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*Dungeons & Dragons
building a 13th level mage
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<blockquote data-quote="Ridley's Cohort" data-source="post: 47271" data-attributes="member: 545"><p>Human Wizard is an excellent choice.</p><p></p><p>Improved Initiative is a must. I recommend Spell Penetration as well because SR can be a real pain at those levels.</p><p></p><p>Craft Wondrous Items is a very good idea. Cannot go wrong with your basic vanilla +x items (stats, saves, skills).</p><p></p><p>Extend spell is quite useful. If you leave a higher level slot open, you can multiply Extend Endure Elements so it last days.</p><p></p><p>Silent spell is a solid choice, too. With a small party there will be lots of times you will all choose to be invisible and sneaky.</p><p></p><p>You have 9 Feats total. I would start with something like:</p><p>Scribe Scroll (free)</p><p>Improved Initiative</p><p>Craft Wondrous Item</p><p>Spell Penetration</p><p>Extend spell</p><p>Silent spell</p><p></p><p>Think about adding these:</p><p></p><p>Great Fortitude: Don't laugh. You are playing in a smallish party. Missing a Fort save can be a real bummer. This is a hedge against bad luck that might wipe out the party.</p><p></p><p>Still spell: A little extra stealth. But a Stilled Silent Dispel Magic, Dimension Door, or Teleport can get you out of some nasty situations, e.g. grappled by a Dragon in a Silence spell zone.</p><p></p><p>Quicken spell: Good mostly for some extra offensive oomph. But maybe you badly want to cast three Fireballs in a single round while Hasted?</p><p></p><p>Expand spell: Another way to add some offensive oomph. An Expanded Fireball/Lightning Bolt is a 5th level spell that does ~15d6 damage. This is very useful for 9th/10th/11th level Wizards. You do not really need it at your level, but it worth considering. Keep in mind that even if you don't use it regularly when preparing spells, this is a good choice for "in case of emergency" scrolls.</p><p></p><p>Craft Wands: If you do a lot of fighting, this is a good choice. You can afford to buy a decent wand or two with cash. But if you want a good selection with carefully chosen spell levels, you will impoverish yourself without this Feat.</p><p></p><p>Pick up a Familiar. The two weaknesses of Wizards are low HPs and fighting in obscured vision. Therefore pick up either Toad (+2 to your Con) or Bat (familiar has 120 ft. Blindsight and can tell you where to dump the Fireball when you are blinded).</p><p></p><p>Personally think that Specialist Wizards are more stylish than the Generalists, but the Generalist is a fine strategic choice. I think the significant advantage of Specialists is the extra slots give you more mileage out of your metamagic Feats (even more so for Sorcerors).</p><p></p><p>Generalist: Pick up Craft Wands and make yourself 2 or 3 wands. You need to hedge against running out of offensive spells. But you have breadth and you can build up a scroll library that can solve any possible problem.</p><p></p><p>Evocationist or Transmuter: The most obvious choices. Conjuration is probably the easiest to part with. The downside is you are losing out on Power Word Stun, one of the most useful tactical combat spells in the game, and you lack mists and the more permenant walls to shape the battlefield with. Shadow Conjuration is a superb substitute, its flexibility more than making up for taking up a 4th level spell slot.</p><p></p><p>Divinationist: Drop Necromancy. This is a good minmax choice. You get a extra spells for losing a very small number of spells off your list. Now some levels do not have useful combat spells to fill that Divination slot. No worry; use metamagic on a lower level spell you do like. I promise you will get style points if you innocently cast a spell early in combat and then confidently deliver a melee/touch attack 4 rounds later due with your Extended Extended Extended Extended True Strike.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 47271, member: 545"] Human Wizard is an excellent choice. Improved Initiative is a must. I recommend Spell Penetration as well because SR can be a real pain at those levels. Craft Wondrous Items is a very good idea. Cannot go wrong with your basic vanilla +x items (stats, saves, skills). Extend spell is quite useful. If you leave a higher level slot open, you can multiply Extend Endure Elements so it last days. Silent spell is a solid choice, too. With a small party there will be lots of times you will all choose to be invisible and sneaky. You have 9 Feats total. I would start with something like: Scribe Scroll (free) Improved Initiative Craft Wondrous Item Spell Penetration Extend spell Silent spell Think about adding these: Great Fortitude: Don't laugh. You are playing in a smallish party. Missing a Fort save can be a real bummer. This is a hedge against bad luck that might wipe out the party. Still spell: A little extra stealth. But a Stilled Silent Dispel Magic, Dimension Door, or Teleport can get you out of some nasty situations, e.g. grappled by a Dragon in a Silence spell zone. Quicken spell: Good mostly for some extra offensive oomph. But maybe you badly want to cast three Fireballs in a single round while Hasted? Expand spell: Another way to add some offensive oomph. An Expanded Fireball/Lightning Bolt is a 5th level spell that does ~15d6 damage. This is very useful for 9th/10th/11th level Wizards. You do not really need it at your level, but it worth considering. Keep in mind that even if you don't use it regularly when preparing spells, this is a good choice for "in case of emergency" scrolls. Craft Wands: If you do a lot of fighting, this is a good choice. You can afford to buy a decent wand or two with cash. But if you want a good selection with carefully chosen spell levels, you will impoverish yourself without this Feat. Pick up a Familiar. The two weaknesses of Wizards are low HPs and fighting in obscured vision. Therefore pick up either Toad (+2 to your Con) or Bat (familiar has 120 ft. Blindsight and can tell you where to dump the Fireball when you are blinded). Personally think that Specialist Wizards are more stylish than the Generalists, but the Generalist is a fine strategic choice. I think the significant advantage of Specialists is the extra slots give you more mileage out of your metamagic Feats (even more so for Sorcerors). Generalist: Pick up Craft Wands and make yourself 2 or 3 wands. You need to hedge against running out of offensive spells. But you have breadth and you can build up a scroll library that can solve any possible problem. Evocationist or Transmuter: The most obvious choices. Conjuration is probably the easiest to part with. The downside is you are losing out on Power Word Stun, one of the most useful tactical combat spells in the game, and you lack mists and the more permenant walls to shape the battlefield with. Shadow Conjuration is a superb substitute, its flexibility more than making up for taking up a 4th level spell slot. Divinationist: Drop Necromancy. This is a good minmax choice. You get a extra spells for losing a very small number of spells off your list. Now some levels do not have useful combat spells to fill that Divination slot. No worry; use metamagic on a lower level spell you do like. I promise you will get style points if you innocently cast a spell early in combat and then confidently deliver a melee/touch attack 4 rounds later due with your Extended Extended Extended Extended True Strike. [/QUOTE]
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