Feat suggestion for a 6th level wizard

Hi all.

I've got a human wizard who just made 6th level. I was going to take Craft Magic Arms & Armor, but decided that there's not enough he can craft to make it worthwhile. I'll probably take that at 9th level.

So, any suggestions for a feat? He already has:

Craft Wondrous Item (Wiz5 bonus feat)
Spellcasting Prodigy (1st level feat)
Skill Focus: Concentration (3rd level feat)
Spell Penetration (human feat)
Discipline (home game bonus feat)

I'm usually not that excited about meta-magic feats--I hate giving up the higher spell slot.

It's an Eberron game, if that makes a difference.

Thanks for any advice!
 
Last edited:

log in or register to remove this ad


Rel

Liquid Awesome
Is he a specialist Wizard? What kinds of spells does he cast mostly?

These issues would impact whether a Metamagic feat would be a good move is why I ask.
 



He's not a specialist. I find there's always at least one spell I really want to cast in each school. :)

What he casts depends on the situation. While attending a masquerade ball, it was mainly stuff to help with disguising and information gathering. When he knows there is combat in the works, he'll load up on offensive power with a few buff spells (like Haste & one stat boosting spell) & defense spells (Mage Armor, Shield). If he doesn't know, he takes a mix, leaning slightly toward the offensive side (just in case) over the charm person/illusion/sleep side. My DM hates Web, so he's been taking that less often than he used to. ;)

He almost always takes a Dispel Magic--it's proven very useful in almost every session.
 

Pinotage

Explorer
Spell Focus might be worthwhile, or even Dodge to boost your AC a little bit. Weapon Focus is useful if you're specialising in ranged attacks. Energy Substitution is one of my favourites and I believe it doesn't increase the spell slot, although you can only change spells into a specific elemental energy.

Pinotage
 

Rel

Liquid Awesome
Barendd Nobeard said:
He's not a specialist. I find there's always at least one spell I really want to cast in each school. :)

What he casts depends on the situation. While attending a masquerade ball, it was mainly stuff to help with disguising and information gathering. When he knows there is combat in the works, he'll load up on offensive power with a few buff spells (like Haste & one stat boosting spell) & defense spells (Mage Armor, Shield). If he doesn't know, he takes a mix, leaning slightly toward the offensive side (just in case) over the charm person/illusion/sleep side. My DM hates Web, so he's been taking that less often than he used to. ;)

He almost always takes a Dispel Magic--it's proven very useful in almost every session.

Given that you don't have a specialty and are shooting for flexibility, I might go along with the Craft Wand idea. It'll let you store up those spells that you use most often (particularly the low level stuff like Mage Armor and Shield) so that you can keep those slots open for other things.
 

Corsair

First Post
Sudden Metamagic. You only can use it 1/day, but it doesn't cost you a higher level slot. Sudden Extend Spell has no prereqs, and by taking it, you fullfill the "One other Metamagic Feat" requirement that most of the others have. get Sudden Extend at 6th, Sudden Maximize at 9, and Sudden Empower at 10 (wizard bonus).
 

Inconsequenti-AL

Breaks Games
Improved Toughness - 1 HP/level is pretty nice for anyone... better still for wizards?

Depending on how high level/fast advancing the game is, some metamagic might be worth thinking about. I don't like it much at lower levels, but the higher you go the better it gets!

Silent spell might get some use... it's 'only' +1 level to the spell. It enables stealthy casting - which could be useful for any 'ninja missions' you undertake. Later on a Silent Dispel or Dimension Door can really save your life!
 

Remove ads

Top