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View Full Version : Inexperienced Arcane Spellcaster Needs Advice



IncarnumJunkie
2011-08-01, 05:28 PM
Ok, so I'm planning on playing a Wizard in an upcoming campaign. My problem is that I rarely if ever use arcane spellcasters, especially prepared spellcasters. I'm looking for some advice as to what would be the best approach to creating a Wizard. Specifically, my character was going to be 5th level.

Also, I am confused as to how the Use Magic Device skill comes into play with a Wizard, particularly scrolls and wands among things, especially since a Wizard does not have UMD as a class skill. May I have some clarification on how such magical items work with a Wizard and why he does not need UMD?

0nimaru
2011-08-01, 05:33 PM
Wizards can go in any direction. People may tell you to go Wiz/Incantatrix/Archmage, but it really doesn't matter if you don't know what you want to do with him.

Would you like to be a blaster, buffer, battlefield controller, etc?
You can be nearly all of them, but since you're new it's best to focus on one and do it well.

Also, you can use any scroll/wand/etc without UMD if it is on your class's spell list (and not a banned school). UMD is for sneaky-folk so that they can lie to items and pretend they are wizards.

Squiggles
2011-08-01, 05:34 PM
Wands, Scrolls, and Staves that are filled with arcane spells are usable by wizards/sorcerers without needing UMD.

Saged

IncarnumJunkie
2011-08-01, 05:40 PM
Since the campaign was not going to be combat-intensive (or so the DM tells us), I was thinking about going as an Illusionist, with Transmutation and Necromancy as prohibited schools.

So if I have, say, Magic Missile amongst my spells, I can use scrolls or wands of the same spell? Does this include items that also use the same spells that are in my spellbook?

What occurs when I attempt to use an item that contains a spell that is not amongst the spells that I have learned (but is not in a prohibited school)? Would I require UMD for that or is it unuseable?

Xanmyral
2011-08-01, 05:47 PM
I would instead suggest swapping transmutation with Enchantment, as it loses power as levels tend to go along, and if you are focusing on Illusion you already have will saves covered. If you wish to keep enchantment, evocation would be another good school to prohibit.

It doesn't matter if you have even never seen the spell before, if its arcane you can use it without a UMD check, provided you are of the proper level. You don't need to have the spell in your book to use it from an item, like a scroll or want, that has it.

0nimaru
2011-08-01, 05:47 PM
What occurs when I attempt to use an item that contains a spell that is not amongst the spells that I have learned (but is not in a prohibited school)? Would I require UMD for that or is it unuseable?

Neither. You would use it easily and with no check. If it shows up in any book under the Sorc/Wizard spell lists (and isn't a prohibited school) you use it with no issues.

Well, for illusionist you have a few options. If it's RP heavy, most of those options will be based on your imagination and how your DM reacts to them. For classes, I would recommend Master Specialist (Complete Mage). There is another illusion based PrC in the same book, but I can't recall the exact name (Shadowcraft mage perhasp?)

NNescio
2011-08-01, 05:48 PM
Since the campaign was not going to be combat-intensive (or so the DM tells us), I was thinking about going as an Illusionist, with Transmutation and Necromancy as prohibited schools.

So if I have, say, Magic Missile amongst my spells, I can use scrolls or wands of the same spell? Does this include items that also use the same spells that are in my spellbook?

What occurs when I attempt to use an item that contains a spell that is not amongst the spells that I have learned (but is not in a prohibited school)? Would I require UMD for that or is it unuseable?

No. If it's on your spell list, you can use the spell-trigger/spell-completion item without using UMD. Spells from prohibited schools are effectively removed from your spell list so you'll need UMD for those.

Of course, if you are reading a scroll, you'll need to decipher the writing first (a Spellcraft check, not a Decipher Script. Alternatively, having Read Magic on automatically lets you read the scroll.) Also, if you can't normally cast the spell (caster level is not high enough), you'll need to pass a caster level check as well.

Xanmyral
2011-08-01, 05:49 PM
Also, check out these Alternate Class Features (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) for Illusionists. They are pretty kicken', trust me.

aquaticrna
2011-08-01, 05:57 PM
There is another illusion based PrC in the same book, but I can't recall the exact name (Shadowcraft mage perhasp?)

depending on how much effort you want to put into shadowcraft mage it can get absolutely absurd, as soon as your figments are more real that reality you know you've broken some physical law

Eldariel
2011-08-01, 06:00 PM
Basically, the only relevant part in being able to use spell trigger/spell completion items (wands/scrolls, primarily) is if the spell appears in the spell list your class uses. Even if it's not in your spellbook, as long as it's a Wizard-spell, you can use it. And yes, scrolls require caster level check (Your Caster Level + d20 vs. Scroll's Caster Level + 1) to activate if the scroll's caster level is higher than your caster level.

