
Kristov1 |

We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?

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We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?
Evocation is cosidered by many a weak scool of magic. Transmutation, Conjuration, and Necromancy(IMO anyway) are usually thought of as the best schools.
I suggest spells like color spray and sleep at low levels.
If you have a lot of spells that have saving throws(like Evocation, Enchantment, and Illusion spells) make INT your highest stat. If you plan on being a ray specialist(scoching ray, ray of enfeeblement, disintegrate) you'll want you DEX to be pretty high to. Taking the toughness feat can give a few more hit points. If wizard is you favored class that's a extra hit point or skill point for you.
As for weapons? Most people will tell you to stay away from combat. But a level of barbarian, fighter, ranger, or paladin and 5 levels of wizard are all you need to qualify for Eldritch Knight. Don't forget about Arcane Archer if you choose to be an elf or half-elven.
Rats gives you a bonus to Fort saves(which makes it easier to resist certain poisons and spells), weasels give you a bonus to reflex saves(to help to avoid traps, spells, and breath weapons better), then you need to also look at cat, monkey(who doesn't want a monkey delivering touch spells?), owl, hawk, raven(talk to your familiar, and have him spy for you at higher levels), and toad(for an extra 3 hit points).
But a Bonded Items can help you out if you go Eldrich Knight or Arcan Archer.[/rant]

gigglestick |

We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?
I think that Evocation sounds like your game. There are lots of ways to play wizards, but if you want to be the point and shoot guy, this isn't bad. Take a damage dealing cantrip for the starting levels and you'll get a blasting attack every turn. Minimal dmaage, but still cool.
OR you could pick a bloodline sorceror for more shooty goodness.
Either way, wizards have a lot of good defensive/ boosting spells that can make them useful in combat.
For starting FEATS, I like Toughness for wizards, and the PF version is even better. Or, Point Blank Shot for those Cantrip attacks (+1 to hit and damage at 30' or less...easier to make those Acid Spash attacks and adding +1 Damage to a 1d3 attack is a 33% increase!)
Personally, I never liked the Metamagic Feats, so I can't advise you there. But PF wizards are now VERY cool without being overpowered.

dulsin |

Low level for wizards is like visiting the dentist. You know you have to do it but no one enjoys it.
Understand that you will only have three serious spells that you can use to affect the game. Your mage armor will only last an hour and any evocation spells will at most 5-6 points of damage. The warriors will be doing x2 that every round and you only get to do it 3 times so why bother?
Look for spells that will disable or affect multiple opponents. My favorite is Color Spray but Sleep is another good one.
Figure out what PRC you like and tailor your character for it early. If you want to go pure spell caster the lore master is nice but if you want to be more hands on the Eldrich Knight is better.
If you start as an Elf fighter and take precise shot at level 1 you will have many good options for tailoring your character's progression. That way you are set to go Eldrich knight or arcane archer.
What ever you decide take the feat Precise shot. It will allow you to be a second rate archer when your spells are gone and will be a huge advantage when you get serious ray spells later in life.

Ughbash |
Color Spray rocks.... I would hesitate on sleep since it is a full round casting rather than a standard action.
My personal choice is Con over Dex, but IQ is FAR the most important.
Race is either Human or Elven, either way you go with a +2 int. I prefer Human to Elven in part because I detest the -2 con for Elf. The extra feat can be good also.
I tend to like universalist wizards for the multitide of options, however diviner is also a decent choice due to their boost for initiative and always being able to act in the suprise round. That ability means you can get a buff or debuff up during the suprise round which can be a great blessing.

