Wizards Bane (Wiz, Book 1)

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The wizard who cast the spell was dead and nobody— not the elves, not the dwarves, not even the dragons—could figure out what the shanghaied computer nerd was good for. But spells are a lot like computer programs, and, in spite of the Wiz's unprepossessing appearance, he was going to defeat the all-powerful Black League, win the love of a beautiful red-haired witch, and prove that when it comes to spells and sorcery, nobody but nobody can beat a Silicon Valley computer geek!

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Related Searches. A Logic Named Joe. Three complete novels of Three complete novels of humorous adventure, one of them a Hugo Award finalist, plus a trio of witty short stories with the distinctive Leinster touch. View Product.

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Alternate Generals II. But there are other But there are other factors at work. Would Sir Francis Drake have as easily put paid to the Spanish Armada if a typhoon hadn't softened up the enemy first Belisarius II: Storm at Noontide.

Continuing the popular Belisarius saga, with two full-length novels in one volume. Destiny's Shield: Evil from Home Questions Tags Users Unanswered. What short story features a programmer visiting a world of magic who learns to hack it? Ask Question. Asked 3 years, 3 months ago.

Active 3 years, 3 months ago. Viewed 3k times. What story does this describe?

Dnd paladin spells

Joel Harmon Joel Harmon 2 2 silver badges 5 5 bronze badges. Sounds like The Matrix which I know it obviously isn't. Sidenote, if this sounds interesting to you, I suspect that you'd enjoy Jim C. Hines Libriomancer series. Not a lot of actual computers involved, but the main character is a magic researcher who, in my opinion, tends to think like a programmer, and the series features an interesting style of magic with well-defined and well-explained rules.

Another book series with a somewhat similar premise is the Magic 2. In it, a geek discovers he can do a kind of magic by editing a file that is like the data file for the universe. Amadeus9 and stannius, thanks for the suggestions. What worries me here is that the various authors will get the tech side wrong enough that I'll just end up ragequitting. Amadeus9 - I picked the first one up in the library seems to be a theme of mine here.

I DO buy books too. I did indeed enoy it a lot. Raising your Luck and maintaining it should be a priority. Finish the Mines and Sokoban when you feel ready. The Wizard quest is fairly easy, the Dark One is a pushover, and the reward - the Eye of the Aethiopica - is so fantastically useful that a Wizard should probably go on the quest as soon as possible.

One of the many things the Eye does is vastly enhance strategic mobility through the Mazes of Menace - in particular, you can get out of trouble in an instant. Many Wizards set up a base camp in Sokoban and leave most of their worldly possessions there, going back whenever they need to read a spellbook or pick up more food. Note that adjacent monsters may follow you through the Eye's magical portal, but this also has its uses, such as luring Wraiths out of a graveyard level.

If you have found the quest portal, but are not yet level 14, be aware that the first level of the quest, the Lonely Tower, is often well-provided with wraiths. You may be able to gain a few levels and reach XL 14 before you meet your quest leader. For Wizards with the Eye and the magic missile and create monster spells, altar farming is incredibly easy, since an arbitrary number of corpses for sacrifice can be created on demand. This is good if you want to get Magicbane or other favors from your god.

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If you decide to get crowned , you will receive a spellbook of finger of death. You can and should train daggers to Expert skill. At this skill level, it is possible to throw up to three daggers in a turn, so it is recommended to acquire a good number of daggers that stack together.

Elven daggers are especially useful.

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Note however, in 3. By now you should be accumulating a solid library of spells. If you have come across a magic marker , you can blank some of the more useless spellbooks and write useful ones like magic missile and identify. Since so many monsters are resistant to one or more forms of magical attack, you will need to build a diverse toolkit. A fire resistant opponent may be especially vulnerable to cold attacks; an opponent with reflection can probably be brought down by splash effects from a fireball.


Reading the wiki entries for new opponents to learn their immunities and weaknesses is a good idea. Ultimately, nothing has "stab resistance" - even shades will succumb to an enchanted or silver weapon - so a wizard should always have a good physical combat option to fall back on. Still, spells are generally the most powerful means of attack by this point in the game. Some players prefer to raise their experience level as high as possible in order to have the largest maximum HP and energy, and to maximize damage from casting magic missile. A level 30 wizard gets 16d6 damage with each magic missile.

Luring wraiths out of the Valley of the Dead and other graveyards will probably be required to reach this level. Remember to buy all the divine protection you want before trying to level up.

Other players like to keep their experience level low, to keep higher-difficulty monsters from being generated. Ultimately, the choice is up to you. Magicbane remains an excellent weapon. With its magic resistance and ability to catch curses, you can fight powerful spellcasters like arch-liches head-on.

Some players go for a different weapon, such as Frost Brand or the Staff of Aesculapius.

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In any case, you should generally rely on spells as your main attacks by now, and only engage monsters in melee when you need to conserve energy. You should definitely have the finger of death spell in your repertoire by now. Save charges on your wands of death for when you really need them; e. The helm of brilliance is a favourite helmet for spellcasters, and wizards should get one.

Spellbooks will be much easier to read, and failure rates for high-level spells will drop enough to make them feasible. Additionally, if wearing a helm of brilliance brings the sum of your Intelligence and Wisdom to 45 or above, the amount of energy you recover will be boosted from 1d3 to 1d4. This doesn't seem like much at first, but since you recover energy every turn while carrying the Eye of the Aethiopica, it is quite a substantial amount. Getting a source of confusion for the Planes should be easy, since you probably have at least one useless forgotten spell like cure blindness or restore ability.

Casting spells with the Amulet can drain your power very fast in the End Game. You can drop it on the ground when you need to cast a lot of spells without moving this is a bad idea in UnNethack , which teleports the AoY to a random location on the level anytime it is dropped.

Wizard's First Rule (Sword of Truth #1) by Terry Goodkind Audiobook Full 1/3

Also, consider stocking up on a few charging scrolls and reading them when confused to restore all your energy immediately.