Herremann the Wise said:
I'll be playing a wizard for the first time in a few weeks. However, I'm not talking about a Magic Missile fiend or a Pyromaniac but someone who tries to play as intelligently as possible. Illusions, Enchantments and Conjurations will be this wizard's mainstay.
However, I realised that I might not be able to do this overly well. Does anyone have any advice, stories of getting real "bang for bucks" out of illusions and spells or general ideas or sources that I could look at to help me in this regard? Any story hours with similar character types would be appreciated too.
Essentially, how do you make a wizard effective in combat without having to resort to damage spells?
Best Regards and Thanks for the Advice,
Herremann the Wise
My advice:
Conjuration has a lot of great "status effect" spells that ignore SR.
Glitterdust and
cloudkill are really strong in 3.5, and they target different creature types.
Illusions are weak offensive spells (including the shadow line), and unless your DM is really good at creating the suspension of disbelief, I wouldn't bother with the
image spells at all.
Phantasmal killer is useful because it can paralyze opponents, and
mirror image is just god-like.
Displacement is also useful. Transmutation makes a better disguise school, BTW.
Enchantment is ... odd. IMO it's the least balanced school of magic. Where do I start?
Look at
confusion. This one is great, and reasonably well-balanced. Note that you can't really control what your opponents do, and sometimes opponents who fail their save are still totally unaffected. OTOH it affects multiple creatures.
Hold monster is another good one, but it does allow a save every round.
Fear is really good ... only it's not Enchantment
Now for the more unusual ones:
Suggestion is too unclear to be useful, and it requires you to speak your opponent's language. This is not good when facing down giants or goblins.
Hold person is your DM's friend, not yours. Same with
dominate person.
Dominate monster is great, but you need to be at least 17th-level to pull it off and is easy to block. But if you can establish it, it can be game-breakingly powerful. Just think about
dominating a demon who can use
fireball at will, giving him an order to "kill kill kill" (that probably wouldn't even allow a save), and think about the ECL of that demon.
Using
charm anything in combat is a waste of time, but if you're adept at talking to people without someone trying to kill someone else, then it's really strong (but not as game-breaking as
dominate monster). I suggest not bothering with
charm person though.