Items and spells projects...

Post/Author/DateTimePost
#1

gargamella

May 25, 2009 18:01:49
here what we have...
human, wizard5/war mage (DL) 5 / Force Missile5/Argent Savant 1

My feats are:
lvl1 --> Eschew Materials Combat casting power attack
lvl3--> iron will
lvl5--> Weapon focus (ranged spells)
lvl6--> ledy's gambit
lvl7--> Empower spell* --> from War Mage
lvl9--> Minor Shapeshift Enlarge Spell*--> War Mage
lvl12--> Knowledge Devotion
lvl15--> Arcain Thesis (MM)
lvl18--> Twin spells

Variant:
Wizard [Player's Handbook]
Specialized in Conjuration, Proibited Schools: Necromancy, Enchantment
V Immediate Magic [PHB II] pag 68
Abrupt Jaunt (conjuration): You teleport up to 10 feet. You
can’t bring along any other creatures.

Wizard
Some wizards trade their knowledge of magic and craft to improve
their combat prowess.
Gain: Bonus feat list (as fi ghter; bonus feats gained at 1st level
and every fi ve levels as wizard).
Lose: Scribe Scroll, wizard bonus feat list.

Items:
Eager Dagger MIC x 2
Mithril Twilight Chain Shirt +1 (here we could take that one that give me immunity to critic and sneack)
Healing belt
Heward's Fortifying Bedroll (C M)
Headband of intellect +4
rod of quiken spell lesser


that's what i got now for a budget of 66k at lvl 11...
i could change samthing before 28th not later...
what i'd like to to with items is also a project for what to get now and what items to get lvl by lvls...

I can use all books i want for spells and items

what i need is a "project" of spells and items for my wizzard so i can collect gold for future items....

the idea as u can see id to make a blaster... but i have also athers priority:
save slots for my MM and offensive spells
get nice protections vs differents damage (elemental, critic, magic...)
have an hight int
have some nice spells vs mage and a spells that can kill a possible crowd of monsters fast...
#2

gargamella

May 26, 2009 3:13:31
no1 can help me?
#3

cru

May 26, 2009 3:30:32
conjuration spells: http://forums.gleemax.com/showthread.php?t=1005797
equipment: http://forums.gleemax.com/showpost.php?p=12991292&postcount=8
#4

pithica

May 26, 2009 10:05:35
Rather than go back and forth in PM's. I'll just answer you here. That way if anyone has any corrections or better suggestions, you aren't just getting my opinion.

I'll start with Gear, as that's something I'm intimately familiar with at the moment.

In my own games, and in all the DM's I play under, we use the modified creation rules from the MIC and the sidebar on page 282(ish) of the DMG which means that 'standard bonuses' in appropriate slots are always at base price, and that multiple items (non-'standard') can be combined in the same slot by adding 50% to the market of the lower priced item(s). I'm probably going a little over the WBL for 20th, but I've honestly never played a game through where I didn't have more than the recommended wealth for a given level. Even if I didn't, having a list with more than what you can afford is, in my opinion, better than less, as it keeps you able to grab whatever you want next.

The gear is sectioned off, to make it easier to read, but I wouldn't recommend going in this order. Items have the book and page numbers listed (M=Magic Item Compendium, D=DMG, P=PH, CM=Complete Mage, DD=DMG 2)

First section is armor. You need to first decide if you want to go with Armor or robes. For wizardy-wizards, I recommend going with robes and trying to stack miss-chances rather than going for AC. If you instead decided to go with armor, which I don't recommmend, a Mithril Githcrafted Breastplate with the Twilight and Nimble properties would be the way to go (0ACP/0ASF and +5 Max dex, IIRC).

Armor/Robe: Robe of Mysterious Conjuration (M130) + Arcane Might (M129) + 8 Armor Bonus (D216) = 84,000gp
Armor Crystal: Greater Ironward Diamond (M26) = 8,000gp
Shield: Called (M9) Mithril (D284) Githcraft (DD276) Animated (D218) Heavy Shield +5 (D216,P124) = 52,620gp
Shield Crystal: Greater Crystal of Arrow Deflection (M25) = 5,000gp

Next we come to weapons. Generally for a wizard, these don't matter, so I don't put much money in them. I only ever use them when I don't want to waste spells, or when I'm in a dead magic zone (and have already spent my invoke magic) and the enchantments wouldn't do anything anyway. You can go masterwork or +1 on the X-bow if you have the extra mulaa, or have the weaponsmithing skill needed to make it yourself, but it's a non-issue in 999 games out of 1000 (for me).

Melee Weapon: Dagger +1 (D223) = 2,302gp
Weapon Crystal: Least Crystal of Return (M 65) =300gp
Ranged Weapon: Light X-Bow (P 116) = 35gp
Ammunition: 20x Bolts, Quiver (P116/127) = 4gp

Next comes the slotted items. Since my group play with the optional sidebar on page 282 of the DMG for combining items AND the 'adding common effects' rules on page 233 of the MIC, these are a bit stronger than the norm for some games. I generally start with a cheap but useful utility item, add a more powerful item (or 2), and an appropriate stat bonus. I almost always gun for a +6 Int as soon as I can afford it, and a +6 con shortly after. +5 resist is too cheap and useful not to get as quickly as you can as well. After Int and Con, I generally bother very little with further enhancements to stats unless I need them, desperately. That being said, a +2 dex and +2 strength item will help a bit, but I only go further with those stats (or with any others) after I've finished with everything and have all my utility items.

