Making the most out of a wizard


Pathfinder First Edition General Discussion


Hola peeps. im gearing up to play in a pathfinder game, and the GM has recommended that i play the parties wizard. i normally like the caster types, so this isnt a problem. but one thing has always bugged me about the wizard and i have never gotten a satisfying explanation of it.

with the wizard's (or druid or cleric for that matter) need to prepare spells before hand, how do they know what spells they'l need that day?

i get that with alot of the utility spells, you can just keep a spellslot open and take 15 minutes to prepare them as you need them. not like most of them are gotta-have-it-now-or-we-all-die kinda things. but what about combat spells? it seems that it would be really easy to get caught with your pants down and no useful spells in a bad situation.

i realize that the sorcerer is the simpler class, but i've played that one to death and am interested in mastering this element of strategy for the wizard. so any advice is appreciated

Shadow Lodge

IMHO, this is why wizards get scribe scroll at level 1. You can scribe any of your less-commonly used utility spells (rather inexpensively) and have them ready at a moment's notice. Additionally, the new bonded item (should you chose it over the familiar) also allows you to pull any utility spell "out of your pocket" at a moment's notice should you at least have it in your spellbook. For the rest of your slots memorize the staples (assuming you're level 1 that would be things like mage armor, shield, color spray, etc.) and you should be good to go. The beauty of the wizard is that you can be flexible in what you memorize on any given day in a broader sense than simply knowing that, "wow, today I'm going to need Spell X!" (if you're in a dungeon full of undead, you're likely going to trade all those illusion and enchantment spells for something else).


MisterSlanky wrote:
IMHO, this is why wizards get scribe scroll at level 1. You can scribe any of your less-commonly used utility spells (rather inexpensively) and have them ready at a moment's notice. Additionally, the new bonded item (should you chose it over the familiar) also allows you to pull any ....

snip

so if i understand you, its best to create a reserve of scrolls to draw on when you dont have a needed spell memorized?

if you had to give an estimate, how much of my resources should i expect to invest in scribing?

how can i tell which spells are better candidates for scrolls then for memorization?

above you mentioned preparing the "staple" spells. what should i look in a staple spell?

is it a practical investment to prepare/scribe multiples of the same spell? or am i better of spreading my slots out over a variety of spells?

how often does the games system of "elemental rock-paper-scissors" come into play, and how often should i expect said system to negate my selection of spells?

sorry for the torrent of questions.


If you don't mind having an achilles heel, the object arcane bond allows a wizard to cast any of his known spells unprepared once a day.
If you desperately need a precise spell and it's on your spellbook you can cast it.

Alternatively or if you consider the bonded object as too risky, scribing scrolls or buying/crafting wands is a good way to go.


Good offensive spells as scrolls are ones where there is no saving throw or some nice effects even if the save is made such as grease and web. Some good utility spells for scrolls: floating disk, rope trick, spider climb, fly, knock. For defensive spells, ones that last a long time despite a low caster level are good such as mage armor and resist energy.

At the lowest levels where even a 1st level scroll has a good chance to effect creatures get scrolls of daze, color spray, and hideous laughter.

As far as how often you get caught with the wrong spells? It really depends on the campaign and how often the creatures match the terrain you are traveling in. I think with the new bonded item, scrolls for backup, and at higher levels getting a staff with some good spells to fall back on you shouldn't have much trouble.

For spell selection don't put all your eggs in one basket and memorize all enchantment spells for your offensive selection for example...get some damage spells, some enchantments, and the rest battlefield control spells like grease, glitterdust, and web.

Liberty's Edge

thecosmicgoose wrote:
MisterSlanky wrote:
IMHO, this is why wizards get scribe scroll at level 1. You can scribe any of your less-commonly used utility spells (rather inexpensively) and have them ready at a moment's notice. Additionally, the new bonded item (should you chose it over the familiar) also allows you to pull any ....

snip

so if i understand you, its best to create a reserve of scrolls to draw on when you dont have a needed spell memorized?

if you had to give an estimate, how much of my resources should i expect to invest in scribing?

how can i tell which spells are better candidates for scrolls then for memorization?

above you mentioned preparing the "staple" spells. what should i look in a staple spell?

is it a practical investment to prepare/scribe multiples of the same spell? or am i better of spreading my slots out over a variety of spells?

how often does the games system of "elemental rock-paper-scissors" come into play, and how often should i expect said system to negate my selection of spells?

sorry for the torrent of questions.

There's a guide floating around here...Treantmonk's guide to wizard optimization or something like that...he goes through stats (with a 15 point buy), school selection, bonded item vs. familiar, and spell selection. There's a text version on here and he also provides a link to a google doc that's all nice and pretty. Sounds like it's what your looking for.


Scribe scrolls which aren't caster level dependent or have a long duration. Mage Armor, Detect Secret Doors, Knock, Invisibility, Spider Climb, etc.

Scribe scrolls which have multiple utilities ie. one each of Resist (Energy).

Scribe scrolls which aren't useful all the time ie. Rope Trick, Detect Thoughts, Darkvision, Unseen Servant.

