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ExemplarofAvg
2011-11-29, 06:39 PM
A poem by James Clark

My first Wizard is magical.
My first wizard by any other name wouldn't be as sweet.
Not a sorcerer, or a warlock. Maybe a witch.
Not a beguiler or a warmage.
My wizard likes truth, lies and changing the world. (and those around them)

But what should my first wizard be?


I've never actually played a wizard. I've had experience with dnd magic, but mostly while wild shaped, and eldritch blasts are fun as well. I don't quite like the spell slinging wizard who hurls massive fireballs at his or her foes. (not against it) I just feel that if you have magic at your fingerstips.. Well you should use more tact. I prefer conjuration as a Druid, transmutation is like wild shape and a warlock is all about the evocation blasts. So I'm wondering what kind of wizard to play. Illusion seems neat, I like the idea of enchantment but saves seem to be a killer. Also reserve feats? Beyond the jaunt and face change (which are said to be broken) are there any good ones. Thank you. Books are open, it's 3.5, race I was thinking gnome or elf.

Flickerdart
2011-11-29, 07:03 PM
The problem with Enchantment isn't the saves - it's that [Mind-affecting] is very easy to become immune to, and then you lose your main schtick. Illusion is a delightful school for someone who likes to use their spells imaginatively, and gnome illusionist is a classic combination, but True Seeing defeats it.
Conjuration and Transmutation are the most powerful and versatile schools partly because of the sheer number of spells they have, and partly because those spells tend to be the best. Even if you do not specialize in these, never ban them.
Divination is often an underappreciated choice - a wizard will use divinations often, especially in high-op play, but will rarely be a Diviner. Divination has a number of powerful options backing it, though, so if you like a bit of a challenge and hate flashy spells, go Diviner and stock up on some Enchantments and Illusions early in the game when they are still powerful.

ExemplarofAvg
2011-11-29, 07:07 PM
The problem with Enchantment isn't the saves - it's that [Mind-affecting] is very easy to become immune to, and then you lose your main schtick. Illusion is a delightful school for someone who likes to use their spells imaginatively, and gnome illusionist is a classic combination, but True Seeing defeats it.
Conjuration and Transmutation are the most powerful and versatile schools partly because of the sheer number of spells they have, and partly because those spells tend to be the best. Even if you do not specialize in these, never ban them.
Divination is often an underappreciated choice - a wizard will use divinations often, especially in high-op play, but will rarely be a Diviner. Divination has a number of powerful options backing it, though, so if you like a bit of a challenge and hate flashy spells, go Diviner and stock up on some Enchantments and Illusions early in the game when they are still powerful.

So a Diviner Specialist banning evocation would work... Focused Specialist? Would it still be a viable choice with Diviner? Banning Evocation and Necromancy?

Flickerdart
2011-11-29, 07:15 PM
So a Diviner Specialist banning evocation would work... Focused Specialist? Would it still be a viable choice with Diviner? Banning Evocation and Necromancy?
Focused Specialist is a toss-up. On the one hand, you get all the shiny spells per day without the usual cost. On the other, you won't always want to prepare three Divination spells per level (since many of them are most effective in support of other spells), so a few levels of Unseen Seer to pick up some Divination spells from other class lists is almost a requirement.

sonofzeal
2011-11-29, 07:15 PM
So a Diviner Specialist banning evocation would work... Focused Specialist? Would it still be a viable choice with Diviner? Banning Evocation and Necromancy?
Focused Specialist is a bit much for Diviner, much better for Conjuration or Transmutation because of the flexibility of those disciplines. You still need general slots to do things about the stuff your Divinations find, y'know?

Flickerdart
2011-11-29, 07:19 PM
Divinations aren't just about finding things. Unluck, for instance, is a very potent debuff.

Aegis013
2011-11-29, 07:19 PM
Prepare for information overload!
Obligatory: http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guide_to_Wizards:_Being_a_God

Take this with a bit of salt. As a first time Wizard pacing your resources and cleverly using your spells may be tough, but this guide should give you a lot of good pointers about what to do with your first Wizard. Enjoy.