Head: Hat of Disguise (D258) + Circlet of Mages (M86) + Circlet of Rapid Casting w/ Int +6 = 61,200gp
Face: Third Eye Freedom (M141) + Goggles of the Golden Sun (M205) = 7,900gp
Neck: Periapt of the Sullen Sea (M204) + Hand of Glory (D258) + Amulet of Spell Conversion (CM132) w/ Natural +5 = 89,000gp
Shoulders: Cape of the Viper (M84) + War Wizard Cloak (M148) w/Resist +5 = 44,000gp
Arms: Bracers of the Entangling Blast (M80) + Wand Bracelet (M147) = 15,000gp
Hands: Gloves of the Starry Sky (M204) + Gauntlets of Ghost Fighting (M216) + Casting Glove (M84) w/ Str +2 = 31,650gp
Waist: Healing Belt (M110) + Belt of the Wide Earth (M204) + Belt of Battle (M73) = 25,125gp
Feet: Anklet of Translocation (M71) w/ Dex +2 = 5,400gp
Torso: Shiftweave (M133) + Tunic of Steady Spellcasting (M144) + Vest of the Master Evoker (M146) w/ Con +6 = 50,500gp

Ring 1: Ring of Sustenance (D233) + Arcane Might (M121) w/ Deflection +5 = 73,750gp
Ring 2: Ring of Spell-Battle (M127) + Wizardry IV (D233) = 118,000gp
Ring 3: Ring of Greater Counterspells (M124) + Wizardry III (D233) = 94,000gp

I'm going to go ahead and cut this post off here, so I don't run over the 10k character limit (if there is one). I'll finish up with the other gear in a minute.
#5

pithica

May 26, 2009 11:51:58
Now that I have the worn gear down. It's time to move on to tools and other gear.

Ioun Stones are technically worn, but they don't take up a slot. The 4 below act as a minor ring of spellstoring, make it so that you don't have to breath, grant Regen 1, and boost your caster level, respectively.

Ioun Stone(s) (D260): Vibrant Purple Prism (36,000gp), Iridescent Spindle (18,000gp), Pearly White Spindle (20,000gp), Orange Prism (30,000gp)

Next there are containers to worry about. I almost always HAVE to buy a Handy haversack as soon as I can afford it. Included in the list below is both an Enveloping pit and a portable hole. If you can get away with the enveloping pit, you probably don't need the portable hole for storage. But it's a relic and it's WAAAAAY underpriced for storage, so don't plan on getting away with it.

Containers: Quiver (2g), 2x Waterskin (2), 2x Spell Component Pouch (10g), Scrollcase (1gp), Heward's Handy Haversack (D259, 2,000gp), Bag of Holding type 1 (D248, 2,500gp), Enveloping Pit (M159, 3,600gp), Bag of Holding type 4 (D248, 10,000gp), Portable Hole (D264, 20,000gp)

The following is other magical gear I tend to try and carry. Some of it is stuff only really one or two people in the group need, so the burden isn't necessarily all on you. It's mostly just utility stuff so you don't have to worry about mundane details.

Other Magical Gear: 10x Blessed Bandages (M152, 10g ea), Universal Solvent (D268, 50g), 2x Quaal's Feather Token-Anchor (D264, 50g ea), Everburning Torch (P128, 110g), Everfull Mug (M160, 200g), Quaal's Feather Token-Tree (D264, 400g), Troll Gut Rope (M190, 500g), Artificer's Monocle (M72, 1,500gp), Rust Bag of Tricks (D248, 3,000gp), Orb of Mental Renewal (M167 3,100gp), Rod of Bodily Restoration (M173, 3,100gp), Survival Pouch (M187, 3,300gp), 2x Immovable Rod (D235, 5,000gp ea),

Here's where we get to the 'fun' part. Metamagic Rods, Runestaff's (etc), and Pearls of Power. What you want to do, is use extend rods to make your self buffs last as long as you can. Once you've cast them, you want to use the pearls of power to bring those spells back. Then you want to use runestaffs or other items that convert spells to other spells to make those spellslots useful again. In this way, you can use one spell slot to keep 2 24hr duration buffs (or 1 hr/lvl buff) up constantly AND then turn around and use the same slot to cast a combat/utility spell later in the day.

Extend Rods are cheap, the lessers are only 3kgp, 'normals' only 11k, and greaters only 24.5k. I may be going overboard on how many to buy for you, particularly, but you can always use the remainders to extend BFC, Debuff, or Summoning spells. Other rods to consider are Lesser/Normal Chaining (for Greater Magic Weapon, or Spelltheft, respectively), Sculpting (for any AoE spell), and Lesser Maximize (should your DM use RAW for determining the spell level of your magic missiles).

Metamagic Rods (D236/M165): 3x Lesser Extend, 2x Extend, 2x Greater Extend.

I generally recommend taking at least one PoP of each spell level as you can afford it. I.E. Buy a 1st, then buy a 2nd, then 2 thirds, et cetera. Price is spell-level ^2 *1,000gp for the single spell ones. The 2-spell one is only worth it for 2 6ths, otherwise, it costs more than separate pops. I tend to run out of 3rds-5ths more than others, so I usually have 2 each of those. In addition to using Runestaffs or the many spontaneous items in the above gear list, you could also use the 6th level pops to refresh a Rary's Arcane Conversion to trade out a memorized spell of up to 5th for another.

Pearls (D263): 1-1st, 1-2nd, 2-3rd, 2-4ths, 2-5ths, 1 2-spell(6ths), 1-7th, 1-8th, 1-9th

Runestaffs can be custom built by multiplying the highest spell level by itself and then by 400gp and adding in the square of the lower level spells' spell level(s) multiplied by 200gp. The pre-created ones start on page 176 of the MIC. One's I think are good follow:

Runestaffs (M176-182): Abjuration (32,000gp), Evocation (25,000gp), Passage (75,000gp), Time (35,000gp)

I also recommend carrying (or having someone in the group, carry), a subset of wands/eternal wands to fill some utility for the group.

Wands (50 charges): Lesser Vigor, Lesser Restoration, Restoration (10 charges), Mage Hand, Knock

Eternal Wands (M159): Prestidigitation, Floating Disk, Silent Image, Rope Trick, Unseen Servant

Finally, there's mundane Equipment.