DeathQuaker RPG Superstar 2015 Top 8 |

I try to look at builds from FIRST, what build would be fun for you, and THEN try to optimize that to some degree, rather than just build what is the "most powerful."
If playing a blasty, shooty wizard sounds fun to you, then sure, go for an elven evoker. In that case, build off the strengths of that and go with what should already be a naturally high Int and Dex, and carry around a bow with you. I wouldn't put your lowest stat in Con--let it be at least average (which might mean sacrificing a 12 in Con that it becomes 10). Dying at less than -10 HP sucks. You want to build this kind of character toward never getting in melee--this is going to be the ultimate ranged support kind of character, standing behind your tanks and delivering explodey death from the back row.
I'd ban say, Enchantment and Necromancy? You can still play with heads via Illusions if you need to, and you'll want Abjuration and Transmutation to buff yourself and others and keep yourself out of harm's way while you continue to blast away at the enemy.
At low levels, your evoker will have force missiles in addition to your regular spells which will keep your character contributing to dealing damage in combat for awhile--even at first level with a high int, that's 6 or 7 extra magic missiles a day, basically. That right there should allay some fears of losing effectiveness early at low levels.
Keep your longbow for backup, and when your magic damage or protections aren't helping, just do your best to stay back and shoot. An elf's high dex will help you keep delivering. Non-magic feats should definitely go to Point Blank and then Precise Shot.
Outside of combat, your skills (learn a knowledge or two, especially if you don't have a bard) and a divination spell or two should come in handy. I'd almost always have Detect Magic prepared so you can cast it at will, which should definitely come in handy.
Prepping for high levels, I really don't know how well it works in practice yet, but you could always try out Arcane Archer. That would go well with the shooty elven blaster, especially now that Arcane Archers still get increases in spellcasting. You could have fun with Imbuing Arrows with spells particularly with an evoker build. (Just be careful that if you pull up the evoker class's elemental wall once you have it, don't let that eat your arrows if you fire them)
I think both familiars and bonded items can be useful, but with this build I'd definitely go with the bonded item. It not only fits thematically--especially if you decide to go with arcane archer, pick a bow for the item--but being able to cast spells via your item will be very useful for a blaster caster, as you can never have too many spells to fire off.
If you don't like the elven archer evoker idea, or decide you want to go a different tack, the aforementioned Transmuter or Conjurer would both be solid, and be useful from low to high levels. In both cases I'd go human wizard. Just as the Evoker has the Force Missiles, those classes have some neat backup ranged attacks (Telekinetic Fist and the Acid Dart). Although you might go with a higher Con this time around, bear in mind that both of those abilities--and other spells you pick up--will require a RANGED touch attack, so you don't want a Dex that sucks, especially at low levels, because you'll be falling back on those when you aren't able to just cast your regular spells all day.
If you don't have strong melee support, I might go Transmuter. Eventually you'll be getting some shapeshifting, and at early levels you'll be getting that enhancement bonus to an ability which is nice and might help you survive a little better if you end up stuck in melee. At low levels you'll probably be falling back on your Telekinetic Fist when you need to, as your low level transmutation spells are more for buffing or performing party support outside of combat. Using Expeditious Retreat to boost your and your party members' speed, or Enlarging your tanks will be helpful.
The Conjurer OTOH is nice and versatile; one thing to remember is they are very helpful, but if you plan to summon a lot of monsters, you might want to keep stats of typically summoned monsters on hand. Summoning spells will probably be best for low levels--swarm the enemy with critters. If you are going to use a lot of summoned monsters, however, remember that those take a full round to summon, and if you take damage during that round, your spell might fizzle if you fail a Concentration, so learn to be good at defensive casting and/or get that Int REALLY high ASAP to boost your chances to survive a hit.
I'd choose a familiar if you know you want to cast a good number of spells with a touch range. Or if you need the skill boost. Otherwise, I'd go with bonded item. Although a summoning Conjurer seems like they should have a familiar just because. :)

dulsin |

You don't gain any extra armor use but your EK levels count as fighters for access to fighter only feats, Your BAB is a full point per level, and hit points are d10s.
With those extra attack bonuses you will be deadly accurate with all touch and range touch spells. Plus have enough hps to tangle with bad guys up-close while you play with your touch spells.
Pick up a Mithral chain shirt and you will be able to ignore most of the Arcane spell failure and have a decent AC.

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Is the archmage no longer a good prestiege class? I thought it was the big choice for wizards?
Also, does Eldritch Knight get any ability to wear "armor" without arcane spell failure percentages or is it just a guy who gives up spells to be better wielding a sword?
Archmage is now just a fancy title that you give any mage who's powerful enough to rip your house, or your local mountain off of it's roots. the PrC was removed from Pathfinder :)
By itself, the Eldritch Knight gets no help from arcane spell failure but you do get the option of taking the relevant feats such as Arcane Armor Training which lets you reduce the failure chance at the cost of a swift action. From what I can see outside of the first level of the class, he's not giving up on any spells.

