D&D 3E/3.5 3.5E wizard build for old newbie

Dingleberry

First Post
Wow, I apparently haven't been on these boards in a *long* time. If there's a better place to post this, or if the info's already out there, please point me to it.

My gaming buddies and I are finally starting up a new D&D campaign and this is our first foray into 3.5E (we're nowhere near mentally prepared enough to jump to 4E). I'm planning to play something I never have: a straight-up iconic elven wizard - an academic, fresh out of the wizard college, now itching to do some field work. Probably an evoker specialist, giving up illusion and enchantment (if for no other reason than I hate dealing with those spells when I DM). The campaign is in the Eberron setting, and the party will include a war cleric and some kind of front-line heavy, and maybe an NPC tagalong rogue.

So I'm looking for the basics: advice on initial build, spell selection, tactics, magic item acquisition. etc. What works well, what doesn't, what shouldn't but does, what should but doesn't. We're not limited to the core books, but I don't have anything other than the SRD; I prefer to keep it simple anyway.

Thanks!
 

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Runestar

First Post
It has been more or less proven that a wizard's forte is not blasting, but rather, battlefield control (specialization in conjuration).

If it is direct damage you want, I would recommend a warmage instead (from complete arcane).

Though if you want, complete mage has the reserve feats, focused specialist variant and the master specialist prc, all worth checking out.
 

Shin Okada

Explorer
Though Iconic, in 3.xe elf is one of the worst choice for a wizard.

Amongst 3 saves, Fort and Will are more important than Ref. And Wizard have bad Fort save. Elf's low Con lowers this. What is worse, in 3.xe con modifier directly affects on HPs. The smaller the size of HD (d4 for Wiz) the more the effect is serious.

So, though it may look not so stereotypical, your second-most important stats is Con, not dex or other mods. If your group roll to determine ability scores, put the second-highest number into Con. If your play group are to use point-buy system, bump up Con to at least 14 (then 12 due to racial modifier) or 16 (-2=14) if possible. Otherwise, your elven wizard may likely to die very, very, soon.

If you dare to play this combination, you can find elf-specific "generalist wizardry" alternative class feature in Races of the Wild. This is almost the only thing Elven wizards can get exclusively.

And yes, if you just like to destroy multiple opponents with evocation spells, Warmage is the way to go. And the class is much easier to learn.

Alternatively, if you like old Elven Fighter-Mage concept, Duskblade in PHB 2 is a very good class. There is not that much area effect spells. But at least you can have good ranged damage spells such as Kelgore's Fire Bolt or Scorching Ray at early levels.
 

Arkhandus

First Post
Well....

Ability scores should prioritize Intelligence, Constitution, Dexterity, then Wisdom, in that order, with Charisma and Strength of minimal use to the wizard. You could do something a little different from that, but it wouldn't be very effective at some point; a high-Str wizard would be more effective at first, but whatever he gave up would be a pain around 5th-level or later.

To use a 32-point-buy example:
Str 8, Dex 16 (14+2 elf), Con 14 (16-2 elf), Int 16, Wis 14, Cha 8
or 25-point-buy:
Str 8, Dex 15 (13+2 elf), Con 14 (16-2 elf), Int 16, Wis 10, Cha 8
a bookish, snobbish/selfish/whatever elven mage who eats well and stays fit but only through simple exercises, with a too-high opinion of himself

You might at least save against a low-level trap, poison, stunning fist, or spell with these scores, but must expect to fail most Fortitude and Reflex saves. Stay at a good distance from the front of the group to avoid most traps, breath weapons, poisonous beasties, and such. Your hit points will be poor but at least good enough to survive a minor hit. Your Armor Class will at least be of some use, and decent enough when Mage Armor, Shield, and Alter Self are applied.

Your ability increase every 4 levels should go to Intelligence.


Feat-wise, go for Spell Focus and Greater Spell Focus in one or two schools of magic that you intend to use for offense or trapping foes, probably Conjuration or Evocation. Take Spell Penetration and Greater Spell Penetration once you reach the middle levels, like at 9th and 12th level. Besides this stuff, take Improved Initiative and maybe Lightning Reflexes/Great Fortitude to shore up your weak saves. Acting first or early in combat is important for a wizard.

