Help me with this build- Party Buff Wizard

RUMBLETiGER

Adventurer
So, I'm refining my design of a Transmutation Specialist War Weaver.
The objectives of this character are as follows, in order of priority:

1. Make the other party members more awesome. This is for the purpose of efficiency, and making them utterly dependent upon you for awesomeness so they know they are awesome, because you are awesome.

2. Fake humility. Get to the point where you are so efficient that you can walk away in mid battle and do a crossword puzzle, and the rest of the party won't mind. They'll just be grateful for what you do. Keep saying things like "It's nothing, you guys are the real heroes" and "Keep up the great work."

3. Once #1 is addressed and #2 is maintained, do some cool things of your own on occasion.

And so I'm designing the following build, and would love input on how to fulfill the above objectives better. Especially in my spell selection and if there is a more practical Wizard School specialization. This came about when I discovered how incredible the War Weaver PrC is, and what it can do for both Mechanics and RP.

Condensed description of build:
Human, INT 18, all other stats flexible.
1. Transmutation Focused Specialist Wizard (Collegiate Wizard, Spell Reprieve [Magic Missile])
2. Transmutation Focused Specialist Wizard
3. Transmutation Focused Specialist Wizard (Enlarge Spell Metamagic)
4.
Transmutation Focused Specialist Wizard (+1 INT)
5. Transmutation Focused Specialist Wizard (Fell Drain)
6. War Weaver (FEAT?)
7. War Weaver
8. War Weaver (+1 INT)
9. War Weaver (Arcane Manipulation)
10. War Weaver
11-20 Uncertain, probably Mage of the Arcane Order, open to other suggestions.

Raven Familiar to talk, fly and carry touch spells to help buff party members.

Fell Drain Magic Missiles at level 5. This build needs the Spell Reprieve feat to access Magic Missile since it's in a prohibited school (see details below).

Magical Storing Companion Spirit ritual from DMG II p.196 for the ability to prepare a single first through fifth level spell (depending on how far into the ritual the party has invested xp and the minimum level requirements 4,7,10,13.16) that is accessible for the entire party to cast (even non-spellcasters, the Fighter can cast this spell as well as you) once per day.

DISCLAIMER: the following is long and detailed. Feel free to skip if you can make suggestions based upon the above information.

Now the build is as follows in a painfully detailed level by level breakdown:

Level 1
Transmutation Focused Specialist Wizard (Complete Mage p.34).
Prohibited schools are Necromancy, Evocation and Enchantment.
Used schools are Transmutation, Abjuration, Conjuration, Illusion and Divination. Schools are color coded for quick reference, it's going to be important to keep track of which spell belongs to which school to determine school efficiency.
Feats:
-Collegiate Wizard (Complete Arcane p.181) because lets face it, while Wizards CAN scribe additional spells into a spellbook, in practice it's a hassle. This grants 7 spells at caster level 1 for free at character level 1.
-Spell Reprieve (Forgotten Realms Lost Empires p.9) this is to gain the Evocation spell Magic Missile. This will make sense at level 5.
Spells:

Nerveskitter(SC),Protection from Evil,Spontaneous Search(SC),Benign Transposition(SC), Mage Armor, Grease,Magic Missile
Prepare three Transmutation spells, one general spell slot per day for level 1 spells.
Gameplay at this level- Prepare 3 Nerveskittersto toss at the main melee PC or whoever is most useful in combat. Keep the other level 1 slot open to prepare as needed throughout the day, or keep a Grease prepared. Spend downtime scribing scrolls of all the other spells. Spontaneous Search is a great utility spell and expected to be used often.

Level 2
Trans. Wizard
Spells:
Feather Fall, Eyes of the Avoral(BoED), Comprehend Languages, Lesser Orb of Cold(SC)
Gameplay at this level- Prepare 3 Nerveskitters for the day, one Benign Transposition, one Grease. There should be about 2 copies of all other spells on hand, replenish as needed. Eyes of the Avoral is a great utility spell and expected to be used often.

Level 3
Trans. Wizard
Feat:
Enlarge Spell Metamagic
Spells:
Animalistic Power(PHII),
Snake's Switness(SC), Glitterdust, Rope Trick
Gameplay at this level-
Nerveskitters, one Benign Transposition, one Grease as before, Animalistic Powerthe melee, 2 Snake's Swiftness when needed in combat. A Glitterdust for enemies. Now the focus is buffs and battlefield control. Rope Trick in a scroll for when you need to hide quick.

