Building my first 3rd-edition wizard. What are the essentials?


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Angerland said:
and I don't find it useful at all.

Is your DM charging you to scribe your spells into your spell book? If so, by a certain level, you will by definition find it useful, as it will save you more money that it costs.
 

Mistwell said:
Is your DM charging you to scribe your spells into your spell book? If so, by a certain level, you will by definition find it useful, as it will save you more money that it costs.

He's probably playing a fighter. ;)

j/k :D

Bye
Thanee
 

stonegod said:
This is generally a big balancer for spell preparers (especially arcane ones)---the ability to adapt as the day progresses.

"Especially arcane ones," nothing. Only arcane ones. Only wizards, in fact. Clerics and druids get one chance per day to prepare their spells and that's it. They can't go back and fill in empty slots later in the day.
 

Wolfwood2 said:
"Especially arcane ones," nothing. Only arcane ones. Only wizards, in fact. Clerics and druids get one chance per day to prepare their spells and that's it. They can't go back and fill in empty slots later in the day.
Non-core, but archivists prepare exactly the same way as a wizard. As for non-arcane casters, I'll refer you to the SRD:
SRD said:
A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. A divine spellcaster does not have to prepare all his spells at once. However, the character’s mind is considered fresh only during his or her first daily spell preparation, so a divine spellcaster cannot fill a slot that is empty because he or she has cast a spell or abandoned a previously prepared spell.
The main difference is that arcane casters need 8 hours after their last spell is cast to refresh all of them (generally after a sleep); spell slots for divine casters refresh only once per day.
 

Well played the wizard is the most powerful class, but it is also the most difficult class to play to at that skill level. The class relies on good spell selection each day and careful management of scrolls, items and other magic effects. The usefulness of divination can't be understated, nor can the advantage of carefully planning your spell list in the morning.

Wolfwood2 said:
"Especially arcane ones," nothing. Only arcane ones. Only wizards, in fact. Clerics and druids get one chance per day to prepare their spells and that's it. They can't go back and fill in empty slots later in the day.
Actually, they can. "Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences." And that isn't a listed difference.

Anyway, I always leave at least 1/4th of my spell slots (free) unless I'm expecting heavy combat. Great suggestion.

Likewise you'll need to discuss with your DM what your cost for the initial spells will be. Per the rules as written you get all cantrips, 3 + your int mod at 1st level 1st level spells and 2 added spells per level (so 16 in your case, up to 4 4th level, up to 8 3rd level et cetera) added spells with no cost at all. Discuss with your DM if you have to pay the scribing costs + the cost of a scroll for each added spell, and try to at least talk him out of the scroll cost for a few spells (i.e. ones you picked up adventuring). The blessed book is good to cut down on costs, as suggested.

Make scrolls of most utility spells once you have a session or two of XP to spend (or if your DM was smart and gave you more than 8th level base XP to start). An extended rope trick at 5th caster level is always a good thing to have around, as is an emergency fly or water breathing. Those sort of things.
 

OK, so there's the blessed book to spring for. What is else is good? Is there anything that helps with scroll management? I got access to the Magic Item Compendium here, but rather than comb through the whole thing, maybe you guys can point out a few nifty items?
 

Being a focused specialist, I have to slash three schools (not two). Definite keepers are evocation (my specialty), conjuration, and transmutation. Of course, divination can't be dropped, so that leaves necromancy, enchantment, illusion, and abjuration. Which should I keep and why?
 

Since you have access to the MIC, pick up a battle belt. Effectively quicken any spell you know once per day, plus a +2 to initiative? Yes please.
 

Felon said:
Being a focused specialist, I have to slash three schools (not two). Definite keepers are evocation (my specialty), conjuration, and transmutation. Of course, divination can't be dropped, so that leaves necromancy, enchantment, illusion, and abjuration. Which should I keep and why?

Evocation is awful, don't specialize in it. Direct damage is a poor choice when you can cast save or die and de-buff spells instead. Specialize in divination, conjuration, or transmutation; drop evocation, enchantment, or necromancy.
 

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