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a man-at-arms
the Staff of fire (may fire a 2 dice fireball each turn, see Knightkrawler),
the ability to cast and attack
the ability to cast two spells per round







The Admiral wrote:The Wizard is a different beast to the other three characters. Building him up immediately to make him powerful enough to fight like the others, or aiding him with henchmen to enable him to complete quests too difficult for him is not, in my humble opinion, the way to go.
I would simply give him quests tailored to him as he is. Allow him to evolve naturally as the others would do. Just as the Elf appreciates a Broadsword, so should the Wizard get the same from the staff. The diagonal attack ability is precious, allowing him to attack without being adjacent. This forces the monster to come to him to attack, rather than attacking and then running away. But this only works if the room has negligible monsters. He is very vulnerable to searching for treasure, especially wandering monsters, which get to attack him twice before he even gets a chance to respond. Maybe it is a Giant rat that attacks with 1 die and then scurries off into the darkness?
The Wizard, in a full group, is a powerful addition. He tends to get given all the scrolls, magic daggers etc.As I try to explain to my brother, why would the Barbarian want to waste a 4 or 5 dice attack to cast a Genie. Give it to the Wizard and we can make two 5 dice attacks.
But on his own he becomes weaker than the others do, and I feel any solo quest for him just needs to reflect that.




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