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View Full Version : Advice on a core only wizard (3.5)



Leekos
2012-10-24, 12:38 PM
Howdy playground.

I'll be starting a group with some friends soon. The DM wants to keep things very simple for now because we have some people brand new to D&D, so he is limiting everything to core only. (Maybe some Forgotten Realms specific stuff). For purposes of this group, core does not include the SRD or the Spell Compendium. Just the PHB, DMG, and MM

The others are going to be Ranger (the only other that has a lot of D&D experience), Druid, and Rogue. I'm the last to choose and I'm leaning towards a wizard. (Maybe a dwarf, but race is open at the moment)

I'm not trying to over-optimize, but I'm so used to looking at ALL of the books as one resource that I'm not sure how limiting just core is going to be. Without the spell selection of the Spell Compendium, is going with a specialist wizard going to hurt?

Does anybody have any overall suggestions?

(We'll actually roll up our characters on Friday, so if need be I can include stats, etc then)

Thanks in advance for your help!

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Updated campaign information:
So I got a little more information about the campaign world

Spoilered for length
It will take place about 300 years later than the current timeframe in the Forgotten Realms campaign books. Elves are seen to have ruined the world through their magic use and now arcane magic users are hunted down. These magic users are then used to siphon off their arcane energy to power magic items and such. In addition, some people have random "arcane" tattoos. These people are hunted because they are needed in the creation of these magic items.

Because of the view that elves ruined the world, they are now relegated to slave status. When this all happened, Dwarves as a whole went underground and are now not trusted by others since they abandoned the other races. Gnomes are somewhat revered for their mechanical aptitude. The other races haven't really changed too much.

The story will start with all four of us knowing each other and living somewhat near a small village. Nine people will be taken from the village that all have the "arcane" tattoos (including us). We are being transported via a prison wagon and at some point, one of the prisoners will find a way to get out of the wagon. Some people try to escape and others try to fight. We will start off being within sight of the wagon, with the fight temporarily over.

So for character background, I will probably have been living with the rest of the dwarves, but just become so appalled with the current status above ground that I had to come up and try to do something about it. I have been trading with this village, providing ore and minerals in return for my arcane reagents.

TL;DR
Elves are slaves, dwarves are mistrusted, and gnomes are revered. Arcane magic users are hunted down and a small populace (including the PCs) have a tattoo and are highly sought after so they can killed, creating magic items by doing so.

I figure I would have a good selection of arcane spells that mimic or are similar to divine spells (since there is no problem with divine magic in this world). I'm leaning towards focusing on Enchantment and banning Necromancy and Abjuration. Eschew Materials also seems like a good idea. But it also looks like, since we are captured, I won't have my spell book. I know of a lot of tricks to get around this, but are there any options in just core? (Most likely starting at level 1 or 2). I'leaning towards focusing on Enchantment and banning Necromancy and Abjuration.

Also, he said, just for simplicity sake, that there wouldn't be prestige classes at the moment. At a later time, he may decide to open up resources and/or allow some prestige classes.

Tvtyrant
2012-10-24, 12:44 PM
I would probably go either generalist, or conjuration specialist banning evocation/illusion. Conjuration does some blasting in core (which is sub-par anyway) and battlefield control, so those two are rendered largely redundant (but you lose forcecage :C)

Eldariel
2012-10-24, 01:01 PM
Why would you ban Illusion? It's a hundred times better than Enchantment or Necromancy and maintains access to Forcecage and Contingency among others, albeit in slightly less powerful guises.


I'd look at a Conjurer, a Transmuter or an Illusionist, depending on your personal preference. In Core, they're about even. Enchantment, Evocation and Necromancy should be the 3 schools up for banning, though don't ban both Evo and Necro since that restricts your direct damage arsenal in the event you should need it.

Gray Elf from Monster Manual, or Human from PHB, are the most reasonable race options though Gnome is also good if you're going with the Illusionist bent or just want the Small Size bonuses.


Spell selection is...well, the Batman guide (http://www.giantitp.com/forums/showthread.php?t=104002) is a good start. It goes in length about the possible Core-spells. Dial up or down depending on how strong you need to be, and let others get the limelight and things should be fun for everybody.

Agincourt
2012-10-24, 01:20 PM
You can make a powerful wizard using core only. In fact, it will make you more powerful because some of the other classes will lose their best options, but the most powerful wizard spells are in the PHB.

You lose a little flexibility because of you won't have the sheer quantify of spells to choose from, but the majority of spells that DMs complain about for being overpowered come right from the PHB. Color Spray, Glitterdust, Enervation, Black Tentacles, and Time Stop are just a few of the old standbys that appear on most spell lists.

