Icewind Dale II - Playing as a Party of Evil Mages

Having played through the opening section of Icewind Dale II with a party consisting of six Red Wizards, PC Gamer brings us their field report styled as a diary entry describing how that particular experiment went. It's quite an amusing read. Here are the opening paragraphs and you take things from there:

Fighter. Rogue. Healer. Mage. This is the archetypical role-playing party, the quadrumvirate that guarantees a good time no matter the setting. It is balanced, broad, and allows you to see as much of the spectrum of adventuring as possible—brute forcing your way into tombs, deactivating their traps, and parsing the strange scrolls found within.

OK, so you deviate from the norm occasionally; maybe you’ve got a couple of slots left over and pick a bard for comic relief, or a monk, because you’re keen to learn the combat function of a smoothly shaved head. But when was the last time you delved into a dungeon with a properly wonky line-up? What was the last RPG you completed with, for instance, six wizards?

Icewind Dale 2 is the snow-tipped hill on which I’ve chosen to die. It has no developer-made companions, so you’re free to build an entire party from scratch right at the beginning of the game. From GOG.com I download not only the game, but also the full manual and Book of Spells. I’m going to need them.