
Diffan |
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I'm going to be starting a new campaign soon for which I'll be creating a 3rd level wizard for. I'm going to specialize in Conjuration and summoning (don't like the Summoner class) but I'm not seeing many items that specifically help the Conjurer. I'm pretty sure we'll be allowed to obtain items from the Magic Item Compendium and possibly other sources per DM approval. So is there anything really useful or interesting for this speciality or Wizards in general (aside from the normal +2 Headband of Int, Rings of prot., amulet of nat. prot.) since I've never actually played a wizard-class before?

Ragadolf |

There is a charm (Charm of the uncaring archmage?) (Not certain of the name) But 1/day it allows you to cast a full round casting time spell as a standard action. Invaluable for any Wiz wanting to bring in summons quickly.
And I'm rusty on the 'Charm' rules, but they are fairly cheap, and I believe you can wear more than one at a time?

Diffan |

Thanks for the replies. I'll check out the Charms, and I can see why that one is pretty good, as I never saw Summon spells being 1 full-round *ouch*.
I looked for the Varisian totems in the Adventurer's Armory but couldn't find them. Do you know the page they're on or possible another supplement? Did see the Ring of Mighty Summons and that's definitly on my wish-list. Thanks for the suggestions.
@ Akeaka, a lesser rod of Extend does sound promising and a good idea to boot! As for the Teleportation sub-school, I'm not sure about. I love the idea of jaunting around the battle field but I also like to have handy the Acid Dart. Is the teleportation ability that much better?

Tiny Coffee Golem |

Is the teleportation ability that much better?
Acid dart pales in comparison to the teleport school power. and it only gets better with level.
Teleport 5' per two levels as a swift action. The trick to being a live mage is to not be where the damage is happening, not doing 1d6+1/2levels acid damage.

Cheapy |

Diffan wrote:Is the teleportation ability that much better?Acid dart pales in comparison to the teleport school power. and it only gets better with level.
Teleport 5' per two levels as a swift action. The trick to being a live mage is to not be where the damage is happening, not doing 1d6+1/2levels acid damage.
Do note that you won't be able to take any actions after using that teleport, but it does exist.

Diffan |

Good suggestions, Teleport Sub-School it is. I think I get hung up on wanting so many options and entertain the idea of doing direct damage, even with it's relatively small in comparison.
As for feats, I was going by the Summoning Handbook (v3.5) and they had a lot of good ideas, but I did see the Feat Cloudy Conjuration was skipped. I figured this was a pretty decent feat as it automatically sickens any adjacent creature to the summoned spell (including the Caltrops spell...)
Also, I'm entertaining the thought of buffing up my Familiar through feats and spells such as Combat Familiar (PH2), Lurking Familiar (PH2), and Improved Familiar. Is this option any good or should I think better of it?

Cheapy |

Eh, not worth it to focus on the familiar :)
Check out the Arcane Bond. It's really sweet if you choose a ring or amulet.
You get an extra spell per day of any spell level, and (more importantly), you can enchant the item as if you possessed the item creation feat once you meet the level required for that feat.
So for an amulet, you could enchant it without Craft Wondrous Item at level 3, and for a ring, at level 7.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Do note that you won't be able to take any actions after using that teleport, but it does exist.Diffan wrote:Is the teleportation ability that much better?Acid dart pales in comparison to the teleport school power. and it only gets better with level.
Teleport 5' per two levels as a swift action. The trick to being a live mage is to not be where the damage is happening, not doing 1d6+1/2levels acid damage.
Correct. Teleport is best saved as your last action.
move positions (move action)
Cast spell (standard action)
Teleport away (swift action)

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As most of the best conjuration spells are save or suck I would recommend the lesser persistent metamagic rod from the APG. Save again if you succeed on a save and take the second roll on any 3rd or lower targeted or area spell for 9K (note APG price errata). So all the top conjuration and control spells including Glitterdust, Slow, Create pit, Grease, Stinking Cloud, Sleet Storm, Hideous Laughter, Ray of Exhaustion, Flaming Sphere, and if you like direct damage then similar for fireball, lightning bolt, etc.
Feats include: Improved Initiative, Augment Summoning, Spell Focus Conjuration.

Diffan |

As most of the best conjuration spells are save or suck I would recommend the lesser persistent metamagic rod from the APG. Save again if you succeed on a save and take the second roll on any 3rd or lower targeted or area spell for 9K (note APG price errata). So all the top conjuration and control spells including Glitterdust, Slow, Create pit, Grease, Stinking Cloud, Sleet Storm, Hideous Laughter, Ray of Exhaustion, Flaming Sphere, and if you like direct damage then similar for fireball, lightning bolt, etc.
Feats include: Improved Initiative, Augment Summoning, Spell Focus Conjuration.
For the feats, Augment Summon/SF (Conj) are pretty much a given. I do like Summon Elemental [Reserve Feat], Acid Splatter [Reserve Feat], and Cloudy Conjuration. There's another metamagic feat that allows for casting a buff spell on a target Conjured creature in the same round. So I could cast Summon Monster II, then with a swift action, cast a buff spell like Cat's Grace, Bull's Strength, etc....Imbued Summoning I think it was.