As for specializing, it's a little harder because you won't have as many spell options to cover some deficiencies that will open up, but most specialists can still be pretty good using only PHB spells. As already mentioned, you can be a very good Conjurer, but there aren't really any specialists you can't be.

ericgrau
2012-10-24, 01:35 PM
A specialist is going to hurt more but is still probably better than a generalist. Because it's harder to work around missing spells I'd be more careful on what to ban. I tend to be against banning evocation anyway, but in core it's almost essential. Good ban options are enchantment and abjuration. Abjuration is even easier to ban if your party has a cleric. Necromancy and illusion might be bannable too, but both hurt. Transmutation has a limited number of spectacular non-stackable gems so if the party has another arcane caster you can actually ban transmutation because he can easily cover it all with plenty of room to spare. Otherwise don't ban it, of course. I'd say every school except abjuration could be good to focus on, even those I suggested as bannable. Though a transmuter is like a pseudo-generalist because your bonus spell will likely be the one spectacular transmutation and your others will usually all be non transmutations. EDIT @ V: Ha, see, <= 1 transmutation per level, yet a transmutation on most levels even though he's not a transmuter.

As usual the main thing is spell selection, that shouldn't be too hard.

You're very limited in feats so I'd get greater spell focus, metamagic feats and/or crafting if you have the downtime. I'd play the campaign a little and see before picking up a crafting feat, or ask the DM. If you like to deliver spells using your familiar or like to target him with spells (for example to scout) then improved familiar (DMG? MM?) helps. But most people don't. Around level 10, give or take, [greater] spell penetration becomes a nice option too depending on whether or not you like SR: yes spells.

Piggy Knowles
2012-10-24, 01:52 PM
I've never found a core-only wizard to be remotely limiting. You've still got a ton of powerful tools at your disposal. Even with specialization, it's not a major concern (although loss of Contingency hurts if you drop Evocation).

Here's an example of a prepared spell list from a level 10 core-only Conjuration specialist I played some time ago (Enchantment/Necromancy banned):

0- Detect Magic x2, Mage Hand x2
1- Grease x2, Mage Armor, Protection from Evil, Silent Image x2
2- Alter Self, Glitterdust x2, Gust of Wind, Invisibility, Web
3- Dispel Magic, Haste, Sleet Storm, Stinking Cloud, Wind Wall
4- Black Tentacles x2, Polymorph, Solid Fog x2
5- Cloudkill, Overland Flight, Teleport, Wall of Stone

gorfnab
2012-10-24, 10:15 PM
Wizard 7/ Loremaster 8/ Archmage 5 (Human or Gray Elf) - is a fairly decent wizard set-up for core only.

Leekos
2012-10-25, 07:53 AM
So I got a little more information about the campaign world (I will update the original post as well)

Spoilered for length
It will take place about 300 years later than the current timeframe in the Forgotten Realms campaign books. Elves are seen to have ruined the world through their magic use and now arcane magic users are hunted down. These magic users are then used to siphon off their arcane energy to power magic items and such. In addition, some people have random "arcane" tattoos. These people are hunted because they are needed in the creation of these magic items.

Because of the view that elves ruined the world, they are now relegated to slave status. When this all happened, Dwarves as a whole went underground and are now not trusted by others since they abandoned the other races. Gnomes are somewhat revered for their mechanical aptitude. The other races haven't really changed too much.

The story will start with all four of us knowing each other and living somewhat near a small village. Nine people will be taken from the village that all have the "arcane" tattoos (including us). We are being transported via a prison wagon and at some point, one of the prisoners will find a way to get out of the wagon. Some people try to escape and others try to fight. We will start off being within sight of the wagon, with the fight temporarily over.

So for character background, I will probably have been living with the rest of the dwarves, but just become so appalled with the current status above ground that I had to come up and try to do something about it. I have been trading with this village, providing ore and minerals in return for my arcane reagents.

TL;DR
Elves are slaves, dwarves are mistrusted, and gnomes are revered. Arcane magic users are hunted down and a small populace (including the PCs) have a tattoo and are highly sought after so they can killed, creating magic items by doing so.

I figure I would have a good selection of arcane spells that mimic or are similar to divine spells (since there is no problem with divine magic in this world). I'm leaning towards focusing on Enchantment and banning Necromancy and Abjuration. Eschew Materials also seems like a good idea. But it also looks like, since we are captured, I won't have my spell book. I know of a lot of tricks to get around this, but are there any options in just core? (Most likely starting at level 1 or 2). I'leaning towards focusing on Enchantment and banning Necromancy and Abjuration.

