| Scott Williams 16 |
I am playing a wizard w/ the PFRPG rules and am about to advance to 3rd level. This is rather new for me, as I normally play meat sheilds and combat monsters. I would love any help or comments.
built on the epic scale Human wizard Str 7 dex 14 con 14 Int 20 wis 12 cha 10, Spell Focus (Conjuration), Augment Summoning, and Combat Casting. Our DM uses some house rules that allow extra feats for favored class at 1, 5, 10, 15, 20th.
| Scott Williams 16 |
What do you want to know? New spells, new feat, whether it's too soon to call yourself "spelldoom"?
All of the above. What will provide me with the most bang for buck. what will be most useful over the longest time, what spells look really great but do not stay that way. I am looking to fill as broad a role as I can. The last time I played a wizard was 2nd edition and having run them as a DM, they died far to quickly. Sorry to post so late just got back from work!
| Quandary |
You're obviously focused on Summoning, which I dislike personally, but if you're going for that you'll obviously be wanting some of those spells. Actually, a defensive spell that synergizes extremely well with Summoning would be Invisibility, since you can Summon creatures without breaking Invisibility, negating the comparative benefit of Greater Invis. but at lower Spell Level. Holding out for Greater Invis. or Invisibility Sphere in the name of "Efficiency/Durability" MAY still be attractive, but straight Invis seems to offer alot for a Summoner.
Other than that, useful spells that don't fall flat at later levels might be:
Web (reduces somewhat as Opponents' Saves/STR increase, but still useful), Mirror Image (very useful), Scorching Ray (easily competitive w/ Fireball especially w/ Metamagic), See Invisible and/or Glitterdust (self explanatory) , False Life (who doesn't like Temp HPs?), and Locate Object (you seem to be concerned mostly with combat type issues, but it can often let you avoid pointless combats in the first place, or better prepare for them. As a plus, it doesn't allow a Save, so it can function as a limited Locate Person if they don't have specific anti-Divination protection and you're familiar with a piece of Equipment they're likely using/wearing.)
That help?
| DM_Blake |
I'm also conjuror specialized in the campaign where I'm playing a 4th level wizard.
Spell Focus (Conjuration) is a weak choice, since there are so few conjuration spells that allow a target a save.
Except, it's a prerequisite for Augment Summoning which just might be the best feat in the game for anyone who wants to summon critters to do their fighting for them.
I hope you didn't burn enchantment as an opposition school. There are a great many good enchantment spells that can eliminate opponents from the fight entirely. Sleep is an example, and Deep Slumber, and many others.
Famailar or bonded item?
If you picked a bonded item, don't forget that it can cast any spell you know, even if you didn't prepare that spell, so you can learn spells like glitterdust or see invisible, or other utility spells that you hardly ever need, but you won't have to prepare all of those rare utility spells each morning. Just prepare the stuff you use the most and allow your bonded item to cast the rare stuff as needed (just hope you don't ever need the rare stuff twice in one day - but if you do, it's almost a certainty that you wouldn't have prepared two of that spell anyway, so you're not out anything).
Consider making your own wands. Or at least scrolls. No need to prepare identify if you made a handful of scrolls while you were in town, so you can use that slot for another magic missile, or Summon Monster I, or whatever. Likewise with shield, or Bull's Strength, or whatver.
And don't forget that your special AC bonus for Conjuration school does not stack with Mage Armor, so just use the conjuration bonus and save your 1st level slots (don't memorize Mage Armor since it's not worth it for just one or two points of AC above your specialization bonus).
But Shield stacks, so always have that on hand, prepared, wand, or scrolls.
If you use the splat books, there are Reserve feats that are really quite nice (Complete Arcane, I think) that make your summoned creatures even more useful. Look into that if your DM will allow them.
Keep your own monster manual handy, for all the stuff you summon. Once you get Augment Summoning, make sure to update the entries (I put post-it notes over them with the new stats) to reflect their increased stats.
Don't underestimate the power of Lantern Archons (Summon Monster IV). You can't summon them yet, but when you reach 7th level, put those little guys at the top of your list, 1st choice to summon almost any time you cast Summon Monster IV.
That's about it from me. The rest is just generic mage stuff that everyone knows.