That is to say, if you e.g. are level 1 and have a standard Scroll of Dispel Magic (Level 3 spell), the Scroll is at the minimum caster level for a Level 3 spell, Caster Level 5 (that's when Wizard gets level 3 spells, ergo minimum caster level). You have to succeed a roll of d20 + 1 (your Caster Level) against DC 6 (Scroll's Caster Level of 5 + 1) in order to activate the scroll. Normal scrolls are at minimum caster levels for the spell level but it's possible to craft them on a higher caster level (you need Caster Level 10 scroll for a 10d6 damage Fireball, for example; that's twice as expensive as the bog standard Caster Level 5 one).


And yeah, Transmutation is rarely a very good school to ban simply because of the wealth of options it represents. Need to build something? Transmutation! Need to not just disguise yourself but actually assume another race or such for some period of time? Transmutation! Need to dig a tunnel? Transmutation! Need to breathe underwater? Transmutation! Need to fly? Transmutation! Need to fix hurt people? Transmutation is the closest a Wizard gets outside Calling/Summons; Polymorph restores some HP when cast. It's just an immensely versatile school (obviously it has lots of combat uses too).

You can certainly ban it but if you haven't played a ton of Wizards, you'll be missing out on some really fun spells that way. Ever done an excavation with Disintegrate? It's awesome!

IncarnumJunkie
2011-08-01, 06:11 PM
Ok then, I think that I may choose enchanting as a Prohibited school instead of Transmutation :smallbiggrin:.

I also want to ask, although it says that Read Magic can be prepared by all Wizards from memory, does it still have to go into the spellbook?

aquaticrna
2011-08-01, 06:13 PM
you start with all 0 level spells in your spell book so it's irrelevent

Xanmyral
2011-08-01, 06:16 PM
Well, if I remember I think you have all cantrip spells in the book already, so I don't think you can choose if you want it in the book or not. If you wish to make a new book, you don't need to include it as you already have it memorized. If you take the ACF Illusion Mastery you also have all Illusion spells you've learned memorized, but that is only really useful if you are afraid your spell book may be taken from you. If you're new at playing a wizard, I doubt the DM will pull this on you though.

Alabenson
2011-08-01, 06:49 PM
Ok then, I think that I may choose enchanting as a Prohibited school instead of Transmutation :smallbiggrin:.

I also want to ask, although it says that Read Magic can be prepared by all Wizards from memory, does it still have to go into the spellbook?

Actually, if your campaign is going to be combat-light, you might want to consider banning Evocation before Enchantment. Evocation is by far the most combat-focused school, and between the shadow evocation line, Conjuration, and Transmutation, you can more than make up for having it as a prohibited school in combat. At the same time, Enchantment does have a few spells that are very useful to have in a roleplay heavy campaign.

IncarnumJunkie
2011-08-01, 07:05 PM
Well, the campaign was going to be something where combat was an option, but I'm guessing that it might be more about stealth than combat. I believe that the campaign was themed off of the "Thief" series of videogames, so stealth was going to be the recommended option.

Redshirt Army
2011-08-01, 10:20 PM
In that case, ban Evocation. Big blasty spells aren't great when it comes to stealth, whereas Transmutation can be used to disguise yourself and go in undetected, and Enchantment can be used to do the Jedi mind trick. Besides, stuff like Grease is classic when it comes to infiltration.

SRD spells that may be useful:

Getting In:
Charm Person - Charm the guard, he lets you in.
Disguise Self - Get past security.
Silent Image - If you can't find a use, you're not an illusionist.
Detect Secret Doors - Find the back door.
Detect Magic - Avoid traps.
Invisibility - They won't know you're there.
Alter Self - See Disguise Self.
Dispel Magic - Disarm traps.
Tongues - When in Rome, speak Roman!
Suggestion - "Allow me entrance without fuss or alarm."
Fly - Just fly in over their heads.

Damage Control:
Shield - Pretty simple.
Protection from Arrows - Situational, but when it comes up...
Mirror Image - Which is you?
Protection from Evil - Bonus to stats, avoid mind control.
Silent Image - You figure it out.
Obscuring Mist - You can't hit what you can't see.
Fog Cloud - Ditto.
Sleet Storm - Ditto.
Stinking Cloud - Ditto.
Fly - What melee threat?