Also, he said, just for simplicity sake, that there wouldn't be prestige classes at the moment. At a later time, he may decide to open up resources and/or allow some prestige classes.

Kelb_Panthera
2012-10-25, 09:23 AM
If you're going to be stuck without a spellbook for the most part, dump wizard for sorcerer. Nevermind the fact that if anyone finds that book full of odd symbols and formulae they will instantly know you're a wizard, there's the simple practicallity of not having to worry about finding new spells in a setting where arcanists are mistrusted and justly paranoid. It sounds to me like it'd be a bear to play a wizard this time 'round. Go sorcerer or maybe switch to cleric, but wizard's probably a poor choice this time.

ahenobarbi
2012-10-25, 09:45 AM
Yup. Setting sounds like you might want to play sorcerer just because you won't have to worry about spell book. Also Eschew Materials maybe a good choice if you think DM make buying components troublesome.

For race go Strong Heart Halfling (from Forgotten Realms Campaign Setting) or if DM doesn't allow the race human (both races get extra feat).

Eldariel
2012-10-25, 11:47 AM
Banning Necro and Abjuration seems weird if you want to mimic divine spells since those two schools overlap the most with divine magic.

Leekos
2012-10-25, 12:23 PM
Banning Necro and Abjuration seems weird if you want to mimic divine spells since those two schools overlap the most with divine magic.

That actually occurred to me after I wrote that.

I'm considering the sorcerer, but I still think I like the challenge of a wizard in this setting. If I do, I'm now leaning towards generalist (if I do find spells, I don't want to chance that they're in schools that I've banned), and I will most definitely be taking the Spell Mastery feat.

Sorry for the waffling, I'm just kind of excited about this campaign and I have TOO many ideas flying through my head

ericgrau
2012-10-25, 12:42 PM
Spell mastery is the feat you're looking for to manage without a spellbook... and it's not that great. Since it would be hard to even get new spells for your book I second sorcerer. Or a divine caster. But eh, whichever class gives you the most fun. There's a reason the overlapping spells and possible workarounds are in the most bannable schools; it won't turn out well. And they'll keep asking you why you don't wear armor among a dozen other questions on things you simply can't do

There are some spells with little visible manifestation but as soon as you fight a cleric he makes a spellcraft check and it's all over. Instead I might make sure you don't pick spells that can be seen a mile away, but otherwise go to town. Only make sure there are no witnesses and that no one who isn't a villain escapes. If a villain escapes, who cares, who is he going to tell without getting captured and why should they believe him anyway? Come up with a non-adventurer reason why you're in the party and aren't much of a combatant except for your crossbow. When you're in town, fall back on it. I wouldn't even pretend to be a divine caster at all to avoid the trouble of putting up a facade and being asked to do things you are incapable of doing. Unless you're pretending to be a commoner there might be no way around wearing light armor in town though. But you can wear leather without proficiency because there's no armor check penalty, and a good excuse is that even chain shirt is very heavy for your weak frame. Or even studded leather is only a -1 to attack rolls (non-proficiency penalty = armor check penalty). Not like you're casting here anyway and it's only a 10-15% spell failure.

Grab eschew materials right away. At high levels you might grab silent spell, then later still spell (you can always hide or use invisibility for a while) but there's no rush. Like I said don't bother being subtle for a long time.

So your main spells should be totally normal. For your lower level buffs/utility, here are some invisible or mundane looking spells you can cast when no one's looking and safely keep active:
1: mage armor, mount, unseen servant
2: detect thoughts (scouting utility through doors, beware of using round 3 ability on non-villains who might pass a save and therefore notice it), see invisibility, false life, spider climb (just don't use when there are witnesses)
3: magic circle against evil, heroism, greater magic weapon
I'll stop at 3 because by the time you get to these you should have flashy 5th or 6th level spells.

Eventually you will get caught, even if from nothing but DM fiat. But that's half the fun and that's when you skip town or set up base in the wilderness. I'd recommend learning invisibility not only to flee but for stealth in general.

Eldariel
2012-10-25, 02:05 PM
That actually occurred to me after I wrote that.

I'm considering the sorcerer, but I still think I like the challenge of a wizard in this setting. If I do, I'm now leaning towards generalist (if I do find spells, I don't want to chance that they're in schools that I've banned), and I will most definitely be taking the Spell Mastery feat.

Sorry for the waffling, I'm just kind of excited about this campaign and I have TOO many ideas flying through my head

Hm, I'd say you might want to go Gray Elf Wizard then. Just for the "interesting"-factor of trying to hide both your heritage and the brand of your magic. You have tools, mind, but it's not easy.