Level 4
Trans. Wizard
Spells:
Invisibility, Darkvision, Speak to Allies(SC), Wall of Gloom(SC)
Gameplay at this level- Extra Grease prepared, Speak to Allies added to level 2 spells, Wall of Gloom replaces one Snake's Swiftness. Darkvision and Invisibility into scrolls for one per party member. Now there's a silent communication network (with no cap to the number of people who can be included in that network at the time of casting!) more battlefield control, some situational utility spells. This would be the level to comfortably spend the 300gp and 300xp to get the Magical Storing Companion Spirit, store the Protection from Evil orMage Armor spell for anyone to use when needed.

Level 5
Trans. Wizard
Feat:
-Fell Drain (Libris Mortus p.27) Here's where that
Magic Missile comes in handy. Now there is a no miss Negative Level spell. Cackle maniacally.
Spells:
Regroup(PHII), Displacement, Haste, Fly
Gameplay at this level- Prepare two Haste's and one Fly, Displacement for the main melee. Write one Fell Drain Magic Missilea day, squirreling those away for that really tough opponent that needs softening.


Level 6
War Weaver (Heroes of Battle p.112)
Class Features:
-Eldritch Tapestry. This is the thing that makes War Weaver awesome. Make every target (other than personal), Harmless spell you cast affect every ally woven into your Eldritch Tapestry, which is as many targets as your casting stat mod. Assuming a starting 18 INT, this is your party of 4. This ability is a spell multiplier and a time saver turning all these spells into Mass versions of themselves.

At each level of this PrC you can cast more powerful spells through the Eldritch Tapestry. PrC level 1, cast level 1 spells. PrC level 2, cast up to level 2 spells. This caps at level 5. As you level up, you can do things likeHaste
everyone with a single casting. Those Feather Fall, Darkvision and Invisibility scrolls no longer require one for each member, now one covers the party. Just wait until you get Polymorph! Groovy.
Feat:
I'm not sure what to do here. I want to eventually take "Arcane Manipulation (Lost Empires of Faerun p.6)" But that won't come into being truly useful until later levels when I can make tons of slots of level 3 Fell Drain Magic Missiles and other utility spells since War Weaver class features only work on spells up to level 5. Any good suggestions for a level 6 feat, besides the always useful and often (understandably) banned Leadership?
Spells:
none at this level.
Gameplay at this level- Regroup becomes bread and butter at the start of combat to drop a Protection from Evil and Mage Armor on everybody. Nerveskitter is done at range before combat to affect the entire party. Get the other party members buffed quick and then like a coach after a pep talk, pat them on the bottom and sent them out! Hopefully by now you've saved your pennies and have been able to buy a Lesser Metamagic Rod of Reach (MIC p.165) to buff the others without the huddle. If not, maybe next level.

Level 7
War Weaver
Class Features:
-Quiescent Waving 1. Preload a single spell into the Eldritch Tapestry to be released at a future time as a move action. Spells up to level 2 can now be used
across the Eldritch Tapestry.
Spells:
Greater Mage Armor(SC), Gaseous Form, Lesser Telepathic Bond(SC), Giant's Wrath(SC)
Gameplay at this level- Nerveskittereveryone as the immediate action, Animalistic Power is preloaded into the Eldritch Tapestry released as a move action and use the standard action to drop Snake's Swiftness on the entire party so everyone attacks extra. Not bad for round one. Either Reach Rod a Protection from Evil on everyone in round 2 and Reach Rod a Mage Armor on everyone in round 3, or use higher level spells for individual buffs as needed. Perhaps the party would spend another 700gp and 750 xp to upgrade the Spell Storing Companion Spirit, have it hold a Snake's Swiftness or Invisibilityfor anyone to use when they felt the need.

Level 8
War Weaver
Class Features:
-Quiescent Waving 2. Preload two spells into the Eldritch Tapestry to be released at a future time as a move action. Spells up to level 3 can now be used across the Eldritch Tapestry.

Spells:
Polymorph, Greater Invisibility, Greater Resistance(SC), Orb of Force(SC)
Gameplay at this level- Nerveskitteras usual, drop Displacement and Hasteas a move action, andGreater Mage Armor or any number of things as the standard action in the first round. Start scribing those 1st level scrolls as a way to pass time during battles.

