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Haakon
2008-03-02, 08:40 PM
I am looking for some advice regarding my PC in a Ravenloft game. I'm playing a focused specialist Conjurer 3/Master Specialist 8 (Just hit level 11). I have banned: Necromany, Evocation and Enchantment and am have permission to retrain a few feats over the next couple levels. I plan on going into Archmage at level 14, though just to get a few High Arcana abilities. The group I am playing with rarely play wizards and when they do, they are always blasters.

Feats
Flaw: Collegiate Wizard
Flaw: Spellcasting Prodigy
Strongheart Halfling: Metamagic school focus (conjuration)
Traded Scribe Scroll: SP Conjuration
1: Energy Sub Acid
3: Sculpt Spell
4 (Master Spec): SF: Spellcraft
6: Energy Admixture Acid
7 (Master Spec): GSF Conjuration
9: Arcane Thesis

I plan on getting switching Arcane thesis, Energy Sub and Energy Admixture (since there aren't all that many damage spells to switch into acid after 5th level spells). I focused on memorizing battlefield control spells with a bit of damage thrown in (we tend to fight LARGE groups, so some AOE damage helps).

So, after all that, here is what I am looking for:

1. 4 feat suggestions, 3 for retraining the next few levels and 1 for 12th level (one of those has to be Spell Focus: Transmutation, so I can get into Archmage).

2. Buff suggestions for myself. I tend to stick with the hour/level spells, since we typically fight in multiple combats. Standard buffs for me: Overland Flight, Resistance Superior and Protection from Arrows (no mage armor since I have a twilight mithril chain shirt, heh.

3. Offensive Spell suggestions. I have some acid spells and most of the variations of fog cloud.

4. Buffs for party members. I really don't mind being a buff-bot, since I know it makes the rest of them (Barbarian, Monk, Melee Rogue) do more damage and kill things faster.

Thanks in advance for the suggestions!

Sstoopidtallkid
2008-03-02, 08:43 PM
Batman. (http://www.giantitp.com/forums/showthread.php?t=18500):smallcool:

Haakon
2008-03-02, 08:53 PM
That's not really all that helpful (and I have read it already). I'd rather get some specific feedback then a huge link full of text. I mostly looking for suggestions from people who have played wizards (rather then a giant textbook on how to play them).

Flickerdart
2008-03-02, 09:02 PM
Without Evocation and Necromancy, it's going to be very hard for you to muster decent offensive spells. Disintegrate is, I believe, Transmutation, and would fit well with your desired Spell Focus. A Summon _ spell could be handy in a pinch.

SamTheCleric
2008-03-02, 09:05 PM
Orb of Force is a conjuration spell. Ranged touch, no Save. Suck damage, evil doer.

Blast of Flame is a 60' cone of fire that is actually conjuration.

For battlefield control, are the Wall spells mostly conjuration? Nothing says lovin' like a good wall of stone to split the bad guys up.

Citizen Joe
2008-03-02, 09:06 PM
Are summon spells modified in Ravenloft? I seem to recall there's all sorts of planar weirdness involved so I'm not sure how well summon spells work or if it is drastically modified.

Jack_Simth
2008-03-02, 09:28 PM
1) Feats: Craft stuff. Seriously - it's good. Start with Wondrous Item, also grab Craft Wand. Others are useful, but less necessary. Also, you're missing Quicken Spell. Get it.
2) Buffing yourself only is kinda silly; your goal as a glass cannon is to stay away from the "front lines" so to speak. The hour/level stuff is good - it doesn't waste a combat action.
3) Summon Monster is a decent choice.... but for the most part, you've banned the direct damage spells (which is fine). Try Save or Suck/lose spells, and area control spells - Baleful Polymorph (Transmutation), Web (Conjouration), Black Tentacles (Conjouration), Wall of Iron (Conjouration), and so forth.
4) Haste - hit the entire party, all at once. Your party is heavy on the attack rolls. Heroism will also serve you well - Sor/Wiz 3, and 10 minutes/level - spam it on the entire party when you're getting into dangerous territory. Greater Heroism (1 min/level) for when you think you're going into a "boss fight". Also, don't forget to slap Mage Armor on the Monk.