Memorise blaster spells, summoning and Feather Fall.


Scrolls are a wizard's best friend!
Invest in a Handy Haversack and make lots of scrolls and you'll be able to cast any spell in your repertoire with a Move+Standard action!
Remember that the new rules of Scribe Scroll allow you to scribe anything up to 250gp base price in two hours. So when you're up on watch bang out a scroll!

Knock is a great scroll to have multiples of, and any low level spell that you just don't know if you'll have to use. Spells that are good in many situations or that you know you'll be casting a lot of are the ones you should memorize. Haste is good at the beginning of every combat, so feel free to memorize. I usually end up filling my 2nd level slots with Invisibility.


This link really needs to be in a FAQ somewhere!
http://www.d20pfsrd.com/extras/community-creations/treatmonks-lab

Anyway, that's to Treantmonk's various guides. Happy reading.

Shadow Lodge

Dire Hobbit wrote:


This link really needs to be in a FAQ somewhere!
Treantmonk's Link to Playing God

Anyway, that's to Treantmonk's various guides. Happy reading.

Fixed the link. I like his guide, I really do, but there is something to be said about making a character all on your own...

The Exchange

Dragonborn3 wrote:
Dire Hobbit wrote:


This link really needs to be in a FAQ somewhere!
Treantmonk's Link to Playing God

Anyway, that's to Treantmonk's various guides. Happy reading.

Fixed the link. I like his guide, I really do, but there is something to be said about making a character all on your own...

I agree, but if you want to make a character all on your own, you don't ask a forum for tips.

I am not saying looking for help is a bad thing, or that guides are mutually exclusive to personal creativity. Even if you prefer to take your own route it's still a good idea to see where other folks have gone and incorporate what they've learned. Saves a bit of trial and error in the long run.


Dragonborn3 wrote:
Dire Hobbit wrote:


This link really needs to be in a FAQ somewhere!
Treantmonk's Link to Playing God

Anyway, that's to Treantmonk's various guides. Happy reading.

Fixed the link. I like his guide, I really do, but there is something to be said about making a character all on your own...

I don't particularly like that guide after reading it, I'm not a fan of 7 STR and WIS. I'd much rather have a more balanced character.

Shadow Lodge

Agreed on the Scores. After all, with only a 7 Str, how are you to carry that heavy spellbook? Ans the 7 Wis means Will saves are at +0 at first level.


nidho wrote:

If you don't mind having an achilles heel, the object arcane bond allows a wizard to cast any of his known spells unprepared once a day.

If you desperately need a precise spell and it's on your spellbook you can cast it.

Alternatively or if you consider the bonded object as too risky, scribing scrolls or buying/crafting wands is a good way to go.

I've actually been wondering how this works. I was under the impression that you had to have an unused spell slot to be able to cast it.

Does your spell from the bonded item count towards your spell/day limit?
The description doesn't say, so I'd assume it does.

I'm playing a halfling wizard with a bonded ring, so I'd like to know.


No it doesn't count... it's a once per day free spell.

Something to consider for a wizard:

You don't have to memorize all your spells at the start of the day. You can leave slots open and prep what you need later. yes this means sitting down to wait for a bit before you can cast it, however it also means you have exactly what you need too, without guessing which spell to pick.

I would say have about 1/3 or 1/2 of your daily spells memorized at any time, then leave the rest to fill out later.


thecosmicgoose wrote:

Hola peeps. im gearing up to play in a pathfinder game, and the GM has recommended that i play the parties wizard. i normally like the caster types, so this isnt a problem. but one thing has always bugged me about the wizard and i have never gotten a satisfying explanation of it.

with the wizard's (or druid or cleric for that matter) need to prepare spells before hand, how do they know what spells they'l need that day?

i get that with alot of the utility spells, you can just keep a spellslot open and take 15 minutes to prepare them as you need them. not like most of them are gotta-have-it-now-or-we-all-die kinda things. but what about combat spells? it seems that it would be really easy to get caught with your pants down and no useful spells in a bad situation.

i realize that the sorcerer is the simpler class, but i've played that one to death and am interested in mastering this element of strategy for the wizard. so any advice is appreciated

I'm going to repeat what others have said and add a few other thoughts.

1. Scrolls. Wizards get scribe scroll as a bonus feat for a very good reason. This lets you keep some of the more situational spells handy without having to devote daily spell slots to them. It's also nice to have backups of spells you use often in case you run out and need more. The only problem is that scrolls use the minimum caster level, so you'll want to make mostly scrolls of spells where caster level doesn't really matter, like Endure Elements. You can also make scrolls of spells of your opposition schools, so that you don't have to spend 2 slots per spell preparing them.

2. Be a specialist wizard. Even giving up 2 schools, you will still have tons of spells to choose from, far more than you could ever learn, and the bonus spell of each level you can cast is a godsend. I suggest making a list of spells of every level you would like to have prepared most of the time, say your top 4 spells of each level. Then look at them and see if there's a school of magic that you have chosen many spells for. This is IMO the best way to pick your specialty school. The different schools also offer special abilities you may want.

