Jemal
Adventurer
RE: Spell focus.
The reason I didn't suggest transmutation, illusion, etc for the spells that are being suggested to you is b/c I personally dislike 'save or die' type spells, especially looking at it from a blaster-mage PoV.
Poly Any, Weird, Dominate, etc are all nice spells.. if the opponent fails his save. That's kinda counter-productive for a blaster mage. If you're going to be going 'save or die', it's something you'll keep spamming until they.. die. If you're a blaster mage, you're dealing damage until they die. There's little point in going "this round you take 80 damage, next round you save or die, next round you take 80 damage". If they fail the save or die, then the damage is irrelevant. If they make it, then IT is irrelevant.
Secondly, a lot of epic creatures (And 99% of 'boss' encounters) are immune to most save or die type spells.
Finally, save or die type's are only really effective if you're doing everything in your power to crank their DC, not just a single feat investment.
as for why I suggested conjuration:
Cloudkill, Incendiary cloud, Sleet Storm, Stinking Cloud, Web, etc. As Ethandrew said, Conjuration is good for control, which can be useful when you are expecting a long/difficult fight (IE BOSS fights)
If you're using illusion/enchantment for the other types of spells (One's that aren't "Save or combat's over", then they'd be useful additions I suppose, for some added 'control'.
Myth - Yes, mastery of elements works with Energy admixture, it's what's known as a 'virtual feat'. It provides the exact equivalent of a feat and thus qualifies as that feat for meeting pre-reqs.
As far as droping Searing - I second what RO said.
As for Spells known - That's listed under spellcasting for Wizards. A breakdown is as thus:
You start play with all(CORE, IMO) zero level spells known, and 3+int mod(starting int mod) first level spells. At every level up, you gain 2 spells known of any spell level you can cast.
At 20th lvl, you have5+int 1st lvl spells known, 4 of each other up to 9th, and 4 more of any level (Keep in mind that you can swap a knowable spell for a lower level spell, but can't trade 'up'.
You can also add to this by buying a scroll of a spell and then transcribing it to your spellbook.
Resist all elements?
You're a mage.
PHB: Resist Energy, Protection from energy (third level)
Spell Compendium:
Contingent Energy Resistance (5th lvl): The first time you're dealt energy damage, the spell lasts 1hr/level or until activated. When you're dealt Energy damage, it activates and gives you resist: 10 vs that energy type (for 10min/lvl).
Energy Immunity (7th lvl): Gives you immunity to one energy type of your choice for 24 hours.
Voidrazor - Sorry, as I said before I'd forgotten about the champion. I'd just prefer to keep pounce away from PC's, it's just.. wrong.
I actually found the spectacles in complete adventurer while looking for something else *L* They're OK.
The reason I didn't suggest transmutation, illusion, etc for the spells that are being suggested to you is b/c I personally dislike 'save or die' type spells, especially looking at it from a blaster-mage PoV.
Poly Any, Weird, Dominate, etc are all nice spells.. if the opponent fails his save. That's kinda counter-productive for a blaster mage. If you're going to be going 'save or die', it's something you'll keep spamming until they.. die. If you're a blaster mage, you're dealing damage until they die. There's little point in going "this round you take 80 damage, next round you save or die, next round you take 80 damage". If they fail the save or die, then the damage is irrelevant. If they make it, then IT is irrelevant.
Secondly, a lot of epic creatures (And 99% of 'boss' encounters) are immune to most save or die type spells.
Finally, save or die type's are only really effective if you're doing everything in your power to crank their DC, not just a single feat investment.
as for why I suggested conjuration:
Cloudkill, Incendiary cloud, Sleet Storm, Stinking Cloud, Web, etc. As Ethandrew said, Conjuration is good for control, which can be useful when you are expecting a long/difficult fight (IE BOSS fights)
If you're using illusion/enchantment for the other types of spells (One's that aren't "Save or combat's over", then they'd be useful additions I suppose, for some added 'control'.
Myth - Yes, mastery of elements works with Energy admixture, it's what's known as a 'virtual feat'. It provides the exact equivalent of a feat and thus qualifies as that feat for meeting pre-reqs.
As far as droping Searing - I second what RO said.
As for Spells known - That's listed under spellcasting for Wizards. A breakdown is as thus:
You start play with all(CORE, IMO) zero level spells known, and 3+int mod(starting int mod) first level spells. At every level up, you gain 2 spells known of any spell level you can cast.
At 20th lvl, you have5+int 1st lvl spells known, 4 of each other up to 9th, and 4 more of any level (Keep in mind that you can swap a knowable spell for a lower level spell, but can't trade 'up'.
You can also add to this by buying a scroll of a spell and then transcribing it to your spellbook.
Resist all elements?

PHB: Resist Energy, Protection from energy (third level)
Spell Compendium:
Contingent Energy Resistance (5th lvl): The first time you're dealt energy damage, the spell lasts 1hr/level or until activated. When you're dealt Energy damage, it activates and gives you resist: 10 vs that energy type (for 10min/lvl).
Energy Immunity (7th lvl): Gives you immunity to one energy type of your choice for 24 hours.
Voidrazor - Sorry, as I said before I'd forgotten about the champion. I'd just prefer to keep pounce away from PC's, it's just.. wrong.
I actually found the spectacles in complete adventurer while looking for something else *L* They're OK.