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

7th level is starting to get to the point where the limitations of a generalist wizard (the lack of spell slots) start to become less significant than the limitations of a specialist wizard (lack of particular, paradigmatic spells). So, generalist is a viable and powerful option. Specialists can still be made to work quite well though. Among the specialists, I would say that Diviners stand out for several reasons. First, you can always use a divination spell. True Strike or Detect Secret Doors at level 1. See Inivisibility or Detect Thoughts at level 2. Clairaudience/Clairvoyance or Arcane Sight at level 3. Arcane Eye or Scrying at level 4, etc. Second, you only have to give up one school in order to get that and it's a lot easier to make up for the loss of one school with play style than it is to make up for the loss of two.

My own take on what you give up and how to make up for it:

Evocation as a banned school: You give up Magic Missile, Scorching Ray, Fireball, Wall of Force, Contingency, etc. You can make up for the single target direct damage with the CA Lesser Orb spells, Disintegrate, etc. You can make up for multi-target direct damage like fireball with Evard's Black Tentacles, Acid Fog, Solid Fog, etc. There's not much you can do to make up for Contingency, but spells like Tome and Blood's Energy Buffer and good information gathering can help reduce the need for it.

Conjuration as a banned school. You give up mage armor, web, glitterdust, dimension door, teleport, the various summon monster spells, gate, acid fog, solid fog, and the CA direct damage spells. You can live without mage armor by scrupulously avoiding combat and using potions to buff monks and other characters who benefit from it. You can use blink and Improved Blink for avoiding obstacles and (if stilled) grapple avoidance). You can get the cleric to cast Wind Walk for fast, long-distance travel. You can also use illusions or Evocations (Wall of Force, etc) to cover some of the area effects. Clerics or druids can handle the monster summoning. Glitterdust is hard to replace but loses a fair amount of significance as the game goes on.

Transmutation: you miss out on: Enlarge Person, Alter Self, Polymorph, Blink, Fly, Greater Magic Weapon, Haste, Flesh to Stone, Disintegrate and Shapechange. The cleric can take care of Greater Magic Weapon Spells, evocation direct damages can sub for disintegrate (empowered or maximized scorching ray) as can empowered CA energy orbs. Flesh to Stone is a substitute for Finger of Death anyway. It's hard to replace buffs like Haste and Enlarge Person, but the party can learn to live within its means.

Enchantment. You miss out on Charm Person, Charm Monster, Confusion, Feeblemind, Heroism, and the Power Words. I think this is one of the easier schools to miss. Heroism and the Power Words are nice and hard to replace. Charms can be partially replaced by a PC with a good diplomacy or the entire arena can be handled by a bard. Only illusion can match Enchantment for subtlety, but subtlety is often unnecessary.

Necromancy: You miss out on False Life, Ray of Enfeeblement, Enervation, Finger of Death, etc. Mostly, this is a lesson on learning to live without. Without False Life, be more careful. Without Ray of Enfeeblement, you'll have to rely on spells like Slow and glitterdust or buffs like displacement to help your party live longer. Direct Damage and things like Feeblemind can do some of what Enervation does. Flesh to Stone, etc. can fill in for Finger of Death.

Illusion: You'll miss out on the image spells, Invisibility, Displacement, the shadow spells, etc. There's quite a bit of flexibility here and invisibility adds a new dimension to the party's capabilities, but a lot of this can be done by other means. There aren't many other schools with the same potential for a quick and creative thinker but a wide range of less creatively applied, but having the right tool for the job can make creativity unnecessary. (There's no need to get creative when screwing shelves into your wall--unless you don't have a screwdriver).

