Some spell questions

Viandante

First Post
Hi!
Just some questions for the more experienced players.
This post might seem really long, but the truth is that I love to keep my text in order and you won't find walls of text, but just quick little sections.

I'm playing my first wizard and I multiclassed it with a spellthief.
I just leveled up and I'm level 6 now, ready to take Master Spellthief (Complete Scoundrel feat).

Before you read my questions, know that I can use every 3.5 manual.

Question 1
I was thinking about one thing: is it better to have an extended mage armor or an actual, physical armor?

I mean, I was thinking about buying a mithral chain shirt +1.
I'll examine pro and cons to me:

Mage Armor
Pros
+4 AC
No penalties
It's a force field, so it helps evade ethereal attacks
Makes me save 2250GP I would spend on an armor

Cons
Occupies a level two slot
Can be dispelled

Mithral Chain Shirt +1
Pros
+5 AC
No penalties (Mithral cancels armor check penalty, Master Spellthief the arcane spell failure chance)
Makes me save a level two slot
Can't be dispelled, it's always on

Cons
Doesn't stop ethereal attacks
It's not really cheap
It's not really wizardish :p

Can't think of anything else, and I can't really decide.
Any help?

Question 2
What is a good set of spells that I can use for sneak attacking?

Question 3
What are spells that are very good to be extended? I mean those you cast when you wake up because they are usefull through all day, mage armor being one of them I guess.

Question 4
I run out of spells and I don't have any reserve feats (will take one at level 9): which weapon should I have ready so I can attack my enemies?
My group already has a fighter, a monk and a bard, so I shouldn't really be in the first line, but I should try to steal spells by sneak attacking.

Question 5
I've got 5000GP (7000GP if I choose not to buy the armor and use Mage Armor instead)...I only have a belt of healing equipped, what else should I take?
Utility items suggestions included.

Thanks for your time and your help, I hope you made it so far :)
I might add other questions later, as they come up in my mind.

PS: Sorry for my english, I know it's not perfect but I do my best ^^
 

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1) Don't extend the Mage Armor, just prepare it twice, or use a pearl of power.

2) Scorching Ray, Seeking Ray, Cloud of Knives

3) Heart of Water, Steely Focus

4) Crossbow. Also, the only reserve feats that are really worth it are Summon Elemental and Minor Shapeshift.

5) Ring of Sustainance (2,500), Handy Haversack (2,000), Restful Bedroll (3,000), Anklets of Translocation (1,400).
 

1) Don't extend the Mage Armor, just prepare it twice, or use a pearl of power.

So I guess you're suggesting me not to take the chain shirt?
Could you explain to me why? I'm new to D&D so I'd like to understand ^^

3) Heart of Water, Steely Focus

I can't understand why Heart of Water would be useful to extend...and I can't find Steely Focus anywhere -_-'

4) Crossbow. Also, the only reserve feats that are really worth it are Summon Elemental and Minor Shapeshift.

Isn't one like Invisible Needle good, so I can sneak attack spellcasters to steal their spells even if I run out of attack spells (but the one that lets me use the feat)?
 

So I guess you're suggesting me not to take the chain shirt?
One casting of Mage Armor already lasts 6 hours, which should cover most of your adventuring time. The Chain Shirt comes off as somewhat unnecessary, really.


I can't understand why Heart of Water would be useful to extend...and I can't find Steely Focus anywhere -_-'
Heart of Water will last all day and provide a get out of jail free card if someone tries to grapple you, cast Web on you, use Solid Fog, etc, etc.

Steely Focus can be found here


Isn't one like Invisible Needle good, so I can sneak attack spellcasters to steal their spells even if I run out of attack spells (but the one that lets me use the feat)?
You can sneak attack spellcasters with a crossbow too, and that doesn't require a feat.
 
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1) I'd take Mage Armor, but then, my characters don't have a choice most of the time (don't want arcane spell failure). Also, consider Greater Mage Armor and keep some Shields in reserve for when it counts.

Extended mage Armor vs two normal Mage Armors and/or Pearl of Power depends on your spell slot allocation. Sometimes, not having to cast that second mage armor is really convenient.

2) Do you mean to increase your SA effectiveness, or to use as a sneak attack ranged attack?
For increased effectiveness, consider Sniper's Shot(no range limit on SA), Golem Strike(SA constructs), Cloud of Knives(For 1 r/lvl, attack with magical dagger as a free action)
Also consider taking Unseen Seer as a PrC. It allows you to add spells to your list that make life interesting, like Hunter's Eye (PH2, normally Ranger 2, gives you +1d6 SA per three caster levels) ,Grave Strike (SA dmg to undead).
Edit: these spells become extra powerfull when combined with Persistent Spell

3) Protection from Arrows, False Life

4) Crossbow. Take Crossbow Sniper feat (PH2) to get SA at 60 feet.

5) Don't get too excited by the Ring of Sustenance. You still need 8 hours of rest.
 
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Hi!
Question 1
I was thinking about one thing: is it better to have an extended mage armor or an actual, physical armor?

In general, Mage Armor is better. As mentioned, I wouldn't bother extending it until you get to the point where a second level slot doesn't matter and maybe not even then.

You would eventually be able to get a +5 Mithral Chain Shirt (+9 AC, 26k gp) which is better than Mage Armor (+4 AC, level 1 spell), Greater Mage Armor (+6 AC, level 3 spell) or Bracers of Armor +8 (+8 AC, 64k gp). You could also make the armor ghost touch (which covers the one advantage of the spells) or heavy fortification and not worry about crits and sneak attack.