GoodbyeSoberDay
2008-03-03, 06:52 AM
Unfortunately, Heroism is an enchantment spell. It's a shame neigh-everything is immune to mind-affecting spells at higher level; were that not true, Enchantment would be one of the "Don't. Drop. Ever." schools.

I also personally love necromancy, and think that people ban it too much in general. What's not to like about Ray of Enfeeblement, Ray of Clumsiness, False Life, Spectral Hand, Ray of Exhaustion, Vampiric Touch, Enervation, Burning Blood, Fear, Fleshshiver, etc.?

But I'm not being useful to the OP. Yet.

1. I'll echo Quicken Spell. Chain Spell is delicious, especially with Archmage's reach arcana. Empower Spell would be nice for those offensive damage spells you may want to cast. Empowered Orb of Force in a 5th level spell slot sounds good to me.

2. Protection From Arrows isn't going to work as well as you'd like. Most ranged attackers can bypass that DR x/magic at your level. Look at Spell Turning and Mind Blank down the road. If you're the paranoid sort (and, depending on the DM, you should be), Anticipate Teleportation and its ilk can be lifesavers, and they last all day.

3. Like I implied before, Necromancy makes for some wonderful offense, but I suppose Baleful Polymorph, Disintegrate, Slow, Orb of Force, and Cloudkill (among others) will have to do.

4. A bit down the road, but if you go chain spell/reach arcana, you could GMW everyone's weapons in a 6th level slot. Mass fly is good if people can't afford their own means of 3D movement.

Tyger
2008-03-03, 08:06 AM
1. I'll echo Quicken Spell. Chain Spell is delicious, especially with Archmage's reach arcana. Empower Spell would be nice for those offensive damage spells you may want to cast. Empowered Orb of Force in a 5th level spell slot sounds good to me.

Agreed. Quicken is the one metamagic that should never be overlooked. With that feat (or a rod that lets you do it) you can do all the things that the theoretical optimizers love to do... Cloudkill + Quickened Wall of X = death to just about anything.


2. Protection From Arrows isn't going to work as well as you'd like. Most ranged attackers can bypass that DR x/magic at your level. Look at Spell Turning and Mind Blank down the road. If you're the paranoid sort (and, depending on the DM, you should be), Anticipate Teleportation and its ilk can be lifesavers, and they last all day.

Yup, Protection from Arrows is great, at levels under 5ish. Once the opponents have magic bows though, its completely useless (or nearly so). Wind Wall is your friend, which you can emulate with Shadow Evocation. Sure its not hours / level, but it is actually useful against the threats you will be facing, and can protect you and your whole party from the nastiest archers out there. And its also great for dispersing swarms, clouds, fog, etc.


4. A bit down the road, but if you go chain spell/reach arcana, you could GMW everyone's weapons in a 6th level slot. Mass fly is good if people can't afford their own means of 3D movement.

You actually don't need to reach arcana Greater Magic Weapon, it already has a range of Close. A lot of people make that mistake though. And yes, that is a great spell to Chain.

There's also a great link over at the WotC boards for the Summon Monster line of spells. And as a aster conjurer, they may be just up your alley. Its called Mastering the Summoned Monster - a comprehensive guide (http://forums.gleemax.com/showthread.php?t=565674) and has some great advice for the types to summon, as well as some outside the box thinking on using those summons for more than just trap checking and biting things in combat.

Phantom Steed. Enough said.

As for buffs for the entire party, the aforementioned Haste is the staple, though you are likely doing that one already. Never overlook the low level stuff though, Protection from X spells, for level 1 spells, they can save the party's bacon over and over again. Enlarge Person and its Mass version are also extremely useful, especially in a melee heavy group like it seems you have there. They will all benefit from the die increase on their weapons, the reach alone makes it great, and the rogue will find flanking all that much easier in many circumstances. And of course, the stat boosting spells (Cat's Grace etc.) in mass or chained versions are usually highly welcomed, depending on the equipment of the party. Lastly, Fire Shield, Mass has been a huge boon to our party so often I lost count. On my mage it was meh, but when you toss it on the frontliners as well, beauty ensues.