Abjuration: You'd be missing out on Shield, Resist Energy, Magic Circle, Dispel Magic, Stoneskin, Dimensional Anchor, Dimensional Lock, Energy Buffer, Greater Dispelling, Mind Blank, and a variety of Complete Arcane spells like Assay Resistance and Reciprocal Gyre. You can let the party cleric handle dispel magic, use other defensive magics instead of Stoneskin, kill enemies with fireballs and scorching rays instead of Reciprocal Gyre (a spell like that does half of its job just by existing; whether or not any specific individual has it, others have to account for it in their strategies), etc. Mind Blank, however, is an extremely important spell at higher levels since it keeps your enemies from making full use of their capabilities against you. (If scry doesn't work, they can't scry+buff+teleport; if Divination doesn't work, they won't know that you're coming, if Foresight doesn't tell them about you, then you can achieve surprise, etc). Missing out on Magic Circle and Dimensional Anchor precludes using the planar binding spells but the loss can generally be covered by a cleric.

As what kind of a wizard to play, I would need to know more about the party to give a comprehensive answer. For instance, a party with a good archer doesn't need single target damage nearly as much as a party without one. If your party cleric likes to buff and wade into melee, you'll need area damage or area control spells far more than if your cleric likes to cast Flame Strike and Greater Command. If you've got some traditional, heavy hitting fighters, Haste and Enlarge Person will work a lot better than if you've a party full of rogue/monks and other more marginally effective light fighter types. If the party has a bard/mindbender, losing enchantment isn't a big deal. If nobody in the party is subtle, you want to be able to do that whenever the situation requires a light touch.

As for staying alive, I have two recommendations:
1. Have a lot of hit points.
2. Kill the enemy first.
3. Stay out of melee range.
4. Have a means to escape a grapple.

Having hit points is the start.
Since you've got good stats available, put one 16 in con and the other in int. The int gives you DCs and bonus spells. The con gives you the average hit points of a 10 con-fighter. (Not that that's a lot--10 con fighters have their own section in the graveyard, but it's more than twice as much as a 10-con wizard). Use False Life regularly to boost your total a bit more. Being 2 levels behind the rest of the group makes this even more of a priority. (I'd probably go gnome or dwarf just for that reason). Get an amulet of Health too. You can't have too many hit points.

Killing the enemy first is a fairly simple principle. It doesn't necessarily mean Improved Initiative, but it does mean that your first action in combat should only rarely be "I cast Shield" or "I cast Invisibility." If you let your enemies spend the first few rounds producing damage without having to heal it, you're playing into their hands. If, on the other hand, you have eliminated several of your enemies in the first round or two or severely injured lots of them, the enemy will have less to injure your party with. Your job is to hurt and manipulate the enemy. Trust the fighters to keep the enemies out of your face and the clerics to keep you on your feet.

3. Stay out of melee range. If the situation is desperate and you have nothing else, you can fight. Otherwise, keep your distance.

4. Sooner or later, you will be grappled. You will not have a good enough grapple check to break free except on a very lucky roll. (By 7th level, everyone but a halfling rogue has a grapple check comparable to yours). So, have a plan. Dimension Door, Stilled Gaseous Form, Stilled Blink, contingent blink, something. If you don't you'll be swallowed whole or squeezed to death by a monster some day or at the very least, grappled and incapacitated by a single minion of your foe's, taking you out of the fight just as surely as a Hold Person takes the fighter out.

And for Arcane Artillery: Wizard or Sorcerer, accept no substitutes. Warlock seems like an archer who makes one touch attack per round rather than three or four normal attacks per round. Warmage is like a sorcerer, but without the important utility and defensive spells. For prestige classes, you might consider Fatespinner (absurdly easy prereqs and if you pick the right enemy and the right spell to give the -10 save, it can be a gamebreaker. (Finger of Death--save at -10...)). Mage of the Arcane Order is also a very good class.

For feats, you'll want Spell Penetration and Greater Spell Penetration (especially so since you're 2 levels behind the rest of the group). That leaves two plus your bonus feat if you're human; one if you're a gnome. Spell Focus would be good if a lot of your spells come from one school. Improved Initiative is good. Empower Spell is also very good (especially with Scorching Ray, etc). If you go the ray spell (Ray of Enfeeblement, Lesser Energy Orbs, Scorching Ray, Ray of Exhaustion, Energy Orbs, empowered ray of enfeeblement, empowered scorching ray, enervation, etc) route, point blank and precise shot are very very good. Sculpt Spell is also extremely useful if you go the area effect specialist route.
 

