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Valameer
2011-10-26, 09:15 AM
In an upcoming campaign, I will be playing a wizard. My character concept is that he will be a graduate from one of the most premier wizardry schools on Oerth, and to reflect this, I came up with an idea.

You guys will be my professors.

The game is core only (meaning PHB, DMG, and MM) and I will be playing a level 1 human wizard. Advancement is supposedly going to go quickly through the first 10 levels.

I'm looking for advice on basic tips all the way through advanced strategies of how to make the most of my magic. My goal is to be the buffer and battlefield controller by specializing in conjuration. I'll probably ban evocation and enchantment, but there are spells in both schools I'm going to miss.

How should I spend my skill points? What are good feat options? And what are the best choices for summoning/polymorph? Can you think up any cool tricks like a symbol of sleep on the inner lining of my cloak?

All tips and advice are appreciated. Help me seem like I'm an 18 int wizard who was taught by 26 int wizards.

Thank you.

gbprime
2011-10-26, 09:25 AM
Core only?

Specialization is painful in core only, as the other spell sources add more bang to each school of magic so you have more to work with.

Question for your DM... Will you be allowed to bring in spells from other books if you follow the rules of spell research?

Valameer
2011-10-26, 09:40 AM
Question for your DM... Will you be allowed to bring in spells from other books if you follow the rules of spell research?

He says yes, but he'll be keeping a close eye on things, and perhaps altering the spells up a level if he feels they're superior to standard core spells. So it's not too reliable. However, I'd love to hear some good suggestions.

Also - I should mention that I will be travelling with a ranger/fighter/barbarian tripper and an unoptimized (probably sword-and-board) paladin. I plan to get a lot of milage out of buffing the tripper and staying within her reach.

gbprime
2011-10-26, 10:14 AM
He says yes, but he'll be keeping a close eye on things, and perhaps altering the spells up a level if he feels they're superior to standard core spells. So it's not too reliable. However, I'd love to hear some good suggestions.

If that is the case, and if you're going to be a Conjuration specialist, then the following conjuration spells from other books would be good to research...

1st - Hail of Stone (Spell Compendium)
4th - Blast of Flame (Spell Compendium)
5th - Arc of Lightning (Spell Compendium)
6th - Steal Summoning (Complete Mage)

As to feats, the classic for a Conjurer is to take Spell Focus (Conjuration) followed by Augment Summoning to beef up your critters. In core only, Craft Wondrous Item and/or Craft Staff is useful as well.

dextercorvia
2011-10-26, 10:26 AM
I would probably still go Specialist Conjurer or Transmuter. You will probably find yourself preparing a spell from each of those schools per level even if you don't specialize. Conjuration is better at BFC and Transmutation is better at buffing. For banned schools in core, I nearly always pick Enchantment and Necromancy. There is less direct damage outside of Evocation and it also has some seriously good things like Contingency and Wall spells for BFC. Enchantment is 100% Mind Effecting which so much is immune to, and illusion has plenty of will based save or X effects. Necromancy loses you Enervation and some not so hot fort based save or X spells.

The Faux Diviner is fine at higher levels, but depending on the campaign it is no better than Generalist at levels 1-4 or so. You get a little more out of combat utility, but how often do you need to speak a language (but no one does) or see what is around the corner (without being able to send the rogue)?

Malachei
2011-10-26, 10:45 AM
Specialization would depend on your DM's perspective / ruling on Polymorph, as well as on the party you'll be part of.

In general, Transmutation is, IMO, a slightly stronger choice than Conjuration at higher levels (spell levels 7-9), whereas Conjuration dominates the mid levels (spell levels 3-5).

Personally, I'd always first develop a character concept and then select the fitting specialization. After 3.5 came, just about every Wizard turned out to be a Conjurer, and it is sooooo boringly uniform.

Also, why is the game core only, for balance reasons? There's so much good material in the Spell Compendium and the Completes, and a lot of the additional books actually help support melee (Complete Warrior greatly increases a melee character's effectiveness, and so does Tome of Battle). Perhaps you can convince your DM to allow Spell Compendium and Complete Mage, at least on a case by case basis.