Incapacitation:
Color Spray - Better vs Mooks, but still useful at Level 5.
Grease - Set stuff up for your Rogue.
Charm Person - You have to do it out-of-combat, but it can diffuse a fight altogether.
Glitterdust - Blind foes are weak foes.
Web - So are immobile ones.
Alter Self - Hey, if you tear them to shreds, they are incapacitated...
Sleet Storm - Amazing for dealing with large groups.
Stinking Cloud - Just mop them up as they stumble around.
Deep Slumber - Or as they lie unconscious.
Hold Person - Or still.
Suggestion - Like Charm, but usable in combat.
Slow - If it sticks, your group's pretty much won.
Haste - Nothing says "Incapacitated" like the BSF's sword through your chest.
Magic Weapon, Greater - Ditto.

Escape:
Expeditious Retreat - Run Away!
Feather Fall - Off a cliff!
Silent Image - That doesn't really exist!
Obscuring Mist/Fog Cloud/Sleet Storm/Stinking Cloud - Can't chase what you can't see.
Invisibility - See above.
Disguise Self/Alter Self - Or just stroll out.
Fly - "he'ss escaping from above[sic]"
Haste - Speed your side up.
Slow - Or slow them down.

Getting Stuff Done:
Invisibility - Bypass Detection!
Mage Hand - Move Items!
Detect Magic - Gather Information!
Silent Image -Loads of Stuff!
Detect Thoughts - Lots of Stuff!
Locate Object - Theft!
Alter Self - Identity Theft!
Dispel Magic - Bypass Detection!
Tongues - Blackmail!
Shrink Item - Theft!

General: Multi-purpose stuff.
Prestidigitation
Mage Hand
Detect Magic
Grease
Silent Image
Tongues
Detect Thoughts
Alter Self
Suggestion
Fly
Haste
Shrink Item

[CLASSIFIED]
2011-08-01, 10:29 PM
Actually, if your campaign is going to be combat-light, you might want to consider banning Evocation before Enchantment. Evocation is by far the most combat-focused school, and between the shadow evocation line, Conjuration, and Transmutation, you can more than make up for having it as a prohibited school in combat. At the same time, Enchantment does have a few spells that are very useful to have in a roleplay heavy campaign.

Yeah, if it's going to be fairly low combat, then definitely ban Evocation over Transmutation. Even in a high combat campaign, probably ban it because Conjuration is held by many to do the primary job of Evocation–blasting–better than Evocation anyway.

Additionally, as a couple people have mentioned before, with PrCs like Shadowcraft Mage, you can effectively replace the entire school with Shadow Evocation.

gorfnab
2011-08-01, 11:58 PM
Well, the campaign was going to be something where combat was an option, but I'm guessing that it might be more about stealth than combat. I believe that the campaign was themed off of the "Thief" series of videogames, so stealth was going to be the recommended option.
Ever thought of going with Beguiler (PHBII) instead of Wizard? It would give you a stealthy based arcane caster that can focus on illusions (Shadowcraft Mage is a nice option for Beguiler), that has a very nice set spell list, that is a spontaneous caster, and one that can wear armor and wield a rapier if necessary. The D6 hit dice and tons of skill points are nice too.

Alabenson
2011-08-02, 12:03 AM
;11547870']Yeah, if it's going to be fairly low combat, then definitely ban Evocation over Transmutation. Even in a high combat campaign, probably ban it because Conjuration is held by many to do the primary job of Evocation–blasting–better than Evocation anyway.

Additionally, as a couple people have mentioned before, with PrCs like Shadowcraft Mage, you can effectively replace the entire school with Shadow Evocation.

I don't know if I'd drop Evocation over Enchantment in a combat-heavy campaign. Evocation does have some very useful spells if you're more concerned with combat than subtlety or social interaction, and there are a number of enemy types that are flat-out immune to virtually the entire Enchantment school by way of immunity to mind-affecting effects, or even just sufficiently high Will saves.

Eldariel
2011-08-02, 04:52 AM
I don't know if I'd drop Evocation over Enchantment in a combat-heavy campaign. Evocation does have some very useful spells if you're more concerned with combat than subtlety or social interaction, and there are a number of enemy types that are flat-out immune to virtually the entire Enchantment school by way of immunity to mind-affecting effects, or even just sufficiently high Will saves.

Evocation and Enchantment are probably the most common bans in high combat games, with Necromancy as the next best option. Evo doesn't have all that much in terms of unique effects and those can be replicated with Shadow Evocation somewhat so it's not that painful to drop.