Help me build an auto-sleep wizard

Locutus Zero

First Post
I'm building a level 4 wizard. I'd like to hear any options out there that will help make saving throws more difficult for enemies, so that I can put them to Sleep. I've already got the Orb of Imposition. Any other ideas?
 

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Cunning Weapon, Phrenic Crown, Hawthorn Wand (this is a superior implement). There is a feat, can't recall the name off the top of my head. Various orbs will be useful, primarily Orb of Inevitable Consequences (too high level to pick up yet). There are a number of other items that give save penalties.
 

MC Warlock and take the Entrancing Mystic PP. -5 to saving throws against Charm effects (Sleep now has the Charm keyword) to enemies within 3 squares of you. That'll get you 1/3 of the way there to auto-success against solos.

Spell Focus (Feat) -2, at Paragon.

Spider Familiar -1

Phrenic Crown -1 at Heroic.

That is -9 around level ~11-12. Add in Orb of Imposition and you should be able to auto succeed against a fair amount of stuff.
 


Cunning Weapon, Phrenic Crown, Hawthorn Wand (this is a superior implement). There is a feat, can't recall the name off the top of my head. Various orbs will be useful, primarily Orb of Inevitable Consequences (too high level to pick up yet). There are a number of other items that give save penalties.

I'm not trying to nitpick you but I was looking up some of these in the Compendium and noticed that Hawthorn Wand is a magic wand, not a superior implement. So maybe you meant something else? And I think you meant the Orb of Inescapable Consequences.
 

I'm building a level 4 wizard. I'd like to hear any options out there that will help make saving throws more difficult for enemies, so that I can put them to Sleep. I've already got the Orb of Imposition. Any other ideas?

Amulet of seduction. It's a level 5 amulet, -2 to first saving throw against charm effect.
 

I saw a cool Wizard|Invoker build that I think can do well with it. Pick up Seal of the Heretic (invoker lvl 13), Orb of heightened Imposition (to use on Seal of the Heretic.) This makes Orb of Fickle Fate work very well, as enemies take the Save penalty from the Orb and Seal of the Heretic Together. This way you can get two turns of unconsciousness pretty easily. Another option would be to throw in the debuffers first with cunning weapon and phrenic crown, then use Seal of the Heretic and Orb of Fickle fate to keep your target down for 3 turns, at least. On a solo, 3 turns of inacting + crits= instant death.

What this means at the end of the day is that by level 14 or 15, you can easily put a -11 on saves with Spell Focus, Orb of Fickle Fate and Seal of the Heretic (please ask your DM nicely for two orbs). You can take Flame of Hope to get a nice attack bonus for an Seal of the Heretic/Sleep Combo on an action point too, so you don't feel like you wasted your best trick with a bad roll.
 

Just be careful if you use the trick regularly and have a persistent enemy. I was being run thru Dragon Mountain once. This was 2E and I rolled a Wild Mage. My DM was rolling magic items and rolled a Wand of Wonder. He didn't want to give it to me tho, so he rolled again. He rolled another! The group told him he had to give it to me now. So I used the wand routinely to cast spells in the dungeon. After a few fights of this a few particular kobolds were showing up each fight. They listened for my command word, then one fight all the kobolds circled me (that was what back then...16 kobolds possibly?), beat me down and took the wand.

He was just pissed I had an awesome (and perfectly legal) trick, but it's a good example of a DM finding a way to null out your awesome build :)
 

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