Your wizardly bonus feats should probably be Item Creation feats and Metamagic feats; Craft Wand, Craft Magic Arms & Armor, or Craft Wondrous Item at 5th-level, maybe another of those at 10th-level, then Craft Staff or Forge Ring at 15th-level, and another of those at 20th-level. Quicken Spell should probably be thrown in at 10th-level, maybe 15th (it's worthless until 9th-level anyway, and most of its usefulness comes in around 13th or 15th). Scribe scrolls and craft wands or staves when needed to maintain a ready supply of any spell you really want to have available at any time, such as Magic Missile (for those pesky incorporeal foes that make warriors weep), See Invisibility, Dispel Magic, Knock, Fly, etc.

Skill-wise, invest a few ranks in several Knowledge skills, probably more ranks in Arcana and The Planes. Invest well in Spellcraft and Concentration, though your Concentration never really needs to go above a total bonus of +23 (it might help in very rare occasions to go above that, but hardly) for casting defensively. An elven wizard may have some ranks in a Craft skill as well, such as Craft (woodcarving), Craft (weaving), or Craft (weaponsmithing).


Eventually, you might want to multiclass into Archmage, as it is very fitting for an elven wizard and has some useful options.

As an elven wizard, you should start out with a longsword, and a light or heavy crossbow, and maybe a bit of acid or alchemist's fire. You don't have the Strength to make good use of bows, thus the crossbow.


Spell-wise, use Mage Armor often, but only after you have enough spell slots to spare (2nd or 3rd level onward). Use Shield whenever you suspect an enemy mage to be around or lots of enemies (to where you expect the warriors won't be able to protect you much). Once you have enough spell slots to spare, keep one Feather Fall prepared just in case. Your initial prepared spells might be Detect Magic, Disrupt Undead or Prestidigitation, Light, Burning Hands or Grease, and Magic Missile. Grease won't be much use early on, because of its very brief duration, but it could be handy if you toss alchemist's fire at a creature in the Greased area.

As a mage, you'll be expected to deal with incorporeal or other such nasty critters, and stuff like rust monsters or trolls, thus the need for Magic Missile/Disrupt Undead and other blasts occasionally. Since you're forgoing Enchantment and Illusion, you won't have access to the standard-issue Sleep/Color Spray choices that most mages use at low levels. Most of your attacks will be with sword and crossbow at low levels, until you get enough spells to actually do more-useful things all the time.

Remember that specialist wizards must learn at least one spell of their chosen school at each level that they learn new wizard spells. So you should probably start with just Magic Missile or Burning Hands, not both, then learn the other one at 2nd-level, then Scorching Ray or Shatter at 3rd-level, then something else at 4th, Fireball or Lightning Bolt at 5th, Gust of Wind or something at 6th, etc. Considering your elven wizard, Darkness might actually be of some use, turning the area around your enemies into shadowy conditions so that their eyesight is hindered, while your elven Low-Light Vision helps you to see further through the shadows so as to shoot or blast them. Still, generally speaking, Darkness or Daylight would not be good choices.

Ice Storm is not very good in my experience, so avoid it; Fire Shield, Shout, Resilient Sphere, or Wall of Ice would be better 4th-level spell choices. The latter two can provide some useful battlefield control, but you only need one; so take one of those and one of the others. Cone of Cold and Wall of Force are good 5th-level spells, but Sending might be quite handy in some campaigns instead of Cone of Cold, but usually CoC may be a better choice (lots of fire monsters and lots of cold monsters around....). Chain Lightning and Contingency will serve you well for 6th-level spells, though CL won't always be useful. Forcecage is probably a must for 7th-level, with Grasping Hand or Prismatic Spray secondary. Greater Shout and Telekinetic Sphere should be good 8th-level evocations.

