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View Full Version : Pathfinder And it was all an Illusion! (Making a Wizard Illusionist)



13ones
2014-05-26, 09:22 PM
Evening folks.

I'm working on a build and I'd like to bounce it off some other people to see if I'm doing this right. Sorcerers are the arcane caster I'm more comfortable with but for this character a wizard just seems to fit better with the concept.

I'm new to the whole focused school thing, as all the wizards in pathfinder i've played before have been generalists since I'm too indecisive about spells. However for this character I'm pretty set on a concept and that concept is illusions and summoning.

I've taken illusion as my focused school so I could get the 1/2 wizard level added to rounds that an illusion persists after you stop concentrating on it. The summoning is really to add more confusion and chaos to the overall battlefield. My character is around throwing the foes off balance and keeping them that way. What I really need some opinions on are actually opposed schools and my understanding of spell slots/spells per day/spells known.

For the opposed schools I'm tore between Abjuration, Necromancy, Enchantment, and Evocation. I know Enchantment can be underwhelming later in the game but it does hold some of my favourite spells (Feeblemind and Confusion). Evocation is something else I enjoy but I can replicate it with Shadow Evocation and have it be just as, and in some case more effective because its a higher level spell with a higher Base DC. Abjuration is sort of meh for me but I cannot deny the fact there are some powerful defensive spells on that list. Necromancy...I personally love it. Fear effects and debuffing are true passions but I will be the first to admit that Necromancy is kind of underwhelming in a non-evil group with minimal chances for corpses. Right now I'm thinking Necromancy and Evocation, does this seem like a decent choice?

And as for the spells questions:
1)Since I've focused as Illusions I get an extra spell-per day of any level but it has to be an illusion?
2)Every level I get two spells, one has to be Illusion?
3) Could I buy scrolls of spells and then study them and add them to my spell book, basically tossing away coin for any spells I'd like to learn?
4) If I learn a spell of an opposed school does it take up two slots, or is that just for preparing a spell?

Anything else you guys want to suggest for an illusionist would be welcome as well!

Thanks.

zimmerwald1915
2014-05-26, 09:33 PM
For the opposed schools I'm tore between Abjuration, Necromancy, Enchantment, and Evocation. I know Enchantment can be underwhelming later in the game but it does hold some of my favourite spells (Feeblemind and Confusion). Evocation is something else I enjoy but I can replicate it with Shadow Evocation and have it be just as, and in some case more effective because its a higher level spell with a higher Base DC. Abjuration is sort of meh for me but I cannot deny the fact there are some powerful defensive spells on that list. Necromancy...I personally love it. Fear effects and debuffing are true passions but I will be the first to admit that Necromancy is kind of underwhelming in a non-evil group with minimal chances for corpses. Right now I'm thinking Necromancy and Evocation, does this seem like a decent choice?
That's a fine choice, but there are a couple things to consider. If you really, really want necromancy you can check to see what bases the rest of your group has covered. A cleric can usually cover the group's abjuration needs without the help of a wizard if they have to, for instance. And if all you care about from Enchantment is a few choice spells per level then don't sweat about opposing it. You can prepare spells from opposed schools by using two spell slots per spell.


1)Since I've focused as Illusions I get an extra spell-per day of any level but it has to be an illusion?
Yes.


2)Every level I get two spells, one has to be Illusion?
Nope. Choose what you like. Though it's probably a good idea to have at least one spell of your specialist school per level in your spellbook, to fill your specialist slots without having to resort to lower-level spells (metamagicked or otherwise).


3) Could I buy scrolls of spells and then study them and add them to my spell book, basically tossing away coin for any spells I'd like to learn?
Yes. Copying spells out of other wizards' spellbooks (especially looted spellbooks) is cheaper though.


4) If I learn a spell of an opposed school does it take up two slots, or is that just for preparing a spell?
Just for preparing a spell. Scribing an opposed spell costs the same amount of gold and spellbook space as any other spell.

Have fun wizarding!

13ones
2014-05-26, 10:54 PM
Nope. Choose what you like. Though it's probably a good idea to have at least one spell of your specialist school per level in your spellbook, to fill your specialist slots without having to resort to lower-level spells (metamagicked or otherwise).


But it says " If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school."

zimmerwald1915
2014-05-26, 11:54 PM
But it says " If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school."
The PRD (http://paizo.com/prd/classes/wizard.html), which contains the most recent errata, says nothing of the kind. In fact, it says:


Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).


Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Emphasis mine.

My copy of the CRB does contain the following text in the "Magic" section:


Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

But my copy of the CRB is from 2009. In other words, the requirement that the two free spells come from the specialty school was errata'd out of the game since 2009.

