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Wizard equipment

IReally? No extend? I thought that to be a great rod. To get things like your mage armor/greater mage armor, tattoo and falselife to last all day long.

Those spells last 1 hour/level which is all day long in most cases. The case where you're not covered is if you're doing some kind of overland travel and dealing with random encounters every few hours. That case typically doesn't come up enough to warrant buying the rod.
 

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Those spells last 1 hour/level which is all day long in most cases. The case where you're not covered is if you're doing some kind of overland travel and dealing with random encounters every few hours. That case typically doesn't come up enough to warrant buying the rod.

At lower lvs, you typically don't have the caster lv to make spells last all day. In these cases, extend can be well worth it. Say at 5th lv, a 1 hour/lv spell would last 5 hours. Extend, well, extends this to 10 hours, easily the bulk of your adventuring day.

If you suspect that combat might drag on for a while, using it on 1round/lv spells such as haste might be worth it as well, to ensure that it sees the whole party through the entire fight.

Some useful spells to extend include rope trick (making it last for at least 10 hours, enough for your entire party to get the full 8 hours rest), mage/greater mage armour and yes, create magic tattoo (though its effects don't quite seem worth it for the gold cost until lv13 - +1caster lv). :)
 

At lower lvs, you typically don't have the caster lv to make spells last all day. In these cases, extend can be well worth it. Say at 5th lv, a 1 hour/lv spell would last 5 hours. Extend, well, extends this to 10 hours, easily the bulk of your adventuring day.

If you suspect that combat might drag on for a while, using it on 1round/lv spells such as haste might be worth it as well, to ensure that it sees the whole party through the entire fight.

Some useful spells to extend include rope trick (making it last for at least 10 hours, enough for your entire party to get the full 8 hours rest), mage/greater mage armour and yes, create magic tattoo (though its effects don't quite seem worth it for the gold cost until lv13 - +1caster lv). :)
Excactly. And I could always sell it later if I don't think it's usefull enough anymore on later lvls.
Are there any items I shouls really consider in the long run? Like a headband of int +6 offcourse but what else? I was looking at that orange ioun stone and the ring of arcane might. Caster levels are very good but are these worth their cost? Are there any other no brainers to dump my hardearned cash in on later levels?
 

Hey guys,
But I'm not entirely sure what to buy, or that I should save my money for later.

Do your campaign tend to have enough down time between each adventures (or between each delves in an adventure)?

If so, you should better CREATE magic items instead of buying them. You are a wizard indeed.

IMHO, you should at least better create scrolls. Utility spells and combat spells which do not involve saving throw are good for scrolls.

But creating scrolls of damaging spells (such as fireball) at your current caster level is not a bad idea. Say, having 10 scrolls of caster level 5 fireball is good for a 5th-level wizard. You will likely to use up all of them before hitting level 6-7. On the other hand, if you create a CL 5 wand of fireball, you will not likely to use all of it's charges before that wand becomes .... an obsolete weapon to you.
 

I was looking at that orange ioun stone and the ring of arcane might. Caster levels are very good but are these worth their cost? Are there any other no brainers to dump my hardearned cash in on later levels?

For sure. Caster level does matter. Not only it increases the duration and damage of many spells, CL does matter when you try to dispel or try to penetrate SR.

But those items are relatively expensive. Maybe you should better wait until you hit higher levels.
 

Scrolls of fireball? Dc of 14 and 5d6 damage (before factoring in reflex saves for half and fire resistance)? :confused:

What kind of wizard do you plan on playing anyways? That might impact the sort of gear you want.
 

Scrolls of fireball? Dc of 14 and 5d6 damage (before factoring in reflex saves for half and fire resistance)? :confused:

Still works when playing a 5th-level wizard. Not so many enemies have energy resistance at that level. And it costs only 15 XP and 187.5gp to create one.

Wizards cannot fight all the encounters with their spell slots alone. So he does need consumable magic items to complement.

I do not recommend such tactics if one is playing a sorcerer or warmage.
 

Do your campaign tend to have enough down time between each adventures (or between each delves in an adventure)?

If so, you should better CREATE magic items instead of buying them. You are a wizard indeed.

IMHO, you should at least better create scrolls. Utility spells and combat spells which do not involve saving throw are good for scrolls.

But creating scrolls of damaging spells (such as fireball) at your current caster level is not a bad idea. Say, having 10 scrolls of caster level 5 fireball is good for a 5th-level wizard. You will likely to use up all of them before hitting level 6-7. On the other hand, if you create a CL 5 wand of fireball, you will not likely to use all of it's charges before that wand becomes .... an obsolete weapon to you.
I don't have any item creation feats, barring scribe scroll, and I don't intent on taking any others. Our campaign does have enough time to create things (lot's of travel, but so far most of it has been by ship) but I don't have the proper tools available. Except for scribe scroll. I have used it for a couple of lower lvl spells but I'll take your advice and try and create a couple of damage spells.

Scrolls of fireball? Dc of 14 and 5d6 damage (before factoring in reflex saves for half and fire resistance)? :confused:

What kind of wizard do you plan on playing anyways? That might impact the sort of gear you want.
I'm playing an arrogant grey elf generalist. (I know specialisation is better but it's one of my first wizards and I wanted every spell available). He thinks magic is the most supreme form of any art or craft and constantly tries to proof that he is better with his spells. I usualy take every spell just once and try to get lot's of utility spells aswell as some combat spells in there.
I'm gonna go in paragnostic apostle, geometer, abjurant champion and archmage for prestige classes.
Is a nice runestaff a good idea? You know so I can study utility spells but change them to combat spells if needed?
 
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I would suggest scribing a lot of scrolls right away, but not scrolls of fireball (maybe 1 of them). Scrolls of fireball are going to cost you 312 gp each and will have a piddling average damage. A 5th level caster casting fireball from memory will get an OK result as his average foe will fail the save, but cast that same spell from a scroll and the average foe will make the save.

You need to start a library of 2 of each of things like knock, comprehend languages, haste, mount (make a dozen or get a wand of it), floating disc, rope trick, invisibility and the like. Basically go through your spells and scribe things that don't have savings throws and are not all that dependent on caster levels and particularly concentrate on spells that you won't obviously need daily.

And (as I briefly mentioned above) a wand of mount is inexpensive and really useful. Not so much for riding as it is for using the summoned horse to trigger traps, block squares, distract large stupid creatures and the like.
 

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