As for non-evocations; good choices include Mage Armor, Shield, Feather Fall, Identify, Enlarge Person, See Invisibility, Web, Acid Arrow, Alter Self (troglodyte form will give a nice AC bonus, for example), Knock, Dispel Magic, Fly, Haste, Protection from Energy, Stoneskin, Polymorph, Scrying, Enervation, Dimensional Anchor, Lesser Globe of Invulnerability, Stone Shape, Break Enchantment, Teleport, Wall of Stone, Telepathic Bond, Baleful Polymorph, Transmute Rock to Mud (devastating underground or on mountains for mudslides/collapsing ceilings), Permanency, Globe of Invulnerability, Greater Dispel Magic, Analyze Dweomer, True Seeing, Disintegrate, Flesh to Stone, Spell Turning, Greater Teleport, Greater Arcane Sight, Reverse Gravity, Limited Wish, Dimensional Lock, Mind Blank, Trap the Soul, Discern Location, Moment of Prescience, Clone, Polymorph Any Object, Mage's Disjunction, Shapechange, Time Stop, and Wish.

Overall, though, Evocation isn't a very good choice of specialty, though it has its moments. Conjuration and Transmutation are generally better specialties, though they've got some bad levels too.


Item-wise, get the best Headband of Intellect you can find whenever you can; you'll eventually want a +6 Headband of Intellect. An Amulet of Health is probably the second-most-important, and Gloves of Dexterity third-most-important. A Cloak of Resistance should be acquired early and upgraded or replaced often until you have a +5 version. All of this will make your saving throws and HP less fragile, and the Int bonus will make your spells harder to resist and such.

Pearls of Power will serve you well. A Ring of Counterspells is a must; as soon as you get one, start using it to store Dispel Magic; you DO NOT want anyone dispelling your precious defenses (or flying/water breathing) at a critical moment. A Ring of Protection or Ring of Evasion may be handy as your second ring. It might behoove you to eventually acquire a Dagger or Quarterstaff +X of Defending, so as to gain an AC bonus from it at all times. Or it might not be worth it.

Bracers of Armor can be very handy, but only when their bonus is at least moderately higher than +4; until then, just rely on Mage Armor and such. Boots of Teleportation can be VERY handy indeed, but they're expensive, so before that you might just acquire Boots of Speed or Boots of Striding and Springing so as to more easily maneuver and escape enemies. A Portable Hole, Bag of Holding, or Handy Haversack is a must for any adventurer, at some point or another.

A Blessed Book will serve you well; scribing spells into it is free, and it has a thousand pages, which will save you a lot of money in the long run if you plan to learn more than just the 2 free spells per wizard level after 1st. Carry at least a few cheap healing potions for emergencies; with you at the back of the group, you might be the only survivor of a big blast or something, and might need to heal the cleric back to consciousness. One dose of Stone Salve can be handy, though it is expensive; you might need to de-petrify the cleric at some point.
 

StreamOfTheSky

Adventurer
Ark has some very good advice. I don't know if dumping str is such a great idea, though, and I don't see the need for wisdom. I think intelligence should be kept as high as possible. If you have point buy, try something like this (32 pt. buy):
Str 10, Dex 14 (16 elf), Con 14 (12 elf), Int 18, Wis 10, Cha 8

I don't like going below con 14, but due to elf...it's not worth it to plant a 16 in there... If you're willing to branch out of core at all, Improved Toughness can be had fairly early and simply gives you +1 hp per level, just like having +2 con (without the other benefits), nice and simple. If you're willing to go more complex, picking up the Minor Shapechange feat (Complete Mage) at level 9 is a no-brainer. It lets you give yourself temporary hp equal to level as a swift action whenever you want. In other words, every time it gets depleted, you can just add a new chunk of temp hp!

You're using the SRD at least, so consider the Gray Elf (from the Monster Manual). Elf :: d20srd.org

Yeah, you'll end up with str 8 like Ark's suggestion, but you'll have int 20!


As for evocation specialization, do you know much about what the game will be like? Banning illusion and enchantment takes away a lot of options in non-combat situations, especially when it comes to social issues or doing things in an urban setting, where killing might be a no-no. If the game will be mostly hack and slash, this won't be as big a concern.
 