GoodbyeSoberDay
2011-11-29, 07:24 PM
Divinations aren't just about finding things. Unluck, for instance, is a very potent debuff.Yet Slow is better in almost every situation (often more potent and more importantly multi-target). For a regular wizard build I would only suggest focused specialist for transmuters or conjurers. Then considering you can nab Spontaneous Divination from Complete Champion (great even post-errata) I would only consider specializing in it if that fifth level feat is needed for something else (getting into a PrC, domain power, etc).

ExemplarofAvg
2011-11-29, 07:27 PM
Yikes. Oh well. I was looking for a challenge. I suppose this is different than what I'm used to (scouts, barbs, druids, rangers, one paladin/cleric)

GoodbyeSoberDay
2011-11-30, 01:59 AM
For lower tier characters, the build challenge is generally to stay relevant without seeming too cheesy. For wizards and other T1s, the challenge is threefold:

1. The least interesting: Maintain all your bookkeeping.
2. Avoid obviously outshining the other characters. You can still be the MVP as long as you're subtle while doing it. Buffing and battlefield control are great for this (and as an added plus, there are no saving throws for the DM to fudge).
3. While avoiding the obvious outshining, keep a few big guns to pull the party's ass out of the fire. This, IMO, is the biggest boon of T1 characters in a campaign. DMs miscalculate encounters from time to time, and sometimes parties can only judge a deliberate "run away" encounter when it's too late to run (not always due to sheer player stupidity or intentional DM screwage). This is where the T1 shines and corrects the problem without resorting to nanny DMing or rolling up a bunch of new characters.

ExemplarofAvg
2011-11-30, 12:27 PM
For lower tier characters, the build challenge is generally to stay relevant without seeming too cheesy. For wizards and other T1s, the challenge is threefold:

1. The least interesting: Maintain all your bookkeeping.
2. Avoid obviously outshining the other characters. You can still be the MVP as long as you're subtle while doing it. Buffing and battlefield control are great for this (and as an added plus, there are no saving throws for the DM to fudge).
3. While avoiding the obvious outshining, keep a few big guns to pull the party's ass out of the fire. This, IMO, is the biggest boon of T1 characters in a campaign. DMs miscalculate encounters from time to time, and sometimes parties can only judge a deliberate "run away" encounter when it's too late to run (not always due to sheer player stupidity or intentional DM screwage). This is where the T1 shines and corrects the problem without resorting to nanny DMing or rolling up a bunch of new characters.

Because God's job isn't to take the win, it's to make other people win.

Also is there any way to be a good enchanter at lower levels?

Aegis013
2011-11-30, 12:36 PM
Because God's job isn't to take the win, it's to make other people win.

Also is there any way to be a good enchanter at lower levels?

If by enchanter you mean someone who uses enchantment school... sure. Although you'll be quite situational in use at low levels, there's a handbook for enchanters: http://community.wizards.com/go/thread/view/75882/19867266/Enchanter_Handbook

If by enchanter you mean, creates enchanted items; Artificer is the way to go (Eberron Campaign Setting), but I'd guess you meant as a Wizard.

GoodbyeSoberDay
2011-11-30, 01:37 PM
Low levels is the best place for an enchanter, since fewer things are immune to mind affecting. You're still gimped when it comes to undead, oozes and the like, but that's why you don't become a focused specialist. Charm Person is wonderful during an investigation/infiltration. Sleep is one of the best first level spells in the game, and Deep Slumber is still great for a 3rd level spell. Ray of Dizziness can auto-win certain types of encounters. Confusion is just plain ridiculous. After that... there's dominate, which can be evilicious, but more and more enemies just say no to mind affecting spells.

marcielle
2011-11-30, 05:16 PM
Gnome Illusionist for the classic.

Reserve feats generally aren't worth it. Later on you will have enough spells to tide you through even longer sessions no prob.

Shadowcrafting. Learn it well and break reality twice as much as you illusion with the power of 120% reality. That makes them more real than real.