My main advice to new wizards would be to accept that you're not going to compete with other classes in a straight fight, and focus on utility. You've got a lot more flexibility to pick spells that are more niche or specialised, whereas other classes can't afford the opportunity cost, so it can be fun to go for something a bit unusual. Also, make sure you don't have too many concentration spells, and get a good number of rituals.

djreynolds
2017-06-23, 02:50 AM
I'm only level 3, but I've been having a lot of fun playing my wizard (http://www.myth-weavers.com/sheet.html#id=691366) (a diviner). The spellbook so far is:

Cantrips
Firebolt
Gust
Minor Illusion

1st Level
Chromatic Orb
Comprehend Languages
Detect Magic
Feather Fall
Fog Cloud
Identify
Illusory Script
Shield

2nd Level
Detect Thoughts
See Invisibility

And I've just bought scrolls of Tasha's Hideous Laughter and Invisibility. So far, I'd say the MVP on the spell list has been Minor Illusion, though her mundane skill proficiencies have also been awesome.

My main advice to new wizards would be to accept that you're not going to compete with other classes in a straight fight, and focus on utility. You've got a lot more flexibility to pick spells that are more niche or specialised, whereas other classes can't afford the opportunity cost, so it can be fun to go for something a bit unusual. Also, make sure you don't have too many concentration spells, and get a good number of rituals.

This is a great list!!!!!

I like also

Sleep-- every corner store merchant has this for sale or should can really turn a fight in your favor versus hordes.. your 1st legitimate AoE

Protection from good and evil--- its too easy to cast on another party member with weak saves versus fear and charm or who are fighting said villains.. there are not many concentration spells you need at 1st level. Keeps the tanks up right

Absorb elements-as with shield and feather fall... reaction spells there when you need them

Misty step- bonus action... now you have one. If grappled... get out easily

Rope trick-- another get out of dodge spell

Mirror image (non concentration) yes please

Blur- now this is a good concentration spell

Levitate- no rogue around to climb

Web--- the uses of this are up to your imagination

Hypnotic wave -My go to spell for 3rd level, thanks to the forum, hypnotic wave. Too many enemies are resistant to elements or have good enough dex saves to beat your fireball or lightning bolt (still get these spells please) but hypnotic wave is a wisdom save... get this

Corran
2017-06-23, 02:58 AM
@Ninja_Prawn: Thank you! Btw, it's not the first time I look at your character sheet (you had shared it during a relatively recent post) and I distinctly remember it because of the stats! Now I had the chance to look into it in more detail, and I have to say, the content of the backpack is what intrigues me the most (scrolls of pedegree???). So many questions, but alas, this is not the thread for them. Anyway, thanks for the tips! Will make sure to include enough rituals and try not to overdo it with concentration spells. And I will look to get some niche spells I really like (or at least I like the prospect of getting access to them, such as dream when I hit my next level, which I hope to use as a form of telecommunications -upgrade to sending, but prob during night time- if I am presented with that chance). Heh, look at me ramble again.... Anyway, thanks a lot for the tips!

ps: Now I just gotta get my hands on a character sheet like yours!

@djreynolds: Oh, I can definitely see the value in some of those.

Ok, I'll stop now, highjacked this thread long enough....

Ovarwa
2017-06-23, 03:25 AM
Hi,



As far as how to play a wizard, it's pretty hard to beat Treantmonk's (http://www.enworld.org/forum/showthread.php?450158-Treantmonk-s-Guide-to-Wizards-5e) advice.

+1

Anyone can do damage. Most characters can do damage at least as well as you (as a wizard.) But you can do so many other things. You'll want to dish out the damage sometimes, but if you focus on those other things, you can change the fabric of encounters. You have the best spell list in the game, which can be intimidating, but there is lots of information about how to choose spells... starting with Treantmonk's excellent guide.

Anyway,

Ken

Lord Il Palazzo
2017-06-23, 07:11 AM
A sample list of known spells might be of great help to the OP (and coincidantally to me :smalltongue:, since I am gearing up for the same task).

So, could the experienced folks in wizarding provide sth like that?
(Say, level 8?:smallbiggrin:)I just happen to be playing that Mountain Dwarf Abjuerer I mentioned in my earlier post, and while I've only just hit level 4, I can post what I'm planning to take up to level 8. Bear in mind, this is a guy with a 14 in Intelligence so I'm intentionally avoiding spells that are hurt by my low INT where possible (which mostly means avoiding spell attack rolls and saving throws), or picking spells that still have at least a solid effect if the target makes their save. I also spend a lot of time in melee so spells like Green-Flame Blade are much more useful to me than they would be to your average pointy-hat-and-robes type. Still, this will at least show some of (what I consider) the better utility spells a wizard can take and one of less-than-standard things you can do with the class.

