Wizard Specialization

Clear Dragon

First Post
I am playing a gnome wizard in an upcoming campaign and am having some difficulty finalizing my character. I was originally planning on being an enchanter and giving up evocations(i know technically that is giving up more than i am getting but let me explain). I don't want to play a stereotypical artillery mage. I like the idea of a creative spell caster, using mostly transmutations, illusions and enchantments. However I have been giving it some second thought because of how our party has turned out.

Human Barbarian (only tank)
Human Rogue (all 11s except a 15 which he put in WIS)
Human Druid (no idea how she is going to play the char)
Half-Elf Sorceress (Spell Focus in Enchantment)

Gnome Wizard(???)

stats
Str 9
Dex 18
Con 15
Int 18
Wis 17
Cha 11

(4d6 drop lowest)
might up Con and lower Wis, but kinda want a sage type char for roleplaying

Basically I am looking for general specilaization advice, I will definately want enchantments and illusions, and there seem to be too many worthwhile transmutations adn abjurations to give those up. I would give up necro & divination but my chars motivation was to a quest for knowledge so it would seem to be counterproductive to give up divinations. Currently I am thinking the Sorceress can handle evocations (and still have room for her enchantments) and my wizard could be a more of utility mage. Basically I want to give up evocation but not if it is going to hurt the party too much in the long run.
 

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For a utility mage, go with a Transmuter with Evocation as your prohibited school. You'll have plenty of useful spells to fill in the gaps in the Sorcerer's spell list, while still having access to some decent offensive spells (mostly in the schools of Transmutation and Conjuration).
 

OR you could focus him on Divination, and give him the prohibited school Evocation. That way, you still have Illusions, Tranmutations and some good summoning spells. PLUS you'll migh be able to go loremaster, thus making you VERY knowledgeable and wise as well as a valuble asset your your group. That help?
 

As it happens, Clear Dragon, I will be playing a Gnome Wizard for the first time tonight.

I specialized in Illusion and ditched Enchantment. I'm planning on having him specialize in illusions (duh) and summoning. I'm well aware that the Summon Monster spells are rather underpowered for the most part. But what I'm hoping is that I can get some extra milage out of the summoned creatures by also casting illusions of similar creatures.

So, I could summon say, a dog. Dog bites the bad guy. Then if I cast an illusion of another dog the enemy will consider it a threat as well. Or I could do it the other way around and do the illusion first. Enemy discovers that it is only an illusion and is surprised when the other one bites him later.

I've also done what I can to have the character accentuate the abilities of the other party members too. I figure that I can use my summoned monsters to provide flanking opportunities for the Rogue/Fighter. I also took Mage Armor as a spell to help my AC but also to extend the life expectancy of our Monk.

Anyway, to address your situation, I wouldn't take Enchantment as your specialty school since the Sorceress is going that way. But I wouldn't take it as prohibited either. One of the advantages of having multiple Arcane casters in the same party is that you can swap scrolls and other magic items.

I'd say that dropping Evocation would be a fine choice. But I would never drop Transmutation. Way to many good spells in there.

Good luck and have fun.
 

Does it really matter? With stats like those, you're already god like. Do you know the chances of rolling two 18's in 4d6 drop one? .... Well, neither do I, but I bet it's something like 1 in 50,000.
 

I am playing a Human Diviner and I gave up Necromancy. I rarely cast spells that directly affect combat. I much prefer casting bull stregth on the barbarian!
 

Specialize as an Enchanter. Drop Evocations. I'm not a big fan given the restrictiveness of 3ed damage caps and the increase in average hit points of opponents, and you only have to lose one school. (The only spell you might seriously miss is magic missile, because of its force descriptor.) If in FR, pick up Spell Casting Prodigy then Spell Focus (Enchantment) at 3rd level. Between the spell focus and your attribute bonus, your first level spells will then have a DC 18. Go around not fighting things. Make your opponents henchmen fight for you. By higher levels, your enchantments are more potent than mere fireballs. Most creatures can handle a mere 35 points of damage and give as good as they got. Few creatures have a Will save high enough to reasonably resist DC's in the upper 20's.

Later, get the Chain Spell feat and maybe the Quicken Spell feat. Heighten spell is a possiblity. Extend spell might also be good. Greater Spell Focus if it is available. Against tougher monsters, do not underestimate the all powerful Mind Fog. By your higher levels, a Quickened Mind Fog followed by a sequence of your better enchantments will turn the average group of giants, 20th level fighters, etc. into your ....err.... playthings. And this is a goodness that just keeps on giving, unlike a fireball, which just leaves well roasted corpses.

You'll probably give your DM fits playing a character like that, because there are so many things you can do to short cut a module. If he's a DM worth his salt, he'll let you most of the time. It's not fair to punish players for creative play IMHO.

If the DM decides to never send anything at you but mindless creatures, load up the abjuration, transmutation, conjuration spells and wait for better 'climate'. You still have access to all the best support spells and there are some decent attack spells in conjuration.
 

Hejdun: I think you'd lose that bet. I think it is closer to 1:200.

Still, they are awfully good stats and I'd not accept them unless rolled in front of me. I've known too many to cheat, but I have seen that good several times.
 


Celebrim said:
Hejdun: I think you'd lose that bet. I think it is closer to 1:200.

Still, they are awfully good stats and I'd not accept them unless rolled in front of me. I've known too many to cheat, but I have seen that good several times.

Since the chances to get 18 with 4d6 (Discard lowest) are 1,62% (21/1296) the chances of getting more than one 18 in 6 rolls would be ~ 0,377%. That means ~ 1:265.

Close. :)

Edit: Typo
 
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