Feat & Spell Sugestions for a 10th lvl Wizard

Scatter5

First Post
I am a newbie to spell casters. I am building a 10th lvl Sun elf Wizard. My stats are: Str 11, Dex 13, Con 12 naturally plus a toad(+2) = 14, Int 20 + headband of int +4, Wis 11, Cha 10

Now I have 2 stat points to put somewhere should they go in int or con?

I was thinking on taking for my feats the following
Scribe Scroll
Spell casting prodigy
Energy substitution- any suggestions?
Spell focus - evoca
Craft woundorous Item - mostly to make a boccobi's blessed book
Spell mastery- one choice would be fireball
Signature spell- also fireball

I would specialize in Trans and my prohibited school would be conj.
Spells that looked good to me are:
1st: Sheild, Identify, Magic Missile, Endure Elements, Comprehend lang, Enlarge, feather fall, and spider climb
2nd: Bullstr, Cats grace, Dark vision, endurance, blur, mirror image, see invis, invisibility, and levitate
3rd: fireball, fly, haste, dispel magic, hold person, slow and secret page
4th: charm monster, improved invis, poly self, poly other, scrying and maybe phantasmal killer
5th; teleport, Hold monster, telekinesis, and maybe feeble mind

Yes I know I will have to purchase some of these as scrolls to enter into my book.

Are there any important things I am missing? I can pull from Tome & Blood, Forgotten Relms and Magic of Faerûn
 

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Since you can start at 10th level, I would strongly suggest you consider Firebrand (Sor/Wiz 5, MoF) over Fireball. Not only is the damage cap higher, but the spell is supremely sculptable allowing you to avoid hitting allies even in close quarters. Also for a great defensive/miscellaneous option, consider Ghostform (Sor/Wiz 5, T&B) -- you can move through walls, invulnerable to normal weapons, magic weapons/magic damage suffers 50% miss chance, etc.

For Energy Sub I would consider either Cold or Sonic. Cold will allow you to inflict (potentially) double damage vs. Fire using creatures of which there are many. By way of comparison cold using creatures are relatively rare. Sonic won't inflict additional damage but very things have resistance against it (including devils, demons, and celestials).

Some other good spells:

1. Blacklight (Sor/Wiz 3, FRCS) -- like Darkness, except you can see perfectly when inside it

2. False Life (Sor/Wiz 2, T&B) -- gives you 1d10+10 temporary hp and stacks with Endurance

3. Scintillating Sphere (Sor/Wiz 3, MoF) -- like Fireball, except it deals electrical damage

4. Fox's Cunning (Sor/Wiz 2, T&B) -- boost Int 1d4+1

Feat options:

1. Empower Spell -- it looks like you are choosing a lot of buffing spells at 2nd level. You could Empower them to 4th level spells or double empower them to 6th.

2. Still Spell -- grappling is a big problem for mages, I would seriously consider taking this feat
 

I would go with energy sub sonic...very very few creatures resist sonic damage ...as you advance in level this should become very important as most high CR creature have lots of energy resistances
 

Oh I forgot to mention I don't believe you can get spell prodigy unless you take it at first level..so if your DM is keeping an eye on the order you take your feats be sure to take it first..........that said it is a very good choice for a feat
 
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Well, normally I do spellcasters by theme, but your wizard seems slightly confused. The feats are all over the place, and the spell focus is evocation is out of line with the specialisation in Transmutation. I'll assume you want to powergame:

Spellcasting Prodigy
No-brainer: +1 to all DCs? And bonus spells to boot? Yes please.

Scribe Scroll

Spell Focus (Transmutation)
Greater Spell Focus (Transmutation)
These two are wonderful. Coupled with 28 Int (putting your stat points into Int and making the Headband as proscribed below and Spellcasting Prodigy you too can throw DC28 Polymorphs)

Craft Wondrous Item
(very useful, but only if your DM gives you time enough to make items- and make a Headband of Int +6)

Energy Substitution- Sonic is a good choice.
I can't offhand think of a single enemy with resistance to sonic attacks. If there are any, they are very rare.

Spell Mastery and Signature Spell are wastes of time from a powergame-point-of-view, but if that's in character, who am I to criticise?

Improved Initiative
Always handy, especially at these levels.

That completes feat selection.

Spells: I think you have a good selection, though Ghostform is a definite, as is Wall of Force. Hold Monster is probably unnecessary if you have Charm Monster and/or vice versa. Consider Dominate Person. Secret Page seems a peculiar choice. See Invisiblity can be permanencied (buy a scroll if need be), as can quite a few others (Comp. Languages, Darkvision, etc.) Levitate is unnecessary due to Fly. Do take Feeblemind- ultimately mage-killer, and if fighting enemies of equivalent power, there's no way out! (Heal is a 6th level spell and the lowest way to break it)
 

energy subsituation sonic is a good choice for the reasons others have listed. You might want to take Spell focus Transmutation and Spell focus Enchantment.

Most creatures have a good fort or a good will save, but not both. Greater spell focus is very useful if most of the monsters/enemies you encounter have the same weak save (fort, reflex or will).

If the saves of creatures you encounter are more varied spell focus boosting 2 saves - say fort and will - would allow you to target the weakest saves of most creatures you encounter.
 

Definitely put those 2 stat points in INT!

I'd strongly recommend Extend Spell, since you have quite a few spells you can apply this to with good use!

For example, leave some higher level spell slots open in the morning, then in the evening use them for (twice) extended boost spells, that have 1h/lvl duration, unless you get into a situation, where you need those spell slots (then you can always use 15 minutes (if you are not in a hurry) to fill them with any spells needed at the moment).

Reduce is another spell you might want, as it allows better utilization of your Teleport spell.

Blindness/Deafness is a great offensive spell, especially since you are going to be a Transmuter.

Blindsight (3rd level MoF) is very good, too.

You won't need Spider Climb or Levitate, I think.
 

Formians have Sonic Resistiance (20). But most creautres are not very Sonic resistant. (But I believe there are also none that are subject to Extra Damage due to Sonic Damage)

Enervation, Vampire`s Touch and Spectral Hand can be very useful.
 

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