Mundane Equipment: Dagger (2g), Bedroll (.1), Winter Blanket (.5), 20x Candle (.2), 10x Chalk (.1), Crowbar (2), 10x Fishhook (1), Fishing Net (4), Grappling Hook (1g), Mirror Small Steel (10), Sealing Wax (1), Signal Whistle (.8), 2x Ink (16g), 2x Inkpen (2sp), Magnifying Glass (100g), Artisan's Outfit (1g), 5x Traveler's Outfit (5g), 2x Cold Weather Outfit (16g), 1x Guard Dog (25g), 10x Spellbook (15g ea), 5x Tindertwig (1gp), 2x Smokestick (20gp ea), 5x Sunrod (2gp ea), Healer's Kit (50gp), 2x Oilskin Suit (Storm 10g ea), Adamantine Hacksaw (Dung 600gp), Floatation Bladder (Dung 2g ea), Collapsible Pole (Dung 20gp), Adamantine Drill (Dung 200gp), 20x Flour Pouch (Dung 1sp ea), Listening Cone (Dung 8sp), Magnet (Dung 20gp), Hand Periscope (Dung 50gp), 5x Rubber Ball (Dung 3gp ea), Rubbing Kit (Dung 5gp), Twine Roll (Dung 1sp), Sun Lenses (Sand 10gp), 2x Desert Outfit (Sand 6gp),

Finally, for gear, I have contingent spell effects and/or permanencied spells.

If I only have the one Contingency, from the spell, I usually use a greater teleport to a pre-determined 'safe' location, on a number of conditions, including a command word and gesture from myself.

If however, I am allowed to take advantage of the Craft Contingency Feat (pp 77 and 139 of Complete Arcane), either by taking the feat or by purchasing the effects as gear from others, the following effects are likewise fun additions.

Contingent Effects:
Ruby Ray of Reversal (SpC)-Upon being transmuted to stone. (7,100gp)
Heal-Upon being reduced to X hitpoints or fewer (usually 20), or when feebleminded, nauseated, insane, or stunned (6,600gp)
Revivify (SpC)-Upon Death (5,500gp)

Finally, the spells I think are worth permanencying, if you have the spare XP, and if your DM won't screw you on the dispels. (P259)

Permanencied Spells:
Read Magic
Comprehend Languages
See Invisibility
Arcane Sight
Tongues

I'll come back to buff selection in a minute.
#6

pithica

May 26, 2009 14:02:40
On to buffs....

I'll do you and myself a favor here and reiterate things I've said earlier. Buffing is an art unto itself. In any game, even a core only one, you should definitely consider using at least 1 spell slot per spell level on a very long duration (1hr/lvl or 24hr) buff.

With an appropriately tiered Extend Rod, which are cheap, the 1hr/lvl buffs will last all day by caster level 12, and the 24hr buffs can actually work as two slots, either for 2 24hr buffs (with the afore-mentioned extend rods), or as an every-other-day buff with a utility in between days. Once you get your caster level up to 24, you're able to use one slot with an extend rod to cover 2 1hr/lvl spells in the same way.

To get your spell back, you should have an appropriately leveled Pearl of Power. This lets you either re-cast that spell again later (a tactic I occassionally use at lower level for spells like Resist Energy), or use the spell to charge a spellslot based item (like Gloves of the Starry sky, or a Runestaff). If MIC is allowed (which I believe it is), A circlet of Mages is a cheap way to replace some of the lower level Pop's.

At very High levels, even 10 min/lvl buffs can potentially last all day, or close enough for government work, if you're prepared for it. At caster level 24 (which you can get pretty easily by level 20, with gear/spells) a 10 min/lvl buff lasts 240 minutes, or 4 hours. With an Extend Rod, that's 8 hours, and with a PoP, that's 16 hours. If you're the paranoid type, like me, that likes to sleep in a rope trick or MMM, that's your entire adventuring day.

So, anyway, on to my recommended buffs. Some of this is a re-hash of earlier PM's, but I'm bringing it over so that my betters can comment/correct where appropriate.

0ths:
Not really many spells in here that I like as defensive buffs or anything, but I am a big fan of prestidigitation and launch item (from Spell Compendium). The latter is a fall back for me paired with acid flasks or the like. I do however highly recommend permanency-ing read magic, as it impacts how some glyphs etc effect you.

1sts:
--Endure Elements lasts 24hrs, makes you immune to most temperature effects and can be cast if you have to, but there are a number of (cheap or otherwise awesome) items that grant it, so go with those if you can. I usually get it, eventually, from a War Wizard cloak (MIC).
--Shield isn't really awesome, but I'm a sucker for it. If I have some form of persist cheese available or the 2 levels of Abjurant Champion that let me cast it as a swift, I take it.
--Protection from X won't last all day (1 min/lvl), but it's a staple in my spell list until I have Mind Blank or Disobedience. It makes you immune to compulsions.
--Disguise Self should be gotten from a hat of disguise on the cheap (can be added to Int item). It's not really a buff, more of a paranoia protection. Many of my characters have been known to change their appearance with said item daily, so that people in the towns we pass don't have valid identifier/descriptions of me, and spells that get boosts if someone has a picture of me (like scrying) won't.
--Benign Transposition (SpC) likewise isn't a buff, but it's a good Get out of Jail Free card when someone charges in to hit you. Trade places with your party fighter, or any unconscious opponent (they're always willing).
--Comprehend Languages is something I generally permanency if I can. It helps a lot with non-combat communication, allowing you to understand the spoken words of any touched individual.
--Nystul's Magical Aura this is another paranoia spell. It lasts 1day/lvl, which means, beyond level 14 or so, you can basically make all your gear appear mundane (or like very weak items) for 1 1st level spell slot. If you also Extend it with a rod, that's 2 items per caster level. It's only really useful if your DM likes using detect magic or arcane sight on his NPC's

