Use Magic Device w/ Quasit familiar [Archive] - Wizards Community

Post/Author/DateTimePost
BeauJest

07-26-07, 04:45 PM
Has anyone had much success getting wands/scrolls in the hands of their Imp/Quasit familiar? I'm wondering if it's worth the skill investment for my Necromancer (later Loremaster) to invest a little or a lot of ranks in Use Magic Device.

I'm leveling to 6th level and need two feats- Improved Familiar, Skill Focus(Know). So they could go in either order at CL6 & CL9, but obviously it means the difference between quasit at CL7 & Loremaster at CL10 VS. Loremaster at CL8 & quasit at CL9. I could obviously build more ranks in Use Magic Device taking Loremaster earlier, but have to wait until 9th level for the Quasit. Yes, maybe I should have taken one of these feats earlier... Q1 Any advice on which route the take?

The Instant Mastery secret would greatly help as would various magic items on him (circlet of persuasion, cloak of charisma). I think I want to get his UMD up to at least +12 to give him a reasonable chance of success.

Q2 Does this seem like a worthwhile endeavor? I'm imagining my quasit blasting off nasty fireballs, providing buffs while invisible, or healing me w/ wands or scrolls. With a good enough UMD adjustment, it'd be like having a second action. So it seems worth it, but may take a while to get there. Any experience or advice is appreciated.
tarkin

07-26-07, 05:36 PM
Using attack spells would not be wise, the caster level is minimum. But having them use a healing wand/scroll can make a lot of sense.
BeauJest

07-27-07, 09:56 AM
Using attack spells would not be wise, the caster level is minimum. But having them use a healing wand/scroll can make a lot of sense.

I was thinking of wands w/ no saving throws like Magic Missile, Shocking Grasp, Ray of Enfeeblement, Scorching Ray, or Monster Summoning I-IV, Enervation, Ice Storm.

Although less effective, other wands like Dispel Magic would be very useful in dispelling magic items or a weaker caster's spell.

And all the buff/cure spells is REALLY where I think he'll be useful, especially the 1 rd/lvl duration spells you don't typically cast before combat. The wizard continues to cast offensive spells while your familiar continually strengthens your defensives. Oh yeah!
DrMorganes

07-27-07, 10:16 AM
Regardless of whether the spell allowed a saving throw, most wands function at the minimum caster level needed to cast the spell. In the case of Magic Missile, this is Level 1 - for a single missile doing a whopping d4+1 points of damage. Shocking grasp isn't much better with its d6 electrical damage. One could argue it's worse because the familiar would need to actually enter melee to use it...

If you're looking to use offensive spells in this manner, you'll need to craft the wand or scroll yourself and pay the extra XP and gold to boost the Caster Level on the item. This is probably not an effective use of either of those resources.
Grumman

07-27-07, 10:56 AM
Regardless of whether the spell allowed a saving throw, most wands function at the minimum caster level needed to cast the spell...

If you're looking to use offensive spells in this manner, you'll need to craft the wand or scroll yourself and pay the extra XP and gold to boost the Caster Level on the item. This is probably not an effective use of either of those resources.
This is incorrect. Have a look at page 246 of the DMG, and you will see that even some of the randomly discovered wands have greater caster levels than the minimum (including Magic Missile).
BeauJest

07-27-07, 11:14 AM
Ok, I see your point w/ Shocking Grasp. But wands of magic missile are often found at higher than minimum. I'm envisioning giving my familiar "hand-me-down" or treasure wands like my wand of scorching ray or magic missile(5) once I find a more effective wand/staff.

But a Wand of Cure Mod Wounds may be the best thing to place in his tiny little claw. I think a Summoning wand is pretty nice too.
tarkin

07-27-07, 11:36 AM
Summoning by definition is never a good straight attack spell.

I.E. If an X level character can summon a creature capable of easily killing an X level character, of COURSE it is too powerfull, because they simply cast it twice and easily defeat two fighters facing them with just two high level spells.

Instead Summoning spells are always going to be mainly usefull for strategic combat.

I.E. You need to block, delay, or flank creatures. Or you need a flying creature/creature capable of ignoring fire damage, etc.

A wand of Ice Storm might be worthwhile, but honestly I see a simple wand of Cure Light wounds, using it on you every round you are below max to be the most effective method, both cost and skill point wise (by sticking to first level spells you reduce the DC of the UMD as well as the cost of the wand you purchase)
BeauJest

07-27-07, 11:57 AM
Summoning by definition is never a good straight attack spell.

I.E. If an X level character can summon a creature capable of easily killing an X level character, of COURSE it is too powerfull, because they simply cast it twice and easily defeat two fighters facing them with just two high level spells.

Instead Summoning spells are always going to be mainly usefull for strategic combat.

I.E. You need to block, delay, or flank creatures. Or you need a flying creature/creature capable of ignoring fire damage, etc.

A wand of Ice Storm might be worthwhile, but honestly I see a simple wand of Cure Light wounds, using it on you every round you are below max to be the most effective method, both cost and skill point wise (by sticking to first level spells you reduce the DC of the UMD as well as the cost of the wand you purchase)

Distractions & body guards are good, especially when the head fighter is too busy in the front ranks to help you out.

I think the DC for using a wand is always 20, so once you can reasonably get a modified roll of 20 you can use any wand. There's always seems to be an extra CLW wand discovered.