EDIT: apparently it was errata'd out for the sixth printing (http://paizo.com/threads/rzs2qorb?Wizards-and-spells#1) of the CRB.

13ones
2014-05-27, 05:15 AM
Well hot damn! That makes this easier.

Abd al-Azrad
2014-05-27, 07:13 AM
I'm a fan of this concept. Illusions are as powerful as you can make people think they are. Using, for instance, low-level illusions to make copies of your high-level summons is an efficient way to increase your effective battlefield presence without spending too much raw power.

IMO, there is a "core" of powerful Wizard spells, feats and general tricks, which you can enhance with your particular flavour of specialization. So, as a Wizard, you generally field your Conjurations for BC and Transmutations for Buffing and Utility. But as an Illusionist, you can make yourself appear to be more of a threat than you are, or hide yourself from the enemy's offensive strength, or save a high-level spell slot by using a low-level one to replicate the look.

Regarding your banned schools, I would never recommend banning Conjuration (you did not suggest it, I am aware). Evocation, on the other hand, you can replicate in part with Shadow Evocation spells - and if you're really desperate for a good Dazing Ball Lightning or whatever, you can still (a) use two spell slots for the spell or (b) pick up that Opposing School feat later in life.

13ones
2014-05-27, 07:36 AM
Opposing school feat? do you mind linking that to me? I can't seem to find it on the SRD.

Abd al-Azrad
2014-05-27, 07:45 AM
Opposing school feat? do you mind linking that to me? I can't seem to find it on the SRD.

Yes, that was lazy of me, apologies.

It is an Arcane Discovery, Opposition Research (http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-discoveries/opposition-research), taken after 9th level Wizard.

As per the SRD,
A Wizard can learn an arcane discovery in place of a regular feat or Wizard bonus feat.

13ones
2014-05-27, 07:48 AM
Ah, yes! I remember that now. I thought there was a feat I could take that would let me bypass at level one. Haha. I remember now. Thank you very much!

13ones
2014-05-28, 09:21 AM
Well darn. I've run into the same problem that I always run into while making a wizard.

And that is I'd much rather be playing a sorcerer! :smallbiggrin:

Honestly the only reason I ever try to play Wizard is because of all those delicious skill points and feats. In general I just prefer the style and feel of a sorcerer, on the fly, flexible casting that a wizard just can't pull off.

I'm going to post both my wizard and sorcerer build shortly so y'all can take a look and judge for yourselves which seems better? (Level 4 Start, PFS-ish rules, 25 point buy)

Segev
2014-05-28, 10:56 AM
Well darn. I've run into the same problem that I always run into while making a wizard.

And that is I'd much rather be playing a sorcerer! :smallbiggrin:

Honestly the only reason I ever try to play Wizard is because of all those delicious skill points and feats. In general I just prefer the style and feel of a sorcerer, on the fly, flexible casting that a wizard just can't pull off.

I'm going to post both my wizard and sorcerer build shortly so y'all can take a look and judge for yourselves which seems better? (Level 4 Start, PFS-ish rules, 25 point buy)

It is worth noting, then, that Shadow Evocation and Shadow Conjuration will let you play a pseudo-sorcerer as an Illusionist. The spell(s) you're copying with them are not chosen until you cast them.

13ones
2014-05-29, 01:18 PM
Well as promised here are the two level four illusionists, side by side for comparison and critique.


Male Human Wizard 4
CG Medium humanoid (human)
Init +11; Senses Perception +6

DEFENSE

AC 23, touch 12, flat-footed 15 (+4 armor, +2 Dex)
hp 28
Fort +3, Ref +4, Will +5

OFFENSE

Speed 30 ft.
Melee mwk dagger +3 (1d4/19–20)
Ranged dagger +6(1d4/19–20)
Special Attacks: Blinding Ray, 8 per day.
Wizard Spells Prepared (CL 4th)

2nd—Mirror Image, Summon Monster 2, Minor Image (DC 19)
1st—Shield, Colour Spray(DC 18), Enlarge Person, Silent Image (DC 18), Colour Spray (DC 18)
0th (at will)—acid splash, detect magic, light, read magic
TACTICS

Before Combat: a potion of mage armor and casts shield before the encounter.

During Combat: Illusion spells in conjunction with summoned monsters to cause chaos across the battlefield, with support from an enhanced Acid Splash when spells are running low.

