8th level wizard help [Archive] - Wizards Community

Post/Author/DateTimePost
zazu79

04-06-06, 03:59 PM
I will be jumping into a campain to help out the DM and the players. I will be playing a wizard that the DM is introducing. I have never played a wizard before. I mostly play fighter types. Anyone recommend spells I should have? I don't know much about the character. I know that he is a human/wizard. I know that we have a druid, a rogue, and a fighter. Not sure what other players are in this campain. I have a feeling I will be up against Vampires and undead types. Any help would be greatly appreciated!
EternalZzyx

04-06-06, 04:53 PM
this largely depends on what books you have avaliable, but i would recommend command undead if you are expecting alot of them, its level 2 and should last you 1 day/level, it will keep those nasty dead things off for sure.
if you have access to the spell compendium, the 3rd level spell greater disrupt undead will be useful, both of these require access to the necromancy school.

most spell selections depend on what you need to do in the party, so if you post that up (along with the book list), i can be more helpful.
wizard of Newfoundland

04-06-06, 05:18 PM
I'm going to assume you only have acess to the player's handbook and you're not a specialist

Enlarge person for your fighter
Bull's Strength,cat's grace,bear's endurance,fox's cunning,owls wisdom are all good
invisablilty and greater invisablilty for your rogue
sorching ray for a nice damge dealer
Magic missle for an auto fit + multiple targets
Polymorph is good all around
lighting bolt or fireball
ray of emfeblement to zap the tough guy's
mage armour for protection without SF
shield See mage armour
Grease good spell for any situation
fly duh
Evards black tenticles to incapasitate foes
Enervation to cause havoc to spell casters and melee enemies alike
Dispel Magic good agaist a lot of crap

I'm sure there are more but that is all I can think of without looking in the books
tarkin

04-06-06, 05:41 PM
8th level wizards get 4th level spells, one of the key power level jumps.

Important 4th level core spells include:

Greater Invisibility: One of the better protection spells around, and the rogues will beg you for it. If troubled by those that can see invisible, try adding Non-detection on top of it.

Scrying: This is a GREAT prep spell to use the day before combat starts.

Resilient Sphere: This is one of the most usefull all around spells. It can be used to protect yourself, or to capture a badguy leader, allowing you to kill his mininions before dealing with him

Polymorph. This spell is so usefull, they keep nerfing it. No matter which version you use, it is very helpfull.

Non-core spells to consider:

Otiluke's Dispelling screen. Blocks attack spells, while giving you time to buff up.

Orb spells: If attacking a single creature, these are very good attack spells. Note, they basically are not worth it if facing multiple creatures, unless one has SR.


If your DM allows the 3.0 spell Explosice Cascade (basically a shapable fireball), it is a very good one.


As an 8th level Wizard, you should also have some scrolls/wands.
Merestil Haye

04-06-06, 06:00 PM
Some general guidelines. I apologise if you've heard them before.

Abilities.
Start your character with as high an Int as you can. You must not skimp on Con or Dex though (in that order IMO, because Con will give better returns over time). You can afford to use Cha as a dump stat, and run with average Dex and Wis.

Raise Int at 4th and 8th level, unless you started with 17+ Int and had either Dex or Con as an odd number.

Skills
Keep Concentration and Spellcraft high, and spread some points out over a wide variety of Knowledge skills, with a focus on a few. Consider including Decipher Script and Craft (Alchemy) in those skills.

Feats
Don't take too many metamagic feats early on. I've always found Extend worthwhile, but not others. Quicken is worth thinking about from 10th level; right now it cannot affect anything above cantrips, so its simply a waste.

If you are considering craft feats, you already have Scribe Scroll. Craft Wondrous is the best at low levels. I would not take Craft Wand right now.

if you're going for ray spells, consider Point Blank and Precise Shot feats.

Spells.
At 8th level you will have 4 spells of each level from 4th down to 2nd and 5 + starting Int modifier spells in your book. Pick carefully.For 4th level I suggestEvard's Black Tentacles
Fire Shield
Greater Invisibility
Minor Globe of Invulnerability
Polymorph
Scrying
Stoneskin

For 3rd level I suggestDispel Magic
Displacement
Greater Magic Weapon
Heroism
Protection from Energy
Ray of Exhaustion
Slow

For 2nd level I suggestFalse Life
Knock
Mirror Image
Rope Trick
Scorching Ray
See Invisible

and one or two of the ability enhancement spells.

For 1st level I suggestComprehend Languages
Erase
Expeditious Retreat
Feather Fall
Grease
Identify
Mage Armour
Magic Missile
Ray of Enfeeblement
ShieldYou'll notice that I've given more than 4 per level, to give you some feel for spells and ideas for extras if the DM permits you to spend starting gold to enlarge your spellbook.

Treasure
Hopefully your DM will let you pick some gear. Top of the list should be a Headband of Intellect +2. Pick some extra spells, if the DM agrees. Add some personal protections such as low power Rings of Protection, Amulets of Natural Armour, Bracers of Armour and a Cloak of Resistance. Add a masterwork dagger; you can always enhance it with Greater Magic Weapon.

Hope all that helps.
malignor

04-06-06, 06:11 PM
Anti-undead, eh?

