I have a fourth rank bright wizard. I'm actually writing a document ("So You Want To Be A WFRPG Wizard") but it's not ready yet. In the meantime, here are some things to know:
* You will never be as good in combat as a fighter character. Not even close.
* You will potentially be extremely powerful in non-combat situations. This is not because of your magic, but simply because you can use your intelligence on every roll. Consider:
** talent card "Air Of Authority" lets you use intelligence for intimidate rolls
** action "Elucidate/Obfuscate" lets you exhaust to use intelligence for social rolls
** action "Feel For The Moment" is vaguely worded but useful in many situations
** talent card "Voice Of Reason" lets you use intelligence for charm/guile rolls (this is a Reputation talent; you need to take it during character creation, then slot it into Creative Thinking or the party card)
** epic talent card "Genius" lets you exhaust use intelligence for _any roll_ (with a penalty).
** all this is in addition to your great rolls on Observation, Intuition, Folklore, and First Aid, plus Magical Sight and Education when you unlock them.
Take these cards early, because you'll be sad if the other players get them first.
* Try really hard to avoid miscasts. There will be times during combat where the fighters are hitting the monsters, and they look at you and say: "and what are you doing this round?". You'll be tempted to quickcast some inconsequential spell to try to help a little. Don't -- it's not worth the miscast risk. Do a Guarded Position roll, maybe. Or just walk away from the fight and claim you're "keeping a lookout".
* Don't squander skill points on anything but Spellcraft and Channeling. Take fortune dice instead; they raise _all_ your skills at once. Try to boost your intelligence to 6.
You've said that you're going Light Wizard for roleplay reasons, and I totally respect that.
But even so I would like to comment briefly on wizard orders.
Light Wizard looked really powerful at first because you can cast Burning Gaze and frickin' blind people.
Then I checked what the "blindness" card actually does, and apparently all it does is it gives a purple die on Observation checks. (citation: http://www.gitzmansg...urt Dimon 6.pdf
But at rank 3, they get some spells that are good against demons. So they've got that going for them. Which is nice.
Amethyst Order is similar to Light -- most spells are useless, a few are good against undead.
Gold Order is similar to Light and Amethyst -- most spells are useless, a few are good against machines.
(Gold Order also gets a few spells that break the economy -- most notably they get a rank 2 spell that can create superior weapons and armor very cheaply. I can imagine that being fun in theory, but in practice I suspect it would just annoy the GM.)
Jade Order does plant and weather magic. It has some spells that lock down combat -- notably the "avalanche" spell which locks down a whole area for potentially multiple turns. Also a bit of healing.
Amber Order is animal magic. I suspect that the "turn into an animal and fight" shtick doesn't work mathematically, but they have a lot of good information-gathering powers, and at rank 3 they can turn people into crows.
Celestial Order is unusually useless -- their spells are good for initiative, running away, and manipulating dice pools. They do get a real flying spell, which is narratively pretty cool.
Bright Order tries to do combat but isn't actually very good at combat. One notable exception is that there's a combo involving the rank-3 spell Flamestorm, but it's usually not playable due to high collateral damage.
To me, Grey Order looked like the best wizard order by a large margin. They get illusions, they get disguises, they get invisibility, they get long-range spying, they get pass through walls, they get immunity to weapons, they get mind control. If I had to make a new character, I would probably go for Grey Wizard.
Edited by PlatypusRex, 30 May 2014 - 02:16 AM.