2nds:
--Resist Energy it's only 10min/lvl, and at higher levels it isn't worth casting as much, and even at low levels, it's not an every day spell. But I like having it in my spell book for times when I know I'm about to fight a 'fire mage' or a '
white dragon' or something.
--See Invisibility is one of the few spells I recommend permanencying, even if your DM is rude with the dispels. It's a solid general paranoia spell.
--Mirror Image only lasts 1 min/lvl unfortunately, so it isn't an all-day spell. but it gives you up to a 7/8 (77.5%) miss chance.
--Misdirection is a spell I cast while undercover. It's 1hr/lvl and makes detect spells read you as if you were someone else.
--Alter Self is only 10 min/lvl, but is one I recommend using all day at high levels despite the gold it'll cost you to do so. It has all kinds of benefits. Read the thread on it if you don't believe me.
--Rope Trick is a paranoia spell. I always sleep in a Rope Trick or MMM or pocket dimension. I generally only actually mem the spell up until I can afford the eternal wand or get a free 7th for MMM.
--Create Magic Tatoo (SpC), is situationally (at best) useful up until 13th. Beyond 13th level, I *want* to cast this spell every day for the boost to Caster level (24hr duration). The Material component cost (100gp) limits this, but extend rods halve the price, and it's definitely worth it on game day (whenever you're going after the BBeG). Of course, if you can get away with Shadow magic cheese, you can always use Shadow Conjuration to mimic the spell for free (see below).
--Heart of Air (CM) it's an 1hr/lvl spell. Grants +10 enhancement to fly speed and jump checks. Also can be cancelled for feather fall effect. If paired with any Heart of, grants light fortification (25% chance ignore crits/sneak attacks), if paired with all 4, grants total immunity to crits/sneak attacks.

3rds:
--Nondetection I only use on paranoia days or while undercover. Lasts 1hr/lvl and makes divinations against you potentially much harder. 50gp material component makes every day use cost prohibitive.
--Arcane Sight Spell to be permanencied. Grants all of detect magic effects with 1rnd of study instead of 5.
--Tongues another spell to be permanencied. Can speak and understand any language (but only one at a time). Paired with permanent Comprehend Languages, makes you excellent party tranlsator.
--Leomund's Tiny Hut, Man I wish this spell were mobile, it would be crazy broken, though. 2hr/lvl duration, but immobility makes this duration useless. The spell blocks line of sight for incoming spells, grants total concealment, and prevents charging. Also stops wind/weather effects and ambient temperature problems.
--Anticipate Teleportation (SpC) 24hr duration buff, let's you know when anyone is attempting to teleport into your immediate (5ft radius/caster level) vicinity, let's you know their destination, and delays their 'landing' for one round. I usually extend this and pair it with detect ship.
--Greater Mage Armor (SpC) 1hr/lvl buff grants +6 armor bonus to AC. Lasts all day with extend rod by level 12. I usually use this as primary armor source from level ~10 until I can affort a +8 armor item, or decide to buy actual armor.
--Detect Ship (Storm) 24hr duration buff, let's you detect 'ships' in your area (1mile/cl radius, regardless of visible conditions), and potentially identify them. Very worth it on a seagoing campaign, but even outside of those specialized circumstances, airships and other large vehicles *should* be seen by the spell as well. It's less valuable if your DM reads 'ships' as 'boats' though.
--Heart of Water (CM) 1hr/lvl buff. Grants Water Breathing, Swim Speed (equal to land speed), and can be dismissed for Freedom of Movement effect. Grants fortification like Heart of Air.
--Disobedience (CSc) 1hr/lvl buff. I usually replace Protection from X with this around level 10 or so. Grants immunity to Charm and Compulsion effects, and forces the caster of the charm/compulsion to make a will save or believe that the charm/compulsion worked.

4ths:
--Detect Scrying 24hr buff, let's you detect scrying sensors in your immediate area (40ft radius). Also may let you see who's scrying you. I usually pair with Shadow Conj if I can get away with it.
--Shadow Conjuration Used to cast Create Magic Tatoo, 24hr buff.
--Greater Mirror Image (PH2) Only lasts 1min/lvl. But this spell is an immediate action, meaning you can cast it just before someone casts a spell on you or tries to charge you. grants the same potentiall 77% miss chance that Mirror Image does.
--Ruin Delver's Fortune (SpC) Another immediate action spell. This is less useful without Persist cheese, but Evasion, various immunities, or temp hitpoints as an immediate action can save your hide. I generally only mem this as an incantatrix or wait until I have a Ring of Wizardry IV and the extra 4th level slots for it.
--Heart of Earth (CM) 1hr/lvl spell. Grants 2x CL in temp hitpoints (max 30), bonuses against trip/bull rush attempts. Can be sacrificed for a stoneskin effect (sans stoneskin's insane material component). Works with other Heart of spells like Heart of Air.

5ths:
--Overland Flight There are better ways to fly, but until I have them, this is a 1hr/lvl spell that guarantees I can do so. If you can, a custom item of this for 24hrs/day in the feet slot only costs 48,000gp.
--Permanency used to make spells listed above permanent. Not a spell to mem during game time.
--Evacuation Rune (CSc) 24hr spell. Cast it in a 'safe' spot, can teleport back to that spot as a swift action. Great 'get out of jail free' card until you have contingency.
--Transformation of the Deeps (Storm) 1hr/lvl *group* buff. Grant water breathing, darkvision, and pressure immunity to 1 person / 3 levels. Useful as alternative to waterbreathing for the group, but only really if pressure damage is going to be an issue.
--Heart of Fire (CM) 1hr/lvl. Grants Fire Resistance 20, +10 enhancement to land speed, and can be sacrificed for Fire Shield effect. Works like the other Heart of spells when used together.