DeathQuaker RPG Superstar 2015 Top 8 |

You say it was removed from Pathfinder - where can I find this list of things "removed" from Pathfinder?
I thought Pathfinders big claim to fame was that you could still use all your old books or some such.
Some Prestige Classes that were in Core 3.5 are not in Core Pathfinder (IIRC they include Archmage, Hierophant, Dwarven Defender, Horizon Walker, and Thaumaturge). Some of those are because some abilities of the PrCs are now folded into other core abilities or features (frex, the Horizon Walker's terrain mastery is now made moot more or less by a similar Ranger class ability). Some I think they felt they couldn't answer the balance challenges (or perhaps they are withholding the builds for the Advanced Player's Guide). There might be other reasons I am not aware of. As far as I can tell, the only things removed from PSRD were these PrCs.
HOWEVER, the handy-dandy conversion guide (here: http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinder RPG/v5748btpy89m6) describes how to convert 3.5 PrCs to Pathfinder, so if you wanted to use the Archmage--or indeed a PrC from a non-SRD source--you should be able to following those guidelines and of course with your GM's permission.
Hopefully that answers both of your concerns. :)

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We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?
I would suggest that ninja-isation of the class is the way to go. The application of A 'Ninja' Template would provide you with a Wizard who applies magic missile to his throwing stars and sleep to his blowgun. While this might seem out of place for both the setting and the class, I can assure you that it is viable.
Even as a 'cultist-assassin' your first level wizard will be better off. Shruiken serve well as ranged missile weapons in a combat situation. Spells become first strike systems - Sleep is cast on a room before the door is opened. Shruiken tweaked with the instantaneous hit of a 'magic missile' overlay will allow you to devastate opponents psychologically. Dexterity, intelligence, and charisma become viable areas of interest.

Kristov1 |

Ok another question concerning level 1 wizard spell Summon Monster:
Ok - I normally never use Summon Monster spells, but for 1st level - Summon Monster 1:
Lasts 1 round
Appears on casters turn and acts immediately
Does this mean it appears, attacks and gets to attack again on my next round? Or does it just last the single round in which I cast it and then it disappears.
Basically, very specifically, how will this spell work for my level 1 wizard.
Thanks for all the help!

Dave Young 992 |

Ok another question concerning level 1 wizard spell Summon Monster:
Ok - I normally never use Summon Monster spells, but for 1st level - Summon Monster 1:
Lasts 1 round
Appears on casters turn and acts immediatelyDoes this mean it appears, attacks and gets to attack again on my next round? Or does it just last the single round in which I cast it and then it disappears.
Basically, very specifically, how will this spell work for my level 1 wizard.
Thanks for all the help!
It only lasts for the round in which you cast it at first level. It's not great at first level, but can be used to help an ally get a flanking bonus for one round. Much better at higher levels. You might consider taking grease, instead, until you've leveled up.

Dredan |

We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?
Honestly I play a wizard in a Pathfinder campaign, and each school has some cool unique stuff, however, I believe IMO that the Universal school is the way to go..why? All of your spell DC's go up +2 at 20th level, and +4 to your DC to your caster level, plus at 8th level you can apply any metamagic you know without increasing the spell level, how many times did you need a quickened spell or maximize spell to get out of sticky situations. Plus Universal wizard can cast ALL spells and isn't restricted. Your a wizard why restrict yourself, if you like restrictions and want to blast stuff...become a sorcerer.

meatrace |

Honestly I play a wizard in a Pathfinder campaign, and each school has some cool unique stuff, however, I believe IMO that the Universal school is the way to go..why? All of your spell DC's go up +2 at 20th level, and +4 to your DC to your caster level, plus at 8th level you can apply any metamagic you know without increasing the spell level, how many times did you need a quickened spell or maximize spell to get out of sticky situations. Plus Universal wizard can cast ALL spells and isn't restricted. Your a wizard why restrict yourself, if you like restrictions and want to blast stuff...become a sorcerer.
I don't think people should choose a class, which is inferior at almost all levels, because it becomes adequate or even powerful at 20th. He doesn't know he'll even get to 20th he's asking about a low level wizard.
But regardless of what school you pick or none at all I wouldn't be caught dead without Color Spray and Grease memorized. Monster summoning is better in 3.P than previous editions but it's still not really worth it until lvl 5 (SMIII) and beyond and even then takes some creative finessing to shine. Evocation is kind of weak and I do want to echo the statement that if you want to play a blaster be a sorcerer.
Also familiars still kind of stink, whereas a bonded item is very useful and moreso for a universal wizard.

