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 Jump, Feather Fall, Sonic Resistance, Fire Immunity, or Invisibility. All of those spells are too rarely useful for a sorceror to study, but when they ARE needed, they're needed bad. (In particular, Invisibility is a must to survive certain "zone-in ambushes" in DDO). A single Fire Immunity on a melee warrior can defeat Greater Fire Elementals for much less energy cost than a sorceror shooting cold damage, or a cleric healing him afterwards. Annoying jumping puzzles can be skipped with Feather-Fall + Jump (but be VERY sure that the wizard has all his teammates buffed before he jumps himself!).

Also, Wizards can elect to repair Warforged characters, while sorcerors won't usually learn that spell. (Hang onto a "Greater Reconstruction" item, to wield when it's time to fix a WF)

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 keep a shrine in reserve in an unfamiliar place. A high charisma cleric is going to be your best friend in the world if they have Divine Vitality.

Other tactics
Grab the repeating crossbow feat if you have a 12 or higher dex and ready to sacrifice one feat slot, it saves so much sp and at low lvls you will do more damage with the repeating crossbow.

Flame Arrow and Cat's Grace will be your best friend in the world if you have this. 1bolt = 50bolts of the same kind (ie. +1 ,bane, etc) while you are inside the instance. Great for elven wizards who naturally have dexterity enhancements and the ability to wear armor ala lower spell failure rates.

Spells must have memorized
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
 * Water Breathing for some quests
 * Stoneskin wand - if you can get them, this is actually less costly than the spell componets to cast it, but won't last as long as your spells. wand is availble from the 12 area.

Multiclassing
Wizards also have another versatility that is sometimes overlooked... multiclassing

At lvl 17 wizards gain their 9th lvl spells combined with inscribing. You know them all, so there are 3 levels of whatever you want to take, available from Fighter (more feats ala repeating crossbow), Rogue for UMD and other skills, Favored Soul for greater spell pts and access to lower lvl wands, or whatever else you want; however, there are detriments for taking this path.


 * Each non-wizard levels reduces your spell DC by 1 compared to pure wizard path, so effectiveness your DC-based spells (ie. Insta-Death, Crowed Control spells) get a hit.


 * Your spell progression or available spells will be that of a sorcerer with 1 level of multiclassing, or even less with 2 and more. So depending on your playstyle that may very well hurt your power. However at lower levels (ie. 1-4) it isn't as noticeable its only key spells ala Haste and Firewall that you notice it.