Felon said:
Welll, the bottom line for me is: A) once you start turning into hydras, you're not really playing a warrior-mage, you're a monster-mage, and B) I'd rather dwell on building stuff which I'm actually likely to get away with.
So what's not allowed aside from Polymorph? I assume throwing in Wraithstrike for good measure.
Well the link to the build I posted earlier doesn't use Polymorph (because the Polymorph rules require lots of modification to the character sheet).
From the PHB, low-level buffs are mirror image, invisibility, displacement, and if you're on a budget, greater magic weapon.
High-level you can do Quickened True Strike and some people (not me) might want to take Tenser's Transformation. I also like Fire Shield to actually discourage people from attacking me.
Other good low-level buffs from other books are Greater Mighty Wallop (increases the weapon damage of a bludgeoning weapon as if it was one size larger/4 levels), Ferocity of Sanguine Rage (1/2 caster level bonus to damage).
At higher levels I like Bite of the Werebear (+16 enhancement to Str, +8 Con).
Personally, I think the whole notion that a warrior-mage is all about self-buffing to be a little exaggerated. There are certainly advantages to being able to throw a plain old fireball that handily trump the wraithstriking hydra.
True but the problem with lobbing fireballs is that 1) BAB becomes redundant 2) the DCs of your spells aren't that high because of multiple attribute dependency (Str/Dex and Con), and 3) reduced caster level might not penetrate SR (if it has one) or deal as much damage. Usually if I do get combat spells, it's usually rays and touch attacks. Personally I like the Orb spells since they're ranged touch attacks and ignore SR.
For example I like the Spellsword's ability to channel spell. With a weapon of Spell Storing, that's you hitting your opponent and triggering two spells. Personally I like scorching ray. At caster level 11, that's 3 4d6 fire damae for each scorching ray. It could also be Vampiric Touch or Enervation (if you're evil/non-good). If I want to quickly incapacitate opponents I take Shivering Touch (Frostburn) which is a 3rd-level touch spell that deals 3d6 Dexterity damage but the duration is 1 round/level (no save, SR yes, cold subtype immune to it). Lesser Shivering Touch (1st-level spell) seems more balanced to me however (just 1d6 Dexterity damage).
There's also the Ray of Enfeeblement and Ray of Clumsminess (as Enfeeblement except Dex).
Of course if the opponent is down to his last few hit points, I don't have any qualms with the warrior-mage hurling magic missile or a lightning bolt.