Optimized mage combos

Majik

First Post
I am looking for ways to make my wizard more effective.... I have been browsing the web for the best spells, best items, combos etc... What I found is that there are a lot of posts on PrCs on certain particular spells, some on combos, but NONE on magical items optimized for wizards.

What magical items are cost and power effective to make? Which scrolls should a wizard have... Basically a more holistic approach to character optimization.... no just feats, skills, PrCs mainly items with once per day spells (to have more spells available than the normal spell slots allow)

So if you know of good posts already out there, please post me the links, or post your ideas here.... Let's start with items for middle level power wizards (level 9).....
 

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I'm not sure if this is what you are after but...

Staffs are an optimum magic item for wizards, since their power grows with you - their caster level is set by you, along with their save DC (and it takes into account any Spell Focus feats you have too).

Sadly you can't start making them until 12th level for some reason, but a staff of fire is relatively cheap (17,000gp or so fully charged) and will give a mage lots of fireball and wall of fire fun that scales with level. I've got an 11th level sorcerer who has had one of these since 7th level, and despite using it promiscuously* hasn't run out of charges yet.


(* sharing the fun with as many people as possible and hang the consequences)
 

In essence that is what I am looking for... But the limiting factor here is that our DM does not allow us to buy magical stuff and that we are limited in the amount of money we have....

So let me rephrase my inquiry to:

What can a 9th Level wizard with craft wondrous and 12,000 gp do in matters regarding:

1. magical items - that duplicate effects of frequently used spells (e.g. 1/day haste) and otherwise enhance spellcasting (i.e. pearl of power - caster level 1)
2. scrolls - that allow for diversity
3. combo of spells - to get greater effects than just casting them alone (e.g. stinking cloud and cloud kill)
4. spell research - for spells not in the Players Handbook...
 

IMO Staves are just awful for most people. They are far too expensive for the benefit they provide.

as a Wizard what you want is Wands, lots and lots of wands of spells where the DC or Caster Level isnt that important.

Stuff like Detect Magic, Light, Feather Fall, Protection from Alignment, Shield, Invisibility, Alter Self, Fly. Basically anything which you think you are likely to use fairly often but dont necessarily want to devote a spell slot too.

For spells used less frequently but which are really needed when they are required you should committ to scrolls. Spells such as Knock, Remove Curse, Passwall. You generally dont want slots with these spells in unless you know you are coming up against something where it is relevant but you also dont want to waste the cash on making Wands of them.

As far as other equipment goes you want to look out for the standard sort of stuff:

1. Resistance items
2. Stat boosts, particularly Int and Con, Dex a definate thought as well
3. Extra storage
4. Anything to up your AC or provide some sort of miss chance or concealment
5. Ring of Sustenance

You will also need to check how your GM allows you to gain extra spells over the basic ones knows. Does he require you to buy and transcribe scrolls or to copy from other wizrds. You will need to allow for the cost of this.

Beyond that it is very much dependant on your build. For example, Summoners benefit greatly from Ring of Invis, bufing gish from Ring of Counterspells, counterspellers from anything that boosts your caster level etc.
 

12k is not much to work with.

Does your GM allow you to make your own items and pay the crafted cost or does he charge the full price?

Spell Research is pretty much out at 1k/spell level.
 

Pearls of Power for the highest level spell you can afford. As many of them as you can afford. Your main class feature is your spells per day, and this item lets you refresh them. You win. Yay!

-- N
 

jensun said:
IMO Staves are just awful for most people. They are far too expensive for the benefit they provide.

Staves are expensive, but most Wizards should have one as an offensive backup platform. The ability to cast additional damage spells per day where the DC stays on par with the caster's DC is just too valuable to avoid.

Sorcerers really do not need one.
 

jensun said:
12k is not much to work with.

Does your GM allow you to make your own items and pay the crafted cost or does he charge the full price?

Spell Research is pretty much out at 1k/spell level.

GM allows crafted costs... so half base price applies... there is also no limit on the item design i.e. they can be anything and do not only have to come from the players handbook....

I agree with spell research.... lets leave that out for now....

Jensun, your first post is exactly what I am looking for... A more detailed listing would perfect it (i.e. costs to make, order of importance,.....)

My character is strong in the conjuration and enchantment school.... But I wanted to keep this discussion broad, so that other varieties of wizards can also benefit!

Pearls of Power are wonderfull.. but not the world, as they don't give you broad choice of spells, they just let you repeat spells you have already cast.... Basically they make a wizard into a sorcerer.... A point was also to stress versitality... That's why I likes Jansun's post... It's just that craft wand is an extra feat that my character does not have....