Have fun!

Haakon
2008-03-03, 08:59 AM
Thanks for all of the suggestions.

The reason I haven't pick up Quicken spell yet is because in 2 levels, I will become a 10th level master specialist (and therefore get to cast standard casting time conjurations (which is most of them except for the calling and summoning types) as a swift action. So I'll be able to do all of those combo's shortly: AOE + Quickened Walls and True Strike + Quickened Orb Spell! I can survive without until then, since we seem to level after every session (and they are weekly sessions).

We have been fighting demons and undead lately, which are immune to poisin (and therefore cloudkill), so I have stayed away from spells like that. The GMW is good, but everyone already has +3 or better weapons.

I'll be grabbing chain spell now, since multiple people have suggested it. I'll probably also be taking the Acid Splash reserve feat out of Complete Mage, Just for something to use constantly. I normally don't prepare Phantom Steed, since I don't know if it comes with me when I Abjurpt Jaunt?

Fire shield Mass is Evocation, though when I get the appropiate Shadow Evocation, I'll use it.

Will Greater Mighty Wallop from Races of the Dragon work on the monk's fists?

Galdor Miriel
2008-03-03, 09:43 AM
When I am playing a wizard, the heart spells from complete mage are awesome. They give you buffs and enhancements for hours /level and very useful immediate actions like stoneskin, fire shield, freedom of movement and feather fall. All useful spells in there own right. Plus you get fortification. I have to echo the orb of force spell for going against demons, and orb of sound is also useful.

One more combo, dispel magic boosted by arcane thesis and spellcasters bane (swift spell from complete mage) gives you +4 on caster level checks to dispel. Its a great spell to have when you meet a buffed villain.

Enjoy

Kurald Galain
2008-03-03, 11:25 AM
As I recall, summoning creatures onto Ravenloft is a bad idea, as (1) they will be unable to leave, and (2) you risk summoning hostile undead instead. Iirc. Caveat emptor!

ShneekeyTheLost
2008-03-03, 11:48 AM
My two cents:

You want battlefield control? Well, are your opponents alive (as in not immune to poison)? Stinking Cloud, Solid Fog, Cloudkill, Acid Fog. Battlefield Control Galore. NONE of these allow SR either, which can be handy.

Some Ideas:

1) Chain Spell + Arcane Reach is real handy, but not for the reason you might think. Doing this with your touch hours/level buffs means now your whole PARTY is buffed. They will appreciate it.

2) You're at level 11 right now, right? Haven't banned Abjuration? Initiate of the Sevenfold Veil. Here's the best part, most of the entry prerequsite feats apply to Archmage. Even if you take it to it's natural conclusion, you still have two levels left over for Archmage.

3) If you have Combat Casting, you should have a high enough BAB to go into Abjurant Champion only a 5 level PrC, so it drops you off at level 16, for 4 levels into Archmage. Best reason: Auto-Quicken low-level Abjurations (like Shield). Next reason: Auto-Extend Abjuration spells. Third reason: Increase AC bonus from any Abjuration spell (like Shield, although not Mage Armor).

Shield suddenly becomes a useful spell since you can drop it as a swift action, and with 5 levels of Abjurant Champion you get a +9 AC bonus from it. Shweet. Protection from Evil (you said you were in Ravenloft, right?) now gives a +7 deflection bonus to AC from evil critters. Getting splatbooks makes it better. Wasn't there an Abjuration version of Mage Armor somewhere? Quickened Dispel Magic. Free of charge. Have a nice day.

Paul H
2008-03-03, 07:00 PM
Hi

Plenty damaging spells with Conjuration. Arc of Lightning, Orb Spells, etc. Also plenty transposition spells (changing places with others).

I also look into Arcane Disciple to add cleric domain spells to my spellbook.

Cheers
Paul H