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Need advice on making a Transmuter Wizard...
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<blockquote data-quote="Mr Fidgit" data-source="post: 386687" data-attributes="member: 6968"><p>i created a Transmuter when the 3e PH was first released (before the DMG was out), specifically as a magic item creator (arms & armor and wondrous items). my prohibited school was conjuration, which was a HUGE mistake (couldn't create bracers of armor, bags of holding, etc, etc.)</p><p></p><p>as far as spell support in combat, i didn't miss the conjuration spells at all. my focus were the buff spells and i still had all of the damage dealing evocation spells.</p><p></p><p>besides, who needs summon monster III when you've got fireball? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>so, as long you're not a wondrous items builder, conjuration isn't a bad school to drop.</p><p></p><p>PrCs - you should look through everything you have available now to see if any PrCs strike your fancy. most wizard PrCs in the FR have feat requirements you'd have to plan for from 1st level. Harper Mage (req. alertness, education, extend spell - 5 level PrC) has a few interesting abilities (like some free extended spells), no loss of spell casting levels and you could qualify at 6th level, if your DM allowed it. the drawback is that you'd be a Harper <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . Mage Killer also has some interesting abilities (improved saves, free spell focus feats), but don't drop conjuration! Guild Wizard could also be neat, if you're from Waterdeep.</p><p></p><p>so there's a couple things to think about...</p><p></p><p>and take bret's advice, have fun!</p></blockquote><p></p>
[QUOTE="Mr Fidgit, post: 386687, member: 6968"] i created a Transmuter when the 3e PH was first released (before the DMG was out), specifically as a magic item creator (arms & armor and wondrous items). my prohibited school was conjuration, which was a HUGE mistake (couldn't create bracers of armor, bags of holding, etc, etc.) as far as spell support in combat, i didn't miss the conjuration spells at all. my focus were the buff spells and i still had all of the damage dealing evocation spells. besides, who needs summon monster III when you've got fireball? :D so, as long you're not a wondrous items builder, conjuration isn't a bad school to drop. PrCs - you should look through everything you have available now to see if any PrCs strike your fancy. most wizard PrCs in the FR have feat requirements you'd have to plan for from 1st level. Harper Mage (req. alertness, education, extend spell - 5 level PrC) has a few interesting abilities (like some free extended spells), no loss of spell casting levels and you could qualify at 6th level, if your DM allowed it. the drawback is that you'd be a Harper :) . Mage Killer also has some interesting abilities (improved saves, free spell focus feats), but don't drop conjuration! Guild Wizard could also be neat, if you're from Waterdeep. so there's a couple things to think about... and take bret's advice, have fun! [/QUOTE]
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