any tactics for a definsive wizard?

Moff_Tarkin said:
See, I may be a little cowardly but i contribute much to the party. Think of me more as a utility tool than a combat person. Im like a highly prized magical item or familiar.

Thats okay. I'm not disputing that an abjurer or any kind of "utility character" can add things to a party. But take Scribe Scroll and make scrolls of those spells, so you can cast those in the less-than-common-instance they are needed, and load up with some spells that will give your char enough firepower to be effective. Do SOMETHING to help your party over yourself.

Otherwise... notice that magic items and familiars dont get XP at all, and if there was a character saying that that's how he wanted to be treated? Fine by me. No XP. And, by the way, are you command word activated?
 

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I don’t think you all understand where I am coming from. Our old DM fudged die rolls every night to assure that no one ever died in his game. This ticked off our current DM, causing him to make a very harsh world were death was abundant. This isn’t speculation; it’s from his mouth. When I came in on the game every person in the party had died at least once with the exception of the ranger. He even gave everyone an armband that entitled him or her to 5 free resurrections from the church because he knew how many people he expected to die. This is one of those campaigns where the DM puts instant death traps and monster around every corner and fully expects some players to bite the dust. Extreme caution is needed here.
 

also, the only thing i run from are monster that have "save or die" attacks. I've stayed around to duke it out with some nasty creatures and almost went down. I just dont like getting into situations where my whole character can go down on the results on one die roll.

In situation where i do feel the need to run, i suggest to the party that they should do the same. I even try to help expediate their retreat when they agree with my logic.

Wizards arent like sorcerers or any other class for that matter. When we somthing really dangerous we run away, sleep in our rope trick, then come back the next day with the right set of spells to make it wish it had never messed with us.
 

Polymorph and Alter Self can get you a nie juicy natural armor. From your Endure Elements comment it seems you are playing 3.0. If that is the case, yu should find the critter with the highest AC at 8 hit dice or ower and become one via Polymorph Other. You'll also want that critter to have a high constitution stat (see below for why).

Aberrate (from BoVD) can also do it, but its mor level dependent.

If you have a good con modifier (especially from polymorphng), Scintillating Scales (from Draconomicon) can get you a decent boost.
 

The major threats to Wizards/Sorcerors are:

Grappling Foes, Energy Attacks (eg Fireball), Save or Die saves and multi attack and/or high damage monsters.

Since you might be caught by surprise... those persistent spells are a good way to keep a good AC even before casting short term defensive spells. Shield and Mage armor = AC. Get a Good Cloak/Vest of Resistance too.

Ghost Form (T&B) = Against Grappling, Combat and Energy Attacks. Basically 50% chance getting away always. If you do get grappled try to escape.. and you get another 50% die roll. You can duck into walls too or half way only for +4 cover bonus.

Energy Buffer (T&B) = Against Energy attacks. 5th lvl spell that last 24hrs until activated by any energy attack. Protects against Lvl x d6 damage for 1 round. Great for those surprise Fireball attacks. Can't recommen this enough.

Mirror Image = Against Combat and Grappling. Great 2nd lvl spell. Basically if you have 4 images... its 80% chance of being missed ! Careful with blindsighted foes though.

Invisibility = Save or Die effects... stay invisible as much as possible when wandering around. This makes targeted spells impossible. So no Disintegrate or Phantasmal Killer. (3.5 short now...good for 3.0 still)

Dimensional Door or Teleport = Good vs Grappling. Only verbal component. Good to get away from nasty grapples.

StoneSkin Spell = Against Combat and Grappling. Reduces damage taken considerably. Costly, but lasts a good time. Might prevent poisoning too if no damage gets through.

Bracers of Friends - Magic Item. I can't recommend this item enough. Basically give it to the party Cleric and he can teleport to his side any party member. Should the mage be grappled or bleeding out of reach... the Cleric can save him or any other party member. This is a must have Magic Item !!