Protection from Evil (resist spells & effects of evil, deflection AC)
Detect Undead (I'm not a vampire, I'm a *wizard casts detect undead* ... oh drat.)
Magic Missile (take that, wraith! take that, spectre!)
Chill Touch (against living, it's 1d6 plus strength damage; against undead it's a touch of panic, great for lesser undead)
Enlarge Person (think you're tough? Try out my large fighter friend)Acid Arrow (undead spellcasters can be disrupted too)
Web (that horde of zombies is now a bunch of fish in a barrel)
Command Undead (obvious)
Darkvision (undead are often nocturnal)Magic Circle against Evil
Daylight
Halt UndeadDimensional Anchor (keep them from going ethereal)
Remove Curse (I think this fixes mummy rot)
Black Tentacles (most undead aren't fantastic grapplers)
Wall of Fire (can't think of many undead who resist fire)
Fire Shield (ditto)
Lord_Mephisto

04-06-06, 06:14 PM
Greater Invisibility: One of the better protection spells around, and the rogues will beg you for it. If troubled by those that can see invisible, try adding Non-detection on top of it.

Non-detection will not protect against the spells See Invisibility, Glitterdust, etc. if that is what was meant in the quoted text.
Merestil Haye

04-06-06, 06:38 PM
I missed that you thought Vampires were a likely enemy.

Take Magic Circle vs Evil as a matter of urgency.
Dragonsnack

04-06-06, 09:58 PM
Definitely Protection from evil, it's a good back-up spell, and if you're fighting vampires it's extra useful.

If you have money invest in some cheap extras; holy water, alchemical fire and assorted low level scrolls.

Also... everyone else has made several excellent points, nothing I can add, the only thing I disagree with is Polymorph. It's an excellent spell, but not infallible, and if you've never played a wizard before you're better off selecting some simpler spells. Is it just me? Or is it just the guy I played with who spent 40 minutes debating what to Polymorph to...?
zazu79

04-07-06, 11:59 AM
Thanks for all the help. I know the information I provided was vague but everything helped. From my understanding, the only books I will be able to use are the 3.5 ph and dmg. I am not sure about any of the completes series. I will find out more info this weekend and will def post!
tarkin

04-07-06, 12:16 PM
Non-detection will not protect against the spells See Invisibility, Glitterdust, etc. if that is what was meant in the quoted text.

Non detection does not protect against Glitterdust.

It DEFINITELY protects against See Invisibility, as per the Sage's ruling. Playing any another way is a House Rule.

See invisibility is a diviniation spell. Non-detection blocks all divination spells, used against the character protected.

If it did NOT do that, then the core books would have created another spell to protect you from See invisible, etc.

It does not matter that you cast it on your self, non-detection still protects against it. That is just literatlist stupidity that refuses to admit that the core spells are written by people that do not pay attention to grammer. I suppose you will claim that when your character dies they can still cast spells and make attacks because the glossary definition of Dead does not state "you can't take any actions".
Merestil Haye

04-07-06, 12:27 PM
It DEFINITELY protects against See Invisibility, as per the Sage's ruling. Playing any another way is a House Rule.Cite please.
zazu79

04-14-06, 01:34 PM
Stats are as follows....

Str-8
Dex-16
con-14
int-18
wis-14
cha-12

I have a couple of armor bonus items and a cloak of res. Wand of magic miss (lvl 5). Wand of haste. Scrolls-Break enchantment(1), Greater Inv.(1), See Inv(3).

Feats- Scribe Scroll, Combat Casting, Spell Focus: Evoc, Craft Wand, Extend Spell, Improved Init.

Spell list is as follows...

0-Level/4 per day
All

1st-level/5 per day
Alarm
Sheild
Grease
Mage Armor
Identify
Charm Person
Sleep
Magic Missile
Ray of Enfebel
Enlarge Person

2nd-level/4 per day
Resist Energy
Glitterdust
Web
Scorching Ray
Invisibility
Mirror Image
Bull Strenght
Bears End
Fox's Cunn
Romp Trick

3rd-level/4 per day
Dispell Magic
Protection/Energy
Stinking Cloud
Suggestion
Fireball
Lighting bolt
Haste

4th-level/3 per day
Stone Skin
Arcane eye
Confusion
Wall of ice
Ice Storm
Dragonsblood

04-14-06, 02:05 PM
Looks like a solid build, but I'd strongly suggest taking craft wonderous item as your next feat. With it you can essentially double your wealth by level of the entire party, and if your DM does xp correctly you'll remain no more than 1 level behind.

For spells I'd pick up True Strike, Melf's Acid Arrow, Command Undead, Fly, Halt Undead, Slow, Dimensional Anchor, Dimension Door, Evard's Black Tentacles, Enervation, and Polymorph.
DeathsAudit

04-14-06, 03:00 PM
A wand of Protection from evil for when you need it as everyone seem to think it's a must.
mirconium

04-14-06, 09:49 PM
Scrap this, thought you had Spell Compendium.

You may want Stoneskin if you think you will be swarmed with multiple undead that your party won't hold back. It's pricy at 250 gold for components, but a wise investment for tough spots.