Base Statistics

Without mage armor and shield statistics are AC 15, touch 12, flat-footed 11.
STATISTICS

Str 8, Dex 14, Con 12, Int 21, Wis 10, Cha 13
Base Atk +4; CMB +3; CMD 15
Feats Alertness (from familiar), Toughness, Spell Focus Illusion (in place of scribe scroll), Improved initiative, Greater Spell Focus Illusion.
Skills Bluff +4, Escape Artist +5, Knowledge Arcana +12, Knowledge Planes +12, Knowledge Local +11, Knowledge Religion +9, Knowledge Nature +9, Knowledge Dungeoneering +10, Linguistics +11, Perception +6, Spellcraft +12
Languages Common, Draconic, Abyssal, Celestial, Infernal, Sylvan, Undercommon, Elven, Orcish
SQ arcane bond (Scorpion Familiar)
Gear dagger(x4) , Gauntlet, masterwork mithral +1 buckler, masterwork backpack, scroll case, spell component pouch,Cloak of Resistance +1, Cracked Dusty Rose prism, pear of power 1st level, wand of mage armor, Acid Flask(x5), Familiar Satchel, Alchemist's fire, Holy Water, Lamp Oil, Ioun Torch, silk rope 100ft, Traver's Anytool, compass, rations, waterskin, Potion of mage armor, potion of cure moderate wounds(x2), Scroll of summon monster 1(x2), Scroll of summoner monster 2(x2) spellbook (contains all prepared spells plus all 0-level spells minus evocation and necromancy spells;
1st—Protection from Evil, Shield, Grease, Mage Armor, Colour Spray, Disguise Self, Silent Image, Enlarge Person, Feather Fall, Delusional Pride. Air Bubble
2nd— Mirror Image, Minor Image, Summon Monster 2, Invisibility, Resist Energy), 3 gp


Male Human Sorcerer 4
CG Medium humanoid (human)
Init +11; Senses Perception +6

DEFENSE

AC 23, touch 12, flat-footed 15 (+4 armor, +2 Dex)
hp 29
Fort +3, Ref +4, Will +5

OFFENSE

Speed 30 ft.
Melee Dagger+1 (1d4 19-20)
Ranged dagger +4 (1d4/19–20)
Sorcerer Spells Known (CL4th)

2nd (4/day)—Mirror Image
1st (8/day)—mage armor, Enlarge Person, Silent Image, Colour Spray (DC 17)
0th (at will)—acid splash, detect magic, flare (DC 15), read magic

Bloodline arcane
TACTICS

Before Combat: Cast Mage Armor, use Scroll of Shield.

During Combat: Using Illusions to cause chaos, supporting allies with buffs and summoned creatures.

Base Statistics

Without mage armor and shield statistics are AC 15,Touch 12, flat-footed 11.
STATISTICS

Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 21
Base Atk +2; CMB +1; CMD 13
Feats Alertness, Toughness, Eschew Materials, Spell Focus (Illusion), Improved Initiative
Skills Appraise +5, Bluff +9, Escape Artist +3, Knowledge Arcana +5, Knowledge Planes +5, Knowledge Local +2, Linguistics +2, Perception +6, Spellcraft +8, Use Magic Device +9,
Languages Common, Orcish, Elven.
SQ arcane bond (familiar, Greensting Scorpion), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Combat Gear: Haramaki, Masterwork +1 Mithral buckler, Dagger, Scroll Case,Potion of cure light wounds(x2), scroll of communal protection from evil, scroll of obscuring mist(1st level), scroll of shield (3rd level), scroll of summon monster 2, scroll of create pit (3rd level), Aegis of Recovery, Cracked Dusty Rose Prism, Cloak of Resistance +1. Mundane Gear;Masterwork Backpack, Familiar Satchel Waterskin, Rations, Bedroll, Hemp Rope 100ft, Ioun Torch, Acid Flask, Tea, Wine, Dwarven Trail rations, Holy water, lamp oil, parchment (x50), Cards (marked and normal), Dice (loaded and normal), 2gp.

Whatcha think?

Crustypeanut
2014-05-29, 02:30 PM
Are you determined on being a Human? A gnome Sorcerer could be a good alternative to a human one, as right off the bat they gain a +1 to the DC of their illusions, acting basically as a free Spell Focus (That stacks with Greater/Spell Focus).

As far as the Sorcerer Bloodline, I couldn't find any that mesh particularly well with Illusions, so Arcane is certainly possible. However, there IS a way you can get all those juicy skill points as a sorcerer, while still retaining the spontaneousness: The Wildblooded (Sage) Sorcerer. The Wildblooded archetype for the Sorcerer allows you an alternate bloodline based off the bloodline you pick - in this case, the Arcane Bloodline becomes the Sage Bloodline, which allows you to use Intelligence instead of Charisma as your primary casting stat.

Sage Bloodline (http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/wildblooded/sage)

However, you do lose your familiar and gain a rather boring force missile ability in the process.