3. Bonded item. This gives you one bonus spell per day which can be any spell you know in your spellbook. This is amazing. I would definitely pick this unless you really, really want a familiar. Just, whatever you do, don't pick a wand or weapon as your bonded item unless you really want to for roleplaying reasons. I say this because they have to be held in hand and can be much more easily lost, stolen or disarmed than a worn item like an amulet or ring.

4. Leave some spell slots open. I suggest leaving one spell per level open, so that you can fill them with spells later in the day as needed. Used all of your attack spells and think you'll be facing more combat today? no problem, sit down and prepare some more. Have some kind of obstacle, puzzle, or roleplaying challenege to solve, and have a few minutes to spare? No problem, sit down and prepare the perfect spells for those situations.

5. Play smart. If you know you're going to fight fire demons in the pits of hell, don't prepare a bunch of fireballs. If you're going to some crypt where you're sure there will be lots of undead, don't waste your spell slots on a bunch of enchantment and negative energy spells. You won't always know what you'll be facing, but often you will. If you don't know what you'll be facing, make sure you pick a wide variety of spells. Don't prepare spells of just one energy type or that target only one type of save unless you have good reason to. I suggest always having a couple of force and/or sonic spells handy. Very few creatures are resistant to those damage types.

6. Pick spells that can provide benefits throughout an entire battle. Spells that blow up your enemies or make them save or die are fun, don't get me wrong, but don't rely on them exclusively. There are quite a few spells that go a long way, providing benefits for an entire battle. Summoning spells are a good example, as are Haste, Black Tentacles, the various wall spells, and so forth. These spells are nice because they go a long way and help you conserve resources. As a Wizard you must often play conservatively.

7. Minions. Use Summon Monster. Animate the dead. Charm or Dominate an orge or other tough but stupid monster. At higher levels, make a golem. I can't overstate just how powerful and useful such help is, even if you just have one handy meat shield around. At the very least, it's one more target for enemies to attack instead of hurting you. It's also pumping out damage when you might otherwise be busy or want to conserve spells while still contributing to the battle.

Sczarni

I have a rubric for spellcaster design, at least with regards to spell selection.

For wizards, magic goes Survival > Perception >Travel > Combat

Some spells will fall into multiple categories, and some are no brainers.

Survival - keeping you or your allies alive & healthy. Protection from Evil, Mage Armor, and Featherfall are all examples.

Perception - seeing better than your enemies. Darkvision, invisibility, and true seeing are examples.

Travel - getting from 1 place to another. Teleport, Plane Shift, and Dimension Door are prime examples.

Combat - you are going to want to hurt the baddies at some point. Here's your opportunity. In general, spells that do Xd6 damage are not as efficient as spells which simply make the baddy lose. Also, if you use a combat spell that aids your entire party - Haste is the ultimate example - you multiply your combat effectiveness by the total number of affected characters. Likewise, spells which do not allow saves and/or spell resistance.

Other than that, there's a lot of good advice above. Not too sold on the "open slots" deal, but I generally tailor my spell loads to match the current adventure.

-t


Lots of great advice here. I expect no less from my fellow Paizopaths.

I have one suggestion regarding keeping open spell slots. You might consider keeping 2 slots open, in case the perfect spell for the occasion might be from an opposed school.

Not likely to happen often, but wizards are usually the kind to worry about such contingencies.

Oh, and I suppose my post already implies it, but there's no such thing as a spell you don't want in your spellbook in PF.

Dark Archive

Diversifying energy types has already been pointed out, but when it comes to combat you should also remember to diversify your saves. When I play a wizard I usually try to have one spell at each spell-level that calls for a touch attack, fort save, ref save, and a will save. Doing this allows you play to your enemy's weaknesses. This has proven very effective since most of the fort and will based spells can effectively end a battle. Also, don't discount your knowledge skills to discover weaknesses of monsters you don't recognize.

Once I have those staples filled, I'll leave the rest of my spell slots open and fill them as needed, unless I have a specific utility or defensive spell I know I will need. I will usually always prepare feather fall.

Scrolls can be life-saving. Spells like see invisibility and dispel magic are priceless when needed.

Also, don't forget wands. Magic missile is good if you run out of things to do in combat and a wand of knock is great if you are without a rogue.


Scrolls, the most important thing are scrolls.

This gives the wizard the ability to basically have almost any 1st-3rd level spell at a whim, on the cheap.

The ability to do this is huge, it means unlimited versatility, and versatility in D&D is how you win :)

Grand Lodge

Benicio Del Espada wrote:

Lots of great advice here. I expect no less from my fellow Paizopaths.

I have one suggestion regarding keeping open spell slots. You might consider keeping 2 slots open, in case the perfect spell for the occasion might be from an opposed school.

One thing that should also be remembered... If you take the item option of Arcane Bond, you effectively have a bonus "open slot" that can be used on demand for any spell in your spellbook that you are normally capable of casting. With this as a backup, the need to keep slots opened is lessened as long as you plan carefully.

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