Bit of help with a Transmuter (3.0 ruleset) [Archive] - Wizards Community

Post/Author/DateTimePost
Vorian

12-14-03, 01:08 AM
I want to play a wizard that focuses more on non-nuke solutions to problems, so I've picked the Transmutation school and given up the Evocation school. I'm just wondering what would be good so that I'm still dangerous in a fight, but can find a way around one, or to simplify one.
Hes gonna be staring at level 3 also fyi. Rolled the stats and set up at str:11, dex:16, con:15, int:18, wis:12, cha:14. Hes a chaotic good human, and should be a knowedgeable person(so Ihave knowledge arcana, history, and the planes as skills. If that affects anything). The ability scores aren't set in stone. And last, I'm limited to the PHB. Me and one or two others are the only one in the group that played D&D for a measurable amount of time, so the DM wants to keep things simple.
Sisyfos

12-14-03, 10:53 AM
In 3.0 you can bump your spell DCs pretty easily.

Take spell focus (trans) (too bad greater spell focus is not in PHB)

Great spells for transmuters:
- Slow
- Rope trick (can escape from battle, hide for a moment, etc.)
- haste 3.0 (allows casting of 2 spells/round)
- fly (of course)
- polymorph self 3.0 (amazing duration... can do just about anything with this one)
- Polymorph other (save or you are out of the game)
- teleport (I'm outa here - I'm in here [especially when combined with scrying... you can arrange some nice surprise attacks]).
- Disintegrate (save or die)
- Eyebite (free attacks)
- Reverse gravity (among my favorites)
- Time stop
- Shapechange

As you see there are quite some disabling spells in there. You can make you opponents into rabbits if you want to. You can slow them to a standstill and circle them/pepper them from afar. You can appear like anything you want to (first limited with polymorph, then unlimited forms with shapechange).
Look Within My Mind

12-14-03, 07:41 PM
Well, i know your a wizard and not a sorcerer, but this thread has a lot of non-nuke speels slections in there, really good ones from matt and snow.

Thread <<Here>> (http://boards1.wizards.com/showthread.php?s=&threadid=144136)

Also, I suggest taking Illusions such as Silent Image and Major Image are extremly Useful.

Hope this helps :)

Look Within :mage:
Vorian

12-14-03, 09:45 PM
Thanks guys.
Lord Likk

12-14-03, 10:41 PM
definitely blind/deaf. i think it's necro in 3.5, but it was trans in 3.0, as well as the earliest death spell in the game.
LiXinjian

12-15-03, 01:26 AM
I've always been a fan of Flesh to Stone myself. Change them into rocks. Then, if you want their loot, simply use Stone to Flesh or Break Enchantment (not sure whether it was in 3.0ed) on each one, one at a time, with all the party at full health and spells (if you think you can't take the guy in a weakened state) surrounding the guy. You'll get a surprise round to finish him off before he can even find his bearings.

Hardly a fair fight (so no XP for that post-petrification kill), but you already earned those XP for turning him to stone in the first place.

Alternatively, having someone with the craft(stoneworking) gently remove the statue's head would spare you the trouble of fighting the man once he's returned to flesh. Or cut off his arm, so he's no threat at all. Or dump him in a deep body of water and change him back there. It's rather unlikely he took a deep breath before he was changed to stone, so he's stuck with no air down there.

And if you ever have access to Tome & Blood, a chained Flesh to Stone can really clean a battlefield. Just be sure your first save DC is as high as can be (fox's cunning, spell focus, headband of intellect, etc.) and you're good to go.

Transmuters are the best utilitarian casters there is.

Gaseous form is also a nice pick to avoid encounters. Throw in a little fog cloud and you're basically invisible, with the ability to slip through cracks. Of course, the same doesn't go for your fellow party members..