How to level a wizard ? (feats, PrC...)

Necromancy is small but awesome.
Abjuration is necessary. Not just for dispel, but for mind blank (!!!) if you get that high you will need it.

Honestly, I'd play a Diviner, Conjurer or Abjurer and ditch Evocation... :)


However, in your case of Evocation focus, I'd drop:
- Enchantment (too much overlap with Illusion); and
- Necromancy (you can make up the difference with Illusion and Transmutation).

False life is fantastic, but it's not better than mirror image + alter self. Take the form of a Troglodyte -- the +6 natural armor bonus will keep you alive longer than the 5+1d10 hp.

Cheers, -- N
 

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Energy Substitution is a great feat for a wizard as well. Being able to turn your Fireball into an Acidball or a Coldball is handy if you know you're up against enemies with a certain energy resistance. Especially since it doesn't have a spell level adjustment. The downside is that you only get to pick one energy type. You can find it in the Complete Arcane.
 

Energy substitution looks good indeed.
So many choices, so many decisions to make....

It seems tougher to build a competitive wizard than it was with a rogue or archer. Or maybe I was just more used to those.

The goal of this character is to be the ranged damage-dealer of the party, hence the evocation focus. Sure, I don't have many save-or-die spells but I have no equals when it comes down to hurl fireballs and chain lightnings.

On a side note, I'm slowly realizing that many evocation spells require a touch attack. I have 13 dex and suck at those...
 


Darklone said:
Weapon Focus (ranged touch attack/ray). Or PBS. OR both.

I think you'll get more mileage out of Precise Shot than Weapon Focus (ray). PBS is required for Precise Shot, of course. :)

-- N
 

Grenouillebleue said:
This got me to wonder what the "best" feats for a wizard would be. I'm assuming a regular full-spellcasting evoker here (barred schools enchantment and necromancy), not a gish or an arcane trickster or any other non-pure caster.

The one that is most in character for your wizard. *sounds of laughter*

Grenouillebleue said:
Here are some feats I deemed of value, but I have no clue as to when to take them.

I'm human, which gave me an extra feat at first level.

1) Spell focus (evocation), Able Learner
3) Greater Spell focus (evocation)
5) Still Spell*
6) Spell Penetration
9) Improved Toughness
10) Empower Spell*
12) Greater Spell Penetration
15) Silent Spell, Quicken Spell*
18) Improved Initiative
20) Maximise Spell

I can use PHB I & II and Complete Arcane/Adventurer/Fighter/Divine.

My stats at level 5, with the +1 from level 4, are:

STR 10
DEX 13
CON 16
INT 18
WIS 14
CHA 12

5) I don't see any benefit to taking Still Spell.
6,12) The benefits of spell penetration are pretty small. If you are using spell compendium then you'll have assay spell resistance anyway.
10) By 10 you can probably afford a metamagic wand of empower, which is better than the feat.
9) I'd take improved toughness earlier.
15) Quicken Spell is nice if taken a few levels earlier.

The feats that add to your saves or let you reroll saves are nice, but probably not enough to really help you unless you focus on upping your saving throws. You're going to be the lowest HP in the party most likely, and not have improved evasion, so every so often you're going to simply flop over dead from an AE or a big spell. 60pt maximized fireballs or 80pt sound lances are going to be your bane in a few levels.
 

PrC a few lvl's of archmage, loremaster, 1 lvl of mindbender (telepathy is nice if you have a lot of Non Hack'n'Slash dungeon adventures), geometer, almost every PrC with a full caster level is better then a standard wizard.
 

Harm said:
5) I don't see any benefit to taking Still Spell.

Like I said, it might prove useful when I'm grappled or tied. But I agree, it's probably not worth a feat.

6,12) The benefits of spell penetration are pretty small. If you are using spell compendium then you'll have assay spell resistance anyway.

I hate to sound stupid, but what's spell compendium ? ;)

9) I'd take improved toughness earlier.

I cannot take it earlier since it requires +3 Fortitude.
 

Grenouillebleue said:
Like I said, it might prove useful when I'm grappled or tied. But I agree, it's probably not worth a feat.

In case you didn't catch it when it was mentioned before, Dimension Door, Teleport, and all the other spells in the teleportation subschool don't have any somatic components to start with. So you're good on escape spells when grappled or tied anyway.
 


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