Archmage's Ascension - The Wizard's Handbook
I am capable of manipulating matter on a subatomic level by speaking. A mere flick of my finger is sufficient to alter the gravitational pull of the planet. I shelve physics texts under "fiction" in my personal library. I consider the Laws of Thermodynamics loose guidelines, at best. In short, I am grasping the reins of the universe's carriage, and every morning I wake up, look the heavens and shout "Giddy up, boy!" You may never grasp the complexities of what I do, but at least have the common courtesy to feign something other than slack-jawed oblivion in my presence. I, sir, am a wizard, and I break more natual laws before breakfast than of which you are even aware.
Guide nearly complete: To do: Items and Sample Builds. If you have a well built optimised Wizard Build, post it and suggest it for inclusion.
The archetypal spell caster: The Wizard is the original iconic magic-using character build. Not only that, but it can fill a huge number of thematic or flavourful character designs; the Blaster, the Enchanter, the Pyromancer, the Illusionist, the Necromancer, the Archmage, all are available to a Wizard with the right build elements.
Huge range of options: Being such an iconic class, the Wizard has among the largest and most varied support in all of 4e. This allows you to play many builds, but also allows for more eccentric choices. Want to be a Dwarven Wizard? A Thri-kreen? A Goliath? It can probably be made to work.
Versatility is your strength: Between the Spellbook, huge range of utilities and brilliant power selection, a Wizard can be prepared for near any situation and have an option up his or her sleeve for it.
This handbook uses the following rating system:
Red: Do not take this. Either truely bad, or there is something else doing the same job much better.
Purple: Either somewhat outclassed, has some weakness, or only good situationally (Which will be explained in its rating).
Black: You could do worse, but you could also do better. Middle of the road stuff.
Blue: Good choices. Ones that should be considered, or have good reasons for their use.
Sky Blue: Cream of the crop. Always strong options, and ones you probably need a reason for not taking.
Gold: A rarely used rating. Mandatory element, or a 'tax' on your character.
Green: Something not easily compared to others, or of a different kind of useful. A lot of non-combat options fall here.
(NB: These shades were chosen to suit my highly photosensitive eyes. Please let me know if you have a problem with them.)
Special Thanks To:
Nausicaa: For her hard work on The Power of Knowledge, the handbook which forms the basis for this one, and for prodding me into doing this.
Zathris: For the name.
The guys and girls of ##4eCo: For their help, company, and keeping me amused.
Anyone who posts: For the obvious reason.
I am capable of manipulating matter on a subatomic level by speaking. A mere flick of my finger is sufficient to alter the gravitational pull of the planet. I shelve physics texts under "fiction" in my personal library. I consider the Laws of Thermodynamics loose guidelines, at best. In short, I am grasping the reins of the universe's carriage, and every morning I wake up, look the heavens and shout "Giddy up, boy!" You may never grasp the complexities of what I do, but at least have the common courtesy to feign something other than slack-jawed oblivion in my presence. I, sir, am a wizard, and I break more natual laws before breakfast than of which you are even aware.
-Vaarsuvius, Order of the Stick. (with all due respect to Rich Burlew)
Guide nearly complete: To do: Items and Sample Builds. If you have a well built optimised Wizard Build, post it and suggest it for inclusion.
So, why would you want to be a Wizard?
The archetypal spell caster: The Wizard is the original iconic magic-using character build. Not only that, but it can fill a huge number of thematic or flavourful character designs; the Blaster, the Enchanter, the Pyromancer, the Illusionist, the Necromancer, the Archmage, all are available to a Wizard with the right build elements.
Huge range of options: Being such an iconic class, the Wizard has among the largest and most varied support in all of 4e. This allows you to play many builds, but also allows for more eccentric choices. Want to be a Dwarven Wizard? A Thri-kreen? A Goliath? It can probably be made to work.
Versatility is your strength: Between the Spellbook, huge range of utilities and brilliant power selection, a Wizard can be prepared for near any situation and have an option up his or her sleeve for it.
This handbook uses the following rating system:
Red: Do not take this. Either truely bad, or there is something else doing the same job much better.
Purple: Either somewhat outclassed, has some weakness, or only good situationally (Which will be explained in its rating).
Black: You could do worse, but you could also do better. Middle of the road stuff.
Blue: Good choices. Ones that should be considered, or have good reasons for their use.
Sky Blue: Cream of the crop. Always strong options, and ones you probably need a reason for not taking.
Gold: A rarely used rating. Mandatory element, or a 'tax' on your character.
Green: Something not easily compared to others, or of a different kind of useful. A lot of non-combat options fall here.