Kristov1 |

Honestly, in my literally 20-some-odd years of playing Dungeons and Dragons on and off we have never been to max level for any significant amount of time.
All of the games I have really ever played in start at level 1 and hopefully make it to 15-18 before we move on to a new game.
That being said, my concerns are how powerful I am levels 1-10ish since that is a reasonable expectation.
I dont want to suck for like 6 months (actual play time) under the idea that if the campaign lasted a year or two id actually be awesome.
Im still confused about the above Conjuration monster summoning I mentioned earlier as someone mentioned it showing up the next round which isnt what the spell says and someone else mentioned it only stays around for the round i summoned it in (which are contradicting posts?)

Brian Kovich |

Monster summoning is better in 3.P than previous editions but it's still not really worth it until lvl 5 (SMIII) and beyond and even then takes some creative finessing to shine.
1st level Human Conjurer - summons last 1 additional round. Spell focus (conjuration), Augment Summoning - Summoned monsters gain +4 str and +4 con.
augmented Riding dog;
Init +2 AC 13 HP 15 F +7 R +5 W +1 BAB +1 CMB +5 CMD 17(21 vs. trip) bite +5 (1d6+5 plus trip)
1st level +5 to hit for 6-11 damage + trip, for two rounds. SM I is quite usable.
Just saying....
Brian

tejón RPG Superstar 2010 Top 16 |

Im still confused about the above Conjuration monster summoning I mentioned earlier as someone mentioned it showing up the next round which isnt what the spell says and someone else mentioned it only stays around for the round i summoned it in (which are contradicting posts?)
The casting time of the spell is 1 round. That means the spell isn't done being cast until the beginning of the round after you start casting it (and you are vulnerable to disruption the whole time).
Once the spell goes off, the effect text applies... the creature acts immediately on your turn. It's just not the same turn in which you decided to cast the spell. :)

Brett Blackwell |

Summon Monster at 1st level generally isn't that spectacular... kinda like Magic Missile (for that whole 1d4+1 damage).
I will go against the grain a little and suggest picking up leather armor at 1st level. Sure, the AC bonus isn't as much as Mage Armor, but it lasts all day instead of just 1 hour. With only a 10% spell failure, that means only around 1 out of 10 spells will fail. Once you get to 3 or 4th level then you can drop it for Mage Armor (or preferably and Extended Mage Armor). My experience is that a 1-2 hour Mage Armor just isn't worth it when you consider an 8-hour adventuring day (unless your group has all their encounters close together).
I've always been personally fond of transmutation and conjuration specialists, though I usually find a way to shorten the Summon Monster spells to standard actions instead of full-round casting. Evocation just doesn't do much for me because the damage doesn't scale well with monster HP. Between saving throws, energy resistance, etc. direct damage spells become sub-par very quickly.
I'm still having a really hard time justifying a familiar over a bonded object. I know some recommend letting them use magical items and such, but for some reason that seems a little "cheesy" to me and I just can't bring myself to do that.

tejón RPG Superstar 2010 Top 16 |

I'm still having a really hard time justifying a familiar over a bonded object. I know some recommend letting them use magical items and such, but for some reason that seems a little "cheesy" to me and I just can't bring myself to do that.
I've house ruled familiars to allow them to perform some or all of spellcasting for you once a day. It has to be a spell which is available to you (memorized, or you have an appropriate unspent slot) and it is expended as normal. Either you or the familiar has to perform each of the three components, but you can mix and match (e.g. familiar does V/S and you do M). The familiar is the origin point of the spell, but the share spells familiar ability works both ways so it can put a personal spell on you if you're physically in contact. You must be within range of your empathic link, it must be active (not suppressed in any way), and you must both be conscious.
On the flip side, I allow a bonded item to replace any non-costly material focus (note that Eschew Materials does not do this). This was someone else's suggestion here, and I wish I could remember whose so I could give credit. :)

