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

fusangite said:
Well, as long as you're facing people with crappy reflex saves...
Of course... I just picked a staple 3rd level spell.

But I wasn't comparing Vampiric Touch to Fireball. I was comparing it to False Life.
Hmm... TBH, I consider False Life to be superior here, even though it is one level lower. The damage done is lower, obviously ;), but the temporary hit points are pretty high. At 7th level that is 8-17 (avg. 12.5) compared to the 3-18 (avg. 10.5) of Vampiric Touch, which also require a successful attack and only stay for 1h not 7h. At 10th+ level the Vampiric Touch begins to gain in power, but still lacks the convenience of the high duration and cheaper spell slot.

Bye
Thanee
 

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Abraxas said:
OK, here's the top 10 spells per spell level I'll probably want.
Nice list. I'd drop Displacement in favor of Blink, tho, as it is much more versatile.

I don't really like Wall of Fire myself. Tirumael's Energy Spheres [Magic of Faerun] is a pretty good 4th level spell, especially once you hit 8th level, unless you hit enemies with multiple energy resistances.

Feats: Collegiate Wizard, Skill Focus: Concentration, Arcane Mastery, Craft Wand. This leaves one feat I haven't selected yet.
Skill Focus: Concentration isn't necessary, if you have a decent Con.
Arcane Mastery might be an issue, as explained above by Elder-Basilisk and later by myself.

Empower Spell is really a very good feat. :)
Sudden Maximize is also great for a wizard, if you plan to use some combat spells. Brutal with Tirumael's Energy Spheres.

Bye
Thanee
 

Abraxas said:
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?

First of all, I have to say that if you have never played an arcane caster before it's not a very good idea to start at level 7th. It would be definitely easier if you played a Sorcerer (and better suits the artillery role), but I understand that you have already chosen Wizard and I'll stick with your first choice. At least I hope you have some familiarity with the most common arcane spells from watching others playing Wiz/Sor.

- Your stats are very high but also fairly close to each other. Since you're afraid about survival, put 17 in Int and 16 on one between Con and Dex (I suggest Con at this level), and 14 on the other. You have such good stats that it actually doesn't make an important difference where the lowest goes.

- When you ask for magic items, +2 Amulet of Health and Gloves of Dexterity are very cheap. Otherwise Amulet of Natural Armor.

- I think Conjuration is quite fine to make an artillery wizard, actually it's a better choice to specialize than Evocation, since it gives access to other sorts of spells (e.g. summons and teleportation) and as such you're not too limited by having to learn half spells from the same school. Otherwise, you could also not specialise at all and make up for less slots with Wands.

- More difficult to tell you which schools to ban... Definitely not Abjuration or Transmutation. You can leave without each of the others, but of course there's always a price.

- In your case probably Gnome is better than Human for the extra Hp and AC. The only significant loss is one feat less, but you can leave without it (you can think you basically have Improved Toughness).

- Don't bother much about metamagic. I'd suggest to spend the bonus feat in Craft Wand and make it Shield and Magic Missile. That's quite handy for artillery until you have more slots per day. If you specialize, Spell Focus is ok even in Conjuration (in which case you definitely should take Augment Summoning).

- About spells there are many good choices. Here's some good conjurations focused on battle:

Grease and Mage Armor (I)
Glitterdust and Web (II)
Stinking Cloud (III)
Dimension Door (IV)
 

Li Shenron said:
I have to say that if you have never played an arcane caster before it's not a very good idea to start at level 7th. It would be definitely easier if you played a Sorcerer
I think sorcerer is harder for a newbie to play. Any mistakes in spells known are impossible to rectify, whereas a wizard can easily recover from a poor early selection.
 

Well, as long as he's drawing on the collective knowledge of ENWorld here, perhaps we should ask Abraxas - would you like us to stat up an alternative sorcerer, and see how he stacks up against an equivalent wizard? Or would this be a waste of time for you?
 

Doug McCrae said:
I think sorcerer is harder for a newbie to play. Any mistakes in spells known are impossible to rectify, whereas a wizard can easily recover from a poor early selection.

I don't think so... Spontaneous casting is much easier. Less spells known means you learn better what you can do. As for choosing spells, he just have to post on this forum and he'll get lots of help :)
 

Also,if you take an item creation feat,(even just with scribe scroll),make your fellas pay some gold for items you create that help improving the survivability of your party.(I am not 100% sure ,but i think they can also help with experience costs of items you create.-up to half)

___________________
The Wizard
 

I don't think so... Spontaneous casting is much easier. Less spells known means you learn better what you can do. As for choosing spells, he just have to post on this forum and he'll get lots of help

Also: a wizard has less spells to cast and has to stick with what he has prepared for the rest of the day.It requires a lot of planning to pick spells that will trully help you deal with whatever your Dm throws.

Finally, find how long it takes your party exhaust resources before rest, and learn how many spells to spend accordingly to their pace.

____________________
The Wizard
 
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A little clarification - I've never played a wizard in 2E, 3E or 3.5E - I have played a few in 1E. I'm not a newbie player (been playing since 78) - just a newbie wizard player. My preference is for rogues, druids, clerics and rangers (in that order).

As for keeping alive - I may be over focusing on how I play my other characters where I try to take out the enemy wizards and other spellcasters first. When I look at what we (me and the other players) can do, i see a brief career for most wizards.

I would like very much to see (and think it would be interesting and useful) a stated up sorcerer.

After looking at some of the conjuration spells available (bypassing SR is nice) - a conjuration specialist looks very interesting also, but giving up 2 schools really hurts (losing necromancy and enchantment come to mind as being the most palatable - maybe)

Well I've until friday to get this character done and sent to the DM - came up with a name tonight: Kiirkegaard
 

If you worry about survivability, giving up Necromancy doesn't seem the best idea. ;)

Enchantment and Illusion both seem to be common choices, but I'd rather make a Diviner and just pick one prohibited school. :)

Bye
Thanee
 

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