As of level 4:
Cantrips:
Ray of Frost
Message
Mage Hand
Green-Flame Blade

Level 1:
Sleep
Magic Missile
Shield
Absorb Elements
Detect Magic (R)
Alarm (R)
Comprehend Languages (R)
Find Familiar (R)

Level 2:
Misty Step
Mirror Image
Web
Levitate

With my next several level ups, I'm basically planning to take:
Level 3:
Fireball (I feel like by level 5 or 6 my character will be so sick of people forgetting he's a wizard or making cracks about how he's only technically one that he'll just about have to take this)
Haste
Sleet Storm
Counterspell or maybe Dispel Magic

Level 4:
Banishment
Dimension Door
Wall of Fire
Either Fire Shield or Magic Weapon (which is admittedly a level 2 spell, but I'll mostly cast it as a level 4 for the +2 bonus. If the campaign looks like it's going to be low on magic gear and high on nonmagical-weapon-resistant enemies, I'm more likely to take Magic Weapon.)

Edit:
And I'll add another endorsement for Treantmonk's guide. It should give you a pretty good idea what a wizard is capable of and what a wizard is good at.

Ninja_Prawn
2017-06-23, 08:07 AM
your average pointy-hat-and-robes type.

"I resent that remark!"

http://i1096.photobucket.com/albums/g326/Gorgon_Heap/Sorawyl%20Kassanor_zpsrsct99kk.png

xroads
2017-06-23, 09:09 AM
Personally, I love using the spell cards that WotC sells. They're a useful quick reference that keeps me from having to pull out my book whenever I cast a spell.

Also, keep in mind that wizards can cast spells tagged as rituals without having them prepared. They just need to be in their book.

cZak
2017-06-23, 09:09 AM
I tend to play my wizards following the Zen of Treatmonk; Utility & 'How do I help my party?"

-Get every ritual spell you can. They're practically free castings. They may not come up often, but the amount means you will almost always have opportunity.

- Scribe every spell you can into your book. You're the MacGyver of the fantasy world. Wizards are the most difficult when it comes to book keeping in game. Trying to plan spell preparation is a daunting task. But, try to spread your preparedness over as many scenarios as you can. Prep for utility (unless it's a ritual), some area of effect, crowd control, de-buff, etc...
I found it rare that a buff spell for a party member would be more beneficial than a debuff of enemy; Slow affects up to six critters, Haste affects one. Not saying never... A Prot f Evil/Good on the Fighter or a Greater Invis on a rogue can be very nice.

- Application of damage, unless opportunistic, is rare in my experience.
An enemy conveniently grouping into a Fireball effect is nice.
But your slots are a very limited resource, and it's rare that you can match a martial for laying down the smack.
Select a few damage spells for such situations; One or two cantrips (Chill touch, Firebolt, Ray o frost, etc...). I prefer rider effects in my selections than damage. Prep one or two damage spells for higher level slots for opportunity.

- Try to figure out where/when your class abilities can come in handy.
The Enchanter's deflects are nice, but scary considering you have to be targeted.

That's some I guess...
As previously mentioned, I'd strongly suggest Treatmonk's Guide to Wizards

Corran
2017-06-23, 09:49 AM
As far as how to play a wizard, it's pretty hard to beat Treantmonk's (http://www.enworld.org/forum/showthread.php?450158-Treantmonk-s-Guide-to-Wizards-5e) advice.

... starting with Treantmonk's excellent guide.


As previously mentioned, I'd strongly suggest Treatmonk's Guide to Wizards
Treatmonk's guide is trully great, as mentioned.
There are two more, really great guides, found here (http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry&p=6707815#post6707815) and here (http://www.enworld.org/forum/showthread.php?482065-GUIDE-A-Blast-From-the-Past-Wizarding-101).
(Been reading all 3 of them during the last few days)


Edit: Thanks Lord Il Palazzo!

coolAlias
2017-06-23, 12:00 PM
My advice is simple: start on level 1 and, if you find the number of spells daunting, use the quick build in the PHB. Don't worry too much about optimizing or spell choice.

Read each of your spells before you play, maybe write them down on index cards, and think about what kinds of situations each of your spells would be good for.

In between sessions, read as many of the spells on your list as you can, or just the ones that sound interesting to you. Note down two of them that you really like, and pick those when you level up.

You will be a master wizard in no time.

Elminster298
2017-06-23, 12:18 PM
God Entity: When you do things right, people won't be sure you've done anything at all. ~Futurama

Beelzebubba
2017-06-23, 01:06 PM
The real thing I had to learn is a spellcaster has to develop timing.

You will spend a lot of time sitting around feeling useless, flinging attack cantrips for piddly damage, using your action to 'Dodge' just to survive, or setting up a well-specified 'Ready' action for just the right conditions... then, all at once, you change the entire combat in your party's favor.

When someone is used to throwing big dice every round, that can be really frustrating at first. But, you'll come to appreciate the fact that when you do act, it can be really really big.

GlenSmash!
2017-06-23, 04:36 PM
Go Necromancer, raise skeletons, use Crowd Control spells to keep your enemies in place with the skeletons kill them with longbows. Replace any defeated skeletons with the corpses of your enemies.