Long Term Feasibility of a Non-blaster Wizard

My group is starting the Savage Tide tomorrow (no spoilers please!) and I'll be playing a wizard who specializes in battlefield control using such spells as webs, walls, and stat-sapping necromancy spells. I've also decided to use little if any direct damage spells. Has anyone tried this? How well did it work? Any tips?
 

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Exquisite Dead Guy said:
My group is starting the Savage Tide tomorrow (no spoilers please!) and I'll be playing a wizard who specializes in battlefield control using such spells as webs, walls, and stat-sapping necromancy spells. I've also decided to use little if any direct damage spells. Has anyone tried this? How well did it work? Any tips?

I haven't done it in Savage Tide, but in general, direct-damage spells are pretty awful in D&D 3e. Battlefield control and debuffs are, in fact, two of the most powerful focuses you can have. With that said, I'm not sure how hot they are at low levels. Ray of enfeeblement and grease - along with the classic sleep at very low levels - are your best bets, and both of those ARE good spells.

The biggest problems for a debuffer are undead and constructs, who laugh off most of your spells. If you have good battlefield control (again, grease is great for this), you should be fine - provided Savage Tide isn't heavy on undead and constructs. AFAIK, it's not.
 

I have played a wizard who did not use any direct damage spells whatsoever and it worked. Hence I conclude that it is feasible. That said, it does depend on the campaign and I am not familiar with savage tide so your mileage may vary.
 

Just be sure the rest of your party knows how to work with you. The melee type will nee dot dish lots of damage, and cleave is not an option, it is a neccessity for plowing through mooks. Your skill monkey will need to remember to stay out of your areas of effect, but a quick haste, spider climb, or improved in vis will go along way for them. your cleric may become the blaster, or he could focus on summoning combatants. Keep a couple wands handy just in case, and use divinations liberally to figure out what you are facing, but over all you should have an effective, fun character. Good luck!!!
 

Once you've cast your battlefield control and buff/debuff spells what do you do on rounds 3 and beyond? I found magic missile essential just because it gave me something to do once I'd cast haste and melee had begun.

Ray of enfeeblement is very strong though, especially empowered.
 

I agree with Moogle. DD isnt awful per se, but there are lots of effects that result in someone essentially being taken out of the battle quicker on a failed save.

I'd actually replace sleep with color spray on Moogle's list, but this is a fine way to go. Glitterdust is a brutal spell as well - Will based AE blindness? Sign me up!
 

See the Savage Tide game pbp linked to in my sig. I'm playing a beguiler so only illusions and charms. We do have a warmage in the party as well though who has been very useful.
 

Exquisite Dead Guy said:
My group is starting the Savage Tide tomorrow (no spoilers please!) and I'll be playing a wizard who specializes in battlefield control using such spells as webs, walls, and stat-sapping necromancy spells. I've also decided to use little if any direct damage spells. Has anyone tried this? How well did it work? Any tips?

Summoning monsters is pretty cool for an encore. Web + lantern archons is pretty cool...
 

Both Goodman Games' Power Gamers' Wizard's Guide and a long-running thread on the OotS board (now sadly lost to time) argue that blasting is a pretty bad direction for a wizard to go -- that barbarian doesn't have a limited amount of dealing massive damage every day available to him, after all. Both advocated battlefield control and buffs/debuffs instead. (I was sort of surprised that Complete Mage acted like it was an equal choice, when the rest of the player advice section was pretty frank.)
 

Though I don't know anything about the Savage Tide AP but if you wanted to be a blaster mage, I say go for the Warmage.

Wizards are too versatile in their spell choice to be too concentrated on damage spells. Which i think transmutation spells can make for some really creative use.
 

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