Maximum Magecraft: corndog's Wizardry Workshop, ep. 1

corndog

First Post
hey yall, Now that I've had a long while to toy with the rules and get a feel for a few of the options available to player characters, I've decided to start presenting some of my ideas on how to build a better spellcaster. A few words of introduction first, so yall know what to expect here.

First, this is intended as advice and discussion geared toward long term campaigning. I firmly believe that for short term or 'one off' games, a low level Sorceror is a far better choice. Better spells per day, no bothering with the bookkeeping of spellbooks, spell prep and so on. for the long term campaign that will climb into higher levels and develop a rich storyline however, I intend to demonstrate that the wizard, for various reasons, is hands down the better choice for a player interested in running an arcane caster.

Second, I've tried to keep things as 'by the book' as possible, relying on the PHB, DMG, and T&B (Tome & Blood) as my main sources where possible. A few other references I recommend are:
Magic of Faerun (WotC)
Relics & Rituals (Sword & Sorcery)
Arcana: Societies of Magic (Green Ronin)
Book of Eldritch Might (Malhavoc) To be honest, this one isn't one of my favorites, but due to its popularity, I've taken it into consideration in preparing these commentaries
Hero Builder's Guide (WotC)

In the event that I'm using something of my own creation in an example or to make a point, I will be sure and point it out, and present the rule in a handy format for yall to borrow if you so wish.

The first discussion I'd like to go into involves the first step of running any arcane spellcaster, character generation. Here we go:

Ability Scores
The method you use to generate your six scores is completely up to you and your DM, and is inconsequential here. What is important to the process of building a better wizard is the way you assign your scores. Here is my recommended order for your scores, from highest to lowest:
Int
Cha
Dex
Wis
Con
Str
Intelligence, as your spellcasting ability, is of utmost importance. Forget what the PHB says about putting Con or Dex first. We are looking for long term maximum potential for your wizard class and related prestige classes. Want that 23 or 24 in intelligence when you are high level? Well, you wont get there by plopping a 12 or 13 score in int now. Put your highest score here, period.
Charisma should be next. Why, you ask? Well, in a minute, I'm going to spring a suprise on you and tell you that your first level is not going to be wizard. It's gonna be rogue. We'll get to the whys and wherefores of that decision in a bit, but for now, trust me, your wizard needs a good cha. If nothing else, it will prove invaluable in dealing with your familiar, cronies, henchmen and other NPCs, like your guildfellows, who should be increasingly important in your life as you go up in levels.
Dexterity should be your third score. Having a decent dex bonus gives a good reflex save and AC, so you don't want it too low. It also comes in handy for a few wizard aspects like delivering ranged touch spells.
Fourth, do wisdom. Willpower saves get modified by your wis bonus, and they can be extremely important later on when you are making saves against the mind affecting spells of rival wizards. Without your full mental capacity, you're useless, to your party and yourself, so don't take wisdom for granted.
Constitution is next. Since you are starting as a level 1 rogue, you're gonna have a couple more HP than the usual wizard would have, so you can live without the handful of extras con would give you. If your con is too low, or you are hellbent on getting into double digit HPs by level 2, you can always pick a familiar that will augment your con or your HP. The idea here though is that through a decent dex and the liberal use of Mage Armor, you can hope to avoid a lot of damage, so HP aren't as critical as you might think.
Strength should be the last of your worries. "But corndog, my melee skills will suck!" Yeah, they will, so what? You want to play a wizard, right? Get the idea of wading into combat with blades a flashing right out of your head. You're the guy in the back raining
Fireballs and Meteor Swarms down on your enemies. Save the melee for the big dumb guys in the party, ok?

Ok, ability scores are taken care, now it's time to pick your race. Any of the PHB races are viable choices in 3e for a wizard, but I'm going to suggest you use human. Sure, elves are supposed to be the cool magic-in-their-veins wizards, but where is the game mechanic benefit? There is none. Humans get a bonus feat at level one. You're going to want all the meta-magic feats you can get, trust me. The extra one at first level is well worth giving up seeing in the dark and a bonus with bows (remember what I said about combat, it's all about the spells, keep repeating that in your head). The only race I absolutely do not suggest is the poor Half-Orc. That -2 int will kill you as a wizard.

Ok, so now you have your ability scores and race filled in on that character sheet, next comes class. Write 'Rogue, level 1' in there. Do it now. "But you said we're creating a better wizard...", We are, bear with me. First of all, there's the extra couple hit points, a godsend for a wizard at low level. Next, you'll get Sneak Attack (+1d6), which can save your butt in those rare circumstances where you must engage in melee combat. Then, there's the skill points, oh sweet glorius rogue skill points. Let's say you have a 15 int, which grants a +2 modifier. As a first level wizard you get 16 skill points. As a first level rogue you get 40! Since you are human, you have 'any' for your favored class, so multiclassing to wizard at 2nd level won't kill you in the XP department. So, now that we've picked a class, lets go spend some skill points.