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Thanks for the information to mull over. I didn't even know about the false life spell. I have looked at the Warlock and at this time don't think its right for the campaign.

Here is some additional information

We are also using the Miniatures Handbook.

The other PCs are
Cleric of Kelemvor (Human, Domains:Repose & Travel)*
Druid (Human)*
Fighter (Dwarf)*
Fighter (Human)*
Monk (Human)^
Ranger (Human, Archery focus)*
Rogue/Barbarian/Cleric (Halfling)*

*Unless something odd happens, will all be 9th level after the next session
^Unless something odd happens, will be 8th level after the next session

My character will join in the next session and I will have the minimum experience for 7th level. Right now it looks like any xp costs I incur will reduce that total, so if I scribe scrolls (or craft any magic items if I take those feats) I will be 6th level.

Are the sudden meta magic feats worth taking - I was thinking sudden maximise

Another question - Familiar or no Familiar?
 

Hi!

As for metamagic, I'd say a lot depends on how the game plays. If you tend to rest a lot, then sudden metamagics are possibly quite useful. If the game is likely to continue on to higher levels and play for a long time then metamagic is likely to get more and more use as time goes by.

If I've got to pay the level cost for it, I think Empower is a better deal than maximise...

I think familiars are fun for the role playing aspect of them. IMO, they can be a real liability if you use them in combat or for scouting dangerous areas - they tend to die easily and you lose a bunch of XP. I like to take one, but prefer not to let it anywhere dangerous. My current character has one and it hides in a specially enchanted pocket in his robes most of the time.


Given the size of your group, I think buff and 'battlefield control' spells are likely to make you very popular. I'm a big fan of Solid Fog - can tie up a fairly large number of bad guys for ages with that! Haste is going to make you popular with all those fighter types and you'll be able to hit up to 7 people with it. Wall spells are also worth looking at, although IMO 5th level has the more useful ones - Force and Stone. Even a lowly grease spell can ruin a heavily armoured fighters day.

I also like some of the single person buffs. Greater invisibility turns a rogue into a murder machine. Blur and Displacement make fighters last a lot longer. Lacking a bard, I'd also rate Heroism - the +2 morale bonus stacks with most common boost spells or items.

For magic items I'd check out the lesser/low adjustment metamagic rods - can be a great deal. 3000 GP for +1 and 2700 for +0. Allows you to alter 3 1st to 3rd level spells per day, which can be useful.
 

Check out the Warmage from Complete Arcane.

Spontaneous caster, but bigger spell selection than sorcerer and he gets all his level-appropriate spells when he levels up. Warmage also has d6 for hit die. And (this is cool), gets to add his INT bonus to damage done.

If you've never played a wizard before, the prepared spell list can be a real pain--both agonizing over what to pick and then being upset when you didn't pick a certain spell you really need. :) That's one reason a spontaneous caster might be worth checking out.
 


Str 14 [improves your melee touch spells]
Dex 14 [improves your armour class, ranged touch spells]
Con 16 [not only does Con determine your hit points, it also determines your ability to cast in melee through Concentration checks]
Int 16 (+1) [of course your best attribute goes here]
Wis 14
Cha 12

Feats: Combat Casting, Weapon Focus (Touch), Spell Focus (Evocation), Craft Wand
Skills:
Concentration 10 [combined with your Con and Combat Casting, this means you have a 100% chance of successfully casting 0-3rd level spells in melee, 95% for 4th level spells]
Spellcraft 10
Knowledge (arcana) 5 [+2 synergy to spellcraft]
Knowledge (architecture) 5 [+2 conditional synergy to search]
Knowledge (dungeoneering) 5 [+2 conditional synergy to survival]
Knowledge (geography) 5 [+2 conditional synergy to survival]
Knowledge (local) 5 [+2 synergy to gather information]
Knowledge (nature) 5 [+2 conditional synergy to survival]
Knowledge (nobility) 5 [+2 synergy to diplomacy]
Knowledge (planes) 5 [+2 conditional synergy to survival]

Regarding hit points, it is important to realize that a Wizard with a Con of 16 has essentially the same hit points as a Fighter with a Con of 10. For this reason, Con is always a wizard's second most important attribute.