Charles Evans 25 |
Kristov1 wrote:Honestly I play a wizard in a Pathfinder campaign, and each school has some cool unique stuff, however, I believe IMO that the Universal school is the way to go..why? All of your spell DC's go up +2 at 20th level, and +4 to your DC to your caster level, plus at 8th level you can apply any metamagic you know without increasing the spell level, how many times did you need a quickened spell or maximize spell to get out of sticky situations. Plus Universal wizard can cast ALL spells and isn't restricted. Your a wizard why restrict yourself, if you like restrictions and want to blast stuff...become a sorcerer.We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?
(Edited for link)
Sadly the generalist wizard capstone (20th level ability) did not transition from the Beta to the PFRPG core book. There has been some discussion on this subject on at least one other thread (*link*) on this forum. Several of the sorcerer bloodlines (arcane, fey, infernal, I think) are the way to go if you're looking at maximising save DCs of at least some of your spells.
Khezial Tahr |

Since you spend more time at lower levels than higher ones (if you get there) don't overlook some of the low level spells like sleep. Yeah it has a limited shelf life. But during that time it is potent.
If your dex is good, take some thrown weapons or bows. Helps you keep your distance better. I've seen some wield spears instead of a staff. I guess that's pure choice.

dulsin |

I would do an Aberrant Sorcerer starting with chill touch and color spray.
When you hit level 3 you can extend your reach 5'. Standing behind the fighter you can safely tag the opponents.
Then Ghoul touch at level 2 and Vampiric touch at level 3. by level 17 you can safely touch anyone within 20' of you.
If you want to be a blaster consider a gold-dragon bloodline. Burning hands, scorching ray, fireball all at +1 damage per die. Claws, Natural armor, wings, and a breath attack to look forward to.
If you want to give up some caster progression the Dragon Disciple gives more natural armor, serious stat bonuses, and d12 hit points. All that and you still gain the cheese from the Sorcerer bloodline.

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Low level for wizards is like visiting the dentist. You know you have to do it but no one enjoys it.
I'd suggest you ignore comments like this. Playing a low level wizard is great fun and a good challenge.
Start by thinking of a personality and outlook. That may help in specialisation. Someone above suggested transmutation, good call. Illusion can also be really fun. Drop, maybe enchantment and Necromancy, but base it on whether you're character is outgoing, quiet, charismatic (or thinks he/she is!) etc.
Max your INT to get the extra spell. In 3.5 I'd have said next stat for Con but with the PF increase to D6 hp's, put it on Dex. It then helps ranged touch spells, which are very effective and touch AC's are low. Also helps your AC.
Don't make the mistake of thinking you just need offensive spells. Sure take something like Colour Spray, but also take the opportunity to pick non/less offensive spells at each level too, both defensive and general use. Grease is a good one for supporting fighters, if the enemy can't stand up the fighters love it! Feather fall can also keep you alive.
Sure your options can appear limited, but look at the spell descriptions and think how you might use them in a game RPing situation, especially if they support your character idea.
Let the fighters do the fighting and prove your worth in the support of them and the roleplaying. Have fun with it, it really is rewarding if done right.
Lewis.

Argothe |

Originally I was considering Evocation because really who does not like to blow things up.
Evocation is a weak choice. Direct damage magic is underpowered relative to physical attacks, your party fighter will always outdamage your spells, and is far less effective than Save or Suck style spells - it is much better to take multiple targets out of a fight without killing them than it is to deal a small amount of damage. I would suggest Conjuration, Necromancy or Divination.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
Conjuration would be my first choice.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
Max your Int; get it as high as you can. Your casting ability modifier affects saving throws and you really want those to be as high as possible. As for Dex vs Con both are valid choices, however, since you will probably play an Elf you will be virtually railroaded into going the higher Dex route.
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Pick up a bow and stay out of melee unless you went with a Necromancer or a Transmuter. If you go with a Conjurer and you maxed out your Int you will get enough uses of Acid Dart to get you through most days and if you run out of those your Level 0 ranged touch attacks will still probably be more reliable as they ignore armor.
Any familiar worth taking or are the bonded items the obvious way to go?
Bonded item. All the way. The ability to toss out any spell you could normally cast once per day is just too good to pass up.