Shin Okada

Explorer
As for evocation specialization, do you know much about what the game will be like? Banning illusion and enchantment takes away a lot of options in non-combat situations, especially when it comes to social issues or doing things in an urban setting, where killing might be a no-no. If the game will be mostly hack and slash, this won't be as big a concern.

In addition to that, many of the most useful defense spells are of illusion school such as Blur, Mirror Image, Displacement and Greater Invisibility.
 

Runestar

First Post
Bracers of armour can be overcosted if you are not really in need of the "ghost touch" feature. Consider a twillight (PHB2) mithral chain shirt instead - it offers the same AC, but at a much lower cost. And you can tack on other armour properties as well.

Also, try to procure a mithral buckler (also 0 ACP/ASF) as well when funds allow.

If your DM allows necropolitan (Libris Mortis), maybe you can contemplate dumping con, since it will be a non-issue when you are undead anyways. Otherwise, I concur that it should be your 2nd most important stat.

As for saves, they can be tricky. One way is to acquire the diamond mind maneuvers from tome of battle which let you use a concentration check in place of a save, either via the martial study feat, a magic item granting the use of said maneuver, or getting the feat by casting heroics (spell compendium).

PHB2 also has the abrupt jaunt variant (which lets you exchange your familiar for a short range dim-door effect), definitely worth the trade-off.

Complete champion lets you trade out your 5th lv bonus feat for the ability to spontaneously cast any divination spell you know - again another very neat ability to have.

Most may come later as/if they come to mind....
 

StreamOfTheSky

Adventurer
Bracers of armour can be overcosted if you are not really in need of the "ghost touch" feature. Consider a twillight (PHB2) mithral chain shirt instead - it offers the same AC, but at a much lower cost. And you can tack on other armour properties as well.

Also, try to procure a mithral buckler (also 0 ACP/ASF) as well when funds allow.

Definitely, a mithral buckler is worth picking up at some point. And I'd go so far as to say Bracers of Armor are a rip-off, at least until later levels. I mean, you're a wizard. Blow a single level 1 spell slot on Mage Armor every day, and save 16,000 gp over what an equivalent bracers would cost. If an enemy dispels it... well, you'll be picking up pearls of power anyway, so just put it back up.

Twilight mithral shirt is the best option in the long run, if the OP is willing to look outside of the SRD. When I play a Wizard, I also like to get the armor glamered to hide the fact I'm wearing it (or make it look like full plate, if enemies seem to be rushing the guy with the lightest armor on).
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
It has been more or less proven that a wizard's forte is not blasting, but rather, battlefield control (specialization in conjuration).

People who have done statistical analysis of the class don't necessarily come to that conclusion- lets just call it the most commonly held opinion.

(Said as one who prefers to run Transmuters and Diviners.)

Ability scores should prioritize Intelligence, Constitution, Dexterity, then Wisdom, in that order, with Charisma and Strength of minimal use to the wizard.

Ability scores- after Int- should be prioritized dependent upon your plans for the PC in general. An elvish wizard who emphasizes ranged touch attacks (especially one who takes the relevant feats to support them) would be better served with Dex as his secondary stat, especially if he goes for a true stereotypical elf and uses his bow (even if its a crossbow) a lot.

If PHB2 is allowed, I'd go for the Focused Specialist option nearly every time.

I'm also a big fan of the reserve feats. If you find one that fits your PC concept, they can add a lot of situational flexibility, and some of them give you bonuses to spellcasting.
 

Runestar

First Post
People who have done statistical analysis of the class don't necessarily come to that conclusion- lets just call it the most commonly held opinion.

Stats have nothing to do with it. Just run one and see for yourself. Why bother with the wizard wasting precious slots to do something (damage) which the fighter can already do all day long for free? You are typically better off just disabling the foes, and having the fighter dish out the damage to take them down.

Plus, blasting is inefficient as foes are every bit as effective regardless of whether they are at full hp or at 1hp, and their hp generally scales faster than direct damage die anyways.

And as pointed out - if you want to play a blaster, go with the warmage, rather than a wizard.:)
 

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