Wizard tactics

The Wizard is the do-anything (except healing) versatility spellcaster. All wizards compulsively scribe every scroll they meet. The wizard's most important contribution to a group is to cast a situation-specific spell to survive a particular challenge. This can mean Feather Fall, Sonic Resistance, Fire Immunity, or Invisibility. All of those spells are too rarely useful for a sorcerer to study but can sometimes be helpful.

Also, Wizards can elect to repair Warforged characters, while sorcerers won't usually learn that spell.

Therefore, the wizard player is the one with the greatest need for preparation. You must know better than anyone else which spells are required for which missions. Re-memorizing at shrines inside a mission can help, of course, so it might be a good idea to keep a shrine in reserve in an unfamiliar place.

A good wizard will also be the party's best friend, buffing everyone with spells such as Bull's Strength or Cat's Grace at low levels and Haste or Greater Heroism. At higher levels, wisely use your crowd control spells (such as Otto's Sphere of Dancing and Solid Fog) to reduce the damage received by the party. Keep in mind which spells you're targeting at mobs. Use your fortitude-based spells for enemy spellcasters and your will-based spells at the warriors. Lastly, save your damaging spells for tougher mobs that your party would want to eliminate quickly.

Keep in mind that you can gain access to an assortment of debuffing spells that you can utilize to support other, more offensive spells. A reflex-based spell can successfully land much more easily if you hit an enemy with a Ray of Exhaustion first. Study the choices available to you, and find combinations best suited for what you're looking for.

Must-have spells
Almost all groups will be wanting these spells and you're most likely going to be the one to have them:


 * Blur
 * Haste
 * Wall of Fire (aka. Firewall)
 * Protection from Energy
 * Stoneskin wand - Available from The Twelve