So someday you might want the shirt, but for the moment, its not that much better than the spell that I would spend the money on it.

Question 2
What is a good set of spells that I can use for sneak attacking?
Along with what other people have been mentioning, Ray of Frost/Acid Splash are also useful. They only do 1d3 of damage, but you are more concerned about getting the sneak attack dice.

Chill touch is useful if you are forced into melee. One casting should last then entire combat, since you can make 6 attacks with it at sixth level.

True Strike is also useful. Less for the +20 to hit than because it removes the miss chance from concealment. This allows you to sneak attack creatures with concealment, which is otherwise impossible.
 

In general, Mage Armor is better. As mentioned, I wouldn't bother extending it until you get to the point where a second level slot doesn't matter and maybe not even then.

You would eventually be able to get a +5 Mithral Chain Shirt (+9 AC, 26k gp) which is better than Mage Armor (+4 AC, level 1 spell), Greater Mage Armor (+6 AC, level 3 spell) or Bracers of Armor +8 (+8 AC, 64k gp). You could also make the armor ghost touch (which covers the one advantage of the spells) or heavy fortification and not worry about crits and sneak attack.

So someday you might want the shirt, but for the moment, its not that much better than the spell that I would spend the money on it.

Good analysis. So yeah, eventually it's better to switch to chain shirt. Just to add a few things:
One reason why 2 level 1 mage armors is better than an extended level 2 version is in case you get it dispelled by an enemy.
Also, look into Eternal Wands from Magic Item Compendium. 2/day uses and never runs out, instead of 50 charges to use as you like. For a CL 1 level 1 spell, it's 820 gp. 2 hours will cover many dungeon trips, and you can always buy more (or get a higher CL, if your DM allows that; it's not entirely clear if you're allowed to do that with eternal wands).

Along with what other people have been mentioning, Ray of Frost/Acid Splash are also useful. They only do 1d3 of damage, but you are more concerned about getting the sneak attack dice..

Acid Splash in particular is nice because it has no SR allowed. In other words, the perfect wand spell.

Chill touch is useful if you are forced into melee. One casting should last then entire combat, since you can make 6 attacks with it at sixth level.

There's a level 1 spell in Spell Compendium (SpC), I think it's called corrosive grasp. Deals d8 acid damage with each melee touch, and gives you up to one touch per CL to use over several rounds, maximum 10. You CAN full attack with it as far as I know.

True Strike is also useful. Less for the +20 to hit than because it removes the miss chance from concealment. This allows you to sneak attack creatures with concealment, which is otherwise impossible.

Also check out Guided Shot from SpC. Swift action and lasts for a round, lets you ignore concealment and cover (as long as it's not ful concealment or cover), and take no penalty for range increments.

Other SpC spells of use (from Sorc/Wiz list):

Level 1
Sniper's Shot: Swift. No range limit on next ranged SA
Golem Strike: Swift. SA constructs for a round
Critical Strike: Swift. In melee for 1 round, gain +1d6 damage, doubled crit range, and +4 to confirm crits against a flanked or flatfooted foe.
Insightful Feint: Swift. +10 on next bluff check to feint in combat. Also makes the next fient one action quicker (move instead of standard, or free action if you have Imp. Feint).
Arrow Mind: Immediate, sizable min/level duration. Threaten nearby squares with your bow, and don't provoke for shooting it. You'd need to use a bow (elf?)...well they reference bows a lot, but the text makes it sound like any projectile weapon works. Not sure it's helpful, if I were making a Rogue I'd want to use it with the Opportunist ability.
(and that was all just the divination school!)

Distract Assailant: Swift, foe is flatfooted for 1 round.
Shock And Awe: Swift. Flatfooted enemies get -10 on their iniative roll. Used in a surprise round, keeps the SA goodness coming.
Ebon Eyes: See in magical darkness! Cause you know...darkness means miss chance which means no SA normally.
Nerveskitter: Immediate, cast as you roll iniative. +5 on your initative roll.
Persistent Blade: Sort of like Spiritual Weapon, except: lower level; does terrible damage; but most importantly...the foe it attacks is always treated as flanked by melee attackers, and aside from SR, there is NO way to resist this.
 
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Thank you all for the great replies, really. It is my first wizard so I don't really know how to play it effectively.

As you are too many to effectively reply each, I will go on with my numbered question type of reply :P

1) Ok, now I know why Mage Armor is better (until I have the money for a +5 Mithral Chain Shirt). Thank you all.

2) Great replies here, too. Thanks for all the advices. And yes, it is corrosive grasp...and yes, it is really useful, because with a single slot I can attack (and sneak attack) for 6 rounds (up to 10), as you said.

3) I'm not really sure about those spells, but False Life. I'm beginning to question: is Extend Spell really good to take? I need a metamagic feat so I can take reserve feats.

4) I'm not really confortable with a crossbow in my hands. I mean, taking Crossbow Sniper would require me to take two feats (Weapon focus on light crossbows AND Crossbow Sniper).But as so many of you told me to take the crossbow I guess it's the only viable way, isn't it?

5) I think I'll take the anklets (1,400 GP), a headband of intellect +2 (4k GP), a Handy Haversack (2000 GP). If you think I should take something else, feel free to tell me.

Again, thank you all for the advices ^^
 

Not sure if it's too late or not, but specializing as a Diviner may not be a bad idea. Only one lost school, and an extra spell per level, where at least half of the useful SA-enabling spells (at low levels, didn't bother to look up higher level ones) are Divination anyway...
 


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