Level 9
War Weaver
Class Features:
-Quiescent Waving 3.
Preload three spells into the Eldritch Tapestry to be released at a future time as a move action. Spells up to level 4 can now be used across the Eldritch Tapestry.
Feat:
This is probably the time to take
Arcane Manipulation.
Spells:
Mass Enlarge Person, Arcane Eye, Shadow Conjuration, Know Vulnerabilities
Gameplay at this level- Nerveskitteras usual, drop Polymorph(!!), Greater Invisibility and Haste as a move action, use Know Vulnerabilities as the standard action in first round. At this point Lesser Telepathic Bond or Speak to Allies can be up virtually all the time so you can easily pass on what you know to everyone else, then sit down and take a nap.

Level 10
War Weaver
Class Features:
-Quiescent Waving 4.
Preload four spells into the Eldritch Tapestry to be released at a future time as a move action. Spells up to level 5 can now be used across the Eldritch Tapestry.
Spells:
Xorn Movement(SC), Indomitability(SC), Wall of Dispel Magic(SC), Fabricate
Gameplay at this level- Nerveskitteras usual, drop Polymorph, Greater Invisibility, Xorn Movement and Haste so that you and your invisible, polymorphed-into-dragon-or-what-have-you allies can sink underground to attack enemies alot while you cast Fabricate as your standard action in the first round to craft (Basketweaving). Or maybe do something useful. This is the time for the party would spend another 1500gp and 1200 xp to upgrade the Spell Storing Companion Spirit, have it hold a Fell Drain Magic Missile in order to neuter whichever opponent needs softening up or Greater Mage Armor if extra protection would be useful.




...ok, so I need a heavy dose of concrete criticism to confirm that I'm not thinking this wrong, or planning too sloppy. Any and all ideas would be appreciated.
 

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If you happened to download crystalkeep's pdfs before they were taken down or...know of an alternate site to find them...
They listed a "Focus Caster" option from dragon mag that replaces your familiar w/ a focus item that gives benefits at wizard 1, 7, and 15. For a transmuter, the focus allowed you to get one additional target on any targeted transmutation spell you cast, though that extra target gets half the normal duration (if it's instant or permanent, effectively no penalty). I think at 7th level it gains full duration, but half is often enough and that ability rocks.
 

Any buffing caster will benefit immensely from Extend and Persistent metamagic feats.
I recommend against Collegiate Wizard, you can typically get most of the spells you want with your two free spells per level in my experience.
 


Spell Reprieve (Magic Missile) plus Fell Drain, that's two feats for one moderately powerful trick. How about skipping MM and putting Fell Drain on a damage-over-time area spell? Kelgore's Grave Mist (2nd level) is an excellent one, since it provides 20' radius, no-save, no-SR damage, with a no-save fatigue (but SR applies to this) debuff tacked on top. Alternately, Cloud of Knives for a draining attack 1/round.

Also, I'm not too sure about focused specialist. I always feel that giving up three schools isn't worth the additional spell slots. After 5th level or so, a normal specialist wizard rarely runs out of slots. You could just keep the Evocation school (which has some excellent BC spells! Most underrated school ever) and save a feat then.
 

If you happened to download crystalkeep's pdfs before they were taken down or...know of an alternate site to find them...
They listed a "Focus Caster" option from dragon mag that replaces your familiar w/ a focus item that gives benefits at wizard 1, 7, and 15. For a transmuter, the focus allowed you to get one additional target on any targeted transmutation spell you cast, though that extra target gets half the normal duration (if it's instant or permanent, effectively no penalty). I think at 7th level it gains full duration, but half is often enough and that ability rocks.
Ohh... this is a good suggestion that I wasn't aware of.

I did download a number of the indexes back in the day and I have the Base class one you're referring to. I was able to dig out the magazine article as well. I was weighing the benefits of a talking, flying familiar that could deliver touch spells against the Focus Item and I'm thinking Focus Item wins. 2 targets at level 1 with one at half duration will definitely get used. The fact that it only gets better as the PC levels is great. There's a line in the Magazine that reads, "You are automatically considered proficient with your focus item...for example if your focus item is a longsword, you are proficient with your longsword..." makes me giggle at the thought of making my Focus a Masterwork Greatsword just for kicks. Or something. I know it reads under Transmutation, "Usually a a piece of equipment or set of tools to create something (such as thieves tools, musical instrument or artisans tools) but nothing says it has to be.

This would be great for adding one additional target to the Eldritch Tapestry beyond the INT bonus of this PC.