What it the cost of making an item that enables the wearer to cast haste once per day.... In effect replacing the need for a wand of haste spells?
 

Majik said:
What it the cost of making an item that enables the wearer to cast haste once per day.... In effect replacing the need for a wand of haste spells?

On you? Or the Party?

SRD said:
Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp;Weight 1 lb.

Mike
 

One place to start is to examine the list of spells you have available. Try to decide whether each spell is something you'd always want to prepare, or if it is something you'd only occasionally want.

You should create scrolls for any spell which you wouldn't regularly prepare, but when you need it, you really need it - detect invisible and knock are a couple of good examples here. This will let you prepare more of the spells that you will routinely want. Also create scrolls for a couple of offensive spells - use these as a reserve for times when you deplete your spells and desperately need another bit of punch for a battle.

Another good use for scrolls is buying them to expand the spells in your book. Instead of buying a scroll and simply using it, buy one, add the spell to your book and then make as many scrolls of the spell as you want.

For magic items, a few of my favorites:

1. Heward's Handy Haversack. I can't say enough about the merits of having one of these. Wizards often end up with a low strength, which in turn means they can't carry too many items. There's also the extra ability of the item that you can retrieve anyting from it as a standard action, rather than a full-round (which is the norm for extra-dimensional spaces). At 2000 gp, this is a steal.

2. Rings of Wizardry. A bit pricey, but one of the best items a wizard can have. Doubling the number of spells for a particular level keeps you tossing spells out much longer than normal.

3. Metamagic Rods. Another set of items that any aspiring wizard should have. These are great for allowing you to pump up spells you're casting without having to pay the penalty of using a higher-level spell. Furthermore, you can use them as the situation arises too. The silent spell rod can be a lifesaver if you run into a silence effect.

5. Stat Boost items. Boosting intelligence is by far the most critical - more spells and higher save DCs. Con and Dex are about even for the next most important.

6. Pearls of Power. Being able to re-use a spell after its been cast. What more is there to say?

6. Bracers of Armor. This one is kind of a tossup in my mind. If you can get a bonus of +4 or better, go for these, otherwise rely on mage armor.

7. A mithral buckler. This one often gets overlooked by many wizards. A mithral buckler has no armor check penalty or arcane spell failure penalty. A wizard can use one pretty freely, and it can be enchanted for a bigger AC bonus. The penalties for not being proficient with it are negligible for a wizard as well. And it stacks with Bracers of Armor/Mage Armor too.

8. Resistance Items. A cloak of resistance to up your saves is handy, as many of the true threats you'll face require Fortitude or Reflex saves, neither of which is a wizard's strong suit.

9. Wands. I actually put these fairly low on my list. A wizard ideally should be relying primarily on his/her spells. If you're not, you may want to re-examine how quickly you burn through your spells and whether the way you're typically using them is effective or not.

One thing you're going to find with magic items is that the more effective a spell is in combat, the more costly it will be to generate the effect.

I also wouldn't discard custom spells out-of-hand. You really need to take a look at the style of play the rest of your group (including you) has. Try to come up with new spell concepts that complement the strengths of the group and help protect against weaknesses. Look in particular for minor effects that stack well with or enhance other abilities.

As an example of one I had previously created: one of the members of the party I was playing in specialized in tripping (yes, I can hear a groan coming from many of you). I created a first level spell called stability which made the target gain the dwarf's stability ability for a time. It wasn't powerful offensively, but it considerably enhanced the tripper's ability to avoid being counter-tripped when his trip attempts failed, thereby enhancing the effectiveness of the group as a whole.

As far as stacking spells together for greater effects... I highly recommend you work with whomever is the divine caster of your group. There are a number of spells from the arcane/divine spell lists which provide similar bonuses, but stack well together. A couple of lower-level spells combined together can often provide a benefit superior to that of a higher-level spell.

Consider Mage Armor, Shield, Barkskin, and Shield of Faith. All provide different types of AC bonuses, so they will all stack (and yes, I realize shield is a personal spell, but the concept is there). The improvement isn't as linear as you may think. I would argue that +12 to AC is often more than 3x as effective in combat as a +4 to AC.

Different bonuses that stack can also be found in in attack rolls and damage rolls. Never forget that size is a sometimes an overlooked way to enhance damage too. Bull's Strength + Enlarge Person + Magic Weapon + Aid + Divine Favor can all stack stack together (the latter two being divine only). A single friendly character with all of these magics running can be quite a bit more formidable than usual. These are all 1st and 2nd level spells, so if you have the time to pre-cast a spell or two before a combat, do so!
 

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