Any Advice for a First Time Wizard? [Archive] - Wizards Community

Post/Author/DateTimePost
Otaku Ashram

11-23-03, 04:25 AM
My previous character died last session, and I'm going to try playing a wizard. I've never played one before, so I really have no idea what feats are good for them, which PrCs are good, etc. I will be the party's only arcane caster, so any PrCs need to have full caster progression. Here's what I've got so far:

Human Wizard 5

STR 12
DEX 17
CON 18
INT 18
WIS 16
CHA 12

Feats: Scribe Scroll, Extend Spell, Chain Spell, Energy Substitution (Ice), ?



A friend of mine suggested playing a Diviner with Necromancy as a prohibited school, but I'm not sure if it would be better or worse than a normal wizard. I was thinking of going into Loremaster, then Archmage, but I'm sure there are some other really cool PrCs out there. Any suggestions for a first time Wizard?
Psifon

11-23-03, 12:12 PM
not getting into character building (there are lots of posts on that, just search). I would assume the following:

max out your DC's. This is very important.

Specializing in divination is a good way to go if you don't want to build an incantatrix or other PrC. Otherwise, stay away from specialization.

Pre-cast as many spells as you can. This means two things:
1) Chose spells that have long durations that you can just "wear" through the dungeon.
2) Chose spells that have a 1 hr/level duration, and take the extend spell feat. At your current level, for instance, you can cast an extended mage armor at midnight, and it will last until 10:00 am. This is PLENTY of time to do a standard dungeon crawl in the morning (most adventures take about 10-15 minutes, and then you go home, because your party is out of HP.) So now you memorize a new second level spell in the morning. You have just saved yourself a spell slot.

Persistant spell also works great for this, but it is highly limited in what spells it applies to (do some research here).

Use your crossbow! At your current level, you don't have enough staying power to keep up with the rest of the party if you cast a spell every round of combat. This means you must save your spells for when they count. The rest of the time, just hang back and fire your crossbow. Later in life you won't need it at all, so for god sakes, don't put any feats into the thing, just shoot it at available targets for something to do until then.

Shrink Item is a low level mage's best friend. It lasts days, and is only limited in usefullness by your imagination. Some examples of things you can do right now with shrink item are:

Bonfires. Make them at least 5x5' so you can drop them in a square for cover or drop them on an enemy while flying.

Wooden barricades. Make these 5'x10' with supporting struts. Set these in combat for little "wall of wood" effects. You can even build arrow slits into them, and use them as cover with your crossbow.

Anvils. You can drop them from on high to hurt foes. Rocks work too, and are free. But anvils just add that "Cyote/Road-runner" pinache to the experience, don't you think? :D

At higher levels you can use fabricate to make vats of alchemist fire and acid. This is expensive, but you can then shrink these, and lob them as handy grenades. Your DM may choke on this idea because it's not in the rules anywhere how much damage this does. Point him to the weapon size class rules. This states that for each doubling of the weapon size your damage goes up one category. So this should keep him happy.

Other general advice:

DO bring blast spells (fireball ect) but don't JUST bring blast spells. There are two spells that will save your hide at all times: Fly and Greater Invisibliltiy. Keep fly up as much as possible Then cast GI on the first round of combat. You will be able to avoid being targeted by attacks almost 100% of the time when you do this (almost). Keep your defenses up, and don't forget divination spells. Knowing is 9/10 of the battle.

There is only one item creation feat you need: Craft Wonderous Item. You can make 90% of what your character will want with that one feat. If you want to do more, that is up to you, but stay away from craft wand and brew potion. At high levels, you can just buy these things, so the feat will be wasted.

That said, make a Baccob's Blessed Book, it makes copying spells almost free. Then learn Amenuisis (3rd level, Magic of Faerun). This cuts down copy time (but doesn't effect the time it takes to learn a spell). Use these two things to make a back up copy of your spell book.

Finally, playing a wizard is all about banking power for later. You will really come into your own at about 12th level, so keep thinking in the long term.

