I've never played a Wizard, so I have questions

Abraxas

Explorer
OK, my Cleric Fighter got himself offed by a vrock and our party is currently without an arcane spell caster. So, I've been looking over all the available casting classes.

We play in a FR campaign and I will be starting at 7th level (with DMG recommended level of wealth - I can suggest items, but DM will have final say).
Stats are 16, 16, 14, 14, 14, 12 (with a +1 to one for 4th level). ECL +1 races are allowed and we use the UA ECL buy off. I can use all the FR material, BoED, and the Complete ?? series.

Right now I am thinking of playing a Wizard specialized in Conjuration. We need some magical artillery and often face critters with SR. However, the crummy hit points of a wizard has me worried.

How do other folks that play arcane spellcasters keep these guys alive?
Is it worthwhile to specialize?
Is specialization in Conjuration the way to go?
Is the utility of the Specialized wizard worth more than the spell slots available to a sorcerer?
I haven't decided but am thinking gnome or human, is the +2 to CON worth the loss of 1 feat and 1 skill point per level?
What PrCs should I be looking to get into (no caster level loss please, I'm already 2 levels behind everyone else)?
What other class(es) would make for good Arcane artillery given what I have to work with?
 

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If you have the latest Complete book, go warlock.

Decent power, more than enough HP and you can increase a LOT of stuff.

Wizard is very flexible and there's ALOT of classes a wizard can choose from.

Specialize in Evocation if you want power/blasting spells. Prohibited schools should be Illusion and Enchantment. If all you're going to do is blast or hurt guys, illusions and enchantments aren't always necessary.

Use Waterdeep's version of Mage of the Arcane order. The XP penalty is a little bad but overall its pretty much the same. Greater spell selection, and access to plenty of places that can get your discounted items.

Another option, Red Wizard of Thay. You don't need to be evil, necessarily, just can't be good. But their enhanced spell power and other abilities (especially with enhances specialization) make it worth looking at.

Also don't bother with LA races/ECL stuff. Unless there is a particular non-human and/or creature that will stack with existing spellcasting (ie casts as 3rd level wizard or sorcerer for starters...) you're better off sticking with non-LA races and/or races that grant better Int or Cha bonuses. The extra feat is nice but not necessary if you can get a +0 or +1 race. (NEVER go higher than +2 for any spellcasting class.)
 
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Frankly, I'm not fond of specialized wizards. Later in the campaign you find some cool spells that you'd like to learn, but cannot do so because of your restricted schools. So, if you have never played a wizard, don't go for school specialization.

Wizards, IMO, are better than sorcerers because they get a wider repertoire of spells.

As for defensive spells (since you fear a wizard's low hit points), I suggest then that you take shield (lv. 1). Regardless of version (3 or 3.5), it provides a decent AC bonus with no penalties for the wizard. That, along with mage armor, will get you a higher bonus, though I recommend that you focus more on spells that would help the party as a whole. And hey, make sure they protect you too (after all, you're the spellcaster).

As for familiars, take one with fly speed, such as the hawk.
 

One last word of advice: don't think that your new wizard PC is anything like your Cleric/Fighter was.

I often find players (who used to play fighter-type PCs) that get their new wizards killed because they thought of going face-to-face with the naughty bad-guys. Don't do that until you get Tenser's transformation. :)
 

If you put your second 16 into Con, your HP won't be too bad. Mage Armor and False Life are your friends. Items that boost your Con and saves should be right after INT items (you're a bit too low to worry about kicking meta rods so far). Also, try to make sure that monsters don't get a chance to attack you. If you have a large number of melee characters, that shouldn't be too bad. Use them as meatshields. Mobility magic to keep you away from melee can also be good, but Conjuration spells generally aren't the best on range. Invisibility is nice if you use indirect attacks like summoned monsters.

Conjuration isn't bad. Complete Arcane adds alot of nice damage effects to it. I generally prefer specialized wizards. Some schools will be out of character for some ideas - unsubtle people don't learn illusion and enchantment. At higher levels, some schools hit dead end spells that block all their offense. Illusions suck versus True Seeing, and Mind Blank lasts all day and pretty much locks out enchantments. Conjurers have enough damage spells to remove Evocation without too much of a loss. Don't lose Abjuration. Transmutation is also usuallly a poor choice to lose.

Since many good spells are ranged touch attacks (especially if you go conjuration), human is probably the better choice, since you can pick up Point Blank Shot and spell related feats.
 

I'd say get a few blasting items, and play a generalist.

Wands of the following are great combat items.
Magic Missiles (caster level 9th)
Scorching Ray (3rd, 7th, or 11th)
Fireball (5th to 10th)
Lightning Bolt (5th to 10th)

Two or three of these wands will give you enough firepower to act as artillery support without sacrificing flexibility with your spell list.
 

If possible, I'd lower one or two of the stats and bump up my intelligence stat to help against the SR critters, among other things.

"Arcane artillery" is generally the realm of the evoker, but if this is your first wizard you may not want to specialize just so you can get a better feel for the class overall.

Wizards do not get into melee. That is how you keep them alive.

Gnome vs Human... It really depends on priorities and personal taste a bit, I think. There is also lowered speed and encumbrance issues to think about too. A few extra hit points are nice, but if you are in a situation where a few extra hit points really matter, something has probably already gone wrong... There is a little spell called 'False Life' you might want to look into if you really want some extra hit points.

Finally, Scribe Scroll. A lot. Ask your DM if you can make a few scrolls of spells you have in your spellbook at the time of character creation for the same gold price you would pay to scribe them. You can miss the Xp cost this way.
 

Consider the trade-off of specializing carefully. Every school has some awesome spells. If you really want to specialize, consider being a Diviner. At low levels, it won't hurt you, and at high levels, Divinations rule the game.

Bonus Feats are really nice -- especially if you want a Prestige Class like Loremaster.

Starting Wealth: spend as much as you can on scrolls to add to your collection, then see if your DM will allow you to spend money on writing scrolls... of course, this also depletes your XP, so find out how much you have to spare (if any). Having the right scroll at the right time makes you much more powerful & useful.

Other items: Grab some Pearls of Power. A Headband of Intellect +2 will net you an extra 4th level spell each day. Hate Demonic SR? Grab a Wand of Acid Arrow (Energy Sub: Sonic).

-- N
 

Also consider the fact that specialist wizards, while they get a bonus spell, do have the unfortunate side effect of "Gee I could have used that spell..."

Generalists aren't too bad when it comes to have verstility, and also you can't cast or use items from opposing schools either. (Could be wrong but that was what I remember before about specialization...)

Finally, still consider either Warlock or Warmage in terms of better HP and ability to blast away opponents. (Though Warmage lacks any protections...)

Arcane Devotee is decent in 3.5 though you could consider Harper Agent, Incantrix, Serpent Slayer (having immunity to venoms, very cool), Frost Mage (from Frostburn), or Halurruan Magehound (from Shining South).
 

Elephant said:
I'd say get a few blasting items, and play a generalist.

Wands of the following are great combat items.
Magic Missiles (caster level 9th)
Scorching Ray (3rd, 7th, or 11th)
Fireball (5th to 10th)
Lightning Bolt (5th to 10th)

Two or three of these wands will give you enough firepower to act as artillery support without sacrificing flexibility with your spell list.

Mirrors my advice. Use wands to stay involved in the game - wizards can be a little dull if you are always holding back spells for the big encounter.
 

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