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Need advice on making a Transmuter Wizard...
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<blockquote data-quote="Elder-Basilisk" data-source="post: 386839" data-attributes="member: 3146"><p>My advice is the same as the others on some counts, different on others.</p><p></p><p>First. Do specialize. The power gain is worth what you give up. Conjuration is a reasonable school to lose. You could also give up enchantment and illusion. If you're concerned about giving up glitterdust (IMHO the best second level PH attack and defense spell), web, mage armor, and summoning spells, specialize in abjuration and give up enchantment or divination and give up necromancy. You can almost always use the extra abjuration (shield, prot arrows, dispel magic, stoneskin) or divination (true strike, detect thoughts, clairaudience/clairvoyance). And you can still load up on the transmutation and evocations.</p><p></p><p>Second. Pick up spell focus and possibly greater spell focus Transmutation, extend spell, and sculpt spell. Contrary to the earlier report, there are a number of very good transmutation spells with saves at levels 1-3 (Burning Hands, Blindness/Deafness, and Slow) and this continues at higher levels (polymorph other, disintegrate). Extend spell is great for buffs and Sculpt spell is wonderful for adjusting the areas of your spells (A sculpted Burning Hands is competitive with third level attack spells until you hit 7th level--use the cone form as it overcomes the limits of burning hands' 10' range).</p><p></p><p>Third. For armor class, you can find bracers but until then you'll have to rely on shield and cat's grace (and maybe protection from evil). Find yourself a pearl of power or two and make some scrolls of shield. They'll be useful when you're out of spells and your back's against the wall.</p><p></p><p>Fourth. Don't multiclass and don't bother with spellsword unless you really want to play a combat mage.</p><p></p><p>Fifth. Put your second highest score into con--if there're two things wizards need they are hit points and fortitude save bonusses.</p><p></p><p>Sixth. Think about your choice of a familiar. A toad gives you hit points. A raven is an excellent spy (since they can speak one language and look pretty innocuous) and can help a divided party communicate. Owls have good spot and listen scores. A flying familiar can be a big asset if you have a lot of touch range buffs as he can deliver them to your front liners and you don't have to stand next to them.</p><p></p><p>Seventh. Since you're maxing int out (17+2 (sun elf)+1 (level increase)+2 (effective--spellcasting prodigy)=22 effective int) you might as well spend most of your cash on a headband of intellect +2 which will give you a second bonus third level spell when you hit 5th level and crank your spell DCs through the roof (DC 18 for a first level spell without spell focus--if you got spell focus: transmutation, you could target fighters with blindness/deafness and they'd usually fail the save).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 386839, member: 3146"] My advice is the same as the others on some counts, different on others. First. Do specialize. The power gain is worth what you give up. Conjuration is a reasonable school to lose. You could also give up enchantment and illusion. If you're concerned about giving up glitterdust (IMHO the best second level PH attack and defense spell), web, mage armor, and summoning spells, specialize in abjuration and give up enchantment or divination and give up necromancy. You can almost always use the extra abjuration (shield, prot arrows, dispel magic, stoneskin) or divination (true strike, detect thoughts, clairaudience/clairvoyance). And you can still load up on the transmutation and evocations. Second. Pick up spell focus and possibly greater spell focus Transmutation, extend spell, and sculpt spell. Contrary to the earlier report, there are a number of very good transmutation spells with saves at levels 1-3 (Burning Hands, Blindness/Deafness, and Slow) and this continues at higher levels (polymorph other, disintegrate). Extend spell is great for buffs and Sculpt spell is wonderful for adjusting the areas of your spells (A sculpted Burning Hands is competitive with third level attack spells until you hit 7th level--use the cone form as it overcomes the limits of burning hands' 10' range). Third. For armor class, you can find bracers but until then you'll have to rely on shield and cat's grace (and maybe protection from evil). Find yourself a pearl of power or two and make some scrolls of shield. They'll be useful when you're out of spells and your back's against the wall. Fourth. Don't multiclass and don't bother with spellsword unless you really want to play a combat mage. Fifth. Put your second highest score into con--if there're two things wizards need they are hit points and fortitude save bonusses. Sixth. Think about your choice of a familiar. A toad gives you hit points. A raven is an excellent spy (since they can speak one language and look pretty innocuous) and can help a divided party communicate. Owls have good spot and listen scores. A flying familiar can be a big asset if you have a lot of touch range buffs as he can deliver them to your front liners and you don't have to stand next to them. Seventh. Since you're maxing int out (17+2 (sun elf)+1 (level increase)+2 (effective--spellcasting prodigy)=22 effective int) you might as well spend most of your cash on a headband of intellect +2 which will give you a second bonus third level spell when you hit 5th level and crank your spell DCs through the roof (DC 18 for a first level spell without spell focus--if you got spell focus: transmutation, you could target fighters with blindness/deafness and they'd usually fail the save). [/QUOTE]
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