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I've never played a Wizard, so I have questions
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1890537" data-attributes="member: 6584"><p>Hi! </p><p></p><p>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.</p><p></p><p>If I've got to pay the level cost for it, I think Empower is a better deal than maximise...</p><p></p><p>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. </p><p></p><p></p><p>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 <em>Solid Fog</em> - 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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1890537, member: 6584"] 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 [I]Solid Fog[/I] - 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. [/QUOTE]
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