Remember, you are technically a level 1 rogue now, but you are playing a wizard, ok? Don't go blowing your skills and feats on rogue stuff. You'll be a competent, if not powerful, party member in combat at first level if you are careful, and remind the party that you do have a plan, and in a couple levels they will be in line to kiss your butt for saving the day with some awesome spell.

Here are my suggestions on skills to consider:
Alchemy : If you plan to do any potion making or hardcore item crafting later in your career, this skill is a must have.
Appraise : Always comes in handy, especially later when you are haggling with some hedge wizard over the cost of eye of newt.
Craft : Consider which Item Creation Feats you might want later on and take a rank or two in a craft related to them. If, for example, you plan to take Craft Wands feat later, craft: woodcutter would be a solid choice. Your DM may grant a synergy bonus to the checks involved in creating the wand, or at least lower the price of materials if you are able to create some of the parts yourself.
Decipher Script : Hey, you're a rogue right now, why not? Save those Comprehend Languages spells for when this skill fails you.
Knowledge : Arcana is essential, max out your ranks. The others can be useful too, depending on your campaign, and your idea for who this wizard is.
Spellcraft : Again, essential, max it out, and keep it maxed out.
Use Magic Device : Before you question my sanity, consider this: If you decide to specialize, you are barred access to items and scrolls of your prohibited school(s), right? Not anymore! Taking this skill gives you a chance to still use them. You'll also be able to take a shot at using items not intended for wizards, so it's a good bet all around.

Now let's pick some feats:
You'll get Scribe Scroll when you multiclass to wizard at 2nd level. So what to take now? I say:

Skill Focus : Use Magic Device You'll want to have that skill be almost sure fire successful when you use it.

and either

Quicken Spell
or
Improved Familiar Take this feat and get a formian familiar (see T&B). You will not regret it!

Ok! Buy your gear, and you're ready to go. Remember, you are not a rogue, right? Don't waste money on a bunch of rogue stuff. Buy a cheap set of armor you can ditch as soon as you're level two and the Mage Armor is available. Use your cash now to get a solid backup weapon of both melee and missile use. Dagger or staff and light crossbow is a good combo. They will become less and less useful as you get into the big firepower spells later, but for now they will be handy, especially the crossbow, since it delivers a decent punch without putting you right in harm's way.

Now, go forth and conquer 1st level, and then we'll discuss your options for multiclassing into being an actual wizard.

One note on playing through 1st level:

Start collecting those scrolls! It is never too early to start building your repetoire of spells, so buying, trading, finding, whatever, new scrolls and spellbooks is imperative. Start networking with other PC and NPC arcane casters. Find out who the guildmembers, hedgemages, apothecaries, etc are in your campaign locale. start gathering rumors about the location of magic items and other sources of power you might be able to take advantage of later. take lots of notes. If you are attentive and interested as your DM begins laying out the options for you, chances are she will be much more willing to keep things detailed and interesting later on.

Have fun with 1st level, and stay tuned for part 2 of this series, "so, you want to multiclass to wizard, eh?"
 
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This is good; not for people with a predestined character concept, but good min/max advice. I'm looking forward to part 2.

However, do you really want this in House Rules? I suppose it is sort of applicable here... let me know if you want it moved to General Discussion.

- Piratecat
 
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Piratecat said:
This is good; not for people with a predestined character concept, but good min/max advice. I'm looking forward to part 2.

However, do you really want this in House Rules? I suppose it is sort of applicable here... let me know if you want it moved to General Discussion.

- Piratecat

I'd love to have it in General. I was afraid if I put it there it might get bumped over here, but if yall are ok with it there, please do move it! thanks :-)
 

Moved. This is a cool thread - we should see more like this. In fact, with a bit of fancy formatting and some nice artwork, I could see something like this appearing in Dragon.
 

Thanks for the move, and the compliments. I'm hoping to make it an irregular "column" here on the boards, but we'll see how the general reaction goes.

thanks again.
 

Anyway, back to the topic:

While considering ways to recapture the spirit of the traditional D&D wizard without unbalancing them or making them too weak, I keep stumbling over the idea of weapon selection. I want to encourage a more traditional selection, namely dagger/knife and staff. Here's my proposal:

New Feat #1:
Precision Spell Targetting
You are adept at delivering touch spells, ranged touch and ranged spells to their targets
Prerequisite: Special! The only way to acquire this feat is to impose a voluntary restriction on the weapons your wizard or sorceror may use.
Effect: By limiting your weapon arsenal to only Daggers and Quarterstaves, you gain a bonus of +3 on all checks and hit rolls required to 'aim' a touch or ranged touch spell.
In addition, it is more difficult for your targets to dodge your area of effect and simlar spells, resulting in a +3 modifier to the DC of any reflex save imposed by a spell you cast.
Although it is a bit sneaky, You may use the Exotic Weapon feat to buy back the use of any weapon you abandon to gain this feat.
Normal: You may use the weapons normally allowed to your class, and gain no added bonuses to your spellcasting effectiveness.

