building a 9th lvl wizard and need some tips


Advice


Im not so good with spell casters and Im pretty sure this wizard is going to be fighting lots of fighters and rangers. Im wondering what spells would be most advantageous to have and what gear to look into. Any advice would rock!


Lots of will save spells, other ones that remove/disable work well as well, have had a lot of use lately with the create pit spells, black tentacles, slow, summons, invisibility, flying.

Silver Crusade

First off, what's the party composition like? Depending on what you have with you, you could branch off into a lot of things.

I'm not particularly familiar with arcane spells, as I'm more of a Divine caster, but what Choant said makes sense. If there's lots of fighters and rangers, you might want to make summons a priority, if only to keep them preoccupied with something. Control is always nice, too. With rangers/fighters, you don't want too many Dex-DC/negate spells...the sorcerer in my campaign is finding that rather frustrating with his fireball-type spells.

As for gear, you'll want some Bracers of Armor. They are nearly essential for casters with limited armor options, as they don't invoke spell failure. Anything else to help buff up on the AC aspect is nice, but if you want some fluff, grab a necklace of fireballs. Dangerous as all hell, but great fun/backup for spells. Scrolls and wands are you friends. Remember that.

Another suggestion is to skip the Wizard and go for a Sorcerer. Not as much of a generalist, but they have a niche. And they're very good at it. The bloodlines are great. IMHO, they are superior to Wizards. But the same rules apply to either class.

Dark Archive

Not too different from a standard "god" wizard build really. See Treantmonks guide to wizards as a good intro.

You could pick out that both Fighters and Rangers have good Fortitude saves, and Rangers have good reflex saves too. So spells that target Will are slightly favored.

Both have lots of HP and Rangers have evasion so direct damage spells aren't going to help you much. You will want spells that dissuade them from getting up close and personal or that help your party stop that or that reduce their ability to inflict harm.

Get used to spells that powers up or speeds up your side, powers down or slows down the enemy or that just puts them on hold for a while until you are ready to deal with them.

If lots of archer rangers that might affect your defensive spells and you will also want a selection of medium or possibly long range spells to target distant archers.

Also Rangers and Fighters aren't likely to have decent spell like capability or be able to fly so that might affect your spell choice.

A key decision for you is whether you like summons and are prepared to put in the extra homework to learn all the summoned creatures and which is best for a given situation - or whether to go straight caster?

A safe bet is an Elf Wizard, Conjuration specialist, possibly teleportation school (APG). Opposition schools likely chosen from necromancy, enchantment, evocation. A Sorceror might be easier if you are new to wizarding.

Spell choices:
1st: Burning hands, Grease, Mage Armor, Shield, Obscuring mist, prot evil (mainly used for extra saves on your confused buddies), silent image, vanish. Possibly: enlarge person if you have a friendly fighter to cast it on, summon monster if you like summons

2nd: Create Pit, Flaming Sphere, Glitterdust, Mirror Image, Protection from Arrows, Invisibility. Possibly Bears Endurance

3rd: Haste, Slow, Stinking cloud, Fly, Phantom steed

4th: Black tentacles, Stone Shape, Wandering Star Motes, Wall of Ice, Dimension Door

5th: Hungry Pit, Teleport, Wall of Force or Stone, Overland Flight, Telekinesis

Items (we did this a few days ago though slightly different focus) see here


Both Burning Disarm and Break are nice.


Derper wrote:
Im not so good with spell casters and Im pretty sure this wizard is going to be fighting lots of fighters and rangers. Im wondering what spells would be most advantageous to have and what gear to look into. Any advice would rock!

I suggest increasing your int as high as possible. Also check out treantmonks guide to wizards.


Burning Disarm is in which book?


Um... Pathfinder Chronicles - Cheliax: Empire of Devils.

Liberty's Edge

This may be a different approach, but also focus on Con. Your wizard/ Sorceror type is guarenteed to get hit, especially by enemy archers. The trick here is to have loads of hitpoints so one lucky crit doesn't end your day. 2 good spells for survival purposes here are False Life and Vampiric Touch. If you know for certain you will be dealing with a majority of Fighter/Ranger types consider enchantment school. Dominate Person and suddenly your enemies are your allies. Tasha's Hideous laughter is also pretty awesome, but you'll need to make sure you've boned up on all of the languages you'll encounter. Also, whenever I hear the term Ranger I think arrows are going to be shot at my knees, so a wand of protection from arrows actuallys sounds like a good investment. If you manage to get the Staff-like Wand feat @ 11th level you'll be able to get a ton of milage out of your wands. Finally, even if your oposition school is necromancy, learn and make scrolls of command undead. You will encounter undead. This is a fact in every module or adventure path in existence. You may not encounter many, you may only ever encounter 1, but having this spell as a scroll in your posession at the very least gives you a chance of turning a bad situation around in a hurry. I think I should note that I'm not "Pro Necromancy" or anything, I've just found a few of its spells exceptionally useful.

RPG Superstar 2012 Top 16

Never buy Bracers of Armor. It costs 16000 gp for a pair that match casting Mage Armor. You can get tons of other AC buffs for that amount of money. Bracers of Armor are something you either find in game or pick up after you've gotten your Ring of Prot +5 and Amulet of Nat Armor +5...and your Dex+6 stat booster.

Oh, and the Mithral buckler +5 on your off hand.

Spells are as above. Exploit low will saves, not so great reflex saves. Stay away from most damage spells, except as big opening or closing shots. You want stuff that incapacitates and slows them down, and other spells which give them things to fight besides you, and/or remove you from their attention.

Note that occupying the attention of a fighter or two for a couple rounds is essentially 'tanking', and isn't a bad use of your time. Better if you can do it outside their threat range and inflict something upon them in return, however.

A Ring of Wizardry and Pearls of Power might really help you with constant spells. Against Fighters, Grease is a good friend.

==Aelryinth


Ceremonial Silk Robe Armor and Mithral Buckler together are good things.


Abraham spalding wrote:
Ceremonial Silk Robe Armor and Mithral Buckler together are good things.

Where is the ceremonial silk robe?


It's in ultimate combat: Silken Ceremonial Armor

Dark Archive

Abraham spalding wrote:
It's in ultimate combat: Silken Ceremonial Armor

Why the silken armor rather than the lighter Haramaki?


Personal Preference. I like robes more than belly warmers made of metal.

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