Spell suggestions for a Transmuter with Evocation barred?

Grog

First Post
I'm thinking about playing a wizard specialized in Transmutation with Evocation as the barred school. What would you say are the most important spells for this character, both in the Transmutation school and out of it? Also, how about feats?
 

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Good choice! Transmutation spells might not deal much damage, but they are versatile, and, very importantly, the offensive spells target different saves.

Most other schools only target one save for the most part (Necromancy - fortitude, Evocation - reflex, Enchantment - willpower).

You should be looking to cast spells which hamper your opponents or enhance your allies. You'll be fairly mobile too, so less chance of getting cornered with nowhere to run.


From the Transformation school:

1st level: Enlarge, Expeditious Retreat
2nd level: Alter Self, Blindness/Deafness (FORT)
3rd level: Blink, Slow (WIILL)
4th level: Bestow Curse (WILL), Dimension Door, Polymorph Other (FORT)
5th level: Passwall, Teleport
6th level: Disintegrate (FORT), Tenser's Transformation
7th level: Plane Shift, Reverse Gravity (NONE/REF)


As for the other schools, well there's a lot to spells to choose from! Some defensive spells like Stoneskin and Invisibility perhaps.

I've always liked the Monster Summoning spells, and I've an idea that these might become more effective in 3.5E, since monsters seem to be getting tougher. Never hurts to have extra allies!

Don't forget Divinations either. Using Detect Thoughts or Arcane Eye to tell you where an enemy is hiding can often save resources and lives.

JUst some random thoughts. There are so many possible choices when it comes to deciding spell strategy!
 


Jalkain said:
1st level: Enlarge, Expeditious Retreat
2nd level: Alter Self, Blindness/Deafness (FORT)
3rd level: Blink, Slow (WIILL)
4th level: Bestow Curse (WILL), Dimension Door, Polymorph Other (FORT)
5th level: Passwall, Teleport
6th level: Disintegrate (FORT), Tenser's Transformation
7th level: Plane Shift, Reverse Gravity (NONE/REF)

Thanks. I had some similar thoughts, but I wanted to make sure I wasn't missing anything.
 


And do forget to take Enlarge. The best it'll ever do for you is a +2 bonus to strength and at 5th level, +1 to hit and damage isn't much for a standard action.

Take Burning Hands instead. By 5th level it will be very useful if you're in a position to use it and not much of a loss if you're not.

Since you're not taking Enchantment or illusion as opposition schools, look take either sleep or color spray and make it your bread and butter spell until 3rd level. By 3rd level, Burning hands will do decent damage and you'll also be able to pick up Glitterdust or Web.
 

The "only" things you lose with Evocation is Magic Missile and the large area big boom spells. And wall of force. And contingency.

Fortunately, Transmutation is strong in save-or-be-screwed spells, like polymorph, and is the strongest in utility spells -from stats buffers to fly and teleport- so I´d concentrate in those. At low levels you´ll barely do points of damage, but Grease, Color Spray, Web, Slow, Blink, Haste, Displacement, Sleet Storm can help in combat as much as damage. I never used Burning Hands and I don´t like it, but if others say it´s great it must be (specially enlarged) Spider Climb, Feather Fall, Darkvision, Rope Trick and Knock are great utility spells.

At mid and high levels you´ll rock with Polmorph, Disintegrate, Transmute Mud to Rock/Rock to Mud, Telekinesis, Eyebite, and Reverse Gravity. Many of these have Fort saving throw -that´s not bad, since problematic foes like other wizards and undead have bad Fort saves- so have at hand enchantment spells like Confusion and Hold Monster. If nothing works, buff the fighters.

And don´t forget Shadow Evocation if you miss a fireball or two.
 

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