argo said:
This would be a house rule. You can only use Craft Wonderous to make the wonderous items listed in the DMG.
Actually, NOT allowing it would be a house rule, technically. As there indeed is a chart and rules in the core RAW for making wonderous items for that. They've even listed a few duplicate items that are both wonderous and potions, take the ungent of healing for example. Doing so uses the exact same rules, has the exact same cost, why should they continue to write duplicate items?
For that matter, look at the ENWorld rules about posting, asking about priceing of magic items not specifically listed in the DMG is not a house rules forum question but a rules forum question, because the rules, as written, support the making of such items.
argo said:
Any other wonderous is, by definition, a house rule and requires DM approval to create. Personally I think your DM would have to be a fool to allow you to create new wonderous items that duplicate the effects of potions and wands since, as you so aptly pointed out, that would make the other craft feats quite useless.
Well, by RAW it's there, so by definition anything NOT allowed has to be specifically exluded, via house rules. But if you want to be pointed along that route, the same is true of any item, class ability, feat, or skill, whether or not it's in the core RAW, as these rules are.
On the other other hand, While I would be the GM in question who would allow such items, I'm also the player who would never make such items. Why? Because, and I quote (myself) "Charged items are crap".
Potions are a horrible investment, make a scroll, it does the same thing better, and without a feat. And for that matter, dont' make many scrolls. What a waste of gold and, more importantly, XP. Because if you never use it it is, indeed, a waste. And if you ever DO use it, you have just destroyed it. OK, ok, personal philosophy. But you don't save much gold with making potions or wands over purchasing them, potions and wands are of marginal use at decent (for a mage) levels... the only reason I even USE them is that selling them at half price isn't generally worth the bother. Craft wonderous item, on the other hand has, bar none, THE MOST items available to make. You want more first level spells? Pearl of power, only 500gold to make. And an unlimited number of "charges". In the short run you'll have saved more than enough gold to buy the paltry few wands or potions you might want by making wonderous items, and in the long run you're far, FAR ahead.
argo said:
As for my advice. Spell Focus is good for the dedicated evoker or enchanter while Spell Penetration is an absolute must for anyone as your 6th or 9th level feat. Imporved Initiative is usefull as others have pointed out but I am going to have to disagree on Toughness, that feat isn't usefull for anyone. A wiz caught up in melee is dead meat without some spell to save his hide, an extra 3 HP isn't going to change that. Point Blank Shot and Precise shot are not bad choices if you want to be a ray specalist but I wouldn't take them othewise.
Yea, toughness is a waste... and point blank and precise... well,that's TWO feats. If you're not going really heavy on the rays, forget it. (there are some reasons to go heavy on the rays, but it's a specialist type, for example Arcane Trickster-ish reason.
argo said:
Beyond that my advice is prety simple: stick with metamagic and item creation feats exclusevly. Your spells are your weapons, focus on making them better. Use your Scribe Scroll feat early and often (they give it to you for free for a reason) and get Craft Wand at your earliest opportunity (5th level). Brew Potion is a strong canidate for 3rd level but personally I usually leave that one to the cleric. Craft Wonderous items is a feat that keeps on giving no matter what level you are at. The rest of the craft feats you can take or leave as they strike your fancy. On the Metamagic side of things Empower is one of the best deals out there if you want to focus on damage dealing, Maximize is probably only of value to the dedicated evoker. I rarely see a use for Enlarge or Widen. Extend and Heighten can be devistating if used cleverly or useless otherwise. Still Spell is worth taking just for the stilled-dimension door combo alone and I am sure you will find other uses for it. Silent is only really usefull if you intend to be a sneaky mage. Quicken is essential but not until much higher level.
So, given what you've told us at third level I would recomend you pick one of Brew Potion, Craft Wonderous, Empower, Still Spell or Imporved Initative. Absoluetly take Craft Wand as your fifth level bonus feat.
Hope that helps.
And my alternative opinion.
Never craft a single wand, and don't buy many either. Metamagic is awesome IF you're a sorc, but as a wizard I simply have to either call you lazy or tell you you shouldn't be a wizard, depending on why you didn't research the spell instead. If it's just because you didn't want to, lazy. If, on the other hand, you're DM doesn't allow spell research... well, it's unlikely that you should play with that DM anyhow. At least not as a wizard. Someone without the available time and imagination to invest into arbitrating this and keeping it balanced within the campaign isn't really worth playing under, IMO.
Still, I do agree with craft wonderous and improved initiative. ^_^