Not only spells, but a few interesting feats come from the Completes, as well, such as Collegiate Wizard and Precocious Apprentice, which would nicely support your concept.

drakir_nosslin
2011-10-26, 01:08 PM
Recommended reading for undergraduate wizards:

Treantmonk's Guide to Wizards: Being a God (http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guide_to_Wizards:_Being_a_God)
Being Batman: the Logic Ninja's Guide to Wizards (http://www.giantitp.com/forums/showthread.php?t=104002)
Metamagic and You: A thesis (http://brilliantgameologists.com/boards/index.php?topic=9876.0)

Valameer
2011-10-26, 08:44 PM
Thanks, gbprime. I'll try to research hail of stone first since it's 1st level. Depending on how the DM reacts, I'll shoot for the others too.

I'm pretty certain I'll specialize as a conjuror, dextercorvia. There's always going to be a good spell choice at each level from that school, even if it's simply a summon monster spell. I'll ban necromancy instead of evocation, as you suggest. While I don't plan on blasting much, if at all, I really didn't like giving up those wall spells or contingency. I'm going to miss a lot of necromancy's single target debuffs though...

Either way I'll be taking a ton of transmutation spells as well. Really I could specialize either way and not have any difference in spell selection.


Specialization would depend on your DM's perspective / ruling on Polymorph, as well as on the party you'll be part of.

I doubt I'll get away with too much cheese without invoking the DMs ire. But if I use polymorph as innocently as possible, it's still quite powerful. That said, any suggestions on good monsters to polymorph into around the 7-9 HD range?


Personally, I'd always first develop a character concept and then select the fitting specialization. After 3.5 came, just about every Wizard turned out to be a Conjurer, and it is sooooo boringly uniform.

My character will be Ezo Silvacce ibn Tariq Al-Salah, a Baklunish (Persian) clockmaker/disciple of magic with tattoos on his head and arms. He sees every situation as a logical puzzle to decode, and doesn't much believe in mental barriers caused by emotion. Also, he fights with a tonfa (club) as his weapon and trains his body to avoid becoming weak.

I actually fought myself to not pick up a level or two of monk, mostly for flavour, since I can picture wizard and monk blending well to suit his ascetic personality. However, he's devoted to perfection in his style I had to realise he'd never sacrifice so much magic in the vain pursuit of a few skills and defenses. It would have been cool, but not very logical.

Conjuration was also logical, though I see your point, it is fairly boring. Illusionist might fight my concept well too, as Ezo loves alluding to light and shadow. But again, not nearly as useful as transmutation or conjuration.


Also, why is the game core only, for balance reasons?

I can only assume it's to keep things a little more simple for the DM and a few newer players. DM has agreed to allow a few things on a case by case basis, but he said he'll favour the lower tiered classes on those rulings, so I shouldn't expect to deviate much as a wizard.

Instead I'm trying to come up with new ways to use old spells. I've heard of a few explosive runes tricks. If they aren't too exploitative I'll give them a shot.


links

Very much appreciated, thank you.

A question for you sages: Is there any familiar that stands above the others in terms of usefulness? My thinking is the rat is the best, as +2 fort save is the optimal bonus on the familiars list.

...But I'm thinking about taking a ferret(weasel) because we'll be running a dungeon-crawling module at some point and those usually have a lot of traps. Plus... ferrets are cute.

Malachei
2011-10-27, 01:22 AM
I'm going to miss a lot of necromancy's single target debuffs though...

Yes, but there are other schools who can debuff, as well. If your DM is really just wanting to limit the material he needs to get familiar with, then, as you've said above, researching spells on a case-by-case basis should be fine.


I doubt I'll get away with too much cheese without invoking the DMs ire. But if I use polymorph as innocently as possible, it's still quite powerful. That said, any suggestions on good monsters to polymorph into around the 7-9 HD range?

Here you go: Polymorph List (http://community.wizards.com/go/thread/view/75882/19872134/The_Complete_Polymorph_Thread_3.5)


My character will be Ezo Silvacce ibn Tariq Al-Salah, a Baklunish (Persian) clockmaker/disciple of magic with tattoos on his head and arms. (...)