6ths:
--Contingency Another spell you wouldn't cast every day. But you should have one, solid, contingency up as soon as you have 6ths.
--Greater Anticipate Teleportation (SpC) Replacement for Anticipate Teleportation when you can use the 6th level slot. Works the same, but incoming people are delayed 3 rounds instead of 1.
--Superior Resistance (SpC) 24hr duration buff. Grants +6 Resistance bonus to saves. Can be paired with GAT to use only one slot. Not worth it if you can afford the +5 Cloak or Vest of Resistance, as the two don't stack and you're only 1 higher. But if you have an extra 6th, but not an extra 25k, it's worth the spell.
--Cloak of the Sea (SpC) 1hr lvl. Water Breathing, Blur (20% miss chance), and freedom of movement while in water. It's a solid buff for aquatic campaigns. Even for non-aquatic, if you pair with summoned Water elementals, you can get the benefits and a bodyguard.

7ths:
--Simulacrum, not a spell you memorize. But if you can afford the scroll, at any point beyond 14th level, having a simulacrum of yourself (especially as a caster) is going to be the best ~7,000gp you will ever spend. It's a body double, it's an eternal wand, it's a (mundane) crafter in a sweat shop earning you money. It's, in short, everywhere you want to be.
--Statue 1hr/lvl. Turn back and forth into a statue as a free action. In statue form you have hardness 8 and are effectively stone (no need to eat or breath).
--Energy Immunity (SpC) 24hr buff, total immunity to a single energy type. This is a spell you should definitely spend at least one spell slot and a Extend rod charge on every day. It's the 1st or 2nd 7th level spell I add to my spellbook. By 20th, I'm usually blowing 2 spell slots, each extended on this a day.
--Elemental Body (SpC) 1hr/lvl. Another spell I almost always spend a slot on as soon as I can. Grants a number of immunities, darkvision, and potentially movement on top of it.

8ths:
--Mind Blank 24hr duration. Makes immune to all mind-affecting effects, and a number of divinations. I generally pair with MoP below at high levels for Extend cheese, or possibly an extra Energy Immunity if I don't have a 7th to spare for some reason.
--Moment of Prescience 1hr/lvl. Grants Insight bonus of caster level (max +25) to a single check. At very high levels, when he who wins initiative wins the fight, I have this spell up solely for an initiative check.
--Greater Prying Eyes 1hr/lvl. Get 1d4+Caster level floating 'eyes', each with true seeing up constantly (no material component, YAY), and a max spot mod of +25 (equal to CL). This is another paranoia spell. Only memmed at high levels in times when I am worried about assassins or the like. If you spread them well, you should be able to tell where incoming is from.
--Polymorph Any Object potentially permanent. I've never actually abused this spell in a game, but it's a solid core only buff to consider. Pick a decent form, and become it, potentially for weeks or longer at a time.
--Greater Celerity (PH2) Immediate action spell, grants you a full round action at the cost of becoming dazed for 1rnd after it. This is a 'get out of jail free' card.
--Heart of Stone (SpC) Duration of 1yr, but costs 500xp and is dispellable. Grants a hole slew of protections and immunities. It's really campaign specific. If you have a way to protect your heart and can guarantee you'll earn well over the 500xp cost/year, I think it's worth it. But if you play with a lot of downtime or would risk someone finding your 'real' heart and slaying you outright, it's definitely not worth it.

9ths:
--Shapechange only a 10min/lvl buff, but it's persistable if you can find the cheese, and definitely worth pulling the extend/pop method for the 16hr duration. Lets you change forms (with all Ex, natural, and Su abilities) every round as a free action. Versatility is the win.

Okay, I think I'm done for now. If you need an example of how the buff chain would work in play, let me know and I'll try and build one.
#7

carnivore

May 27, 2009 5:03:33
wow ... nice answers pithica

:D
#8

dr_rocktopus

May 27, 2009 5:20:06

Amazingly concise! I was just getting ready to write my answer and here this is. I'll comment and add my own thoughts after I get some rest, but I'm really very impressed.
May I jack these for the sorcerer's guide?
#9

pithica

May 27, 2009 6:49:02
May I jack these for the sorcerer's guide?

Ahem...'jack' away.

Man that felt beneath me...then I remembered I'm a degenerate.
#10

pithica

May 27, 2009 9:26:30
what i ask was "the rest of the spells" i mean offensve and most important utility spells..

I'm going to answer you in the thread, so others can comment...

I generally focus my offensive spells on no-save/no-sr (or as close as I can get) conditionals more than on damage.

If I recall correctly, yours is a build focused on damage output, specifically with the magic missile spell.

That's where I'd start if I were you, memorizing one MM per spell level you have, with appropriate metamagic feats to make it fit the level.

I assume you have ~6 spells/level once capped, if I remember right, you're a Conjurer that lost Necro and Ench. You should have a caster level of 15, I think, assuming I read your build right, which means you should be looking at spells/day like the following (depending on Int, assuming 24 for now):

4+1 6+1 6+1 6+1 5+1 5+1 4+1 3+1 1+1

A generic, versatile list (including the buffs I already suggested) for me would be something like the following (assuming we buy 2 lesser and 1 'normal' extend rod):

(*24hr duration buff, cast first thing. ^Extended with rod. #Conjuration slot.)

