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

I don't know if it has been said yet...

False Life is a nice spell to stay alive. And once the extra hp are gone, you can cast another. :)

If you are going the Incantatrix (which BTW refers to a female spellcaster, the male version has a different name, Incantater, I think) route, you definitely want to pick up Empower Spell (you can use it to empower your False Life spells without needing higher level slots (Metamagic Effect), and you can empower the healing spells of your allies and such stuff (Cooperative Metamagic), very nice). With Craft Wand and Quicken Spell, an Incantatrix can also do some nice tricks (Metamagic Spell Trigger), like casting quickened Shield 10 times from a cheap 750 gp wand, or quickened True Strike for those touch spells that just have to hit.

Spell Penetration and Greater Spell Penetration will also give you a very good chance to get your spells through SR, so you do not have to rely entirely on no SR spells, which are generally weaker.

If you are going for heavy artillery, Spell Focus and Greater Spell Focus in Evocation might be worth it in the long run.

If you want to do a specialist wizard, Divination is probably the best school to specialize in, you can still learn all the Evocation and Conjuration spells, but you only lose one school (Enchantment or Illusion being the most likely candidates, probably Enchantment). And there are plenty of very good divination spells, which you always want to learn, anyways, like See Invisiblity or Arcane Sight (in higher levels, if you don't really like the spells, you can also prepare lower level spells in the specialist slots).

And one really important thing to know, if you are playing a wizard...

When you prepare your spells (usually in the morning), you can leave some slots open, you can later fill them in 15 minutes with any spell you could normally prepare in there. ALWAYS use this option with a couple of your spell slots, it greatly increases your flexibility!

Bye
Thanee
 

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So glad I was able to help and come up with something interesting. Because I can't find the thread you're talking about re: spells, let me pass on my magic item and spell recommendations here:

1:
Magic Missile [assignable damage, no save]
Shocking Grasp [awesome when combined with spectral hand at a high level]
Mage Armour
Shield
Identify
Enlarge Person
Reduce Person
Expeditious Retreat
2:
Scorching Ray [assignable damage, no save]
Spectral Hand [an absolute requirement]
Rope Trick [great way out of combats you are losing]
Blindness [vastly underestimated offensive spell]
3:
Dispel Magic [so very very necessary]
Vampiric Touch [assignable damage, no save]
Fly
Haste
4:
Ice Storm [assignable damage, no save]
Greater Invisibility

Magic Items (assuming 19000gp as per DMG 135)
Bracers of Armour +2 (4000)
Amulet of Natural Armour +1 (2000)
Ring of Protection +1 (2000)
Headband of Intellect +2 (4000)

What you do with the remaining 7000gp depends a fair amount on your GM's approach to spell acquisition. If it is tough to get spells except by finding scrolls in treasure troves, spend the rest on scrolls. If not, purchase a minor metamagic Rod of Extend and another of Enlarge.
 
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Just some comments there...

Magic Missile + Scorching Ray (or even 2x Magic Missile, if you are worried about the close range) is definitely better than Shocking Grasp + Spectral Hand. ;)

Vampiric Touch, altho quite stylish :), usually cannot compete with a spell like Fireball.

And instead of Blindness in a combat situation Glitterdust is usually highly superior.

Bye
Thanee
 

Fusangite - that spell/item list is almost identical to what I have come up with so far. :)

Incantatar is correst I believe.
Alienist looks interesting also - I like the idea of an insane mage.

I may be allowed to take the feat that doubles my # of first level spells and free spells acquired per level from complete arcane (if so this should greatly increase my versatility).

I'll post a list later today after I get some christmas shopping done.
 

Thanee said:
Magic Missile + Scorching Ray (or even 2x Magic Missile, if you are worried about the close range) is definitely better than Shocking Grasp + Spectral Hand. ;)

I'll yield to your opinion on Magic Missile vs. Shocking Grasp but...

Vampiric Touch, altho quite stylish :), usually cannot compete with a spell like Fireball.

Well, as long as you're facing people with crappy reflex saves...

But I wasn't comparing Vampiric Touch to Fireball. I was comparing it to False Life.
 
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Thanee said:
Spell Penetration and Greater Spell Penetration will also give you a very good chance to get your spells through SR, so you do not have to rely entirely on no SR spells, which are generally weaker.

That's actually why I suggested Arcane Mastery, and in fact that single feat may be better than Spell Penetration and Greater Spell Penetration combined. When you can take 10 on all caster level checks, including those to overcome Spell Resistance, that's a lot more reliable than a +2 only for SR.
 


Given that you're 7th level, Scorching Ray is well worth taking, especially if you also have Empower Spell. Loadsa damage.

The best spells are probably:

1st: Magic Missile, Charm Person, Mage Armor, Shield, Grease, Ray of Enfeeblement, Identify, True Strike

2nd: Web, Glitterdust, Invisibility, Scorching Ray, Mirror Image, False Life. At this level there are lots of very useful utility spells - See Invisibility, Command Undead, Knock and Spider Climb - which you will probably also want in your book.

3rd: Fireball, Haste, Fly, Dispel Magic, Slow.

4th: Greater Invisibilty, Dimension Door, Polymorph. Stoneskin, Evard's Black Tentacles and Scrying (to combo with Teleport at 9th level) are also decent choices.
 

Decent feats:

Spellcasting Prodigy (Players Guide to Faerun, I think)
Collegiate Wizard (Complete Arcane)
Craft Wondrous Item
Craft Wand
Improved Initiative
Empower Spell
Sudden Maximise (Complete Arcane)

You don't need to worry too much about penetrating SR at the moment. Take a feat for it at 9th level if you want.
 

fusangite said:
Magic Items (assuming 19000gp as per DMG 135)
Bracers of Armour +2 (4000)
Amulet of Natural Armour +1 (2000)
Ring of Protection +1 (2000)
Headband of Intellect +2 (4000)

What you do with the remaining 7000gp depends a fair amount on your GM's approach to spell acquisition. If it is tough to get spells except by finding scrolls in treasure troves, spend the rest on scrolls. If not, purchase a minor metamagic Rod of Extend and another of Enlarge.

My own take on items: with 19,000gp:
+2 headband of Intellect (4kgp)
+2 cloak of resistance (4kgp)
+2 amulet of health (4kgp)
Lesser Metamagic Rod of Extend Spell (3.2kgp)
Pearl of Power Ix3 (2kgp)

a bevy of scrolls including:
1st level
Comprehend Languages (you never know when you'll need it)
True Strike (just in case)
Unseen Servant
Endure Elements
Mount
Protection from Evil

2nd level
Command Undead (no save vs. unintelligent undead)

A potion of cure light wounds and a potion of cure moderate wounds.

Some alchemical items including at least one tanglefoot bag.

That would leave you with 200gp or so for rope, pitons, a quarterstaff, dagger, and crossbow, a few days' rations, and a backpack.

The rod of extension and a pearl of power (for mage armor) can easily substitute for bracers of armor and a ring of protection still wouldn't push your AC to a good point for melee combat.
 

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