Hope that helps.
Hanniball

11-23-03, 03:45 PM
for a first time wizard i would recommend keeping it simple. play a buff wizard. take spells that enhance your party not yourself. its really easy to become the most powerful person in your party when playing a wizard but i would recommend not showing this power until right around 15th level.

that's when most people go into the Archmage Prc. it's also then that you are super-Uber and can kill most mobs with one or two spells if built correctly.

keep it simple at first and blow up at later levels. you won't be such a target at lower levels when your power rivals that of a gimp goblin. (not really, but close)

either way...just my 0.02 cp

p.s. i SUGGEST specializing in a school in 3.0 but be careful about it in 3.5
Tyreus

11-23-03, 04:40 PM
I recommend Wizard 13/ Archmage 3 For High Arcana, take Mastery of Counterspells, Mastery of Elements, and Mastery of Shaping. For feats:

1 wiz improved init, improved counterspell
2 wiz
3 wiz reactive counterspell
4 wiz
5 wiz spell focus: evocation
6 wiz spell focus: transmutation
7 wiz
8 wiz
9 wiz skill focus: spellcraft
10 wiz craft wonderous item
11 wiz
12 wiz extend spell
13 wiz
13 wiz/ arch 1
13 wiz/ arch 2 persistance spell
13 wiz/ arch 3

Spell focus: evocation is good for blowing things up, and spell focus: transmutation is good for nulifiying enemies with one spell. I don't recommend taking metamagic feats that are easily copied with cheap metamagic rods.(maximize spell)
Look Within My Mind

11-23-03, 05:57 PM
Loose the Chain Spell feat, you can't use it till higher levels, so its pointless now.

Energy Substitution is best when using Sonic, not Cold, very few things are resistant to sonic.

Also, your stats are great, I wish to be able to roll stats like that!

For Prestige Classes, if you have access to the forgotten relams books, then hav a flick through them, or Tome and Blood. Archmage is good, but hard to get, due to the requirememnts. If you want to gho for it, start picking up the requirements from level one. Also, are you human?? and are you playing 3.0 or 3.5??

Look Within :mage:
Otaku Ashram

11-24-03, 02:24 AM
I am human, and we're playing 3.5. Great ideas, Psifon, I'll definitely use some of them. I have access to some FR stuff, but it's all on a DM approval basis. Also, I know a buff wizard is a really good character, but I really don't want to be just a support role. Buffing is fine, but I want to do things directly too. Is Loremaster worth going into? If so, what should I replace Chain Spell with?
Wagnard

11-24-03, 10:13 AM
Why not play a sun elf for the boost to intelligence.

Specializing in divination is the way to go. Not much else is worth it.

Being a party support mage (buffer) is actually a lot of fun. You would need to concentrate on illusions and conjuration fogs and summonings. You will have a direct impact on your party's success.

Before battles you will divine for pre-battle intel. Where is the kobold party? how many are there? how well are they armed?

During the confrontation-- YOU control the battlefield. Your fogs can keep enemies locked down, you figments distract enemies and help set up flanks for your rogues. You can teleport your cleric around the field to heal your friends. You can route your enemies if they attempt to escape. You make your fighters fight better. You are the party enabler.

Sorry for this rant, but I think you would find a support mage is really a fullfilling role in the party.


Is Loremaster worth going into?
Absolutely, but less useful if you want to be blaser type mage, in which case I would strongly suggest playing a sorcerer.

But seriously give some thought to the buff wizard, they're incredibly cool, and your fellow party members will love you.

Wagnard
The Marmo Wizard
Otaku Ashram

11-25-03, 01:19 AM
Unfortunately, FR races aren't allowed, and human seemed to make a better wizard than a normal elf. I don't mind buffing and battlefield control, but I don't want to do just that. Also, I am the only arcanist, which is why I am more than a little hesitant to play a specialist wizard. Sure, I get extra spells, but what happens when we need a spell I can't use?

On a different note, I have the standard level 5 starting gold. What should I buy with it? What spells should I pick to learn? Which should I buy scrolls of, and which of those should I scribe into my spellbook?