That would, perhaps, also fit Illumian as a race. But that is outside core again, sorry. I like your backstory, but it can really support all schools at this point. I imagine a snake charmer, a wizard with a mysterious aura, perhaps similar to a sorcerer. That would fit Conjuration, Illusion, or Transmutation equally. Having played all three, I must say I enjoyed my Illusionist and Transmuter more than my Conjurer -- it felt more creative and versatile.



I actually fought myself to not pick up a level or two of monk, mostly for flavour, since I can picture wizard and monk blending well to suit his ascetic personality. However, he's devoted to perfection in his style I had to realise he'd never sacrifice so much magic in the vain pursuit of a few skills and defenses. It would have been cool, but not very logical.

Yes, that would have been very nice. If you are the only arcane caster, losing one caster level might be ok for you -- you'll not pale in comparison with other characters. Perhaps Unarmed Swordsage might be an option to pick up, especially later, when your initiator level would be higher right from the start, allowing you to pick Maneuvers from higher levels if you meet the prerequisites. Particularly, I'm looking at the save-covering Maneuvers. Then there's also the Carmendine Monk Feat you'd qualify for as Monk. But probably, you'll want to skip this and focus on being Wizard. Also, because it is all outside core.


Conjuration was also logical, though I see your point, it is fairly boring.

How much fame is there to get when you start as a Conjurer and everybody says "of course, you're a Conjurer." What I mean is that the Conjurer has the image of being the best choice anyway, so you'll surprise nobody. Plus, it is fairly straightforward.


Illusionist might fight my concept well too, as Ezo loves alluding to light and shadow. But again, not nearly as useful as transmutation or conjuration.

Depending on the nature of the campaign. If you're playing in a lot of social surroundings, such as city-based adventures, the Illusionist will probably outshine the other options by far, at least in the lower levels. Of course, if you are facing many undead, it would be vice versa.

I'd say it all depends on the campaign, and the party:

If your party is strong on melee capabilities, consider specializing in Transmutation.
If your party is weak on melee capabilities, consider specializing in Conjuration.

Although it is probably a weaker choice mechanically, I'd consider specializing in Illusion if your DM is also creative and you want maximum versatility, plus a good defense. Unless many enemies bring True Seeing, this can even support you at higher levels (Project Image is a wonderful gift).



A question for you sages: Is there any familiar that stands above the others in terms of usefulness? My thinking is the rat is the best, as +2 fort save is the optimal bonus on the familiars list.

You may want to start slowly leading your DM away from core by suggesting the Improved Familiar feat. :)

drakir_nosslin
2011-10-27, 06:24 AM
A question for you sages: Is there any familiar that stands above the others in terms of usefulness? My thinking is the rat is the best, as +2 fort save is the optimal bonus on the familiars list.

...But I'm thinking about taking a ferret(weasel) because we'll be running a dungeon-crawling module at some point and those usually have a lot of traps. Plus... ferrets are cute.

Hummingbird is great with its +4 to initiative, but that's non-core. In core I quite like ravens. Give it a language that you don't know and when you can communicate with it your familiar can act as an interpreter.

Expanded reading for undergraduate wizards:

Familiars and you: a handbook (http://dictummortuum.blogspot.com/2011/08/familiars-handbook.html)

Coidzor
2011-10-27, 07:14 AM
Conjurers (http://community.wizards.com/go/thread/view/75882/19863086/The_Conjurers_Handbook), they're the Engineers of the Wizarding World.

That means they solve problems. Not problems like, "how do I get that cut egirl to go on a date with me?" because that would fall within the purview of your conundrums of Enchantment. Conjurers solve practical problems.

For instance, how am I gonna stop some big mean mother hubber from tearing my pet fighter a structurally superfluous new behind?

The answer: use a spell. And if that don't work, use more spells.

Like this Heightened, Sculpted Glitterdust.

Researched by Conjurers.

Cast by Conjurers.

And you'd best hope, not targeted at you.