Any buffing caster will benefit immensely from Extend and Persistent metamagic feats.
I recommend against Collegiate Wizard, you can typically get most of the spells you want with your two free spells per level in my experience.
Looking back over how I expect to play the build, I do agree that the spells I expect to use daily I'd still have without the Collegiate Wizard feat. Secondly, there is always the option of expanding the spellbook, but Ugh, work. I'll keep this under advisement if I find better replacement feats.

Extend Spell would be useful, but I'm not sure how much. I'm genuinely expecting the buffed party members to kill things faster then expected. Since I'd be using 1/4 the number of spells to buff the party of 4, recasting when the duration expires isn't that difficult. However...

...using it as the prereq for Persistent Spell may be worth it. Now my Wizard doesn't need to adventure with the party anymore, he'll just sleep at camp and check in with them each night. Ok, slight exaggeration, but what might be suggestions for excellent level 1-3 spells to Persist?

Reach Spell + Occular Spell. Think about it.
I'd not considered Ocular Spell Metamagic before, that looks nifty. This would make for a great round 2 double spell discharge, either to pick off an enemy or super buff an ally. I'm curious, however, weighting using a standard action to cast the same ranged spell on all 4 or 5 of my teammates vs. casting two spells on a single target, if that's optimal. Can you suggest some specific spells I might use with the Reach and Ocular combo?

Spell Reprieve (Magic Missile) plus Fell Drain, that's two feats for one moderately powerful trick. How about skipping MM and putting Fell Drain on a damage-over-time area spell? Kelgore's Grave Mist (2nd level) is an excellent one, since it provides 20' radius, no-save, no-SR damage, with a no-save fatigue (but SR applies to this) debuff tacked on top. Alternately, Cloud of Knives for a draining attack 1/round.

Also, I'm not too sure about focused specialist. I always feel that giving up three schools isn't worth the additional spell slots. After 5th level or so, a normal specialist wizard rarely runs out of slots. You could just keep the Evocation school (which has some excellent BC spells! Most underrated school ever) and save a feat then.
I'll be honest, I'm lamenting the loss of Evocation. I really wanted to use the Blood Wind spell at low levels if any of my allies were built to use it. A feat just to get Magic Missile, especially if I won't be using the spell for another 4 levels, was painful as well.
I seriously weighted the words of this thread here. It weighs generalist, specialist and focus specialist wizards pros and cons. Now, it's true that once I hit War Weaver, I'm quadrupling or greater my number of spells cast on a target. I probably don't need to make out the number of spells I have at my disposal. I'll give this some thought. I'd be trading 2 prepared spells per level per day to gain a school of magic.
Kelgore's Grave Mist appears to be a Conjuration/Necromancy spell, that's out. Cloud of Knives is Conjuration and looks awesome, would the Fell Drain apply to each round's attack? Even if it's not, a ranged attack (Attack = Caster level + caster mod? Awesome!) as a free action is perfect for this build! Thanks for the tip! I'll have to stash a bunch of knives into a bag of holding, but easy enough. Fell Drain could apply to Cloud of Knives as a Negative Level over time, I'd not have need for Magic Missile and the one Evocation spell. For Obvious Reasons, Magic Missile was chosen for the no miss. If I could apply Fell Drain to a damage over time spell, then it's ok if some miss.

Thanks for all the input, keep them coming!
 

[MENTION=6674868]RUMBLETiGER[/MENTION] I've never had any arguments when I played Fell Drain on damage/round spells that remained in an area, rather than spells like Acid Arrow. Acid Fog/Cloud of Knives/etc, things you can move out of, should apply Fell Drain each round you take damage from the effect.

I've been rethinking Persist for your build, and I don't think it would be worth it. I always seem to think "oh yeah, persist spell, I'ma use my Incantrix or Cleric and persist me some 7th level spells", when Wizards just can't do that. Sorry about that.

Although: Disguise Self (for yourself), Protection from Evil, and Nerveskitter(Magic of Faerun's is range: touch) are all great Persists. So is Prestidigitation and Expeditious Retreat.
However, instead of taking the Feats and using your spell slots, my players would probably whine at me to make a Rod of Persistent Metamagic.
 
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@RUMBLETiGER I've never had any arguments when I played Fell Drain on damage/round spells that remained in an area, rather than spells like Acid Arrow. Acid Fog/Cloud of Knives/etc, things you can move out of, should apply Fell Drain each round you take damage from the effect.