I recommend strongly against specialist wizards. There is simply no school, with the possible exception of Enchantment, that one can afford to give up. If you want to case extra spells per day, charging up a wand or scribing some scrolls is far better than placing certain spells off limits for the rest of your career. Furthermore, conjuration, because it involves so few opposed checks or saving throws is the worst choice for a specialty.

If you're worried about being killed too easily, I cannot recommend the following combination highly enough: Vampiric Touch, Spectral Hand and Improved Invisibility. With those spells, you should consistently come out of combats with more hit points than you went in with. Wizards make excellent melee fighters with Vampiric Touch, even without the other two spells.

While the gnome's Con bonus is attractive, I think a 16 Con is good enough. Furthermore, if you take a -2 Strength penalty then you will need to get Weapon Finesse in order for your melee touch spells to hit as well as your ranged spells and this will cut into your feats even more. Essentially, playing a gnome with your current set of abilities, is actually equivalent to losing two feats instead of one. Furthermore, being able to flee is important for a wizard. Gnomes are slow.
 

Abraxas said:
The other PCs are
Cleric of Kelemvor (Human, Domains:Repose & Travel)*
Druid (Human)*
Fighter (Dwarf)*
Fighter (Human)*
Monk (Human)^
Ranger (Human, Archery focus)*
Rogue/Barbarian/Cleric (Halfling)*
With that party, Haste is your key spell. And next level you'll even get to cast it on yourself.
 

Abraxas said:
How do other folks that play arcane spellcasters keep these guys alive?
Generally, I don't bother with specializing. The great strength of the Wizard is his spell flexibility and the amount of spells he knows. If those two things are /not/ what you're looking for, you might look at a different class. If the party just wants a walking weapons platform, go Sorcerer. In fact, you might want to use the Battle Sorcerer variant from UA.

How do you stay alive? You invest in some magical protection devices or you almost always have Mage Armor or some other protective spell prepared. In fact, you probably want to make an item or two that just stores protective spells. Another way to stay alive: never go up towards the enemy. Have the rest of the party keep foes off you so you can either aid the party with things like Haste, or blast foes.
 

Abraxas said:
How do other folks that play arcane spellcasters keep these guys alive?

Well... in general, by staying in the back, letting other characters ahead of me, and accidentally rolling an 18 CON. Trust me, next to INT, CON is your favorite stat.

Is it worthwhile to specialize?

I'd say no, because what you lose far outweighs the benefits you get. I suggest that you just get a bunch of conjuration spells and call yourself a conjurer and call it good.

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?

Well, depends on your purposes, to be honest. If you're looking to get into a PrC or get through a feat chain more quickly, go human; if you want a higher chance of hitting with your ranged touch attacks and a higher chance of not dying, go gnome.

Or dwarf. See, being a gnome is good if you're planning to cast illusion spells or be an illusionist, but otherwise its abilities may be a bit lacking. Plus, casting dwarves always kind of buck the mold, so it could be fun to play with.

What PrCs should I be looking to get into (no caster level loss please, I'm already 2 levels behind everyone else)?

Well, the classic Forgotten Realms build is the Wizard 5/Incantatrix 10/Archmage 5, which is pretty good, and you may wish to look into it. I've recently devised a Wizard 6/Geometer 3/Initiate of the Sevenfold Veil 7/Archmage 4, but she's a mathematician who takes the concept of Magic Circle against Evil very seriously, which I imagine is not the flavor you're going for.

Oh, and as for your SR problem -- I highly recommend that you take Arcane Mastery from Complete Arcane.
 

Well at this point I've constructed a human generalist wizard.
I'll have a look at the Icantatrix.
I'm also going to check out the Arcane Mastery feat.

Right now I've loaded up on the Knowledge skills to take advantage of the synergy bonuses - which are nice (thanks fusangite).

I think I will have a familiar, just not sure which one yet.

Oh, and I'm going to check out the what ?? level spells should every wizard have thread.
 

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