0th(4+1)- Acid Splash#, Launch Item (SpC), Prestidigitation, Read Magic, Detect Magic
1st(6+1)- Benign Transposition#, Magic Missile x3, Grease, Endure Elements*, Wall of Smoke
2nd(6+1)- Web#, Heart of Air^, Rope Trick, Magic Missile x2 (+1 MM), Summon Monster II, Alter Self
3rd(6+1)- Sleet Storm#, Heart of Water^, Anticipate Teleportation/Detect Ship*^, Disobedience^, Greater Mage Armor^, Magic Missile (+2 MM), Haste
4th(5+1)- Solid Fog#, Heart of Earth^, Detect Scrying/Shadow Conjuration*^, Magic Missile x2 (+3MM), Assay Spell Resistance
5th(5+1)- Evacuation Rune#, Heart of Fire^, Wall of Stone, Magic Missile x2 (+4MM), Spell Theft (CSc)
6th(4+1)- Freezing Fog#, Howling Chain, Magic Missilex2 (+5MM), Permanent Image
7th(3+1)- Greater Teleport#, Elemental Body (Air), Energy Immunity(Cold)*, Magic Missile (+6MM)
8th(1+1)- Maze#, Magic Missile (+8 MM)

As for your build...

I would definitely drop Eschew Materials, Power Attack, Weapon Focus, and Combat Casting.

I'd replace with Fell Drain, Collegiate Wizard, and two other feats to be named later (by someone with more time than me at the moment). None of those feats really do much for your build. Fell drain would add some debuff to your magic missiles (even if it's only 1 level, that's still boss). Collegiate wizard is 4 spells to your spellbook/level, which saves you ass-loads of money long term.

EDIT: Uncanny Forethought and maybe Fell Weaken would be my next choices, I guess. I'd also, if I could, trade Scribe Scroll for Improved Initiative using the Martial Wizard variant from UA.

EDIT2: Wait, you already did the latter, but got power attack for some reason, in that case, I'd change my feats to the following:

EDIT 3: I see the reasons, FMM and War Wizard both require Combat Casting and the later requires Weapon Focus and Eschew Materials....Let me see if I can make this work...I also just noticed that Lady's Gambit apparently requires power attack and iron will. Personally, I don't think it's worth it. Especially considering that it also seems to require a BAB of +6 which means, you can't take it until 12+ anyway. So, here's how I'd go...

Collegiate Wizard (1), Combat Casting (Human), Improved Initiative (Wizard), Eschew Materials (3), WF-Ranged Spells (Wizard), Fell Drain (6), Empower Spell (War Mage), Minor Shapeshift (9), Enlarge Spell (War Mage), Knowledge Devotion (12), Arcane Thesis-MM (15), Twin Spells (18)
#11

pithica

May 27, 2009 11:02:40
For now, I'm going to assume the 80k you have to spend includes the gear you listed.

So, here's what I'd start with if I were you:

Armor/Robe: Robe of Mysterious Conjuration (M130) = 10,000gp
Armor Crystal: n/a
Shield: n/a
Shield Crystal: n/a
Subtotal: 10,000gp

Melee Weapon: Mwk Dagger (D223) = 302gp
Weapon Crystal:
Ranged Weapon: Light X-Bow (P 116) = 35gp
Ammunition: 20x Bolts, Quiver (P116/127) = 4gp
Subtotal: 341gp

Head: Hat of Disguise (D258) w/ Int +4 = 17,800gp
Face: Third Eye Freedom (M141) = 2,600gp
Neck: Natural +1 = 2,000gp
Shoulders: Cape of the Viper (M84) w/Resist +2 = 6,000gp
Arms: Bracers of the Entangling Blast (M80) = 2,000gp
Hands: Gloves of the Starry Sky (M204) = 1,100gp
Waist: Healing Belt (M110) = 750gp
Feet: Anklet of Translocation (M71) = 1,400gp
Torso: Shiftweave (M133) w/ Con +2 = 4,500gp

Ring 1: Ring of Sustenance (D233) + w/ Deflection +1 = 4,500gp
Ring 2: n/a
Ring 3: n/a
Subtotal: 42,650gp

Ioun Stone(s) (D260): n/a

Containers: 2x Waterskin (2), 2x Spell Component Pouch (10g), Scrollcase (1gp), Heward's Handy Haversack (D259, 2,000gp),

Other Magical Gear: 5x Blessed Bandages (M152, 10g ea), Universal Solvent (D268, 50g), Quaal's Feather Token-Anchor (D264, 50g ea), Everburning Torch (P128, 110g), Artificer's Monocle (M72, 1,500gp),

Metamagic Rods (D236/M165): 2x Lesser Extend, 1x Extend,

Pearls (D263): 1-2nd

Runestaffs (M176-182): n/a

Wands (50 charges): n/a

Eternal Wands (M159): n/a
Subtotal: 24,773gp

Mundane Equipment: Dagger (2g), Bedroll (.1), Winter Blanket (.5), 20x Candle (.2), 10x Chalk (.1), Crowbar (2), 10x Fishhook (1), Fishing Net (4), Grappling Hook (1g), Mirror Small Steel (10), Sealing Wax (1), Signal Whistle (.8), 2x Ink (16g), 2x Inkpen (2sp), Magnifying Glass (100g), Artisan's Outfit (1g), 5x Traveler's Outfit (5g), 2x Cold Weather Outfit (16g), 5x Spellbook (15g ea), 5x Tindertwig (1gp), 2x Smokestick (20gp ea), 5x Sunrod (2gp ea), Healer's Kit (50gp), 2x Oilskin Suit (Storm 10g ea), Floatation Bladder (Dung 2g ea), Collapsible Pole (Dung 20gp), Adamantine Drill (Dung 200gp), 20x Flour Pouch (Dung 1sp ea), Listening Cone (Dung 8sp), Magnet (Dung 20gp), Hand Periscope (Dung 50gp), 5x Rubber Ball (Dung 3gp ea), Rubbing Kit (Dung 5gp), Twine Roll (Dung 1sp), Sun Lenses (Sand 10gp), 2x Desert Outfit (Sand 6gp ea),
Subtotal: 697gp 8sp

Contingent Effects:

Permanencied Spells:

Total: 78461gp 8sp

That leaves you a little less that 2kgp left to spend on stuff, assuming I did the maffs right.
#12

pithica

May 27, 2009 12:21:24
So, assuming that gear and those feat changes work for you, the spell list could change to the following (since you can spontaneously cast magic missile 3/day or any SM spell 3/day with the above gear)...

(*24hr duration buff, cast first thing. ^Extended with rod. #Conjuration slot.)

0th(4+1)- Acid Splash#, Prestidigitationx2, Read Magic, Detect Magic
1st(6+1)- Benign Transposition#, Grease, Endure Elements*, Wall of Smokex2, Color Spray, Benign Transposition
2nd(6+1)- Web#, Heart of Air^, Rope Trick, Magic Missile x3 (+1 MM), Alter Self
3rd(6+1)- Sleet Storm#, Heart of Water^, Anticipate Teleportation/Detect Ship*^, Disobedience^, Greater Mage Armor^, Magic Missile (+2 MM), Haste
4th(5+1)- Solid Fog#, Heart of Earth^, Detect Scrying/Shadow Conjuration*^, Magic Missile x2 (+3MM), Assay Spell Resistance
5th(5+1)- Evacuation Rune#, Heart of Fire^, Wall of Force, Magic Missile x2 (+4MM), Spell Theft (CSc)
6th(4+1)- Freezing Fog#, Howling Chain, Magic Missilex2 (+5MM), Permanent Image
7th(3+1)- Greater Teleport#, Elemental Body (Air), Energy Immunity(Cold)*, Magic Missile (+6MM)
8th(1+1)- Maze#, Magic Missile (+8 MM)

But, now that I think about it, with Arcane Thesis, the most metamagic you can currently apply to Magic Missile is +2, with an Empowered, Fell Drain, Enlarged magic missile. If you got rid of Minor Shapeshift and went with Quicken spell instead, you could get up to +5 metamagic adjustment, which I think is better than the 20 temp hitpoints. If you also traded Enlarge for Maximize (this may not be worth it, but let's do the math), you could get all the way to +8, and have a quickened, maximized, empowered, fell drain missile with all the Knowledge Devotion/War Mage bonuses, which seems pretty boss.

I leave the changes up to you as to which you prefer.

I didn't leave you with much gold with my gear selection, so Collegiate Wizard is almost necessary to fit all those spells into your spellbook (along with the 5 force spells required for argent savant):

Let's see what we've got in your spellbook (F for force spells):

0th-All standard minus Necro/Enchant
1st(10+Int (assume starting 18))- Benign Transposition, Grease, Endure Elements, Wall of Smoke, Color Spray, Magic Missile (F), Shield (F), Floating Disk (F), Mount, +1+Int (your choices)
2nd(8)- Web, Heart of Air, Rope Trick, Alter Self, See Invisibility, Glitterdust, Mirror Image, Resist Energy
3rd(8)- Sleet Storm, Heart of Water, Anticipate Teleportation, Detect Ship, Disobedience, Greater Mage Armor(F), Haste, Shrink Item
4th(8)- Solid Fog, Heart of Earth, Detect Scrying, Shadow Conjuration, Assay Spell Resistance, Evard's Black Tentacles, Polymorph, Orb of Force (F)
5th(8)- Evacuation Rune, Heart of Fire, Wall of Force (F), Spell Theft, Permanency, Fabricate, Telekinesis
6th(8)- Freezing Fog, Howling Chain, Permanent Image, Greater Dispel Magic, Planar Binding, Contingency, Ruby Ray of Reversal, Greater Anticipate Teleportation
7th(8)- Greater Teleport, Elemental Body, Energy Immunity, Banishment, Plane Shift, Statue, Forcecage, Stun Ray
8th(4)- Maze, Mind Blank, Polymorph Any Object, Moment of Prescience

How does that look? That should mean you wouldn't have to purchase any additional spells with your remaining cash, should you go with my gear/feat selections.
#13

pithica

May 27, 2009 14:15:49
I just realized you only just hit 12th...I'm going to have to redo spells.

Crap, let me just re-sum up, from scratch, so you don't have to do any editing on your part...

@ 12th level---
Human
Martial, Immediate Magic Conjurer 5/War Mage (DL) 5 / Force Missile Mage 2
Class Features: Spells (CL11), Fighter Feats, Abrubt Jaunt, Arcane Aegis (3 Allies), Battle Magic +3, ASF -10%, Bonus Missile (1), Still Missile, Energy Missile, Swift Shield
Feats: Collegiate Wizard (1), Combat Casting (Human), Improved Initiative (Wizard), Eschew Materials (3), WF-Ranged Spells (Wizard), Fell Drain (6), Empower Spell (War Mage), Arcane Thesis-MM (9), Maximize Spell (War Mage), Knowledge Devotion (12),

Spells/day (assume Int 24): 4+1/6+1/6+1/6+1/4+1/3+1/2+1

Spellbook:
0th-All standard minus Necro/Enchant
1st(10+Int (assume starting 18))- Benign Transposition, Grease, Endure Elements, Wall of Smoke, Color Spray, Magic Missile (F), Shield (F), Floating Disk (F), Mount, +1+Int (your choices)
2nd(8)- Web, Heart of Air, Rope Trick, Alter Self, See Invisibility, Glitterdust, Mirror Image, Resist Energy
3rd(8)- Sleet Storm, Heart of Water, Anticipate Teleportation, Detect Ship, Disobedience, Greater Mage Armor(F), Haste, Shrink Item
4th(8)- Solid Fog, Heart of Earth, Detect Scrying, Shadow Conjuration, Assay Spell Resistance, Evard's Black Tentacles, Polymorph, Orb of Force (F)
5th(8)- Evacuation Rune, Heart of Fire, Wall of Force (F), Spell Theft, Permanency, Fabricate, Telekinesis
6th(8)- Freezing Fog, Howling Chain, Permanent Image, Greater Dispel Magic,