tejón RPG Superstar 2010 Top 16 |

If you want to be a blaster consider a gold-dragon bloodline. Burning hands, scorching ray, fireball all at +1 damage per die.
Speaking of which. Is anyone else a little bit miffed that the dragon sorcerer is patently superior to the evocation wizard?
I'm thinking about buffing Intense Spells to +1/level.

dulsin |

dulsin wrote:If you want to be a blaster consider a gold-dragon bloodline. Burning hands, scorching ray, fireball all at +1 damage per die.Speaking of which. Is anyone else a little bit miffed that the dragon sorcerer is patently superior to the evocation wizard?
I'm thinking about buffing Intense Spells to +1/level.
The evocation wizard is just more versitile.
Level 10 wizard (evocer)
Burning hands +5
Scorching ray +5
FB +5
Wall of fire +5
Magic Missile +5
Cone of Cold +5
Level 10 Sorcerer (fire)
Burning hands +5
Scorching ray +8
FB +10 damage
Wall of fire +2
Magic Missile +0
cone of Cold +0

Funkytrip |

I had a wizard question too. Currently I'm level 10 and have an INT of 21. I know that a minmaxed wiz can have an INT much higher, but I was wondering if 21 will still cut it as an average value for a lvl 10. Our DM is pretty tough on stat-increasal and made some houserules to restrict it. There are no restrictions on pumping saving throws tho, so I'm afraid that at higher levels I will have difficulties getting opponents to fail their saves, since I assume that at higher levels they're balanced for a higher INT than say 22 for a lvl 13 or 14 wizard.

Ughbash |
Honestly I play a wizard in a Pathfinder campaign, and each school has some cool unique stuff, however, I believe IMO that the Universal school is the way to go..why? All of your spell DC's go up +2 at 20th level, and +4 to your DC to your caster level, plus at 8th level you can apply any metamagic you know without increasing the spell level, how many times did you need a quickened spell or maximize spell to get out of sticky situations. Plus Universal wizard can cast ALL spells and isn't restricted. Your a wizard why restrict yourself, if you like restrictions and want to blast stuff...become a sorcerer.
In beta this was definitely true, how Universalist did loose a lot when Final rules came out.
They no longer get the capstone ability. Their metamagic ability can no longer cast higher level spells then that coudl normally (for example at 8th level you could only quicken a first level spell, not a fourth).
They are STILL a very viable option but a specialist CAN cast spells from opposed colleges (it just costs 2 spells to cast 1).

Ughbash |
I had a wizard question too. Currently I'm level 10 and have an INT of 21. I know that a minmaxed wiz can have an INT much higher, but I was wondering if 21 will still cut it as an average value for a lvl 10. Our DM is pretty tough on stat-increasal and made some houserules to restrict it. There are no restrictions on pumping saving throws tho, so I'm afraid that at higher levels I will have difficulties getting opponents to fail their saves, since I assume that at higher levels they're balanced for a higher INT than say 22 for a lvl 13 or 14 wizard.
When possible pick spells that do not allow for saving throws. Your int is not THAT low. At 10 without magic items you would have a 22 tops (starting with 20 and 2 level increases).
Depending on your GM you may want to take Craft Wondrous items. Then unless his "hosuerules" stop it you could make your own +int gear and books.

eric warren |
Your limited spell capability at low levels requires a defensive style of play. Make sure you have a range weapon you are proficient with (bow) for most battles and save you spells for important encounters. Make sure you have a few tank types in your party to hide behind.
From a role-play perspective consider using your intelligence to convince the tanks how vital you are or to sooth their egos so they put up with you until you are more useful....
We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.
What advice can you offer that would help me make him "effective" during his early career.
Originally I was considering Evocation because really who does not like to blow things up.
I did read another thread that mentions Conjuration as being quite fun and powerful as well.
So - whats the game plan to make me uber-wiz.
Max INT? What secondary stat? Dex for AC or Con for HP?
If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...
Any familiar worth taking or are the bonded items the obvious way to go?