Other basic precautions help. Remember to carry anti toxin, some healing potions and remember to prep spells just before entering combat. Also don't stay to far from other party members in case something does go wrong.
 

In Relics & Rituals, there is the Tanil's Touch spell. Get the cleric to cast that on you and it will help if you ever get caught in a "save or die" situation. That re-roll can be a real lifesaver.

Not quite the Luck domain, but still nice. Is that a magic item that imitates that Luck Domain ability?
 

The best defense is to simply never get targeted with an attack.

Fly and Improved invisibility will cover 90% of your defensive needs. Nondetection is also a nice add on to this combo, and with extend spell you can literally cast it a day ahead of time.

Ghostform is also very powerfull defensively.

For a great offensive tactic, take silent spell and summon monsters while invisible. You don't even need improved invisibility for this, so you can theoretically go through a whole dungeon on just one invisibility spell. Even a summon monster I spell can be usefull to provide a flanking bonus to a fighter, and absorb an attack from a monster, so this is really a pretty good tactic> It will shut up your critics.

Enchantments are also good offensive spells for you, because they:

A: Have no visible effect, so the bad guys don't know you are even there.

B: They allow you to turn bad guys into meat puppets so that they can fight on your side.

Confusion, Dominate Person, Charm monster and hold spells are all good fodder for you. silent spell and improved invisibility will make you undetectable to all but the other spellcasters you fight.

When using these tactics, save a few silent spells for close quarters. In larger rooms/outside, simply cast a non-silent offensive spell, and move. Since you are invisible, the enemy won't know what square to attack. Your flight gives you 60' of movement, so you can range far and wide with this. Note that this doesn't work with monster summoning, but it works just fine with most other spells.

Against spellcasters, you really want to use your abjurations. Energy resistance, spell turning, dispell magic/counterspelling are all good choices. Of course, having a good miss chance (displacement + blinking actually stacks in this case) and a good touch AC is the best defense against ray spells and such.

Casting round after round of defensive spells in the middle of combat is unnecessary, booring and really letting your party down. A better tactic is to use extend spell and persistant spell to cast a bunch of defensive spells ahead of time. Preferably the night BEFORE you enter the dungeon. Then, in combat you already have all your defensive spells up. You can even cast spells at bedtime and memorize new spells in the morning, allowing you to actually restock your spell slots with offensive spells, and still having all your defenses up. This is a really uber tactic, and is totally legal, so USE IT.

In combat, you should cast only one defensive buff on the first round. Cast two only in extreme circumstances. Spend the rest of the combat attacking and, more importantly, controlling the battlefield. this will protect both you AND your party far better than another defensive spell. A well-placed wall of stone can end a fight completely. Shrunk items can be extremely usefull here. Again you can pre-cast this spell days in advance and have plenty of 10' bonfires, wooden or even iron walls, and 55 gallon drums of alchemist fire or acid handy to create obsticles for the enemy to deal with while your fighters chop them to ribbons. They will love you for it, and GLADLY play the roll of meat shield to you.

Hope that helps.
 
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Most people are focusing on the spells you can cast to keep yourself safe. What you can try is the following as well:

Protection from Arrows
Displacement
Mirror Image
Stoneskin
Use a bow to shoot at the enemy

This way you're highly protected, with the miss chance from Displacement AND the multiple images from mirror image, combined with the DR just in case someone gets you.

And the fact that you start dealing some damage with a crossbow or bow will only help the party who probably counts you as 0-damage in a combat.
 

If you are high enough level to cast stoneskin than a round spent firing a bow is a round wasted. Hell, you just spent four rounds buffing yourself to get to the bow-shooting part, the fight is over by now!

Cast fly or extended fly before the encounter even starts.
Cast improved invisibility on round one.

Do a fly-by and drop a shrunken 1000 pound boulder on them instead, on round two.
 
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Even without the stoneskin he's got some pretty good defense there. And if you really wanted to go cheesy ... buy fortification armour - choosing leather or something with low arcane failure.
 

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