evisiron
2013-02-11, 07:06 PM
So I have got an invite to a game on Wednesday with preference towards me running an arcane caster that "can actually survive the things I throw at my players".
This is my first time playing a full caster, so would love some input on buffing up my spellbook.
I'll be playing a level 17 wizard with full levels in Initiate of the Sevenfold Veil. A flying invisible wizard throwing Prismatic Walls and Spheres all over the show should survive pretty well, right?
Spellbook, first draft. Free spells plus a few bought-and-copied ones:
Spellbook
Specialised: Abjuration (Abj spells marked with an 'A' to remind me to buff the DC from spell focus feats)
Forbidden: -Evocation, Necromancy
1.
A Endure Elements: Exist comfortably in hot or cold environments.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Identify M: Determines properties of magic item.
2.
A Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
A Protection from Arrows: Subject immune to most ranged attacks.
Detect Thoughts: Allows “listening” to surface thoughts.
Rope Trick: As many as eight creatures hide in extradimensional space.
Glitterdust: Blinds creatures, outlines invisible creatures.
3.
A Dispel Magic: Cancels magical spells and effects.
A Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Tongues: Speak any language.
Suggestion: Compels subject to follow stated course of action.
Displacement: Attacks miss subject 50%
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Fly: Subject flies at speed of 60 ft
4.
A Dimensional Anchor: Bars extradimensional movement.
A Stoneskin M: Ignore 10 points of damage per attack.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Polymorph: Gives one willing subject a new form.
5.
A Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
A Dismissal: Forces a creature to return to native plane.
Baleful Polymorph: Transforms subject into harmless animal.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
6.
A Dispel Magic, Greater: As dispel magic, but +20 on check.
A Antimagic Field: Negates magic within 10 ft.
Suggestion, Mass: As suggestion, plus one subject/level.
Permanent Image: Includes sight, sound, and smell.
7.
A Spell Turning: Reflect 1d4+6 spell levels back at caster.
A Banishment: Banishes 2 HD/level of extraplanar creatures.
Invisibility, Mass: As invisibility, but affects all in range.
Insanity: Subject suffers continuous confusion.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8.
A Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
A Prismatic Wall: Wall’s colors have array of effects.
Polymorph Any Object: Changes any subject into anything else.
Irresistible Dance: Forces subject to dance
9.
A Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shapechange F: Transforms you into any creature, and change forms once per round.
Wish X: As limited wish, but with fewer limits.
Time Stop: You act freely for 1d4+1 rounds.
Any and all input greatly appreciated. :smallbiggrin:
This is my first time playing a full caster, so would love some input on buffing up my spellbook.
I'll be playing a level 17 wizard with full levels in Initiate of the Sevenfold Veil. A flying invisible wizard throwing Prismatic Walls and Spheres all over the show should survive pretty well, right?
Spellbook, first draft. Free spells plus a few bought-and-copied ones:
Spellbook
Specialised: Abjuration (Abj spells marked with an 'A' to remind me to buff the DC from spell focus feats)
Forbidden: -Evocation, Necromancy
1.
A Endure Elements: Exist comfortably in hot or cold environments.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Identify M: Determines properties of magic item.
2.
A Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
A Protection from Arrows: Subject immune to most ranged attacks.
Detect Thoughts: Allows “listening” to surface thoughts.
Rope Trick: As many as eight creatures hide in extradimensional space.
Glitterdust: Blinds creatures, outlines invisible creatures.
3.
A Dispel Magic: Cancels magical spells and effects.
A Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Tongues: Speak any language.
Suggestion: Compels subject to follow stated course of action.
Displacement: Attacks miss subject 50%
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Fly: Subject flies at speed of 60 ft
4.
A Dimensional Anchor: Bars extradimensional movement.
A Stoneskin M: Ignore 10 points of damage per attack.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Polymorph: Gives one willing subject a new form.
5.
A Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
A Dismissal: Forces a creature to return to native plane.
Baleful Polymorph: Transforms subject into harmless animal.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
6.
A Dispel Magic, Greater: As dispel magic, but +20 on check.
A Antimagic Field: Negates magic within 10 ft.
Suggestion, Mass: As suggestion, plus one subject/level.
Permanent Image: Includes sight, sound, and smell.
7.
A Spell Turning: Reflect 1d4+6 spell levels back at caster.
A Banishment: Banishes 2 HD/level of extraplanar creatures.
Invisibility, Mass: As invisibility, but affects all in range.
Insanity: Subject suffers continuous confusion.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8.
A Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
A Prismatic Wall: Wall’s colors have array of effects.
Polymorph Any Object: Changes any subject into anything else.
Irresistible Dance: Forces subject to dance
9.
A Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shapechange F: Transforms you into any creature, and change forms once per round.
Wish X: As limited wish, but with fewer limits.
Time Stop: You act freely for 1d4+1 rounds.
Any and all input greatly appreciated. :smallbiggrin: