To make a wiz..

Azazu

First Post
I am wondering if anyone has any good thoughts on making a good battle/utility mage.

Feat choices, spell choices thoughts???

Anything would be cool

Thanks
 

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SpuneDagr

Explorer
Be a gnome for the con bonus and NEVER SPECIALIZE!!!
Always prepare some good abjuration spells. You never know when they'll come in handy.

Dur.. That's all I can think of right now.
 

Darkness8Me

First Post
Off the top of my head, some good feats:

Spellcasting Prodigy (FRCS) - Always good choice if your DM allows it.

Spell Focus and Greater Spell Focus (T&B) - Since most spells have saving throws, these feats are great for increasing your spell DCs. Any school is useful, but probably best when used with enchantment, evocation, or transmutation.

Spell Penetration and Greater Spell Penetration (T&B) - Nice at higher levels when some pesky opponents have spell resistance.

Energy Substitution (T&B) - Adds some versatility to your elemental spells.
 

mikebr99

Explorer
"Mind over body" is also a very good feat. It gives you your INT bonus to 1st level (& only 1st) hit points instead of CON. It also gives 1 bonus hit point every time you take a META feat... which should be always for the battle mage.

So a 1st level human Wizard (18 INT) with 'Mind over Body' and 'Spellcasting Prodigy' (also a very kewl feat), would have 8 hit points, and have 20 INT with respect to DC and bonus spells.

Or take 'mind over body' and toughness and have 11 hitpoints at 1st.
 

Magic Rub

First Post
Darkness8Me said:
Spellcasting Prodigy (FRCS) - Always good choice if your DM allows it.

This along with a Sun/Gold/High Elf, (whatever they're called) from the F.R. Guide, is a sweet combo!

Roll a mighty 18, & you'll have yourself a Mage with magic related Int of 22. . .

18 (roll)
+2 (Sun/Gold/High Elf, whatever they're called)
+2 (in respect to spells, from Spellcasting Prodigy)

That 22, so so sweet!
 

Magus_Jerel

First Post
For the player seeking to play the power wizard:

Things to do:
Take the mind over body feat - especially because you are going to dump most/all of your int advancement points into this score - thus improving your hit points as you go up in level as well - a nifty side benefit. I suggest playing an Sun or Moon elf - if you are using FRCS - and setting your lowest stat into con - however see the next paragraph.

Dangers:
You are going to need to max out your ranks in concentration - to avoid losing spells, and watch your fortitude save. It may be worth your while to take the "great fortitude" feat which is sort of ironic when you have a low con - depending on how critical your fort save score is. The biggest danger however, in light of mind over body giving you hp - is poison especially con reducing poisons. While you won't necessarily see this every adventure, it could be very important. A spell, class ability, or magic item that makes you resistant to or immune to poisons is good for any character - but it would become much more critical if you had a low con score.


Now - for the general combat/utility wizard:
I proceed by school in no particular order of importance:

Evocation:
lots and lots of straight forward damage here. Energy substitution is ok - but if you have the bucks - just research new spells: some quickies:

Iceblast: As fireball, but cold damage instead of fire damage.
Breath of the Dragon: As cone of cold - but fire damage

The spells are very easy for the GM to balanace - and researching them helps keep cash levels low. :) these spells are also the first part of what I call the "Combat triad" of schools.

Abjuration:
Defense, and dispelling - critical factors for survival. If things get really nasty - remember - Dispel magic can be used as a Counterspell in a pinch. Dispelling is also a GREAT way to crack thru the defensive wards of opponents at any level.

Being the school with more that 50% of the defensive type spells - unless you are a firm believer in the theory of "the best defense is a good offense" - this school is a must have. This school is the second part of what I term the "combat triad" of the schools of magic. If you have an aversion to these spells - just take dispel magic, greater dispelling, and Mordenkainen's disjunction when you get the chance - and see the notes concerning illusion.

Divination:
See the note on possible specialization below

Necromancy:
See the note on possible specialization below

Conjuration:
The Summon Monster and Planar Ally type spells are nice - but I wouldn't make them My primary choices. Melf's Acid arrow is cool as well - and you might have a lot of fun with it as a lower level offensive spell.

Enchantment:
Well - if you are into turning one opponent against another - this is a great and wonderful school. There are also some very nifty utility spells here:

Sleep (a low level mainstay)
Charm Person and suggestion (useful for getting your way)
Hold Person (a good way to freeze the bad guy)
Feeblemind (THE most broken spell in the game as written)

Not necessarily your main focus in the way of spells, but some picking and choosing works well.

Transmutation:
hmmm -
Expeditious Retreat, Knock, Stat enhancer spells, Polymorph type spells, Fly, haste, time stop...

All sorts of goodies here. This is a VERY large school - and there are lots and lots of good spells in it. This is the third part of the "combat triad" of most wizards. This school is also your number ONE utility school. For combat - place emphasis on those spells that give you some added mobility and action. Expeditious retreat, haste, fly, and time stop can add a great deal of punch to any wizard's arsenal.

As far as the uses of polymorph self - this is a spell that can do a great deal. It can get you airborne by giving you wings, as well as turn you into a larger sized creature if the need for hand to hand combat arises- not to mention create a disguise. It makes an awesome sorcerer spell - freeing up your third level slots for the likes of dispel magic, haste, and fireball (or lightning bolt).

However - a dispel magic cast if you are using this spell to fly can be a very bad thing. It is a great spell - but there are risks to using it extensively when fighting a foe who could bring it to a quick - and untimely end by dispel magic. If this is not a threat - by all means use it - but forewarned is forearmed.

It is often best as a spell of last resort - when you run out of other magic, and must close to hand to hand, resort to a bow, or flee the field. A scroll of this particular spell - is often a wise precaution.

Illusion:
Of all the schools of magic - this one is probably the most useful when it comes to utility - next to transmutation. This school is crucial to successful deception of the foe in or out of combat, as well as stealth.

Minor image and its related spells make for a great deal of utility and make for good diversions, especially if you are creative. Invisibility - in all its forms - is perhaps the most vital function of this school for a combat oriented wizard - allowing the wizard and his party to achieve suprise - or even avoid unwanted combat situations by avoiding them and walking by.

Since you can't hit what you can't see - this school is also very good for defence - particularly at the higher levels of the game, where the blasting power of magic itself is harder pressed to match some of the wards that are provided by abjuration. This school very much provides a different type and style of defense - but it is absolutely no substitute for having "hard" wards in place when your opponent manages to see you and throw that fireball or worse - meteror swarm. This stratagem is best for dealing with two things:
Opponents who do not have access to magic at all -
and magic users who are very "one dimensional" - the unsophisticated blaster mage or battle tank that can be an arcane or divine spell user who does not face wise magic using opponents as a matter of routine.

The Combat Triad:
Between Evocation, Abjuration, and Transmutation - many players can become virtual "spell tanks" when it comes to battle - which is a very important part of the D and D game. It is these three schools from which you will derive the vast majority of your spells - your offense being focused in evocation - your defense provided by abjuration - and your mobility being provided by transmutation. All else - is utility.

To understand illusion in combat - there is a simple saying. You cannot strike that which you cannot see. Great mages understand the destructive power of magic - and what can happen when wards fail. They not only make blows miss, but keep up their wards for when their opponent manages to hit.

Conjuration is good for fast "allies" in battle - but as an adventuring wizard - you have allies eager to fight alongside you. Repeated use of summoning magics - when you are of sufficent level can also hinder "lesser" wizards, by simply giving them too much to fight.

Enchantment is great at turning one opponent against another - and this may work quite well, until it is just you - and a single enemy.

Each school holds some utility spells as well - but a great deal depends upon the foe you are facing.
There is no better way to shut down an enemy spellcaster than sucessfully subjecting him or her to a feeblemind spell - and this spell is particularly potent against enemy wizards. Many an aprrentice wizard has also used the sleep spell to disable - and then kill goblins, orcs, kobolds - and all sorts of weaker, annoying, but potentially deadly monsters. A friendly monster brought in at just the right time - and in just the right place has felled many a key foe. Dispelling spells are the greatest tool one can use agains the battle tank that the enemy with magic can be; And knowing where your opponent is - is the art of Divination.

This school - arguably, is the most crucial function of the utility mage - as you must know your opponent to determine what spell to prepare to do battle. You must also communicate effectively - and this school aids you in that capacity, by enabling you to speak the tounge of those you may deal with.

-------------------------------------------------------------------------

You might even consider taking specialization in divination, and dropping necromancy. Why? Well, there are primarily only four things necromancy really does well.

1. Healing - and you are a wizard - so you have no need to worry about this at all - as the fact is you never use these spells.

2. Animating and dealing with undead - and since you are the good guy, you don't animate dead. You will have plenty of umph to fight them anyway - fireball, cone of cold ect, and this is where the cleric and the paladin get to shine - not so much the wizard.

3. Level drain magic. - Enveneration and Energy drain are two VERY potent spells, but (with the noted exception of horrid wilting) are about the only "power offense" spells that you have around - except for something in the fourth category.

4. Death Magic - as in save or die spells

If you are looking for an "insta kill spell" my reccomendation is Phantasmal Killer - an illusion spell. If you also take the heighten spell feat and "bump it up" - the only real downside to this spell is the two saving throws it awards will then fortitude - instead of the one fortiitude save for most necromantic magics.

Nota Bene - this isn't a death spell - so you can, quite literally - scare the undead to death :)

Also - if you have a lot of evocation spells around - what difference does it matter if your opponent dies from taking umpteen dice of damage or gets to save or die?


As far as your actual divination spells:

True Strike at comprehend languages at first level
See invisibility and detect thoughts at second level
Clairaudience/Clairvoyance and Tounges at third level
Scrying and detect scrying at fourth level
Contact other Plane and Rary's Telepathic bond at fifth level
True Seeing and Analyze Dweromer at 6th level
Greater Scrying and Vision at 7th level
Discern Location at 8th (thou shalt NOT hide from ME evil thing...)
Foresight at 9th.

Now, there are a few problems with this when it comes to levels 15-20, most noteably that you will have to write some divination spells, as you will very likely have most - if not all the divination spells in the PHB, and in need of some higher level spells to take as your required "specialist spell" upon andvancement.

It is because of this requirement - that I reccomend you do NOT take more than your one required divination spell on odd levels when advancing. Once you have fulfilled your "obligation" for the second spell at the even level- this is no longer a problem. The school is narrow - but that narrowness leaves a certain "lack of numbers" with regard to spells. If you are using FRCS - you may have a few more upper level divination spells around; I'm not sure as I don't own the book.

From a sophistication standpoint - this is perhaps the most "munchkinizeable" type of wizard - especially when you understand the four elements of necromancy you ARE giving up. The first two - healing and undead creation - are something the good guy doesn't do - it is ooc for him. The second two - level drain and death magic, as I see it - aren't needed - as there are far more ways to kill.
 

RogueJK

It's not "Rouge"... That's makeup.
Magus_Jerel said:
If you are using FRCS - you may have a few more upper level divination spells around; I'm not sure as I don't own the book.

Sadly, none of the FR books add any higher-level Divination spells. They only add one 1st level and one 3rd level Divination spell. Magic of Faerun does have 11 new Necromancy spells, though...

Relics & Rituals, on the other hand, adds 12 new Divination spells; two cantrips, three at 1st level, two at 2nd level, two at 3rd level, two at 4th level, and one at 8th level.
 
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Magus_Jerel

First Post
I just realized I made an error here :(

Phantasmal Killer carries the mind affecting descriptor - which means that it will not work on undead at all. The spell is still an "insta kill" however - with a twist.
 

Vito Corleone

First Post
I'm playing a level 15 wizard right now. Somethings that I have found.

Taking a race with a con pentaly is not a good idea. The more hp you have the better. Even though you can get an elf with a +int bonus, you are losing out on 1 hp/level. These add up quickly.

Taking a human is great because you can take the feats spell casting prodigy and improved initiative on first level. Getting the spell penetration feat is a good idea as well, as spell resistance will be the most annoying thing a wizard will ever run into.

I wouldn't specialize, but if you are going to specialize, I think the best bang for your buck would be a Transmuter that dumps conjuration. Conjuration has good spells, but I tend to find that most spells that every wizard takes are from the Transmutation sphere. Haste, Fly, Polymorphs, Teleports, Disintigrate. And the sphere of the least spells taken are from is conjuration. I'm not saying there are no good conjuration spells, just that you'd be giving up a sphere that you'd probably take the least spells from.

Taking a spell focus in Necromancy is very good on high levels. Necromancy spells are pretty brutal to fail saves against. Finger of death, Horrid Wilting, Wail of the Banshee (I don't have the wail yet, but it's the first level 9 spell I have planned on right after Time Stop).

As far as creation feats go, Craft Wonderous Item is probably the best. You can make things that every character can make use of. You can also make Boccob's blessed book with wonderous items, which is nice to have. Where as the weapons and armor are sepcific to fighter-types. Of course you need to take into account what kind of campaign you are playing in. If you are in a world where magic arms and armors are not easily obtainable, you might want to make some for the tanks that keep you alive.

The best spells, I find, are the ones that have no saving throw. Quest, Maze, Otto's Dance. Of course those are high level spells.

Anyways, that is just a few tips and things that i have found by playing.
 

Magus_Jerel

First Post
Taking a race with a con pentaly is not a good idea. The more hp you have the better. Even though you can get an elf with a +int bonus, you are losing out on 1 hp/level. These add up quickly.

This - is WHY you take mind over body in the first place. As you are going to be a good little wizzie player and add to your int score - guess what? that Hp "bonus" applies retroactively as if you had increased your con score when it comes to your hit points!

Con affects four things of import
1. hit points (which is why you take Mind over Body
2. Your concentration skill - so just take maximum ranks and live with the situation. Odds are, you were planning to do this anyway.
3. Your fortitude save, which is what you have to be careful about as I stated before.
4. Con of 0 = dead, so poisons that reduce an already low con = bad news. Watch out for this, or get a spell/magic item that gets you immunity from this.

Word of warning - Feeblemind
if you take mind over body thou shalt hate this spell. Do not allow thyself to be subjected to it at all costs. This is a command from above. Being affected by this spell can be very very bad and ugly - as you will quite suddenly have hp = level and be without your spellcasting ability Get the party cleric to use Spell immunity on you if you if you even THINK the opposition might use that uber broken spell.

I wouldn't specialize, but if you are going to specialize, I think the best bang for your buck would be a Transmuter that dumps conjuration

No conjuration - utility/battle motif?
The spells you would lose ... let me begin:
Grease, Mage Armor, Obscuring Mist, Fog Cloud, Glitterdust, Melf's Acid arrow, Web, Flame Arrow, Stinking Cloud, Evard's Black Tentacles, Solid Fog, Cloudkill, Acid Fog - All Power Word Spells
All Summon Monster Spells ...

No conj = not a good idea

Note - Power Word - Kill at 9th level is available as another "insta kill" spell - if you can knock your opponent below the HP threshold - and It doesn't award a save.

Taking a spell focus in Necromancy is very good on high levels. Necromancy spells are pretty brutal to fail saves against. Finger of death, Horrid Wilting, Wail of the Banshee (I don't have the wail yet, but it's the first level 9 spell I have planned on right after Time Stop).

... snip ...

The best spells, I find, are the ones that have no saving throw. Quest, Maze, Otto's Dance. Of course those are high level spells.

Many of the higher level (after 5th) necromancy spells are "save or die" - as I mentioned before; why bother giving your opponent a save - just deal umpteen dice of damage - then Power Word Kill to finish if you have to.

The usefulness of Quest/Geas is inversely proportional to how literal your GM is about the use of the words involved - and inventive at getting around attempted abuse. Maze can take out a combatant for a moment - but better to take Him out permanently - if you get My drift. Otto's Dance = touch spell. Dost thou really want this?
 

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