(NB: These shades were chosen to suit my highly photosensitive eyes. Please let me know if you have a problem with them.)
This handbook uses the following sources:
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
Du XXX - Dungeon Magazine, issue XXX
ECG - Eberron Campaign Guide
FRPG - Forgotten Realms Player's Guide
HoFL - Heroes of Fallen Lands
HoFK - Heroes of Forgotten Kingdoms
HoFW - Heroes of the Feywild
HoEC - Heroes of the Elemental Chaos
HoS - Heroes of Shadow
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP2- Martial Power 2
NWCS - Neverwinter Campaign Setting
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR D - Player's Handbook Races: Dragonborn
PHR T - Player's Handbook Races: Tiefling
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
Please note that I do not plan to include the BoVD, due to the nature of its content and its illegality in LFR. If there are any truely standout options in that book, I may consider them.
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
Du XXX - Dungeon Magazine, issue XXX
ECG - Eberron Campaign Guide
FRPG - Forgotten Realms Player's Guide
HoFL - Heroes of Fallen Lands
HoFK - Heroes of Forgotten Kingdoms
HoFW - Heroes of the Feywild
HoEC - Heroes of the Elemental Chaos
HoS - Heroes of Shadow
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP2- Martial Power 2
NWCS - Neverwinter Campaign Setting
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR D - Player's Handbook Races: Dragonborn
PHR T - Player's Handbook Races: Tiefling
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
Please note that I do not plan to include the BoVD, due to the nature of its content and its illegality in LFR. If there are any truely standout options in that book, I may consider them.
A Handy Little Glossary:
AoE: area of effect, a spell that covers more than one square, usually a burst or a blast
AIP: The Arcane Implement Proficiency feat.
BA: Basic Attack (ranged or melee).
BBEG: Big Bad Evil Guy, the "boss fight".
Blaster: A build that values damage more than pure control.
Buff/Debuff: Empower an ally/weaken an enemy for example by affecting their chance to hit.
CA: Combat Advantage.
DIS: The Dual Implement Spellcaster feat.
DPR: Damage per round, valuable for blaster builds, but less so otherwise.
Dumpstat: A stat that is not important for the character, and kept low.
ED: Epic Destiny.
Friendly: An area effect power that targets only enemies. This will usually improve the rating of a power.
Gish: A mix between a caster and a melee warrior. Often uses blast spells from the front line.
Imposer: Orb of Imposition user, and/or a character specialised in save penalties.
Kicker/Rider: An extra effect to a power, usually tied to a class feature.
MAD: Multiple Attribute Dependency.
MBA: Melee Basic Attack.
MC: Multiclass, often shortened with a slash (eg: "Wizard/Swordmage" ).
Nerf: A change in the feature that reduces its power.
Nova: When you unleash a great number of powers/damage in a little time.
OA: Opportunity Action/Attack.
PP: Paragon Path.
RBA: Ranged Basic Attack.
Unfriendly: an area effect that targets indiscriminately friends and enemies (creatures).
AoE: area of effect, a spell that covers more than one square, usually a burst or a blast
AIP: The Arcane Implement Proficiency feat.
BA: Basic Attack (ranged or melee).
BBEG: Big Bad Evil Guy, the "boss fight".
Blaster: A build that values damage more than pure control.
Buff/Debuff: Empower an ally/weaken an enemy for example by affecting their chance to hit.
CA: Combat Advantage.
DIS: The Dual Implement Spellcaster feat.
DPR: Damage per round, valuable for blaster builds, but less so otherwise.
Dumpstat: A stat that is not important for the character, and kept low.
ED: Epic Destiny.
Friendly: An area effect power that targets only enemies. This will usually improve the rating of a power.
Gish: A mix between a caster and a melee warrior. Often uses blast spells from the front line.
Imposer: Orb of Imposition user, and/or a character specialised in save penalties.
Kicker/Rider: An extra effect to a power, usually tied to a class feature.
MAD: Multiple Attribute Dependency.
MBA: Melee Basic Attack.
MC: Multiclass, often shortened with a slash (eg: "Wizard/Swordmage" ).
Nerf: A change in the feature that reduces its power.
Nova: When you unleash a great number of powers/damage in a little time.
OA: Opportunity Action/Attack.
PP: Paragon Path.
RBA: Ranged Basic Attack.
Unfriendly: an area effect that targets indiscriminately friends and enemies (creatures).
Special Thanks To:
Nausicaa: For her hard work on The Power of Knowledge, the handbook which forms the basis for this one, and for prodding me into doing this.
Zathris: For the name.
The guys and girls of ##4eCo: For their help, company, and keeping me amused.
Anyone who posts: For the obvious reason.