I've been rethinking Persist for your build, and I don't think it would be worth it. I always seem to think "oh yeah, persist spell, I'ma use my Incantrix or Cleric and persist me some 7th level spells", when Wizards just can't do that. Sorry about that.

Although: Disguise Self (for yourself), Protection from Evil, and Nerveskitter(Magic of Faerun's is range: touch) are all great Persists. So is Prestidigitation and Expeditious Retreat.
However, instead of taking the Feats and using your spell slots, my players would probably whine at me to make a Rod of Persistent Metamagic.
Nerveskitter is bread and butter, it's silly not to cast an immediate action spell before combat. That would be good to Persist, but not needed to save on combat actions per round, simply to save on spells prepared. The AC buffs of Protection from Evil and Mage Armor, Expeditious Retreat landspeed, and with the Focus Caster suggestion from @StreamOfTheSky applied to Animalistic Power for a +4 bonus to all physical stats, Persistent Spell Metamagic would be worth the investment.

This would be casting 4 level 1 spells and a single level 2 spell to grant a +4 AC, +30 speed, +4 STR, DEX, CON, +5 Initiative in the early morning. Add in a +8 CON Bear's Endurance all before my morning coffee... yeah, I'll seriously consider Persistent Spell Metamagic.

Since I've been convinced to drop Spell Reprieve and considering removing Collegiate Wizard, this frees up 1 or 2 feats for Extend and Persist. Since I still have plenty of feats I haven't decided upon yet anyway, this sounds very good.

With Persistant level 1-3 spells up at the higher levels, I can load up the Quiescent Waving with all level 4 and 5 spells to drop at the start of combat.
 
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Nerveskitter is bread and butter, it's silly not to cast an immediate action spell before combat. That would be good to Persist, but not needed to save on combat actions per round, simply to save on spells prepared. The AC buffs of Protection from Evil and Mage Armor, Expeditious Retreat landspeed, and with the Focus Caster suggestion from @StreamOfTheSky applied to Animalistic Power for a +4 bonus to all physical stats, Persistent Spell Metamagic would be worth the investment.

This would be casting 4 level 1 spells and a single level 2 spell to grant a +4 AC, +30 speed, +4 STR, DEX, CON, +5 Initiative in the early morning. Add in a +8 CON Bear's Endurance all before my morning coffee... yeah, I'll seriously consider Persistent Spell Metamagic.

Since I've been convinced to drop Spell Reprieve and considering removing Collegiate Wizard, this frees up 1 or 2 feats for Extend and Persist. Since I still have plenty of feats I haven't decided upon yet anyway, this sounds very good.

The major benefit from Protection from Evil is not the AC, or even the +2 to saving throws, but immunity from possession, compulsion, and summoned creatures hitting you with natural weapons (the majority of summoned creatures work off of natural weapons for their primary mode of attack).
 

Alright, build update so far:
Human, INT 18, all other stats flexible.
1. Focus Caster Variant Transmutation Focused Specialist Wizard (Collegiate Wizard, Extend Spell Metamagic)
2. Focus Caster Variant Transmutation Focused Specialist Wizard
3. Focus Caster Variant Transmutation Focused Specialist Wizard (Enlarge Spell Metamagic)
4.
Focus Caster Variant Transmutation Focused Specialist Wizard (+1 INT)
5. Focus Caster Variant Transmutation Focused Specialist Wizard (FEAT?)
6. War Weaver (Fell Drain)
7. War Weaver
8. War Weaver (+1 INT)
9. War Weaver (Arcane Manipulation)
10. War Weaver
11-20 Uncertain, probably Mage of the Arcane Order, open to other suggestions.

Color Spray would replace the Magic Missile as the level 1 spell. Cloud of Knives would replace Rope Trick at level 3 as a second level spell and Bear's Endurance would replace Wall of Gloom at level 4 as a second level spell.

Persistent Spell Metamagic would be taken at a level 15, after this build gains access to 7th level spells. Fell Drain moved to level 6, since it won't be used with Cloud of Knives until level 8. And so for level 5 feat, I just recalled that if I go with Mage of the Arcane Order, I need to take cooperative spell Metamagic as a prereq., and so that would go in at level 5 unless I want another PrC.

I'd want to see if I could have a Masterwork Umbrella created as my level 1 Focus Item. Or a Masterwork Viking Helmet with two curved horns like Flavor Flav. Just because.

Persistent Fell Drain Cloud of Knives using a 22gp Silvered Dagger... Too Much? =)
 
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