Dennis da Ogre |

I had a wizard question too. Currently I'm level 10 and have an INT of 21. I know that a minmaxed wiz can have an INT much higher, but I was wondering if 21 will still cut it as an average value for a lvl 10. Our DM is pretty tough on stat-increasal and made some houserules to restrict it. There are no restrictions on pumping saving throws tho, so I'm afraid that at higher levels I will have difficulties getting opponents to fail their saves, since I assume that at higher levels they're balanced for a higher INT than say 22 for a lvl 13 or 14 wizard.
As Ughbash said, focus on spells with no saves. Also pay close attention to who you cast spells against. If your target has a high will save don't hit it with hold person, use something like grease or stinking cloud. If it's a rogue or an agile critter use a spell with a will save not fireball or grease.
Is you INT that high with a headband/ stat booster or without? Regardless, your stat isn't that bad and there are plenty of awesome spells which don't have saving throws like solid fog, wall of stone/ force, black tentacles...

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Your limited spell capability at low levels requires a defensive style of play. Make sure you have a range weapon you are proficient with (bow) for most battles and save you spells for important encounters. Make sure you have a few tank types in your party to hide behind.
From a role-play perspective consider using your intelligence to convince the tanks how vital you are or to sooth their egos so they put up with you until you are more useful....
Yay, what a good response. There are people out there who know how to roleplay it!

Funkytrip |

Is you INT that high with a headband/ stat booster or without? Regardless, your stat isn't that bad and there are plenty of awesome spells which don't have saving throws like solid fog, wall of stone/ force, black tentacles...
It's 19 (we started at 4th level and could only have a max. of 18 incl. all additions). With extra stat for leveling and a +2 INT item I raised it to 21. +stat items are very tough to come by.
Indeed using as many no save spells as possible or spells that affect more targets (so at least a few will fail their save).
Oh well, just wanted to know if wizards with a relatively low INT are still viable at higher levels in the min-maxed world of D&D.

Danish Trumpter RPG Superstar 2013 Top 16 |

The summon monster rules do not say that it takes until the next round for the monster to appear. The "full-round action" just means that you cannot do anything more that round beyond swift actions or a five-foot step or the like. The monster appears and acts immediately during the SAME ROUND you are summoning it but after you have spent all your actions to summon the thing. It does not mean the next round or anything like that. After it's one round (the round you cast the spell) at first level it disappears before it gets to act in any subsequent rounds. If it was meant to act in the round after you summoned it, it would say so. It doesn't!

Leonal |

Danish Trumpter RPG Superstar 2013 Top 16 |

Well holy crap on a stick . . . my ego searches for an explanation as to why I was wrong but . . . my laziness says to heck with that. Well played sir, lol, well played indeed. For the low level wizard guy, check the casting time section under spell descriptions, tells you exactly what "1 round" equates too.

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Ok another question concerning level 1 wizard spell Summon Monster:
Ok - I normally never use Summon Monster spells, but for 1st level - Summon Monster 1:
Lasts 1 round
Appears on casters turn and acts immediatelyDoes this mean it appears, attacks and gets to attack again on my next round? Or does it just last the single round in which I cast it and then it disappears.
Basically, very specifically, how will this spell work for my level 1 wizard.
Thanks for all the help!
Frankly it is of little use at first level unless you need a viper to throw as a 1 round per spellcaster level distraction while you get away. Some artefact capable of granting a Wish to make said creature permanent will be your goal. Then your villain can populate up a fortress with fiendish vipers.
The Summon Monster Spells should have a 'Permanent until slain' Duration and require a Dedicated temple with summoning circle as devine focus. That way you visit the temple to create more.

tejón RPG Superstar 2010 Top 16 |

From a role-play perspective consider using your intelligence to convince the tanks how vital you are or to sooth their egos so they put up with you until you are more useful....
Intelligence is useless for any of that, especially soothing ego. That's the domain of Charisma. Hope you didn't dump it!
Intelligence will, of course, let you understand how important it is to convince the tanks of these things, and perhaps search for ways to do so more effectively because the dumb brutes just won't listen to simple logic.