New Feat #2
Pinpoint Spell Targetting
In exchange for abandoning martial weapons pratice, you have gained an excellent talent for delivering your touch, ranged touch and ranged spells to their targets.
Prerequisite: As with Precision Spell Targetting, this fe3at may only be gained by sacrificing your proficiency in weapons normally allowed to your class. A wizard or sorceror selecting this feat forgoes all skill in her class weapons, having devoted her practice to learning how to better target her spells.
Effect: As with the Precision Spell Targetting feat, except that the bonus to checks and DCs for the caster's spells increases to +6.

I realize the power of these two feats seems broad and slightly unblanced, but consider what the PC has to give up to get them. I think they work, but I'm open to suggestions.
 

These are very interesting articles, Corndog! I do wonder how these feats would work with a multiclassing character, though. There are two possibilities that I can see:

1) The PC must give up proficiency with ALL weapons, even ones whose proficiency she gains from another class. This is balanced, but I don't understand the logic of it: would a fighter5/wizard1 who took this feat suddenly forget how to use a sword?
2) The PC only gives up proficiencies gained from being a wizard/sorcerer; any proficiencies she gains from another class are unaffected. This is logical, but pretty unbalanced for a multiclassed PC.

At any rate, I'm not sure of the logic of the feat overall. It suggests that a staff (for example) is easier to fight with than a crossbow. I'm no weapons master myself, but it seems to me that poking someone with a crossbow bolt is going to be easier than bashing someone with a staff, and that bashing someone with a staff is just as easy as bashing someone with a mace.

As a suggestion, what if you change the feat so that the wizard/sorcerer (or even divine caster) suffers a -1 on all attack rolls made with weapons, in exchange for a +1 to all attack rolls made with spells? I think this would accomplish something similar.

Daniel
 

I love this thread! This is great.

I couple of suggestions:
1) Put the darts in! I remember when darts of teh hornets nest were the dream items for mages.

2) A possible fix for the M-class is to adjust the feats so that weapon proficiencies from non wizard/Sorceror classes may only be used if that class-level is within one level of your highest wizard/sorceror level

Kugar
 

1) The PC must give up proficiency with ALL weapons, even ones whose proficiency she gains from another class. This is balanced, but I don't understand the logic of it: would a fighter5/wizard1 who took this feat suddenly forget how to use a sword?

I wouldn't say she forgets how to use them, but she opts to discontinue practice with them in favor of her new strategy of focusing her spell casting. At first it is a conscious effort to ignore what she knows and focus on what she is learning, and eventually the new abilities become second nature, and she is out of practice enough with her old weapon skills to render them obsolete. OTOH, if a PC is a wizard first, and then multiclasses into a different class, the idea behind the feats is that he would learn no new weapon skills without using the Exotic Weapon feat. As you point out following that, it completely unbalances a multiclass character. Either you focus on martial combat, or on spell combat, you can't have it both ways.

At any rate, I'm not sure of the logic of the feat overall. It suggests that a staff (for example) is easier to fight with than a crossbow. I'm no weapons master myself, but it seems to me that poking someone with a crossbow bolt is going to be easier than bashing someone with a staff, and that bashing someone with a staff is just as easy as bashing someone with a mace.

As a suggestion, what if you change the feat so that the wizard/sorcerer (or even divine caster) suffers a -1 on all attack rolls made with weapons, in exchange for a +1 to all attack rolls made with spells? I think this would accomplish something similar.


The idea behind the feats is to bring a bit of unique flavor to the wizard/sorceror. By forgoing weapons totally and relying totally on their magic, they may become a formidable spellcaster, thus the relatively high bonuses given. But, the price has to be equally high.
 


1) Put the darts in! I remember when darts of teh hornets nest were the dream items for mages.


I forgot about darts, yeah, they fit with a traditional mage concept. So we could use Dagger/Knife, Dart and Staff for the basic wizard selection using the Precision Spell Targetting feat. Sounds good to me. Thanks for the reminder.

Also, using the metaphoric relationship between learning to exactly control where your spells are going, and throwing darts at a dartboard/target, it could be easily rationalized that throwing darts is a sort of mind-body exercise that wizards use to focus their mind into learning the feat, learning to see a tiny spot and make something go there, be it dart or spell.
 
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