Spells Prepaired:
0th(4+1)- Acid Splash#, Prestidigitationx2, Read Magic, Detect Magic
1st(6+1)- Benign Transposition#, Grease, Endure Elements*, Wall of Smoke, Color Spray, Shieldx2
2nd(6+1)- Web#, Heart of Air^, Rope Trick, Magic Missile x3 (+1 MM), Alter Self
3rd(6+1)- Sleet Storm#, Heart of Water^, Anticipate Teleportation/Detect Ship*^, Disobedience^, Greater Mage Armor^, Magic Missile (+2 MM), Haste
4th(4+1)- Solid Fog#, Heart of Earth^, Detect Scrying*, Magic Missile (+3MM), Assay Spell Resistance
5th(3+1)- Evacuation Rune#, Heart of Fire^, Wall of Force, Magic Missile (+4MM)
6th(2+1)- Freezing Fog#, Howling Chain, Greater Dispel Magic

Gear would be the same as Post #11 Above.

You'd use the Pearl of Power (2nd) to get back either Web, Magic Missile, or Alter Self after casting (whichever you think you need again later in the day).

You'd use the 2 lesser extend rods and the one normal one to extend:
Heart of Air, Water, Earth, Fire, Greater Mage Armor, Disobedience, all of which at your current caster level (12, after buffs) officially last all day as 1hr/lvls.

You'd use the remaining charges to extend:
Anticipate Teleportation, Detect Ship, both of which are 24hrs, allowing them to use the same slot.

That leaves you 1 use left for extend on (one of) the lessers, and 1 for the 'normal' one.

In a couple levels, you can add Shadow Conjuration (Create Magic Tatoo) to the Detect Scrying slot for that charge on the normal extend rod and get a +1 to your CL. You could do it now, but about the best you can get is a +2 competence to attack rolls, which doesn't really help your character.

At this point, your magic missiles should do the following, depending on the level slot you use. All of them can have their energy type changed on the fly as needed. (KD=Knowledge Devotion bonus):

1st (cast spontaneously from Gloves 3/day)-Stilled 6x 1d4+4(+KD)
2nd - Stilled, Fell Drain(-1 level) 6x 1d4+4(+KD)
3rd - Stilled, Fell Drain(-1 level), Empowered 6x (1d4+4(+KD))*1.5
4th - Stilled, Fell Drain(-1 level), Maximized 6x (8+KD))
5th - Stilled, Fell Drain(-1 level), Maximized 6x (8+KD)) Empowered 6x (1d4+4(+KD))*.5

Until you get quicken spell (at 15) and/or Twin spell or Repeat spell, you wouldn't be able to metamagic them beyond 5th level. But the 5ths do, on 'average': ~94 damage and 1 negative level. It's not broken damage, by any stretch, but it's enough to notice. If you're lucky enough to come accross a creature vulnerable to a particular energy type, the damage would jump to ~142. Again, not broken, but good enough for government work.
#14

pithica

May 27, 2009 17:57:46
1) For the items it's all ok... only one question...
rod of quicken lesser is not good for me to bost my damage? how could we add in my items list?
what do u think i could drop to add it?

Lesser Rod of Quicken is 35,000gp. That's almost half your gold. It only works 3/day, and only on spells of up to 3rd level (technically as well on any version of magic missile). Plus, the feat is more useful, since you have Arcane Thesis, see below. If you really want it, just get rid of half the stuff I gave you, and you can make room. But, honestly, you're shooting yourself in the foot for 3 quickened spells a day.

2) for the build ledy's gambit i think it's the best to add A LOT of damage to my MM....
with it at lvl 20 i add 10 to each missile it's 10 * 7 = 70.... i think I'll keep it...

Lady's Gambit requires Power Attack, which is useless for your build, Iron Will, which is useless for your build, and a BAB of +6, which you won't have until 14th level using your current build.

You cannot start out with it, and the 3 feat requirement severely impacts your overall effectiveness. Trading those three feats for my alternatives is better, especially since you won't have the hitpoints to really make the sacrifices Lady's Gambit really shines on.

It's up to you, but, again, you're shooting yourself in the foot taking it.

3) dunno if it's my paranoia... but spells to kill mass of people aren't usefull or only scenografic?

No, they generally just don't work as well as they look like they should. Sleet storm is going to affect more people (effectively removing them from the fight) than a fireball or lightning bolt ever will. Haste, mathematically, will always do more damage, assuming your fighter and rogue (or whatever) are even moderately built well.

planar bindig it's not usefull?

It's useful. Absolutely. But you have to take 1 Conj spell to your spell book every level due to specialization, so I divided the 4/level up so that you got at least one on each caster level. If you follow the sequence from the spellbook I did for you at 16th, that assumes 4/level which is normal for a Collegiate Wizard. In that sequence, I had you take Planar Binding next level.

and about items... what i should add for next steps?

IF you use my list. Take the list I did for you at 80k spent, and add items/upgrade until you have everything (that you can) that's on the 'ultimate' list I did 3 or 4 posts earlier.

I generally try and first fill up all my slots with the base Item I'm going for (or base + lowest standard bonus, where applicable). Then grab the metamagic rods/pearls/wands/utility items I need, then go for +6 Int and +5 Resist as quickly as I can afford it. Once I've done all that, I just upgrade/purchase items based on whichever upgrade/purchest is cheapest on my list.

If you take everything in my 'high end' list, and break it down and sort it from lowest to highest, that'd give you an idea of the order I'd go in (after the above).
#15

gargamella

May 27, 2009 18:22:10
thx dude i think i should have all i need for now

u make a great job and i think not only for me...
#16

dr_rocktopus

May 27, 2009 18:41:10
One small note:
You may be able to purchase the Iron Will feat by shoving your character into a terrifying prison, as per the Otyugh Hole magical location. Lady's gambit is still going to be hard to justify, for all the other excellent reasons that Pithica cited.